By Christopher E. Fant (Cfant) on Friday, February 28, 2003 - 11:45 pm: Edit |
Why do we have to have an instability rule?
X1 has 12 point fastloads, 16 pointers are not too much larger.
if a torp can go to 24, then it can easily absorb 16.
Also, why can you not hold them? Then you make them disruptors and this is NOT what we want to do.
By michael john campbell (Michaelcampbell) on Saturday, March 01, 2003 - 01:48 am: Edit |
Why do we have to have an instability rule?
To avoid having a FED XCA load up the Photons as 8+4 ( read that as 8+0 because X2 BTTYs can hold warp over a turn break ) and have a collosal localised throughput.
X1 has 12 point fastloads, 16 pointers are not too much larger.
Perhaps so but I say, 12 point holdable fastloads and 16 point non holdable fastloads is enough of an improvement over X1 to be considered a tech level jump ( in the fastload aspect anyway ).
if a torp can go to 24, then it can easily absorb 16.
Yes and the instability rules says any more than 6 points of warp pumped into a photon in one turn creates an unstable photon that can not be completed nor held.
12 Point fasloads can be held.
16 Point Fastloads can't be held.
24 Pointers built as 6+6 can be held ( and are the only ones that can ).
24 pointers built by 4+8 ( or 5+7 ) can't be held.
24 Pointers built by 8+4 can't be built.
Also, why can you not hold them? Then you make them disruptors and this is NOT what we want to do.
Since Disruptors under X1 holding ( even overload holding) exists for disruptors and the tendance for X2 Disruptors is for Disruptor Caps, unholdable Photons will not make Photon Disruptor-like nearly as much as the Disruptors will be Photon & Phaser:- like.
The point being that you can have holdable Fastloads, you just need to tone down and use 12 pointers ( just like X1 ) and you can have holdable 24 Point warheads:- you just have to be really careful about you arming proceedure.
So the limitation isn't there in the rule, it's there in the application.
GW Photons can get a localised throughput of 4 ( 16 damage ( hiting half the time at R8 ) for 2 points of power on the turn of attack ( 16 x 3/6 : 2 = 4 ) but the 24 point photon can't yeild more than 2 ( 24 x 3/6 : 6 ) and no more than 3 ( 24 x 3/6 : 4 ) if one wants to accept the instability problem.
So we can have 24 point photons but having 24 point photons firing every two turns with heaps of availible power won't come to pass if we go with the instability rule.
By michael john campbell (Michaelcampbell) on Saturday, March 01, 2003 - 01:54 am: Edit |
Quote:I guess that's still open to debate.
I would say 9+ is still an OL.
By Christopher E. Fant (Cfant) on Saturday, March 01, 2003 - 02:33 am: Edit |
Ah well.....is all conjecture anyway.
By michael john campbell (Michaelcampbell) on Saturday, March 01, 2003 - 06:41 pm: Edit |
Quote:So the limitation isn't there in the rule, it's there in the application.
GW Photons can get a localised throughput of 4 ( 16 damage ( hiting half the time at R8 ) for 2 points of power on the turn of attack ( 16 x 3/6 : 2 = 4 ) but the 24 point photon can't yeild more than 2 ( 24 x 3/6 : 6 )and no more than 3 ( 24 x 3/6 : 4 ) if one wants to accept the instability problem.
By Jeff Tonglet (Blackbeard) on Saturday, March 01, 2003 - 09:39 pm: Edit |
How about this:
By michael john campbell (Michaelcampbell) on Sunday, March 02, 2003 - 01:00 am: Edit |
I'm not sure allowing 10 plus 2 power would be a good idea, there'll be a lot of munchkins who insist of 20 point fastloads, and beside that do you want an R8 localised throughput of 5!?!...that's 10 at R1 BTW, which is better than a Ph-1...although a Ph-G is 14.66 so it's not un thinkable, just can you imaging putting 4 Ph-Gs on a ship and powering them up with 2 power!?!
I think 10+2 is going to be bad even if you do restrict fastloads to 12 ( which is okay by may but there's a lot of pro 16 point fastload people around.
By Jeff Tonglet (Blackbeard) on Sunday, March 02, 2003 - 03:12 am: Edit |
We can handle the munchkins by simply writing the rule that says "No, you can't do _____."
What do you mean by localised throughput?
I always understood throughput to mean damage output over 6 turns (plasmas shoot twice, photons shoot 3 times, phasers shoot 6 times) so you can compare the total amount of damage the weapon can do.
If you're worried about a ship starting the scenario with needing only 2 power to finish arming a 24 point torpedo, consider the fact that Feds already start WS-III with 2 power to hold 16 point shots. The difference is, if the 24 pointers are not fired on turn 1, then they cost 3 to hold, not 2.
By michael john campbell (Michaelcampbell) on Sunday, March 02, 2003 - 05:16 am: Edit |
Quote:What do you mean by localised throughput?
I always understood throughput to mean damage output over 6 turns (plasmas shoot twice, photons shoot 3 times, phasers shoot 6 times) so you can compare the total amount of damage the weapon can do.
Quote:If you're worried about a ship starting the scenario with needing only 2 power to finish arming a 24 point torpedo, consider the fact that Feds already start WS-III with 2 power to hold 16 point shots. The difference is, if the 24 pointers are not fired on turn 1, then they cost 3 to hold, not 2.
By John Trauger (Vorlonagent) on Sunday, March 02, 2003 - 02:22 pm: Edit |
Localized throughput = "damage to power ratio on the turn of firing without considering power from previous turns", right?
I'm not sure that's incredibly valid as a concern or measure of efficiency. If you want a 24 point photon you have t put in the 12 power to get it at some point. And if your enemy gives you a full turn to rest and put most of the arming energy into your photons, he deserves to get stomped for not pressing you on your reload turn as any competent player would.
By Jonathan Biggar (Jonb) on Sunday, March 02, 2003 - 07:09 pm: Edit |
Call it "crunch throughput", if you will. It's not as important as the overall throughput number, but is an important secondary consideration.
You can't let "crunch throughput" get too large or it throws balance out of whack too. Consider a weapon that's just like the disruptor, but takes 20 turns to charge and does 20x as much damage. If a ship with this weapon has it charged (say WS-III?), an opponent with disruptors has little chance of winning, when hitting with two "uber" disruptors will vaporize his ship at r8.
By michael john campbell (Michaelcampbell) on Sunday, March 02, 2003 - 07:22 pm: Edit |
Quote:I'm not sure that's incredibly valid as a concern or measure of efficiency. If you want a 24 point photon you have t put in the 12 power to get it at some point. And if your enemy gives you a full turn to rest and put most of the arming energy into your photons, he deserves to get stomped for not pressing you on your reload turn as any competent player would.
By John Trauger (Vorlonagent) on Sunday, March 02, 2003 - 08:37 pm: Edit |
MJC,
OK, I can see that. It's a measure of one-shot crunch.
So back to the topic at hand: If we allow a possible 10+2 arming sequence for a photon, tell me what's so bad about a localized throughput of 5. (6?)
Please address the counterbalancing argument that it's almost impossible to put 10 points into a ship's entire inventory of photons and not make the ship vulnerable to a competent enemy. If someone can throw that kind of power into their weapons and actually pull it off, I think they're welcome to the benefits.
By Jeff Tonglet (Blackbeard) on Sunday, March 02, 2003 - 10:12 pm: Edit |
What's the top speed be if an XCA put 40 warp into its torpedos on the first turn?
What's the top speed be if a CA put 24 warp into its photons?
Don't you get the same speed in both cases? 8-10.
If that's the case, then 10+2 = 24 warhead seems very Fed-like for X2.
By michael john campbell (Michaelcampbell) on Sunday, March 02, 2003 - 10:21 pm: Edit |
So back to the topic at hand: If we allow a possible 10+2 arming sequence for a photon, tell me what's so bad about a localized throughput of 5. (6?)
Oops...yeah, six.
Okay, well what happens latter in the Xork invasion period.
If an X1 cruiser can have 40 Warp Engine boxes and an X2 cruiser can generate 1.5 power per box, then it stands to reason that an X2 cruiser could have at the uppermost design limit of a pair of 20 box warp engines that produces 1.5 power per turn.
If we take from that 60 points of warp power a 40 point lump to power the Photons ( and that asumes that there are no AWRs to power the Photons, and we have Warp Power help in the our five 5 point BTTYs then we can Move at 31 on turn 1 and load up those 24 point warheads whilst just consuming 10 points of 25 points of warp power.
On the second turn the 8 points of power being flooded in to the warp tubes can come from teh engines without any kind of problem.
Even in the trade wars period, with 48 warp power and 4-6 points of AWR, the ship could dump in 10 points of Warp per tube and still move at 15.
Or alternately it could run at ( lets say 32 costs an extra ten points of warp power ) a speed of 32 and pass 2 points into each tube ( without touching the AWR power, although one point of impulse will be used ) and then use the Fed Hack `n' Slash to fire off 4 close range 24 point photons and crawl away at a speed of 15! ( that's 30 for 8 impulses, 16 for 8 impulses and 8 for 8 impulses and she can jump straight up to 32 from 8 if we improve the accelleration abilities to 4 times or +20 and that is pretty leasurely decelleration considering X1 uses 6 impulse blocks and X2 might have 4 impulse blocks...even with times three and +15 she could have a 7 impulse block at a speed of 28 and decellerate to 14 for 6 impulses and she'ld have enough to hexes of movement to go at 10 for the rest of the turn which would allow her to jump back up to 30!...no use of the five three point BTTYs.)
How do GW ships compete!?!
A B10 oppoents can only move at 31 and ( 79+12 - 61 - 6.5 - 22 = 1.5 ) fire 8 drones and her phaser array and 5 of her 8 facing disruptors on overload and one on standard and have 1.5 power left in thbe BTTYs.
And can only do that for one turn before she has to start powering any phasers that she wishes to employ.
After a turn of doing that she could power and fire all her disruptors and all her facing phasers ( assume perfect oblique ) ( 79+1.5 -6.5 - 11 ( the left over caps from the previuos perfect oblique were used and the player chooses not to recharge the Ph-3 ) -32 ( all facing disruptors ) = 31 which is a speed of 16 )...and this is before anybody deals with EW dropping the number of charged diruptors by one standard and one overload ( unless the speed drops by 3).
All in all an off turn speed of 15 isn't too bad against a GW opponent and indeed is so good that the X2 ships will easily be able to inflict huge quantites (even with X1 style BTTYs, the five BTTYs will allow for 15 points of impromutu tractor whilst the B10 only has 12) of damage during the arming period and stay out of trouble during the non-arming period...and the X2 is theoretically cheaper than a B10.
10+2 and 2+10 arming are bad moves if we want to retain a Plays Nice situation with GW vessels.
By michael john campbell (Michaelcampbell) on Sunday, March 02, 2003 - 10:35 pm: Edit |
What's the top speed be if an XCA put 40 warp into its torpedos on the first turn?
48(Engine)+6(AWR)+1 Imp - 40 = 15.
What's the top speed be if a CA put 24 warp into its photons?
7 until the AWR refit makes it 11 ( but that require 1 point of BTTY to house keeping )
Don't you get the same speed in both cases? 8-10.
No the X2 is much faster!!!
If that's the case, then 10+2 = 24 warhead seems very Fed-like for X2.
It has a fed feel and I'm not against a Fed Feel...you're talking to Mr six 24 Point Photons have a Fed Feel here, but it'll make the Play Nice aspect of the game blow away like dust.
Consider the Fed Hack and slash.
How do you stop a Fed that can move at speed 32 from getting to R1???
Convince him that he'ld rather Oblique you at R4!!!...that's about your only option.
By running up to really close range and hurling 64(R4) or 80(R2) or 96(R1) points of photon based damage as soon as the turn break arrives, and running fast enough to leave the Feds will murderalize ( As Buggs Bunny likes to say ) the GW ships.
As much as a Fed feel will be a good thing, some Fed actions will become beyond a joke as the dynamic changes from no warp availible at 31 to 14 warp availible at 31 (MY to X2). And thus some of the MY and GW abilities of the Fed will need to be watered down ( or left as they are ) and not have their capasities uniformly increased.
By Jeff Tonglet (Blackbeard) on Sunday, March 02, 2003 - 10:49 pm: Edit |
There are a lot of details that are assumed in your analysis that haven't been settled on.
Quote:If an X1 cruiser can have 40 Warp Engine boxes and an X2 cruiser can generate 1.5 power per box, then it stands to reason that an X2 cruiser could have at the uppermost design limit of a pair of 20 box warp engines that produces 1.5 power per turn.
Quote:and we have Warp Power help in the our five 5 point BTTYs then we can Move at 31 on turn 1 and load up those 24 point warheads whilst just consuming 10 points of 25 points of warp power.
Quote:Even in the trade wars period, with 48 warp power and 4-6 points of AWR, the ship could dump in 10 points of Warp per tube and still move at 15.
Quote:How do GW ships compete!?!
A B10 oppoents can ...
By John Trauger (Vorlonagent) on Sunday, March 02, 2003 - 10:52 pm: Edit |
MJC,
15 is not exactly a blistering speed.
To expand the scenario, You're putting 40 out of 60 total power (assuming 6 impulse)into weapons.
Minus 4 housekeeping leaves 16 for everything including speed.
Care to spring for a ASIF? Minimum power is 1 for my system, and more like 6-8 for other proposals. The ship closes to a vulnerable crawl.
EW? Another 8 points and we haven't even decided if the special bridge costs anything.
Holding weasels or suicides? More power.
Let's not even talk about what happens if the phaser caps are dry (2x caps does make that less likley)
Clearly the batteries can end up badly drained for this, especialy if it has to use heavy EW and/or one of the more expensive SIF proposals. I think a GW ship can cope with this situation.
Now graduate to 60 warp plus another 12 other power for 72 that blows the lid off the hard choices.
Seems to me that a 60-warp upgrade would be unbalancing, so we simply don't upgrade to 60-warp during the Xork invasion. We stay at 48. (Jeff, there's your answer about 1.5x boxes)
Problem solved.
By Loren Knight (Loren) on Sunday, March 02, 2003 - 11:06 pm: Edit |
This discussion hinges on whether or not X2-Batteries can hold warp for multiple turns. It says they do in the rules.
By Mike Raper (Raperm) on Sunday, March 02, 2003 - 11:16 pm: Edit |
For that matter, the poll we did showed most people favored 44 to 46 warp, not 48. That, and the fact that we don't know how much AWR an XCA will have (say four or five), and you get a result closer to Jeff's original. This is all very conjectural right now, but we're arguing in circles over this and making it harder than it has to be. I still think a simple 50% increase in photon damage and power over 1X is a good start. Take this example:
1X CC: 4 photons. Normal arming is 8 points in one turn for two turns. Out of forty warp, you have 32 left over.
2X CA: 4 photons. Normal arming (at 12 point standard warheads) is 12 per turn for two turns. With 46 warp, you get 34 left over.
With all the other X2 stuff we're seeing proposed, you may well have less power to play with than the 1X ship did. And fast loading makes it even worse; a fast load of 16 point warheads will be horrendously expensive...32 points. Even if you had all warp in your batteries, and drained 'em dry, that's still a huge, huge amount of power to put into a weapon...especially one that hits so poorly.
And yes, you'll knock the stuffing out of any 0X ship that gets close enough to you. But hell, shouldn't a 2X CA with a BPV of 350 or so be pretty darned dangerous?
By John Trauger (Vorlonagent) on Sunday, March 02, 2003 - 11:29 pm: Edit |
Mike, Loren,
My analysis takes warp in the batteries into account. Given a pretty rosy scenario (48 warp, 6 AWR, 6 Impulse), putting 10/tube into photons leavs the ship badly strapped for power, even when you toss in the extra 15 for an assumed 5 batteries.
If you're strapped for power at the end of the equation, it doesn't matter if the batts are holding warp or not. There still isn't enough to go around.
Result: dropping in 10/tube will be an unworkable or extremely rare occurance.
By Mike Raper (Raperm) on Sunday, March 02, 2003 - 11:38 pm: Edit |
As it should be! I agreed with your post, John...I was just pointing out a somewhat simpler alternative.
By michael john campbell (Michaelcampbell) on Monday, March 03, 2003 - 12:13 am: Edit |
If you're strapped for power at the end of the equation, it doesn't matter if the batts are holding warp or not. There still isn't enough to go around.
Result: dropping in 10/tube will be an unworkable or extremely rare occurance.
No It'll happen all the time if you let it.
How does a GW ship or group of ships ( althought he only thing the group of ships have in their advantage is the possibility of overkill ) deal with a ship that has 48 Warp and 6 AWR and runs at the GWs at speed 32 ( using 40 Warp and 1 Impulse, although I'ld like ships to go faster then 32...maybe the left over AWR will go to paying for the A.S.I.F. and Life support ) and then over the turn break, at what ever range it's reached, dump ( 3 point caps even with Ph-5s allows the second shot for free...8 EW can come from BTTY if need be, you have 15 points in the five three pointers...4 house keeping ( which will likely be 3 Impulse and one BTTY )...hurls 4 24 point photons and 6 Ph-5 shots ( and still has 6 points of power left in the Caps ) and then has enough power to walk away at speed 15!?!
Sure the 2 D5s that didn't get cruicified will race in and balst their four Ph-1s and 8 Overloaded Disruptors against you 50-50-40-40-40-50 shields but the A.S.I.F. and Caps-to-SSReo will take a lot of the sting out of that...At R4 the D5s are only looking like dealing up 58.33 points of damage ( although there is the possibility that some Damage will be done by the cruisifed D5 on the same shield as the other D5s but it's unlikely that they'll get all three to hit so I accounted for two hitting the same shield).
The X2 Photon just shouldn't be able to arm 10+2 or 2+10, the idea of it is too devestating.
Even arming as 8+4 and 4+8 and remaining stable will give the Fed XCA the ability to grossly damage enemy ships even though the Klingon XCA is running around with 4 Disruptors that bearly scratch the enemy.
By Loren Knight (Loren) on Monday, March 03, 2003 - 02:16 am: Edit |
My solution for the Klink was that 4 heavy disruptors was not enough and six was a little too much. I went with(actually Mike Rapers original K-XBC design) two rear firing H-Disr. as the balance. This also had the effect of making the Klingons the Kings of the Oblique attack. Originally there was four FH and two RH but this along with the cool Klingon Phaser arcs was too much. So I ended up with 2xFA-L + 2xFA-R + 2xRH. If you see the exterior design I created these arcs fit perfectly.
MJC: Though I still feel 24 points is too much (and 20 as well but 18 arms uneven) I'm glad to see you being conservative here. I agree with you. We could say that 50% of the energy to arm a warhead over 16 must be added on the first turn for stability. An arming chart could be given to denote the minimum turn A arming energy IF you want to arms a particular size war head. You could add less energy the second turn and end up with a lesser warhead if you choose.
Photon Heavy Overload
Minimum Energy Requirements Table
Warhead | 17-19 | 20-23 | 24 |
Turn A minimum | 4 | 5 | 6 |
Turn B minimum | 4 | 4 | 5 |
By Jeff Tonglet (Blackbeard) on Monday, March 03, 2003 - 01:38 pm: Edit |
An X0 photon can be armed as a 2+2 standard.
When OL, it can be armed 2+6, 2+3, 6+2, or any other combination.
If you have a turn where you're short on power (reload and run away, for example), you can put only 2 power in this turn, but still have the option later (no matter how costly) to fill a full overload later.
The reason I proposed 10+2 (or more properly 2+10) is to keep this option open for the Fed ship.
Sure, if you put 2 points to each torpedo on the first turn, then ramp it up to full OL on the next turn, all the lights in the non-essential areas will go dim and the ship will slow to a crawl. But that's how Fed ships have flown since the overload setting was invented.
It comes down to playtesting. Analysis on the bulletin board is not going to be sufficient.
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