By Roger Dupuy (Rogerdupuy) on Monday, March 03, 2003 - 01:51 pm: Edit |
I know the current thread is dealing with arming energy and "throughput" but...
How about looking at a x2 photon this way:
•2 space weapon
•fires 2 torpedos per tube
•keep the same to hits, but if the 1st torpedo hits, then the 2nd torpedo hits automatically. If the 1st misses, then you may roll for the 2nd one. This gives the this photon a slight targeting/to hit advantage, but still retains the 'jackpot mystique' of the photon we all love or hate depending on what are the die results are and which side of the tube you are on.
•also for ship SSD layout, you could have 2 on a 'cruiser' (in effect 4 torpedos), 3 on a 'battlecruiser', 1 on a frigate-remember that they are 2-spaced weapons requiring 2 hits to destroy
•keep 120° firing arcs for regular torpedo
•increase firing arcs to 180° if you fire an underloaded (miniphoton)
•decrease firing arcs to 60°if it is a heavier damage torpedo
This kind of photon still needs input on how much damage and arming and 'to hit' but the feel of this weapon is new yet still photonish.
By Mike Raper (Raperm) on Monday, March 03, 2003 - 02:07 pm: Edit |
How about the enhanced proximity fuse rules from SSJ1? That was pretty cool, and wouldn't seem to be a game breaker. Anyone played with those rules yet?
By Jeff Tonglet (Blackbeard) on Monday, March 03, 2003 - 02:28 pm: Edit |
I'm sorry, but that's not going to fly.
Quote:2 space weapon
Quote:2 torpedos per tube
Quote:keep the same to hits, but if the 1st torpedo hits, then the 2nd torpedo hits automatically. If the 1st misses, then you may roll for the 2nd one. This gives the this photon a slight targeting/to hit advantage, but still retains the 'jackpot mystique' of the photon we all love or hate depending on what are the die results are and which side of the tube you are on.
# hits | Old way | Your way |
0 | 1/16 6.25% | 1/16 6.25% |
1 | 4/16 25% | 2/16 12.5% |
2 | 6/16 37.5% | 5/16 31.25% |
3 | 4/16 25% | 4/16 25% |
4 | 1/16 6.25% | 4/16 25% |
# hits | Old way | Your way |
0 | 1/81 1% | 1/81 1% |
1 | 8/81 10% | 4/81 5% |
2 | 24/81 30% | 16/81 20% |
3 | 32/81 40% | 24/81 30% |
4 | 16/81 20% | 36/81 44% |
Quote:•keep 120° firing arcs for regular torpedo
•increase firing arcs to 180° if you fire an underloaded (miniphoton)
•decrease firing arcs to 60°if it is a heavier damage torpedo
By John Trauger (Vorlonagent) on Monday, March 03, 2003 - 03:31 pm: Edit |
MJC,
If you can show how a 6+2 arming sequence constitutes abuse and how it can easily occur, no problem.
At the moment, I just don't see it.
By Loren Knight (Loren) on Monday, March 03, 2003 - 06:39 pm: Edit |
John: My suggestion was for the arming of warheads above 16. For warheads 16 or less you could arm them any way you wanted with in the current rules. I have to say MJC is right here that getting a 24 point warhead (too big IMO) from an arming sequence of 10+2 will give the Fed a huge advantage. Especially on turn two. The distance needed to throw 40 warp into photons is already there on turn one, so the fed will only be going about speed 10. Then on turn two he can just allocate a triffle 8 and speed up to anything (<=30)and be fully ready to do battle with a BIG stick. Almost like having 24 point disruptors that arm for 2 each.
Thats too much of a pay off for biding you time for one turn.
By Mike Raper (Raperm) on Monday, March 03, 2003 - 06:42 pm: Edit |
I can see fast loading a 16 point photon. But for anything above that, it should be an even split on turn 1 and 2. So, for a 20 point warhead, it would be five and five. No other combination would work...call it stability, if you need a reason. That way, the power cost is split and keeps the Fed honest while still allowing a bigger warhead, if they want to pay for it.
By Jeff Tonglet (Blackbeard) on Monday, March 03, 2003 - 06:53 pm: Edit |
We're getting to the point where everyone has their favorite idea and there's no way to integrate most of them into one proposal.
By Mike Raper (Raperm) on Monday, March 03, 2003 - 06:55 pm: Edit |
Yup. The sad fact is, they could all work in the right circumstances, if they were properly balanced. There just isn't any one right answer.
By michael john campbell (Michaelcampbell) on Monday, March 03, 2003 - 06:59 pm: Edit |
Quote: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.
Quote:•keep the same to hits, but if the 1st torpedo hits, then the 2nd torpedo hits automatically. If the 1st misses, then you may roll for the 2nd one. This gives the this photon a slight targeting/to hit advantage, but still retains the 'jackpot mystique' of the photon we all love or hate depending on what are the die results are and which side of the tube you are on.
Quote:MJC,
If you can show how a 6+2 arming sequence constitutes abuse and how it can easily occur, no problem.
At the moment, I just don't see it.
By michael john campbell (Michaelcampbell) on Monday, March 03, 2003 - 07:07 pm: Edit |
Quote:John: My suggestion was for the arming of warheads above 16. For warheads 16 or less you could arm them any way you wanted with in the current rules. I have to say MJC is right here that getting a 24 point warhead (too big IMO) from an arming sequence of 10+2 will give the Fed a huge advantage. Especially on turn two. The distance needed to throw 40 warp into photons is already there on turn one, so the fed will only be going about speed 10. Then on turn two he can just allocate a triffle 8 and speed up to anything (<=30)and be fully ready to do battle with a BIG stick. Almost like having 24 point disruptors that arm for 2 each.
Thats too much of a pay off for biding you time for one turn.
Quote:We're getting to the point where everyone has their favorite idea and there's no way to integrate most of them into one proposal.
Quote:Yup. The sad fact is, they could all work in the right circumstances, if they were properly balanced. There just isn't any one right answer.
By Loren Knight (Loren) on Monday, March 03, 2003 - 07:11 pm: Edit |
I though my proposal was a comproise of the general direction of this thread. Or at least, that's what I was trying to do.
By John Trauger (Vorlonagent) on Monday, March 03, 2003 - 07:23 pm: Edit |
Loren,
You now know why even MY/GW photons have limits on the amount of overload energy they can have in the photon tubes when the game starts.
On turn 1, the Fed is going to come in *holding* photons and finishing the arming.
The limit imposed on older-tech photons is no more than 6 points of energy in the photons from previous turns. We could adopt that.
Then if someone wants to pull a 10/2 arming split, they'll have to do it with the enemy all over them.
I'd like to see that.
By Jeff Tonglet (Blackbeard) on Monday, March 03, 2003 - 07:40 pm: Edit |
Quote:Agreed Playtesting will be the final arbiltor, but I really think that...
Quote:4 O/L UIM Disruptors are going to have a lot of problem dealing with 16 point Fastloads that can be held ( one of the offshots of removing the instability rule ).
Quote:Firstly 2+10 is a very big blow, just get to R1 and walk away at speed 16
Quote:but I would arm 3 x 2+10 plus 2+3 and run away
Quote:Standard Opponets ( the Klingons ) are bound to have 4 Disruptors and 2 Drone Launchers whilst the Feds are bound to have 4 Photons and 2 Drone Launchers, so we need to get the Photons pretty well balanced with the Photons.
We might be able to get 6 X2-Disruoptors to balance with 2+10 loaded ( or 10+2 ) Photons but trying to get 4 without high damage disruptors ( which move the Klingon Flavour of the ships towards being like photon users ).
Quote:Thirdly...and these are things you tend to think of when one types.
If you have 6 AWR and 48 Warp ( and 4 Impulse and five 3 Point BTTYs ), you can move at 21 (12/30 (changing speed in the middle of the turn) which will be do-able under X2 Accelleration... probably ) and load 8.5+3.5 and move at 32 on the second turn (paying 10 points of warp for that final point of movement).
Under the Instability rule you couldn't arm this way and thus you'ld have a attack that was easier for the four Disruptor Klingon to contend with.
By Jeff Tonglet (Blackbeard) on Monday, March 03, 2003 - 08:00 pm: Edit |
Quote:You now know why even MY/GW photons have limits on the amount of overload energy they can have in the photon tubes when the game starts.
On turn 1, the Fed is going to come in *holding* photons and finishing the arming.
Quote:The limit imposed on older-tech photons is no more than 6 points of energy in the photons from previous turns. We could adopt that.
By Loren Knight (Loren) on Monday, March 03, 2003 - 08:19 pm: Edit |
John T: I knew that but in my example I was ignoring any turn 0 energy. I was strickly observing turn 1 and turn 2.
Impulse one of turn 1 the enemy is still far away and speed ten is enough to keep him out of OL range. So the enemy is NOT all over the Fed. Turn two the X ship can tripple it's speed so the slow speed of turn one is of no cosequence. In fact, it caused the enemy to come to the Fed. which is good. Energy saved.
By michael john campbell (Michaelcampbell) on Monday, March 03, 2003 - 09:00 pm: Edit |
Quote:Playtesting will determine if the Klingon needs 4 or 6 disruptors.
Plus, Klingons have other advantages to offset the photon-disruptor disparity.
Two-shots-a-turn disruptors could also balance against the photon.
Quote:If you get to range 1 of a Fed ship with full overloads ready to fire, you deserve to get your doors blown off.
By michael john campbell (Michaelcampbell) on Monday, March 03, 2003 - 09:23 pm: Edit |
Quote:Take one of the Fed XCAs that have been proposed and fill out the EA. Speed, EA, housekeeping, reloads, suicide shuttles, phasers, recharge batteries, shield reinforcement.
By John Trauger (Vorlonagent) on Monday, March 03, 2003 - 10:41 pm: Edit |
Jeff,
the limits on starting energy ina photon is not, IIRC, just a tournament rule. If you look in either the WS-III rules or photon rules you should find it. Try WS-III first.
Loren,
Straw EA, assuming were talking about a CC with 48 warp +6AWR +6IMP.
60 power -40 for photons: 20 left
-4 for H/K: 16 left
-10 for movement: 6 left.
-3 for special shuttles: 3 left for EW without digging into batteries.
The ship has telegraphed that it has put a heavy amount of power into photons due to the characteristic "Fed Slowdown" effect. Anyone that goes down his throat will be courting 96 points of damage from a photon slot machine. Just becaiuse you can't go down his throat doesn't mean you can't deal with him.
The Fed's EW is weak without digging into batteries, so you snipe and get a drone wave going if you're a disr/drone race. Plasma boats holding plasma have a pretty good power curve themselves so they can do some R10 phaser sniping and dare the Fed to chase them while making him eat plasma for the honor. Gorns are especially good at this. That leaves the Lyrans who can snipe but not toss drones and the Tholians and if the Tholians have web-casters, the tactics associated with the WC ought to work as well against X2 as GW.
An Orion might double engines and go down the Fed's throat anway, especially a X2 Orion
By michael john campbell (Michaelcampbell) on Monday, March 03, 2003 - 11:52 pm: Edit |
J.T.:
Like I've said before 10+2 arming isn't really all that much of a problem compaired to 2+10.
And less of what you say holds true for a GW Vs X2 fight.
If an XCA fights a DNH then what good will it do the DNH to fight if the enemy can move at speed 32 against you, tractor you if it gets into range too early ( because of the huge BTTY compliment ) and blow 96 points of damage into your DNH at R1 on Impulse 1.
It doesn't matter if the XCA crawls away at speed 1 or speed 16 because the DNH is snail snot. And 2+10 arming lets you do this. At least the instability rule limited the ability to 2+8 arming for a 20 point warheads that couldn't be held.
By Jeff Tonglet (Blackbeard) on Tuesday, March 04, 2003 - 03:02 am: Edit |
JT, Basic Set (S4.13) Weapon Status III
Multi-turn arming weapons may be assumed to be fully armed and are being held in their launch tubes; in this case, holding energy must be allocated on the first turn. Note that weapons that cannot be held (e.g. plasma-R torpedos) cannot be completed prior to this point.
I don't see anything that specifically mentions photons nor anything restricting overloads.
By Roger Dupuy (Rogerdupuy) on Tuesday, March 04, 2003 - 02:29 pm: Edit |
Thanks Jeff,
•you're right, photons are not beam weapons-I retract the damage based on arcs section.
•2 photons per ship are not kosher? Can anyone say Fed YCA?
•Courage Jeff, your P-V double-space weapons may have a place.
•the 'to hit' suggestion does make the photon better...x2 no? Just adjust the damage accordingly.
By Roger Dupuy (Rogerdupuy) on Tuesday, March 04, 2003 - 02:41 pm: Edit |
also, making x2 photons (for balance-all x2 weapons)that have upper limits and liabilites makes for interesting tactical decisions. If an a x2 photon proposal that has the capability of delivering BIG BIG damage say, should have a danger attached to it.
In the x2 hull thread, there are those who addressed this idea under my post.
Firing in mega-uber-mode should have dangerous consequences.
By John Trauger (Vorlonagent) on Tuesday, March 04, 2003 - 04:08 pm: Edit |
Roger,
Such as...?
Jeff, check for a separate notation on photons or feds further in the WS III rules.
By michael john campbell (Michaelcampbell) on Tuesday, March 04, 2003 - 05:16 pm: Edit |
Quote:also, making x2 photons (for balance-all x2 weapons)that have upper limits and liabilites makes for interesting tactical decisions. If an a x2 photon proposal that has the capability of delivering BIG BIG damage say, should have a danger attached to it.
In the x2 hull thread, there are those who addressed this idea under my post.
Firing in mega-uber-mode should have dangerous consequences.
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 05:17 pm: Edit |
Absolutely. One of the original 1X rules that was quickly canned was the unstable fast load rule for photons. It was so risky, nobody bothered. I can see adding SEP's for firing 24 pointers, or something similar. But no random rolls, please.
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