By michael john campbell (Michaelcampbell) on Tuesday, March 04, 2003 - 06:12 pm: Edit |
"SEPs"?
There's a lot of good restrictions that don't involve a die roll to avoid ( look at the FUS S-O/L ) and non-holding is a good on for the Feds.
By Jeff Tonglet (Blackbeard) on Tuesday, March 04, 2003 - 06:29 pm: Edit |
I found the second rule: (S4.32) Overload. No prior-turn arming can be assumed to have overloads. Except Feds which may have 2 points of power per tube.
This means that Feds can start the scenario holding 12 point overloads. Hold cost 1 1/2 per torpedo.
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What's wrong with simply making photons 24 points and leaving it at that?
Having to slow down is restriction enough.
Going from 6+2 to 10+2 requires 16 more warp.
Warp engines on X0 increase by 18 to X2 (30 to 48).
I don't see what the problem is.
By John Trauger (Vorlonagent) on Tuesday, March 04, 2003 - 06:51 pm: Edit |
Makes two of us. The power required is its own restriction.
MJC thinks that 2+10 is a problem case, and I'm having trouble seeing that also. I would think 10+2 would be the more dangrous case.
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 06:55 pm: Edit |
That's three, then, 'cause that's what I've been saying for awhile now. Any captain that wants to sink that much power into arming the things is going to pay for it. I think that just making it an even split on the arming for anything above 16 points (i.e., 6+6 for a full 24 points) would solve the problem MJC describes. A Fed XCA with 46 warp would would have to spend 24 points for two turns in a row to arm them. If they want to do that to gamble getting in that death blow, they should be able to.
By Roger Dupuy (Rogerdupuy) on Tuesday, March 04, 2003 - 07:26 pm: Edit |
What I am envisioning is that once the range of damage is established (when?) then the highest damage should have a dangerous risk or consequence.
People don't like 'rolling for consequences'? But we roll for lock-on for targeting cloaked ships? We roll for breakdown. We roll for shock.
Damage allocation has rolling. All these things push the envelope of targeting, overgunned ships, movement and damage. I just don't want players to use the upper limit of a weapon without fear of consequences. It reminds me of playing computer games with cheat codes. The fun wears off quickly once you play that way for a while.
Actually, I don't care if it is a roll or a prepackaged consequence, but there has to be a consequence. It makes for grittier gameplay.
So, if the proposed x2 photon has a 24 strengthed warhead as its upper limit, roll for shock, or increase feedback damage, blind scanners for 1/8 or 1/4 of a turn because of the 'backwash', making the to hit worse (+1), whatever. Having it simply slow down might not be enough.
I see this working for disruptors as well-heck all heavy weapons. I can see a Klingon captain say:
"Hyperload the Aft Disruptors! and fire."
"But sir!"
"Do it!!"
Cool.
By Jeff Tonglet (Blackbeard) on Tuesday, March 04, 2003 - 07:27 pm: Edit |
3 D5s are 400 points. An XCA is about 350. The Klingons should have an advantage.
For the sake of arguement, I'll use the Fed XCA I posted on Loren's page.
Fed XCA:
4 photons, except replace 16 points range 10 with 24 points range 8,
10 ph-5, 2 each FH, FAL, FAR, 360, RH arcs,
2 GX racks,
Shields 45/38/32/32/32/38,
Power: 50 warp, 4 impulse, 2 AWR, batteries 5x3.
1 scout channel
turn mode C
Fed XCA vs. 3 D5s
Turn 1
Fed EA
Power 56
Housekeeping 4 (the only non-warp non-battery power on the ship)
Photons 22 *
Speed 20
EW 8
Hold shuttles 2
Batteries 15
* 4 x 1.5 = 6 power holds 12 point OLs
* 4 x 4 = 16 more power makes 20 point OLs.
** If you want full overloads (24 points), then either speed or EW will have to suffer.
Did I mention I didn't allocate the power to turn the scout on?
Or the power for the SIF?
Turn 1 - Range 8 battle pass.
Assume the worst case for the Klingons. 1 shift both ways.
Fed fires - EW gives -1 offensive shift.
4 torpedos (1-4 to hit). 8 ph-5.
Damage - 3x20 from torps, 8x4 from phasers.
92 damage.
1 D5 hopelessly crippled.
Klingons fire - EW gives +1 defensive shift.
12 disruptors (OL UIM, 1-4 to hit). 12 ph-1.
Damage - 8x6 from disruptors, 12x1.5 from phasers.
66 damage.
#6 shield down, batteries dry, 10-15 internals (say 1 phaser, 1 engine box, and a lot of hull)
Did I mention the Feds doing anything to handle the 6 drones and 3 scatterpacks the Klingons popped?
Turn 2 - Can the Klingons get a second shot on the down shield?
By michael john campbell (Michaelcampbell) on Tuesday, March 04, 2003 - 08:31 pm: Edit |
Quote:Makes two of us. The power required is its own restriction.
MJC thinks that 2+10 is a problem case, and I'm having trouble seeing that also. I would think 10+2 would be the more dangrous case.
Quote:That's three, then, 'cause that's what I've been saying for awhile now.
Quote:Any captain that wants to sink that much power into arming the things is going to pay for it. I think that just making it an even split on the arming for anything above 16 points (i.e., 6+6 for a full 24 points) would solve the problem MJC describes. A Fed XCA with 46 warp would would have to spend 24 points for two turns in a row to arm them. If they want to do that to gamble getting in that death blow, they should be able to.
Quote:Actually, I don't care if it is a roll or a prepackaged consequence, but there has to be a consequence. It makes for grittier gameplay.
Quote:** If you want full overloads (24 points), then either speed or EW will have to suffer.
Did I mention I didn't allocate the power to turn the scout on?
Or the power for the SIF?
Quote:#6 shield down, batteries dry, 10-15 internals (say 1 phaser, 1 engine box, and a lot of hull)
By John Trauger (Vorlonagent) on Tuesday, March 04, 2003 - 08:45 pm: Edit |
MJC,
OK. I think I understand.
Instability: set a "safe" power maximum above which the torp will be use it or lose it on the turn of firing. That level seems like 8. So we can do a 10+2, but the torp must be ejected on the second turn, same as with a 2+10.
I don't think you need to worry about a H5.5 refit. That rule does not describe the function of X2 batteries, only call the player's attention to the fact that there are batteries that function differently.
I don't think you need to worry about X2 cruisers with 60 warp regardless of the wayyou get it. The "1.5x warp box" idea doesn't seem to have a lot of mass-appeal and we're certainly not going to glue another 12 warp onto the Y205 X2 cruisers.
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 08:57 pm: Edit |
I'd go one further on the safe torpedos...anything over a 16 point warhead has to be armed evenly over both turns, and cannot be held. That means a 20 point warhead is a 5+5, and only that. Makes it equally expensive on both turns, and keeps the player from using reserve power to increase the warhead at the last second.
By Jeff Tonglet (Blackbeard) on Tuesday, March 04, 2003 - 09:03 pm: Edit |
Mike, the flexible arming is the very heart of the photon torpedo.
Pull it out and you have a disruptor cannon with less accuracy.
Let's see what the playtesting results with a normal 24 point warhead look like before we add extra rules.
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 09:07 pm: Edit |
Yeah, it's the heart of it, but you gotta have some limit put on those big 24 point warheads, and that seems fair enough. But, I'm flexible...we can try anything.
By Jeff Tonglet (Blackbeard) on Tuesday, March 04, 2003 - 09:19 pm: Edit |
If we set up round 1 of playtesting, I'd like to allow 10+2 for 24 with no other limitations.
I'm not convinced 10+2 is unbalancing.
Granted if an XCA were in a duel against a D7W, the Klingon is toast. But put any 350 points of Feds against that same D7W and you get the same result.
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 09:20 pm: Edit |
Like I said, I'm flexible. Whoever playtests, do as you please...just report it as such. I think the basic ships are pretty sound. Just gotta work out the photon. I would prefer testing against a similar 2X Klingon opponent, though, but since we don't have them yet, that's not an option.
By Loren Knight (Loren) on Tuesday, March 04, 2003 - 09:37 pm: Edit |
Ya know, if Disruptors get CAPs then they can load up similar to photons; 2 + 2 for an OL disruptor. Only using 2 points each on the attack run turn.
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 09:54 pm: Edit |
I mentioned this once, but there was a flurry of other posts so it might have been missed. What if we simply made the enhanced proximity fuse rules from SSJ1 the new X2 rules? Has anyone tried them yet?
Also, let me clarify something about my photon position. I was never very much in favor of making the photon "bigger." It has fine damage potential already. But, every proposal to make it either more accurate or "different" that's been put forward has been almost universally shot down. There was a point when the bigger photon seemed the only option that a majority could agree on. If it were strictly up to me, I'd leave the damage the same (except perhaps allowing 16 point fast overloads for 2X) and have some modest improvements in accuracy...and I mean VERY modest. That doesn't seem very popular, however.
By Loren Knight (Loren) on Tuesday, March 04, 2003 - 10:19 pm: Edit |
I read up on them Mike.
In the imortal words of Scotty..."I'll let ya know."
By Tos Crawford (Tos) on Wednesday, March 05, 2003 - 12:02 am: Edit |
Mike: That's a major change from holdable photons. Consider the first battle pass with both options:
Holdable: 4 Photons at 24 hold for 12 power.
Non-Holdable: 4 Photons at 16 hold for 8 power. Add 16 power, likely from reserves, to top them off. On the turn of fire you have invested 24 power.
Your suggestion requires double (12) the amount of power on the first battle pass. Big difference. Best compromise suggestion I've seen.
By michael john campbell (Michaelcampbell) on Wednesday, March 05, 2003 - 03:44 am: Edit |
Quote:Instability: set a "safe" power maximum above which the torp will be use it or lose it on the turn of firing. That level seems like 8. So we can do a 10+2, but the torp must be ejected on the second turn, same as with a 2+10.
Quote:I'd go one further on the safe torpedos...anything over a 16 point warhead has to be armed evenly over both turns, and cannot be held. That means a 20 point warhead is a 5+5, and only that. Makes it equally expensive on both turns, and keeps the player from using reserve power to increase the warhead at the last second.
Quote:Ya know, if Disruptors get CAPs then they can load up similar to photons; 2 + 2 for an OL disruptor. Only using 2 points each on the attack run turn.
Quote:I mentioned this once, but there was a flurry of other posts so it might have been missed. What if we simply made the enhanced proximity fuse rules from SSJ1 the new X2 rules? Has anyone tried them yet?
Quote:Also, let me clarify something about my photon position. I was never very much in favor of making the photon "bigger." It has fine damage potential already. But, every proposal to make it either more accurate or "different" that's been put forward has been almost universally shot down. There was a point when the bigger photon seemed the only option that a majority could agree on. If it were strictly up to me, I'd leave the damage the same (except perhaps allowing 16 point fast overloads for 2X) and have some modest improvements in accuracy...and I mean VERY modest. That doesn't seem very popular, however.
By Mike Raper (Raperm) on Wednesday, March 05, 2003 - 08:21 am: Edit |
A question from Loren, which I said I'd get back on...
Quote:Photons: What's to stop me from "Planning" 20 point war head on turn A and allocating 5 then changing my mind on turn B and allocating three for a holdable 16 point warhead. Then, suddenly, circumstances provide a great shot so I add 2 points of Reserve Warp for a twenty pointer. That is still an even 5 + 5.
Quote:This also means that anything over 16 is a "planned shot"...since it must be armed evenly, you can't use reserve power to bump up the warhead on the second turn. You get what you plan for, and it must be fired or ejected.
By Loren Knight (Loren) on Wednesday, March 05, 2003 - 12:36 pm: Edit |
Mike, that could work for duels and fleet actions but what about fixed positions? From either side for that matter. That is of little consequence to a slow approaching Fed against a base or a Star Base against anything that gets in OL range. 24, IMO, is still too much. It's the difference between a few internals and a lot of internals.
By Mike Raper (Raperm) on Wednesday, March 05, 2003 - 01:44 pm: Edit |
I thought about that, and it doesn't bother me too badly. Here's why. Current X1 ships can fast load 12 point photons and fire them every turn. Over two turns, you'd get the same damage against a given target. Think of it as the difference between a disruptor and a normal photon...trading damage for arming time.
Now, it's true that 24 points at once is better than 24 split over two turns. But there are big advantages to splitting it, as well. Consider a Fed XDD. With 30 warp and two AWR, it'll have just enough power to arm four 24 point photons. But, to do that, it'll have be moving fairly slowly on both turns using these rules. They will also have to very carefully plan to get into the exact range they want, and then either do a slow battle pass, or practically stop altogether to pull this off. They'll have very little power for EW, shield reinforcement, or anything else.
Doing 24 points is alot, that's true. But taking two turns to arm it and spending that much power is a serious consequence, and having to fire it or loose regardless of position, EW shift, or anything else makes it a tricky business. The attacking ships would probably be better off arming 12 point fast loads, keeping up high speed and defenses, and hitting two times instead of one.
All that being said, I'm still open to alternatives, but we really are going no where with this. There just isn't any concensus to be had. Who'd have thought fixing a 2X photon would be so hard?
By John Trauger (Vorlonagent) on Wednesday, March 05, 2003 - 05:38 pm: Edit |
I agree.
And it's not like there's no GW-grade ship that can deliver 96 points of photons. All DN's past the YDN can do it too. since the BPV of a XCC is at the very least comprable to a DN, it seems to me that heavy weapon damage is right in line.
By michael john campbell (Michaelcampbell) on Wednesday, March 05, 2003 - 08:25 pm: Edit |
Quote:And it's not like there's no GW-grade ship that can deliver 96 points of photons. All DN's past the YDN can do it too. since the BPV of a XCC is at the very least comprable to a DN, it seems to me that heavy weapon damage is right in line.
By John Trauger (Vorlonagent) on Wednesday, March 05, 2003 - 08:38 pm: Edit |
MJC,
That's why I said "All DNs past the YDN."
IIRC, the original Fed DN is the YDN these days.
By michael john campbell (Michaelcampbell) on Wednesday, March 05, 2003 - 09:16 pm: Edit |
I don't have module Y so I wouldn't know but one would think the 12Ph-1 would mean that it's a different ship.
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