Archive through April 23, 2003

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: OLD X2 FOLDER: X2 ph-1: Archive through April 23, 2003
By Tos Crawford (Tos) on Monday, February 17, 2003 - 10:17 pm: Edit

Glen brought up the interesting idea of not improving the offensive phaser per say. He suggested the P1 would be eligible to receive a –1 ECCM shift, which we have heard before. What I haven’t seen posted before now was the concept of allowing a shorter reload cycle, presumably an 8-impulse delay, allowing the P1 to fire twice in a turn. Interesting and viable, but I’m concerned from a KISS perspective. Keeping track of the firing status of a dozen phasers that can fire in several different ways sounds notably more complex then tracking your particle cannons or gatling phaser.

By michael john campbell (Michaelcampbell) on Tuesday, February 18, 2003 - 05:35 am: Edit

I'ld much rather see one weapon system, say the diruptor have 2 shots per turn with an 8 impulse delay and I've already voiced my dislike of that idea.

By John Trauger (Vorlonagent) on Tuesday, February 18, 2003 - 03:21 pm: Edit

Firing phasers twice a round, epsecially with only an 8 impulse delay between shots is massively more powerful than replacing P-1's with P-5's.

Do this if we want a return to one-dimensional phaser-driven X-tactics.

By Jeff Tonglet (Blackbeard) on Tuesday, February 18, 2003 - 09:05 pm: Edit

I don't like the idea of 2 shots a turn phaser.
But there is a need to improve the phasers.

The ph-5 is one way to improve it.

Another way is to keep EW at 8 points, but allow a column shift for the ph-1s.

A third way is to go to 10 EW, and allow 1 (or 2) shifts.

If either of the two EW proposals get selected, I would really like to see reduced numbers of phasers, otherwise, it would be hard to make X2 "play nice". The designs would be an example of "doing more with less", which fits with the economic troubles in the Trade Wars period.

By Mike Raper (Raperm) on Tuesday, February 18, 2003 - 09:18 pm: Edit

In either case (PV vs. EW shift for P1's), I think we're definately seeing a trend toward less phasers. Ken's poll showed that desire very clearly. I personally like the PV idea as something totally new and very 2X. I don't like semi-gatling P-1's.

By Glenn Hoepfner (Ikabar) on Wednesday, February 19, 2003 - 02:11 am: Edit

I guess one of my points I was trying to make (for what it's worth) is that better weapons don't mean having a stronger kick, but hitting a little better.
If you create the ph-5 (which I can only imagine is somewhere around .66 of a ph-4), it still doesn't account for better accuracy. (i.e., a roll of a 3 is still a roll of a 3).
One other idea I came up with is that a ph-5 could operate normally against a 2X ship and against a 1X ship (the advantage still being held by the heavier phaser), however being fired upon a 0X ship may result in a -1 to the roll (an indicator that 0X hulls are not quite riddled with stealthy defensive properties as new ships are which can easily be examplified in modern warfare).
Yeah, I'm just throwing ideas as they pop in my head.
:-)

By Jeff Tonglet (Blackbeard) on Wednesday, February 19, 2003 - 06:51 am: Edit

I don't think any rules that say "If the target is X1 or X2, the weapon does ____, but if the target is X0, the weapon does ____" would work.

A phaser from an X2 ship should do exactly the same to (an X0 ship generates 6 ECM and 0 ECCM) as it would do to (an X1 ship that generates 6 ECM and 2 ECCM).

If column shifts are ugly, but you want the same effect, then you could make the ph-5 look identical to a shifted ph-1, but limit EW to 8.

By John Trauger (Vorlonagent) on Wednesday, February 19, 2003 - 02:56 pm: Edit

We are under mandate that X BPV of GW tech fight equal to the same of X2, and tech changes make this difficult.

Anything that prejudices against a lower tech level will make play balance a bigger problem than it will be.

By michael john campbell (Michaelcampbell) on Wednesday, February 19, 2003 - 09:05 pm: Edit


Quote:

I don't think any rules that say "If the target is X1 or X2, the weapon does ____, but if the target is X0, the weapon does ____" would work.



Actually that kind of rule already exists in X1, it's in the Spearfish section but since hardly anyone used the spearfish and hardly anyone uses X1 so the chances that anyone will have a problem with the rule is low.



Quote:

We are under mandate that X BPV of GW tech fight equal to the same of X2, and tech changes make this difficult.

Anything that prejudices against a lower tech level will make play balance a bigger problem than it will be.



And there in lies the best reason to make X2 Vs GW is differnt to X2 Vs X2 rules a non issue.

If you really think that X2 ships are stealth ( and I can see the Romulans going for a +1 ECM stealth hull ) then buy a stealth hull for the X2s and list it in the ship's data and pay the BPV for the privelage when you design the hull, but don't work backwards and say X2 duels work as shown in the rules and examples but X2 beats the snot out of GWs because of the fact that GWs aren't even close to stealthy.

Lets start from the point of veiw that 1 POINT OF DAMAGE IS ONE POINT OF DAMAGE irrespective of tech level.


G.H.:

Actually the current Ph-5 is a half damage Megaphaser that has been further watered down at some ranges.
It's isn't all that much better than the Ph-1 considering the limited numbers they will be mounted in...and the throughput makes them pretty lousy.

By michael john campbell (Michaelcampbell) on Wednesday, February 19, 2003 - 09:43 pm: Edit

Actaully the Ph-5s aren't all that powerful.

If I have an XCA with 4 Photons with 24 point warheads and get to R8 in an oblique and fire 6 of her 8Ph-5s ( beacause that's all I can get to bear ) and I generate my 8 EW in a way that exactly counters your Fed CX's 8 EW then:-

I attack for (3.5 x 6 + 24 x 4 x 1/2) 61 points of damage every second turn ( or playing defensively by loading on alternate impulses or running 12 point fastloads ) 45 points of damage every turn.

Your attack getting 8 of your Ph-1s to bear and firing four 12 point fastloaded Photons, for ( 2.16' x 8 + 4 x 12 x 1/2 ) 41.33' points of damage every round. Even sticking to 16 pointers your damage will only jump up to 49.33 points of damage every two rounds.

Basically the offenses of the XCA will be quite minimal and they may cause the vessel to fall under the 315 ISC CCX value unless we sup'-up other aspects of the ship ( like her defenses and her speed and her total power ) as the Fed CX is only 240 points.

By Jeff Tonglet (Blackbeard) on Wednesday, February 19, 2003 - 11:34 pm: Edit

The XCA has a slightly improved direct fire output.

But,

By michael john campbell (Michaelcampbell) on Thursday, February 20, 2003 - 07:10 am: Edit

My guess is that the eggshells-with-sledgehammers aspect of highly advanced ships will evapourate and I'm not saying that X2 vessels will run the risk of being cheaper than X1 vessels but rather that the 12Ph-1 Vs 8P-5 situation gives plenty of scope for racial flavour within X2 and thus building a furthered watered down new phaser isn't at all warrented.

By John Trauger (Vorlonagent) on Monday, April 21, 2003 - 05:16 pm: Edit

Mike Raper asked in the SSD thread:

think the phaser matrix is a good idea. Couple of questions:

Do combining phasers have to come from the same array? That is, can I combine the phasers from 6 and 7 with those from 10?
Do they have to fire in the aegis step? Or, can you combine fire with them under the normal DF stage?

It'd be interesting to see this played out, and it does have a very Kzinti feel to it, IMHO.



1. No. For the moment you can combine 6 and 7, but they have to be adjacent to combine. Otherwise it's too good. It may be too good to allow adjacent to combine.

Look at it this way, The original concept was essentially a P-5 that takes 3 hits to kill and rapid-fires as 3x P-3 or 1x P-1 and 1x P-3. That's much better than a normal P-5. That's why I introduced the weapon-specific ECM, to take the edge off the P-1 and P-5 shots. It may still be too much so I may have to back off allowing any combination even between adjacent phasers.

2. A given matrix should be able to fire once per aegis step. Normal weapons fire is always aegis step #1.

It's kinda the Kizinti version of the P-G.

By michael john campbell (Michaelcampbell) on Tuesday, April 22, 2003 - 07:40 am: Edit

I know it's just a feeling.

But I kinda felt that the Ph-6 was developed ( for 2 reasons ).

1) To give shoot down speed 40 drones.

2) To give the Kzinti's a Kzinti Flavour Phaser.

I think if we do go to the phaser matrix we'll render the Ph-6 totally un-needed and I for one like the tactical limitations of a forrest of Ph-6s rather than having basically an inverted Ph-5 rapid pulse array.

Why should the Kzintis build a weapon that can dial up to hit at longer ranges with fewer shots, when as X2 stands they can build a few phaser that can be dialed down to a lot of short ranged phaser shots.
Unless you're looking for nought but Phaser padding!?!

By Mike Raper (Raperm) on Tuesday, April 22, 2003 - 08:19 am: Edit

I may be wrong, but i always saw and played the Kzinti as a standoff race, using drones, fighters and long range disruptor fire to attack from a distance. Why would I, as a Kzinti, trade up long-range phaser 5's for short range phaser-6's? The 5 can downfire anyway, right, so why carry a "forrest" of short range, one use phasers? A few on the back, yes, for defense. I think John's idea is creative and different, and if used only by the Kzinti it certainly gives them a flavor all their own.

By Loren Knight (Loren) on Tuesday, April 22, 2003 - 12:47 pm: Edit

I always saw the Ph-6 as a logical technology progression from the ph-3 just as the Ph-5 is to the Ph-1. In fact, the tachnology that allowed the ph-5 is what makes the ph-6. The Ph-6 being a bit better buy in that it gains damage for the same power. The ph-5 gains a little damege and much efficiency for an extra 1/2 point of power.

By John Trauger (Vorlonagent) on Tuesday, April 22, 2003 - 01:40 pm: Edit

I'm with Loren and Mike.

But just to clear, it's not my idea. I just tweaked it and put it on a SSD. I forget where, but you can find the original proposal somehwere among these topics. I give credit in my proposed rules.

I still think the P-6's energy cost should be 1/2 a P-5 otherwise we'll be triple-shooting P-5's as P-6's and seeking weapons of all stripes will be in a world of trouble, not unlike what was experienced with X1 development. Just saying "a P-5 can only fire twice as a P-6" is a ligthning rod for massive player-pressure to change to three times.

By Mike Raper (Raperm) on Tuesday, April 22, 2003 - 02:17 pm: Edit

Well, to be honest, I never realized the P-5 cost 1.5 to fire, anyway. I thought it was still one, and the extra damage was reflective of an overall improvement in phaser design. Increasing the power cost by 50% for only a marginal damage increase seems almost backwards; that the phaser is actually less efficient than the original P-1. That's just me, and I could be totally, completely wrong.

By John Trauger (Vorlonagent) on Tuesday, April 22, 2003 - 03:14 pm: Edit

It is less efficient. But it's in keeping with the "more damage at more cost" theme we have kind have been following.

By Loren Knight (Loren) on Tuesday, April 22, 2003 - 05:09 pm: Edit

I'll review how I'm proposing it.

Ph-5 costs 1.5 power and has a double capacitor holding three points of power.

It can be down fired as a Ph-1 for one power. Thus can fire as a ph-1 three times (once per turn) on the energy in the capacitor.

It can be downloaded to fire as one Ph-6 for 1/2 point of power.

Or it can fire in Aegis mode as two Ph-6 for 1 power (1/2 point each). If fired as a ph-6 it cannot fire again that turn except as another ph-6. To use the second ph-6 the first shot must have been at an aegis qualified target. The second shot can be fired at any point in the turn including the second Aegis step of the same impulse that the first shot was fired.

By John Trauger (Vorlonagent) on Tuesday, April 22, 2003 - 05:28 pm: Edit

...and there will be a lot of player pressure to be able to use the last .5 of power (that goes into arming the P-5 as a P-5) as a third P-6 shot.

By Loren Knight (Loren) on Tuesday, April 22, 2003 - 06:51 pm: Edit

I think that sort of pressure doesn't make sense to me. It would be like having player pressure to insist that a plasma-R armed as enveloping should bolt for 100 points. You put in the power, why doesn't it do the extra damage? Well, because that's just the way it is.

Three Ph-6 shots is too much. Look at it this way, it's a supped up ph-1. You sink extra power into it to get the Ph-V table. Use the same targeting and focusing methods at low power and you get an equivalent of a ph-6 instead of a Ph-3 but like the X1 Ph-1 it can only handle firing twice per turn. Just because the power is there doesn't mean the system can handle further tasks. Giving every X2 ship limited aegis is a lot and giving them three shots is WAY too much.

Pressure or not it cannot be allowed.


<edit> Also, if you want to make your Ph-6 shots equal the power the why not ask for the ability to fire a ph-1 + a ph-6 which would equal 1.5 power. I think it is reasonable to let it be as is with out getting greedy. (and I know, John T. , you're not doing that but mearly stating that some players will.)

By michael john campbell (Michaelcampbell) on Wednesday, April 23, 2003 - 08:26 am: Edit


Quote:

I may be wrong, but i always saw and played the Kzinti as a standoff race, using drones, fighters and long range disruptor fire to attack from a distance.



Yes and no.
They also historically are sheer hell in the kneif fight.



Quote:

Why would I, as a Kzinti, trade up long-range phaser 5's for short range phaser-6's? The 5 can downfire anyway, right, so why carry a "forrest" of short range, one use phasers?



Assuming you can mount pair of Ph-6s where the Ph-5 could have been moiunted ( hardpoint, Volume Etc ) and assuming the Ph-6 can be rapid pulsed as 2Ph-3 shots.
Then your pair of Ph-6s gives you 4Ph-3 shots which is better than the rapid fire of 3Ph-3 shots the Ph-5 could give you.
Stronger defense against X1 and GW drones is the reason you'ld have a forrest of Ph-6s.



Quote:

I still think the P-6's energy cost should be 1/2 a P-5 otherwise we'll be triple-shooting P-5's as P-6's and seeking weapons of all stripes will be in a world of trouble, not unlike what was experienced with X1 development. Just saying "a P-5 can only fire twice as a P-6" is a ligthning rod for massive player-pressure to change to three times.



Whilst I think the Ph-5 ( and the X2Ph-1) should be able to fire 3Ph-3 shots I don't think the Ph-5 should ever be able top fire 3Ph-6 shots.



Quote:

Well, to be honest, I never realized the P-5 cost 1.5 to fire, anyway. I thought it was still one, and the extra damage was reflective of an overall improvement in phaser design. Increasing the power cost by 50% for only a marginal damage increase seems almost backwards; that the phaser is actually less efficient than the original P-1. That's just me, and I could be totally, completely wrong.



Not quite so.
The Ph-5 for 1.5 points of power is generating 3.5 points of damage at R8.
The Ph-1 for 1 point of power is generating 2.16' points of damage so the through puts are 2.33' and 2.16 respectively.
That means the Ph-5 is ever so slightly more effiecent than the Ph-1.



Quote:

It is less efficient. But it's in keeping with the "more damage at more cost" theme we have kind have been following.



At which range brackets?



Quote:

I'll review how I'm proposing it.

Ph-5 costs 1.5 power and has a double capacitor holding three points of power.

It can be down fired as a Ph-1 for one power. Thus can fire as a ph-1 three times (once per turn) on the energy in the capacitor.

It can be downloaded to fire as one Ph-6 for 1/2 point of power.

Or it can fire in Aegis mode as two Ph-6 for 1 power (1/2 point each). If fired as a ph-6 it cannot fire again that turn except as another ph-6. To use the second ph-6 the first shot must have been at an aegis qualified target. The second shot can be fired at any point in the turn including the second Aegis step of the same impulse that the first shot was fired.



Call it a three point capasitor...it'll make Disruptor caps easier to express, if they go from 4 points to 6 points in a refit.
I also think the Ph-5 and the X2Ph-1 should both be able to rapid pulse ( at aegis targets ) 2 Ph-2 shots ( yes 2 points of power is a lot in one instant by the Ph-5s will have the advantage in that Ph-6 in Aegis ranges are about as effective as Ph-2 and so will be able to Rapid pulse 2P-6 shots for just one point of power total ).
I also think that Both the Ph-5 and the X2Ph-1 should have some kind of advantage over the X1Ph-1 ( other than the 2Ph-2 shots listed above ) and thus should be able to bothj Rapid Pulse fire 3Ph-3 shots...each.
So you could do a Ph-6 shot followed up by a Ph-3 shot but not 1Ph-6 shot plus 2Ph-3s from the same Ph-5.



Quote:

...and there will be a lot of player pressure to be able to use the last .5 of power (that goes into arming the P-5 as a P-5) as a third P-6 shot.



Not in the slightest.
Is there pressure that X1Ph-1s should be able to fire 2Ph-1 shots simply because you shunt 2 points of power into the cap!?!
If so, does that player pressure make a lick of difference!?!
What ever power goes into the Cap does not automatically equate to the power used by the Phaser and the players know it!



Quote:

Three Ph-6 shots is too much. Look at it this way, it's a supped up ph-1. You sink extra power into it to get the Ph-V table. Use the same targeting and focusing methods at low power and you get an equivalent of a ph-6 instead of a Ph-3 but like the X1 Ph-1 it can only handle firing twice per turn. Just because the power is there doesn't mean the system can handle further tasks. Giving every X2 ship limited aegis is a lot and giving them three shots is WAY too much.



Where is the play testing to back that up? Or do you just like to sound grandios?

If you have a full Xorked up Fed XCA and you get to go up against your own BPV in GW ships, you be fighting a Klingon D7D, D7bk and a D6D.
Now let's just focus on the drone.
12 Type IVF drones every turn without looking at SPs.
If you rapid Pulse Ph-6s as pair and can get 9 to bear you basically shoot down (@ R1) 9 of the drones and have to deal with the other three in other ways ( your two G racks and probably tractors ). You'll basically have to fire pairas to garrenttee destruction of the drones.
With Aegis you can drop that to 12 single shots followed up by 4 seconday Ph-6 shots leaving you with one facing Ph-5 un used.

If you go to 3Ph-6 shots in a rapid pulse with full aegis, you get 3Ph-5s firing as Ph-6s, followed by 1 of those firing on the 3 unfired at plus 3 shots against the three that survives the first blast, which leaves 1 drone, which might be dealt with in a number of ways, such as a drone from the G-rack
This means 4 of the Phaser-5s were used so there is five still pointin at the Klingon vessels...plus a drone in the rack un used.


If we go to 3Ph-3 shots at R1 for our Ph-5s, we get 2 drones shooting down klingon drones and 6 Ph-3 shots, followed by 6Ph-6 shots, which will destroy 6 drones.
Then the 6Ph-5s fire 6Ph-3 shots at the three unfired upon drones destoying them all Plus 1 Ph-6 shot from one of the unused Ph-5s and another Ph-6 shot if it's needed.
That still leaves 2Ph-5s unfired and bearing at the targets.


Now If the 8 Disruptors ( proably, four of which will get to R8 so the other four should be standards ) equalise to the 12 or 16 Point fastloads the Fed can generate?
And does the 6Ph-1 and 5Ph-2 shots that will likely be delivered to him, run roughly equal to the remaining bearing Ph-5 shots!?!

I think 3Ph-3 shots is just right but I suspect 3Ph-6 shots is playable...although it perhaps is too strong a drone defence, when you factor in Full Aegis and Bridge ad a special sensor meaning that with eight labs you are looking at I.D.ing 17 drones ( max, you'll get about 14 of them ) and these ship are probably a little bigger than X1s so you could have 10 or 12 Labs.

By Mike Raper (Raperm) on Wednesday, April 23, 2003 - 08:35 am: Edit

MJC,

You said:


Quote:

Whilst I think the Ph-5 ( and the X2Ph-1) should be able to fire 3Ph-3 shots I don't think the Ph-5 should ever be able top fire 3Ph-6 shots.




Loren had said:


Quote:

Three Ph-6 shots is too much. Look at it this way, it's a supped up ph-1. You sink extra power into it to get the Ph-V table. Use the same targeting and focusing methods at low power and you get an equivalent of a ph-6 instead of a Ph-3 but like the X1 Ph-1 it can only handle firing twice per turn. Just because the power is there doesn't mean the system can handle further tasks. Giving every X2 ship limited aegis is a lot and giving them three shots is WAY too much.





You then said:


Quote:

I think 3Ph-3 shots is just right but I suspect 3Ph-6 shots is playable...although it perhaps is too strong a drone defence, when you factor in Full Aegis and Bridge ad a special sensor meaning that with eight labs you are looking at I.D.ing 17 drones ( max, you'll get about 14 of them ) and these ship are probably a little bigger than X1s so you could have 10 or 12 Labs.




Seems to me you can't make up your mind. In one statement, you say the P5 should never be allowed to fire 3 P-6 shots...in another, you say you suspect it's playable.

Which is it?

By michael john campbell (Michaelcampbell) on Wednesday, April 23, 2003 - 08:47 am: Edit

Yeah...your playing semantics around the word "think".
Is it KNOW or is it merely SUPOSE.


I think it's playable but on the marginal part of playable but I'ld rather have a lower BPV for my vessel or more of something useful, ( like an A.S.I.F. ) than get 3Ph-6 shots.


I think it's matter that BPV can resolve but I'ld just rather have a nifty set of thing in my ship rather than the ability to blow the snot out the best drone wave any enemy is ever likely to send at me.

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