By Loren Knight (Loren) on Sunday, April 27, 2003 - 08:32 pm: Edit |
Mike has a page listing all the Phasers proposed and their charts. There might be some confusion as to which chart exactly we are talking about.
Hmmm, let's see...
By Mike Raper (Raperm) on Sunday, April 27, 2003 - 08:45 pm: Edit |
Well, here's my line of thinking about the P5 being a 1 point weapon. The P2 was the primary heavy ship phaser in the early years. It cost one point to fire, and was eventually improved to the P1. The P1 also cost one point, and was in widespread use until the end of the General War. Now, skip to the P5. It further improves the phaser, but to a lesser degree than the P1 improved the P2. So, to my mind, it oughta still cost one point. We can keep double caps, but just make them two points instead of three. Then the basic phaser paradigm remains; one point for the basic weapon, or half a point for the downfired defensive mode. Using Loren's five point P6 table, that's still a modest improvement over the P3.
Now, all that being said, I'll pretty much go along with the majority on this. Here is the chart of all the phaser proposals I've recieved or seen.
2X Phasers
By Loren Knight (Loren) on Sunday, April 27, 2003 - 08:46 pm: Edit |
The Ph-5 version I keep refering to is the Ph-VB.
The Phaser-6 version I like best is the one by you John T.
But that phaser is not quite powerfull enough to have it cost more that 1/2 point to power. (But I reitterate its the one I like best.)
If the choice is to go with a Ph-6 that takes 3/4 to power then Mike R's version is the choice I would make. Indeed, playtesting may prove that this is better for filling the roll it's supposed to in the X2 era. This version costing 3/4 to power would work OK with the Ph-5 as well, I guess. And since only AEGIS targets can draw the multiple shots it wont require that the Ph-5 be changed in any way.
Hmm, I guess it could go either way as far as the Ph-5 rapid pulse is concerned. However, I don't like, for instance, seeing the Kzinti with four or six Ph-6 having to constantly figure the 3/4 point fractions every turn.
So, I guess its playability that sways me to John T's Ph-6 chart for 1/2 point to arm and the above version I love of the Ph-5.
By Loren Knight (Loren) on Sunday, April 27, 2003 - 08:49 pm: Edit |
One thing I can see players demanding is that if you can pulse the Ph-5 twice as Ph-6 for 3/4 + 3/4 = 1.5, then why can I pulse the Ph-5 as two Ph-3 for one point total?
The problem with that, IMO, is that it further complicates the Ph-5. Some will say it only adds to the choice list but I think, game design wise, it complicates it.
By John Trauger (Vorlonagent) on Sunday, April 27, 2003 - 10:05 pm: Edit |
Loren,
I guess we have to draw a line somewhere. Where I would like to draw it would be "X2 phasers downfire as other X2 phasers." Older phasers only downfire as older phaser types. A P-1 cannot fire as 2xP-6 (even if the energy cost were .5) or even downfire as 1xP6 (if cost were 2/3 or 3/4). It's more natual and easier for a gamer's mind to accept if we group like with like and not let the two meet much. The only potential crossover is firing a P-5 as a P-1 in my mind.
I would want it stated that the P-5 doesn't do P-3's. It does P-6's. Symmetry to P-1's. The only time you can pulse a P-5 as a P-3 is if it's been destroyed and hasty-repaired as a P-1. When it is functionally a P-1 it can pulse as 2x P-3 and it *cannot* do a P-6 pulse at all.
I understood that the people around at the time of the original discussion preferred the more powerful P-6 chart. That's why it's on Mike's and my ships.
If you said the current P-6 chart was too powerful, I'd still be tempted to agree with you.
By John Trauger (Vorlonagent) on Sunday, April 27, 2003 - 10:15 pm: Edit |
Question:
Do we want to rewrite the P-6 chart again?
I'd like a chart that's not as powerful as VI-A (on mike's reference) but powerful enough to rate a minor power increase to either 2/3 or 3/4.
Try something like
roll | 0 | 1 | 2 | 3 | 4-8 | 9-15 | 16-20 |
1 | 6 | 6 | 5 | 4 | 3 | 1 | 1 |
2 | 6 | 5 | 4 | 4 | 2 | 1 | 0 |
3 | 5 | 5 | 4 | 3 | 1 | 0 | 0 |
4 | 5 | 4 | 4 | 3 | 0 | 0 | 0 |
5 | 4 | 4 | 3 | 2 | 0 | 0 | 0 |
6 | 4 | 4 | 3 | 1 | 0 | 0 | 0 |
By Loren Knight (Loren) on Sunday, April 27, 2003 - 11:34 pm: Edit |
John T.
Here is your earlier proposal for the Ph-6 as was posted by Mike.
Type-6(A) Phaser (John T. 1)
die roll | -0- | -1- | -2- | -3- | 4-8 | 9-15 | 16-20 |
1 | 5 | 5 | 4 | 4 | 3 | 1 | 1 |
2 | 5 | 4 | 4 | 4 | 2 | 1 | 0 |
3 | 5 | 4 | 4 | 3 | 1 | 0 | 0 |
4 | 4 | 4 | 3 | 3 | 0 | 0 | 0 |
5 | 4 | 3 | 3 | 2 | 0 | 0 | 0 |
6 | 4 | 3 | 2 | 1 | 0 | 0 | 0 |
die roll | -0- | -1- | -2- | -3- | 4-8 | 9-15 | 16-20 |
1 | 6 | 6 | 6 | 4 | 3 | 1 | 1 |
2 | 6 | 6 | 6 | 4 | 2 | 1 | 0 |
3 | 6 | 6 | 6 | 3 | 1 | 0 | 0 |
4 | 6 | 6 | 4 | 3 | 0 | 0 | 0 |
5 | 6 | 4 | 3 | 2 | 0 | 0 | 0 |
6 | 4 | 4 | 1 | 1 | 0 | 0 | 0 |
By Loren Knight (Loren) on Sunday, April 27, 2003 - 11:52 pm: Edit |
At ranges zero and one Mikes is far superior to a Ph-2!
OK, I've done a side by side of the Ph-2, Ph-3, and the various Ph-6s and ya know, I think your new chart is just right. Right between the Ph-2 and Ph-3. I could see it costing 2/3 but that math would be a nightmare to play out. Sure any of use could do it but by turn 6 it just would be fun. 3/4 to arm is easier to deal with being exactly half the Ph-5.
I suppose this might be the way to go but just by a hair, IMO.
Mike R. What do you think?
By Loren Knight (Loren) on Sunday, April 27, 2003 - 11:57 pm: Edit |
OK, I'll admit that when I first looked at the new chart I was really sceptical. I thought for sure I would be suggesting changes but after looking real close at all the charts I couldn't see any need. It's right between where it should be. Very superior to the Ph-3 and not quite a Ph-2 (but close at knife fighting range). Two will kill big x-drones.
The original Ph-6 proposal from you was just right for 1/2 point to arm. That phaser has a lot going for it.
By John Trauger (Vorlonagent) on Monday, April 28, 2003 - 12:03 am: Edit |
I'd rather have one that works for a 3/4.
I know you don't like fractions side of it, Loren, but anyone who has had to deal with a war cruiser EA should be able to deal with either a 2/3 or 3/4.
Mike, care to give me a chart I can steal?
I'll convert all my designs to this new chart. I like it better anyway. I didn't realize it until right now the old P6-A chart was a P-3 x 1.5 with some minor adjustments.
By Loren Knight (Loren) on Monday, April 28, 2003 - 12:16 am: Edit |
Well, it's not just me I'm worried about. At 2/3's it will leave a third in the cap. What do you do with that? Well unless your ship is 1/3 or 2/3 move cost, not much. You have to track it or waste it. At least at 3/4 it clicks with the rest of the uses (half clicks better). I think 3/4 is right for that chart. The Ph-2 uses 1 point and this Ph-6 is in line with -1/4.
We all can deal with fractions but 3/4 is more intuative. (Half is a no brainer, almost no tracking).
By michael john campbell (Michaelcampbell) on Monday, April 28, 2003 - 12:52 am: Edit |
Quote:Just saying "no, you only get 2 P-6 shots" invites a deluge of e-mails requesting the third shot and every minute the ADB spends gong through e-mail and reading it only long enough to determine that it's just another request to get "full use" out of a P-5 is a minute future projects are slowed down.
Quote:Let's just say that my X2 proposals will all contain a P-6 that fires for 3/4. I can be talked down to 2/3 but no lower.
Quote:P5 at 1.5
Downfire P5 at 1 point as a P1
Downfire P5 as 2xP6 for 1.5.
I would like a hasty repair rule that says you can repair the P5 as a P1, and downfire said P1 as 2xP3's, though. Make sense?
Quote:Agreed. If you reapir it as a P-1 it fires as a P-1.
We could come up with some technobabble explanation like the P-5 has an integrated turbocharger that makes the difference between a P-1 and a P-5 (and a P-3 a P-6). You can repair it without the turbocharger and you get a P-1.
Quote:Well, to be honest, I never saw the need to make the P5 a 1.5 power weapon, anyway. I sort of envisioned it being an improvement over the P1. This "improvement" is what gave the better damage...not increased power. That to me is the simplest answer; a 1 point P5, and half point P6. Just my opinion.
Quote:Again, I'm just giving support to why I see things the way I do. And am not saying it has to be my way. I suppose I've become a little attached to the "Ph-5/Ph-1/2xPh-6/1.5+1.5 cap" design. I really love it and it was developed on this board. It is not my invention, it's ours and the one I love the most.
Quote:Perhaps I read the convo differently. For me a max-6 P-6 was simply too close to a P-2 when the subjet was a P-3 replacement. I never liked the pange-15 P-2 proposal for the P-6. You will remember that my own P-6 proposal was even more conservative than the one we went with. I don't doubt that the consensus on the P-6 was .5 power. It probably was. But I think that's a big, big mistake for all the reasons I have stated.
The last reason on my list I'll add is that a .5 arming P-6 violates a main theme of our version of P-3, "More effect for more power cost." The P-6 becomes the second-most effecient phaser right behind the P-6 and ahead of the P-3, which is counter to that general theme.
Quote:It further improves the phaser, but to a lesser degree than the P1 improved the P2
Weapon | R0 | R1 | R2 | R3 | R4 | R5 | R6-8 | 9-15 | R15-25 | R26-50 | |
Phaser 2 | 5.5 | 4.16 | 3.83 | 3.5 | 1.16 | 1.16 | 1.16 | 0.66 | 0.33 | 0.16 | |
Phaser 1 | 6.5 | 5.33 | 4.83 | 4.33 | 3.83 | 3.5 | 2.16 | 1 | 0.5 | 0.33 | |
Percentage increase | 18 | 28 | 26 | 23 | 328 | 300 | 85 | 50 | 50 | 100 | |
Phaser 1 | 6.5 | 5.33 | 4.83 | 4.33 | 3.83 | 3.5 | 2.16 | 1 | 0.5 | 0.33 | |
Phaser 5 | 8.33 | 7.5 | 6.5 | 5.33 | 5 | 4.5 | 3.5 | 2 | 1.16 | 0.66 | |
Percentage Increase | 28 | 40 | 34 | 23 | 30 | 28 | 62 | 100 | 133 | 100 |
Quote:One thing I can see players demanding is that if you can pulse the Ph-5 twice as Ph-6 for 3/4 + 3/4 = 1.5, then why can I pulse the Ph-5 as two Ph-3 for one point total?
The problem with that, IMO, is that it further complicates the Ph-5. Some will say it only adds to the choice list but I think, game design wise, it complicates it.
Quote:I guess we have to draw a line somewhere. Where I would like to draw it would be "X2 phasers downfire as other X2 phasers." Older phasers only downfire as older phaser types. A P-1 cannot fire as 2xP-6 (even if the energy cost were .5) or even downfire as 1xP6 (if cost were 2/3 or 3/4). It's more natual and easier for a gamer's mind to accept if we group like with like and not let the two meet much. The only potential crossover is firing a P-5 as a P-1 in my mind.
Quote:I gritted my teeth over keeping the "4" at R1 on the roll of "6", but figured that could be important. My normal natural tendecy would be to put a "3" there.
By Loren Knight (Loren) on Monday, April 28, 2003 - 01:20 am: Edit |
We have two good Ph-6 versions to keep in mind. Playtesting will tell the tale of which or neither.
By John Trauger (Vorlonagent) on Monday, April 28, 2003 - 02:41 pm: Edit |
Exactly.
But we can ballpark it. And we should.
Taking the edge off the P-6 seems a good thing. I like the new version. A bit more texture to it.
By Loren Knight (Loren) on Monday, April 28, 2003 - 03:29 pm: Edit |
I'm going to adopt the new one for my integrated proposal but I'll keep the old one on the drive for now.
I'll work up some charts in a while, of this and the new disr.
By Mike Raper (Raperm) on Tuesday, April 29, 2003 - 10:02 am: Edit |
Here is the chart comparing the P6 of Johns, at both .5 and .75 power, and the standard P3.
Defensive Phaser Comparison Chart
Here's the data:
Phaser VI at .5
0 | 1 | 2 | 3 | 4-8 | 9-15 | 16-20 | |
Avg. Dam | 4.5 | 3.83 | 3.33 | 2.83 | 1 | 0.33 | 0.16 |
Energy | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
Efficiency | 9.00 | 7.66 | 6.66 | 5.66 | 2.00 | 0.66 | 0.32 |
0 | 1 | 2 | 3 | 4-8 | 9-15 | 16-20 | |
Avg. Dam | 4.5 | 3.83 | 3.33 | 2.83 | 1 | 0.33 | 0.16 |
Energy | 0.75 | 0.75 | 0.75 | 0.75 | 0.75 | 0.75 | 0.75 |
Efficiency | 6.00 | 5.11 | 4.44 | 3.77 | 1.33 | 0.44 | 0.21 |
0 | 1 | 2 | 3 | 4-8 | 9-15 | 16-20 | |
Avg. Dam | 3.83 | 3.66 | 3 | 2 | 0.33 | 0.16 | 0 |
Energy | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
Efficiency | 7.66 | 7.32 | 6.00 | 4.00 | 0.66 | 0.32 | 0.00 |
By John Trauger (Vorlonagent) on Tuesday, April 29, 2003 - 04:39 pm: Edit |
Mike,
Phasers are the single most damage-efficient DF weapons in the game. (Seeking weapons are a different ballgame so let's not compare them)
They don't need an upgrade in efficiency, IMHO.
By Mike Raper (Raperm) on Tuesday, April 29, 2003 - 04:51 pm: Edit |
I agree, they are. But, why make the P5 less efficeint than the P1? Equal, yes...worse, no. I can live with a power cost of 1.5, if we give it a bit better damage. Frankly, if given the choice between less and more expensive P5's on a ship, or more and cheaper P1's, I'd take the P1's.
Recall that we talked about using less of them on the first run of 2X ships, because they were better. Thus, a 2X Fed CA would have six to eight of them. At a power cost of 1.5, it isn't worth it. I can get the same punch with more and cheaper P1's, and get several benefits, including more mizia potential, more durability by being able to take more hits, and more chances to hit, too. Now, a more powerful P5 might persuade me. But as it is, if the current P5 costs 1.5 to fire, gimme the P1, especially if the only reason to make it cost 1.5 is to suck up "excess" X2 power. If we have ot invent ways to use excess power, we need to rethink some things.
By John Trauger (Vorlonagent) on Tuesday, April 29, 2003 - 06:11 pm: Edit |
You have a point.
I wanted to try to argue it (and I still like the P-5 as a 1.5) and before I do, I have to acknowledge that your comments would be echoed by a lot of players if this ever sees print.
X1 ships are hulls pushed to their limits.
The X2 Class of 205 aren't supposed to be. That means less phasers, etc.
By Mike Raper (Raperm) on Tuesday, April 29, 2003 - 06:33 pm: Edit |
I know...it's tough to figure out, isn't it? I'm sure we can figure out the right balance, it'll just take more thought than we originally figured.
The tables I use to do the charts are set to auto-calculate...that is, as you fill in the data, it will update the averages, and update the graph. If anyone wants a copy to play with, feel free to ask. I sent one to Loren, and he's working on a possible new PV, as well. I'm happy to work with everyone to get the best balanced proposal we can get.
By michael john campbell (Michaelcampbell) on Tuesday, April 29, 2003 - 10:42 pm: Edit |
Quote:I agree, they are. But, why make the P5 less efficeint than the P1? Equal, yes...worse, no. I can live with a power cost of 1.5, if we give it a bit better damage. Frankly, if given the choice between less and more expensive P5's on a ship, or more and cheaper P1's, I'd take the P1's.
Phaser | 1Ph-5 | 1.5Ph-1 |
Same damage at primary battle range | Neutral | Neutral |
Miiza effect taking | Con | Pro |
Mizia effect making | Con | Pro |
Capsitor Size (for Caps-to-SSReo) | Con | Pro |
Capsitor efficency (For how many attack runs before refilling) | Con | Pro |
Resistance to EW | Pro | Con |
Long Range Dueling | Pro | Con |
Short range Knief fighting | Con | Pro |
Drone Defense (as is not as should be) | Con | Pro |
Plasma Defense | Neutral | Neutral |
Throughput long range | Pro | Con |
Throughput short range | Con | Pro |
Quote:Recall that we talked about using less of them on the first run of 2X ships, because they were better. Thus, a 2X Fed CA would have six to eight of them. At a power cost of 1.5, it isn't worth it. I can get the same punch with more and cheaper P1's, and get several benefits, including more mizia potential, more durability by being able to take more hits, and more chances to hit, too. Now, a more powerful P5 might persuade me. But as it is, if the current P5 costs 1.5 to fire, gimme the P1, especially if the only reason to make it cost 1.5 is to suck up "excess" X2 power. If we have ot invent ways to use excess power, we need to rethink some things.
By Mike Raper (Raperm) on Wednesday, April 30, 2003 - 08:30 am: Edit |
That's all nice, but it doesn't address the point. If given the choice between 12 phaser 1's and 8 phaser 5's, I'd take the 12 phaser 1's. I get more padding, more mizia opportunities, and a perfectly acceptable damage curve. There is simply no compelling reason for me to use the current phaser 5 at it's power cost of 1.5.
I'd use it if we have a cost of 1, and I do like the table. But 1.5 is just too much for what you get. That's my only problem with it.
By John Trauger (Vorlonagent) on Wednesday, April 30, 2003 - 02:07 pm: Edit |
Mike,
The problem is the P-5 is too good to cost just 1 and n cost figure between 1 and 1.5 works easily (1.33?)
By Mike Raper (Raperm) on Wednesday, April 30, 2003 - 02:24 pm: Edit |
Sadly, that is the problem. My only concern is that it isn't good enough to cost 1.5 to fire, and I really don't like doing it if it's just a means to burn up excess energy.
However, we can table this for now, and get on with getting a complete design out that we all agree with. Maybe we can revist the energy cost then, if it doesn't look right or proves too expensive, based on other 2X systems we've yet to define.
By Tos Crawford (Tos) on Wednesday, April 30, 2003 - 02:40 pm: Edit |
I've been busy with other things for a little while but I don't see what the problem is. I have been assuming that a P5 can be downfired as a P1, no? This would cost 1 power. If you want more power efficiency at close range fire it as a P1. If you are willing to pay more for slightly more damage or longer range then fire it as a P5.
"But, why make the P5 less efficeint than the P1? Equal, yes...worse, no. I can live with a power cost of 1.5, if we give it a bit better damage"
"I have to acknowledge that your comments would be echoed by a lot of players if this ever sees print."
It is not unlike a Fusion Beam that gains a 50% increase in damage for a 100% increase in power. This is already supported in the phaser world because close range P3 have a better power to damage ratio than the P1. Also check out the now defunct (XE2.42) "All X-phasers may be overloaded. The energy cost is doubled, and the damage caused by each phaser is increased by 50%." The reason this rule was deleted was because it did too much damage. To prevent reinventing a logical but known bad idea we instead extended the range.
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