By Tos Crawford (Tos) on Saturday, February 22, 2003 - 03:55 pm: Edit |
For the purposes of playtesting to ensure a reasonable BPV I am leary of comparing X2 vs. X1 & DNL because I don't believe their BPVs to be particularly accurate.
I don't believe in comparing against Feds as the photon crap shoot can swing any game.
I don't believe you should do your initial comparison vs. Roms (cloak), LDR (gats), Orion (engines), WYN (options), Neo-Tholians (web caster) as these can have unbalancing effects.
I prefer not to compare vs. limited production or conjectural ships. The more common a ship is the more likely its BPV should be considered accurate.
Where possible the ships should be either of the same race or historical enemies.
I don't believe in using a floating map, nor a single fixed map, nor terrain. A nice 2x2 auto-disengage boundary map to fly against a single X2 ship should work well.
Using the above criteria, ships I would consider reference (all have Y175 refit, sabot, WBP and fast drones for X2 testing):
Klingon: D7K, D5K, F5W, F5K
Kzinti: BC, CM, FF+
Lyran: CA, CW, DW, FF
Hydran: LM, IRQ/DG+, TAR, LN, KN, HN, CU
Gorn: BC/CM, HDD+, BD+
ISC: CA, CL, DD, FF
By Jeff Tonglet (Blackbeard) on Saturday, February 22, 2003 - 10:24 pm: Edit |
Tos,
As long as the playtest report includes HOW the ship won, I would consider it essential that the Klingons and Romulans are tested against the Feds. If the Fed jackpots, it should be mentioned in the playtest report. After all, the chance of a jackpot is part of the game, and with more ships, the chance of a true jackpot actually decreases.
Here are some X0 squadrons featuring common ships that should have reliable BPV to judge X2 against.
Race | squadron | ships | Ship BPV | BPV |
Klingon | 3 NCA | D7W D5W D5W | 169+162+162 | 493 |
Klingon | 3 CA | D7L D7K D7K | 156+152+152 | 460 |
Klingon | 3 NCL | D5L D5K D5K | 144+126+126 | 396 |
Klingon | 3 DW | FWL F5W F5W | 119+119+119 | 357 |
Klingon | 3 FF | F5L F5 F5 | 109+ 87+87 | 283 |
Klingon | 2 NCA | D5W D5W | 162+162 | 324 |
Klingon | 2 CA | D7K D7K | 152+152 | 304 |
Klingon | 2 NCL | D5K D5K | 126+126 | 252 |
Klingon | 2 DW | F5W F5W | 119+119 | 238 |
Klingon | 2 FF | F5 F5 | 87+87 | 174 |
Fed | 3 CCH | CB NCA NCA | 170+155+155 | 480 |
Fed | 3 CA | CC CA CA | 153+149+149 | 451 |
Fed | 3 NCL | CLC NCL NCL | 151+128+128 | 407 |
Fed | 3 DW | DWC DW DW | 115+101+101 | 317 |
Fed | 3 FF | FFG FFG FFG | 80+80+80 | 240 |
Fed | 2 NCA | NCA NCA | 155+155 | 310 |
Fed | 2 CA | CA CA | 149+149 | 298 |
Fed | 2 NCL | NCL NCL | 128+128 | 256 |
Fed | 2 DW | DW DW | 101+101 | 202 |
Fed | 2 FF | FFG FFG | 80+80 | 160 |
Race | squadron | ships | Ship BPV | BPV |
Klingon | D7 | D7L D7K D5S | 156+152+134 | 442 |
Klingon | D7W | D7W D5W D5S | 169+162+134 | 465 |
Klingon | D5 | D5L D5K D5S | 144+126+134 | 404 |
Klingon | F5 | F5L F5 F5S | 109+ 87+94 | 290 |
Klingon | DW | FWL F5W F5S | 119+119+94 | 332 |
Fed | CA | CC CA GSC | 153+149+166 | 468 |
Fed | CCH | CB NCA NSC | 170+155+128 | 453 |
Fed | NCL | CLC NCL NSC | 151+128+128 | 407 |
Fed | FF | FFG FFG FFS | 80+80+75 | 235 |
Fed | DW | DWC DW DWS | 115+101+105 | 322 |
By Tos Crawford (Tos) on Tuesday, March 04, 2003 - 07:56 pm: Edit |
I vote we start playtesting Mike's Fed designs immediately (from SSDs topic). These are perfectly logical Fed designs to show why 24-point torps won't work. Bidding will start at 3xD5K verse the XDD, but we make quickly find out we have to add a fourth D5 to make it fair. I'm serious, this should be playtested before we continue these circular arguments. Say a 2x2 map.
Mike, can you post an integrated playtest tech list here? How does the SIF work, is speed 32 allowed, what drones can an XDD use, what EW rules are in play, etc.
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 08:54 pm: Edit |
The basics of my proposal...
1: The 2X Photon. It retains it’s most defining trait; enormous crunch ability. It avoids accuracy increases or range increases to focus on this, as combining them would be too much. From what I’ve read, this is the overwhelming wish of most players; that the Fed photon still be vulnerable to EW, and that it remain a 2 turn arming crunch weapon, with a fast load capability as well. The new photon is pretty much just like the 1X one was, but its arming cost and damage base are increased by 50%. This includes its overload limit of 24, and it’s fast-load limit of 16. The to-hit chart is the same as the 1X photon in every way. The other limits imposed are these:
By Jeff Tonglet (Blackbeard) on Tuesday, March 04, 2003 - 09:11 pm: Edit |
Mike, may I suggest that for this first run, we do without the extra rules for the photon. Instead, allow the 10+2 for 24 option to see if it really is as unbalancing as others have suggested.
-----------------
Can we do this in a PBEM format?
-------------
I doubt if Tos means that the XDD can handle 3 D5s, but it's a place to start the bidding.
By Loren Knight (Loren) on Tuesday, March 04, 2003 - 09:32 pm: Edit |
Mike R.
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.
Phasers: Triple Caps? Did you mean three point caps (two Ph-V shots) or 4.5 point caps (three Ph-V shots)?
Labs: Ya, gains more information and a bonus for I.D.ing non-X2 drones.
Shuttles: I have a proposal in Attrition Units that is based on the J2 Advanced Shuttle. Use it if you like (or in part).
Drones: Advanced in ways that don't show up in the basic stats but has new payload types. Maybe give them a sort of "Close Combat Maneuvering".
By Mike Raper (Raperm) on Tuesday, March 04, 2003 - 09:36 pm: Edit |
Three point caps.
The photon; good question. Gotta think about that one.
By Tos Crawford (Tos) on Wednesday, March 05, 2003 - 12:27 am: Edit |
"Tos, do you really believe that XDD can whip 500 points of D5K?"
No, I think 500 BPV of D5K will win. Your non-16+ photon proposal radically alters the first battle pass from what I based my assumptions on. With holdable 24-pointers I think your XDD can beat 3xD5K.
Two 24-point photons + 2 P5 will slow a D5 enough to make it a non-threat. If you come to range 4 with a –1 shift (hit 1-5) and narrow salvo pairs of photons + 2 P5 you will likely gut two. They may score some internals in exchange (provided they didn’t alpha at range 8) but that won’t slow you down. Dance for 3-4 turns, recharge everything, repair your damaged phasers then return to finish them off.
Using your non-holdable proposal it could do the same thing but the 12 extra power on the close turn will translate into 12 extra internals on the XDD. Haven’t run the math to determine that effect.
I apologize that I’ve written this prior to reading your full proposal. The last line just caught my eye.
Just found my first error. Your proposal prevents using reserve power to bump a 16 point photon to a 24 point photon. I doubt that restriction or the even loading restriction will fly past the interested onlookers.
By Mike Raper (Raperm) on Wednesday, March 05, 2003 - 06:46 am: Edit |
Yeah, I know. But without some pretty hefty restrictions, I just can't see 24 point warheads.
By Mike Raper (Raperm) on Saturday, May 17, 2003 - 09:11 pm: Edit |
Okay, here are the playtest results from my first X2 match up. We used two of my own ships, but both have been gone over several times by people on the board, and they both feel pretty solid. The match was a Fed XCA vs. a Klingon XBC, Y205. I was the Fed, and Hal (the other player) was the Klingon. We had a closed map, no terrain, and EW was not in play for this match. Here are the ssd's, for review:
Klingon XBC
Federation XCA
Special Systems Used
We used Loren Knight's S-bridge. Questions that came up during play included:
By michael john campbell (Michaelcampbell) on Saturday, May 17, 2003 - 09:47 pm: Edit |
Quote:How much power does the S-bridge cost?
Does the S-bridge function, in all respects, exactly as a special sensor in regards to it's abilities?
For "labbing" drones, do you still have to have a lab box "linked" to the S-bridge, like with a special sensor?
Quote:The photon may be too much. 80 points, followed up by 40, was a ton of damage for any one ship to dish out. Had they been the 24 point kind, he'd have suffered an additional 16 internals on that first exchange, stripping him of all hull, and most of his APR.
Quote:He did not fire his disruptors, fearing the eight impulse delay would let me sink him if he did
Quote:The disruptor may need to go back to a non-integrated UIM. It is astoundingly accurate. Further, with wide firing arcs, it will pick an opponenet apart. We both agreed that had he been using the Y215 version of the ship, he'd have killed me.
Quote:This SIF, while simple to use, tends to favor ships with more hull, stretching out the amount of time they can survive. Might need something different, here, that protects ships equally regardless of the hull they have.
By Mike Raper (Raperm) on Saturday, May 17, 2003 - 10:09 pm: Edit |
Actually, only the first four photons were at range 5. The second four were at range two. Standards at that range hit on a 1-5. Nothing going on with the tables...just pretty good rolls.
With the refitted P5's and another 2 disruptors like those we used, he'd have almost certainly killed me. As it is, it's fairly balanced against other 2X ships. But, against GW, it's way off. No single GW ship save a BB could handle getting smacked by 80 points of photon damage, plus the phaser damage.
The SIF problem isn't huge, it's just that it favors ships with more hull. Say I have 12 hull. I have six protected using this method. You have to hit me seven times to touch my hull. If you did 10 hull hits, I'd loose four. On the next turn, I could loose another four. All this time, all those things AFTER hull on the DAC haven't been touched. But someone with less hull won't last so long, and will start taking more damage more quickly. For example, once he ran out of aft hull, he would immediately start taking APR hits. The SIF protected several of those. With forward hull, he started loosing lots and lots impulse. The reason is that the way we used the SIF, it only protects agains the damage taken over a given turn. Hitting him one good solid time overwhelmed the SIF and he didn't have enough hull to deal with it. A ship with more hull might go a turn without loosing any key systems, and then will have another turn of protection from the SIF, all without loosing anything past that first column. More testing is needed, and on other proposed systems.
Didn't use other defensive systems, mostly because none have been really well defined yet. Might work on the shield shunting thing for next time, though.
More testing is certainly needed, but it's a fair start. Next time, we plan to trade ships, and try it again using EW.
By Tos Crawford (Tos) on Saturday, May 17, 2003 - 11:07 pm: Edit |
Interesting playtest. Some major concerns that limit its value:
1) Don't let a Fed get to range 8 when flying a Klingon. Dance, dance fast and dance faster.
2) Play with EW.
Still, its good to see some actual progress and I don't disagree with your assessment.
From an SSD perspective it would be cool to have the boom/saucer warp be part of the Y215 refit.
By Loren Knight (Loren) on Saturday, May 17, 2003 - 11:52 pm: Edit |
The S-Bridge is supposed to opperate the selected functions exactly as a special sensor would. (I must apologise but we use our own EW rules so I'll have to review the Scout Sensor rules to recall how much power it requires. I fear I might recall the wrong thing.)
I would like to point out that my version of the ASIF is that 2 points absorb the first of every thee hull or cargo and reinforced at 4 absorbs the first of every two (i.e every other hit)hull or cargo. If powered on a ship with no hull remaining it absorbs one hit each turn before internals can be fed through to the next column.
There were some other benifits to but not needed at the moment so I'll save comment here.
Smaller ships are going to be less durable. I don't think that the problem mentioned with the ASIF is one. However, the BPV value of more hull+ASIF should be considered. (i.e. one hull more could mean six hits more.)
Great news about the Ph-5. Cheers folks!
Here the thing about the disruptor. The UIM/DERFACS integration does not increase the chance to hit over previous versions. These systems are already there. THe only thing integration adds is durability of the UIM (one for each disruptor that can't be H&R'ed). THe best thing is that is simplifies the firing chart and you don't have to decide or announce the firing mode. In X1 UIMs can break down but they have no effect/penalty on the systems (so it is possible to run out but you usually get three. It is probably rare to loose all three in one scenario.) In my presented version of theIntegrated Disruptor UIM burnout is not an issue and this is really only a minor improvement givin the previous comment.
UIM/DEFACS integration only means you can't take away the accuracy the Disruptor already had. And that "Can't" is only a minor improvement over "Probably wont" from X1.
EW will temper both weapons (Disruptor and Photon). I agree with the assesment of the Photon though you did get a little lucky on the rolls and the Klingon should have danced for four to six turns.
Good show, Mike. Great report!
By Mike Raper (Raperm) on Sunday, May 18, 2003 - 10:11 am: Edit |
Quote:I don't think that the problem mentioned with the ASIF is one.
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 02:49 pm: Edit |
Here's a question.
If GW ships had more or less followed the same moves, would the result have been the same?
I know not entirely because the Fed would have no 1-turn fastload for a followup volley.
Shield-shunting could make a big difference in how these ships play.
I'm also curious to see how my ASIF plays.
By Mike Raper (Raperm) on Sunday, May 18, 2003 - 05:04 pm: Edit |
Yes and no. The big, big difference was the follow-up on the next turn. GW can't match that. One game isn't a big enough sample, but it does (IMHO) strongly hint that the 16 point photon may be just fine as it is...especially when backed up by P5's and the extra power the 2X ships we're testing have.
We'll try your SIF next time, John, if you like. Can you send me the specifics?
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 05:26 pm: Edit |
Mike,
I'll edit your test ships and give them my ASIFs and post them to the SSD section.
My ASIF gives you a little more free power because it only costs 1 point to keep active.
The rules for all my X2-tech are at this link and the ASIF is the first thing.
http://www.vorlonagent.com/sfb/x2-tech.htm
By Christopher E. Fant (Cfant) on Sunday, May 18, 2003 - 07:08 pm: Edit |
Good test Mike. Thanks for using my SIF first
I would think that the ships with more hull should be able to live longer.
I know it is not Next Gen or anything, but the Fed ships have always been able to take more punishment, as they have more hull, more lab, more general systems than the other races.
If you leave the photons at about 16, allowing a normal fastload, that would be fine I think.
Anyway, I like the test. Keep up the good work.
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 07:17 pm: Edit |
Mike,
Decided that here would be easier for posting playtest ships with my ASIF.
Here's the slightly altered Fed.
...and the Klink.
For the sake of one-stop shopping, here are my ASIF rules. Please ask question now.
The Advanced Structural Integrity Field (ASIF)
Designer's Notes: I had one or two ideas on advanced technology based on thinking about doing ships from Babylon 5 in SFB. I came up with the ASIF when I wondered how I would do the super-advanced Vorlons and Shadows in SFB. How would I make them tougher without padding the ships with a lot of pointless hull or other systems. I didn't want armor because armor is 1) restricted to old-tech and 2) it only provided surface protection. It would not give a feeling of "toughness." Big shields by themselves have the same problem as 2). So I decided to shield each line of the DAC. I could control how tough a ship would be at each column by varying the amount of shielding. Applied to 2X ships, I could also vary the depth to provide additional racial flavor.
Concept: All starships use structural integrity fields to hold the ships together during warp travel and against the intense energies thrown at a ship in combat. This is done transparently in previous grades of technology, more or less enabling the ship to take damage according to the DAC. The ASIF takes this to a new level by actually giving an amount of defense against damage.
Cost: The ASIF costs the same as the cost of going from minimum shields to full shields. For SC4 units, the cost is 1/2, SC3 is 1, SC2 is 3. The power may come from any source. The power may come from reserve power.
Operation: The ASIF is raised or lowered at the same time and same manner as standard shields are raised and lowered. The ASIF may be raised and lowered independently from any other shield. It may not be raised in response to combat damage. The ASIF may be raised and lowered under the same rules as normal shields. The ASIF is independent form other shields on the ship. It may be raised regardless of whether the ship is using full, minimum or no shields.
Procedure: The ASIF is a single 360-degree shield that blunts penetrating damage by shielding some or all of the columns of the DAC. The ASIF display on the ship's SSD shows the shield boxes designated for the DAC columns it defends. When a point of damage would normally be done to a column protected by an undestroyed ASIF box, a box on the corresponding column of the ASIF display is marked off instead. When all boxes for the column are marked as destroyed, damage is allocated normally using established DAC procedures. The player must record damage to the ASIF before recording any damage to the corresponding column of the DAC (or deeper columns). He may not choose to let some damage through.
Reinforcement: The ASIF may be reinforced by either general or specific reinforcement. It may be reinforced in response to combat damage. All reinforcement is cut in half, round fractions down. Reinforcement fills in the ASIF starting from the deepest columns working out toward the "A" column. Each column must be filled in before reinforcement can fill in the next column. If the "A" column is entirely filled, the reinforcement adds onto the "A" column.
EXAMPLE: An ASIF with all its "A": column boxes destroyed and 4 of 6 boxes of its B column destroyed, is reinforced with 6 points of specific reinforcement. All 4 points of "B" column damage would have to be filled in before any reinforcement would defend the "A" column.
Repair: Damage Control may be allocated to repair ASIF shield boxes. The cost is twice that of regular shield boxes. By the X1 rules, 1 point of power allocated to Damage control will repair 1 shield box. Under these circumstances, 2 points of Damcon energy will repair 1 ASIF box. The ASIF box repairs similarly to reinforcement. All deeper ASIF columns must be repaired before a shallower one may be repaired.
EXAMPLE: An ASIF has been destroyed down to the "D" column, which has 4 points in it and has taken 2. 6 points of power is allocated to Damage Control, repairing 3 ASIF boxes. The two "D" column boxes must both be filled in before any "C" column boxes can be filled in. Result is 2x "D" column boxes and 1 "C" column box get repaired.
Sample ASIF Chart: XCC:
http://www.vorlonagent.com/sfb/XCC-ASIF.gif
This Chart shows
8 boxes of protection to the "A" and "B" columns,
7 to "C" and "D",
5 to "E", 4 to "F",
3 to "G" and
2 to "H" and "I".
Balance:
1) Reduction - ASIF uses the "leaky shield" rules, allowing 1 out of every 5 hits through.
2) Reduction - Transporter are considered to be blocked as if by a facing shield when the ASIF is powered, raised and has any undestroyed
boxes in the "A" or "B" columns.
3) Improvement - The ASIF can be made more effective by allowing it to repair at the same rate as other shield, thus making it more durable.
4) Improvement - Reinforcement to a ASIF is not cut in half
5) Improvement - Reinforcement and/or repairs may be made to a new column if there is at least one box in a previous column.
EXAMPLE: If we have a "D" column down by 2 boxes and repair 3, we could skip repairing more "D" row boxes
(there's) 2 already there, repair 1 "C" column, box, which would enable repairing one "B" column box, and finally repair one
"A" row box. The "A" row could then be reinforced if needed or repaired further in a future turn.
By Mike Raper (Raperm) on Sunday, May 18, 2003 - 07:24 pm: Edit |
Okay, I got it. Couple of questions, just to be sure:
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 07:34 pm: Edit |
...and answers
1) No. My ASIF protects all systems equally. it is completely decoupled from hull boxes. Its protection is based on DAC columns only.
2) Technically, no. I never considered the question of affectnig a ship's HET bonus. Feel free to play with the idea.
3) No. It is not possible for the ASIF to be involuntarily turned off.
That said, one ASIF optional rule says that any boxes in the ASIF's A or B columns would block transporters. If you play that rule, a ship would have to voluntarily drop its ASIF to beam out things like T-bombs.
EDIT: Also note that the Fed and Klingon do not have identical ASIF's. The Klingon ASIF is designed to slightly tougher at the surface at the cost of deeper defense. The Fed's is better all-around. the Fed uses the same ASIF as the ISC. Both tend to try for elite ships so this makes sense.
By Mike Raper (Raperm) on Sunday, May 18, 2003 - 08:30 pm: Edit |
Cool. I did notice the different charts, and it makes sense. We'll see if that makes any big difference. The idea about it adding one to the breakdown was actually one of mine. Seems like I remember that sort of thing from the shows, that the SIF helped the ship handle stressful maneuvers. It also, IMHO, adds some extra dimensions to the SIF.
By michael john campbell (Michaelcampbell) on Sunday, May 18, 2003 - 10:16 pm: Edit |
M.R.:
I think you should take a look at my version of the A.S.I.F. as it'll bve the one to hold up better under playtesting.
You see, the idea of creating a barrier to the destruction of the general internal systems or even specific internal systems is going too close to the vilotation of what SVC has said, that ships shouldn't get a protective value that rerepairs every turn that is free, because it becomes a barrier to lots of little ships throwing up a lots of little hits and finally wearing the vessel down...any such barrier must be kept small and we already have such a small barrier in X1 ( free shield repair ) so there isn't much room to move.
( Shield shunting and Caps-to-SSReo actually do cost something, in either less power in the caps ( which is a form of damage ) or damage to other shields .)
By michael john campbell (Michaelcampbell) on Monday, May 19, 2003 - 06:57 am: Edit |
I still think going to R5 was milking the chart and doesn't say much for the value of the 24 point photons statement.
1/2 of 24 is 12 but 2/3 of 20 is 13.33 so one would expect the 20 point more accurate photon to be an even more deadly weapon if a player is to fly to the exact point he needs to go to to milk the chart....followed by R2 which is either a guy finishing off the battle as fast as he can a guy who knows that the enemy already thinks he's dead in the water and thus won't blow your doors off at R3.
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