By Loren Knight (Loren) on Monday, September 15, 2003 - 11:11 pm: Edit |
How did I know that was comming???
Alright, lets assume these load outs. After maximum volley from each and where your into the B/C column on the DAC (lets put both ships near crippled status) and the disruptor ship takes 16 more internals, what are the chances of the disruptor ship winning after that?
No counting drones here because both have equal ability to launch and defend via ADD, WW, or a couple shuttles. A SS would be a winning move by either so they cancel each other out. The Klingon could use H&R a bit better but H&R has little chance of doing much so I'll grant -2 from the 16 extra if you like.
So far actual weapons damage increases have been moderate. The Heavy Disruptor does only one more standard damage and the Ph-5 gets a better damage curve but only one more point of damage on average per bracket. Every proposal generally is moderate. The X2 ships have mostly been designed to take damage better and have a more flexable and stable weapons system. But a 24 point photon totally out classes all other proposals as far as power. Heck, for that matter the 20 point photon does too but with some limits (like no holding and no upgrading from fast load) it can be balanced. (I think it's possible that we may have to stick with 16 or 18 point OLs).
20 point photons require a basic loading of 5 + 5. At one point per turn it's the next logical step (IMO).
24 point photons will turn the Fed X2 ships into uber ships.
No thanks. Even if the 24 point photon gets published I might well not play it. I knew from the beginning it was too much but Idid give it a fair shake. Now, after trials, I'm sure it's too much.
By Loren Knight (Loren) on Monday, September 15, 2003 - 11:27 pm: Edit |
Correction: What I know is that 24 point photons are to much for my proposal and designs. I can't speak to other designers proposals.
By michael john campbell (Michaelcampbell) on Monday, September 15, 2003 - 11:47 pm: Edit |
Look at the relative capasity of 6 X2 Disruptors Vs 4 X2 Photons.
Weapons and Damage table | R0 | R2 | R4 | R8 |
Six O/L UIM Disruptors | 60 | 50 | 40 | 30 |
Four alternating 24 point Photons | 48 | 40 | 32 | 24 |
Four Fastloaded 12s point Photons | 48 | 40 | 32 | 24 |
Four Fastloaded 16 point Photons | 64 | 53.33 | 42.66 | 32 |
By Loren Knight (Loren) on Tuesday, September 16, 2003 - 12:14 am: Edit |
Why is four OL 24 point photons (96) missing from your compairison? Are you proposing that the Fed not be allowed this option? Or does it not support your stand? Or...??
By Jeff Tonglet (Blackbeard) on Tuesday, September 16, 2003 - 12:37 am: Edit |
Why are we so locked into fast-load photons?
In terms of game play, you get one double-size shot, then you have one-turn weapons (8 for standard, 9-12 warhead for overload). Sounds like a GW disruptor with more crunch to me.
By michael john campbell (Michaelcampbell) on Tuesday, September 16, 2003 - 05:53 am: Edit |
Quote:Why is four OL 24 point photons (96) missing from your compairison? Are you proposing that the Fed not be allowed this option? Or does it not support your stand? Or...??
By michael john campbell (Michaelcampbell) on Tuesday, September 16, 2003 - 06:03 am: Edit |
Quote:Why are we so locked into fast-load photons?
By Mike Raper (Raperm) on Tuesday, September 16, 2003 - 08:25 am: Edit |
Quote:Not really...Holding will be less common and R8 shots will be more common, because the threat of getting over-run at closer range with the fasterloading Disruptors ( the fear that a D7's Ph-2s can really hurt your ship ) is less strong because the Fed can counter fire with Fastloads of his own.
Quote:True but if I'm a Klingon and you go for the charge-down...I'll blast at some range on the way in...6 R4 O/L Disruptors will dishup 40 damage by themselves ( goodbye any shield not the #1 ) and 8R4 Ph-1s will dish up a further 40...even with FUll BTTYs you'll and on sheild #1 you'll still take a hit of 17 internals and if the Klingon turns away you'll get a couple of R32 Ph-1s aswell.
The Fed might be able to hurl all four at R1 but it'll probably have 3 to fire and be missiiong some phasers aswell.
Then What happens!?!
The two ships tractor each other at R1 and 5 Disruptors and 9Ph-1s duke it out with 3 X2 Photons and 5Ph-5s...at R1 I don't like the Fed's chances even with fastloads.
Quote:Look at the relative capasity of 6 X2 Disruptors Vs 4 X2 Photons.
Quote:Well surprise surprise...you're saying that the 24 Point Photon is less valuable than fastloaded 12 pointers.
By michael john campbell (Michaelcampbell) on Tuesday, September 16, 2003 - 09:36 am: Edit |
Quote:First, 8 P1's at range 4 won't be doing forty points of damage unless you somehow manage to roll nothing but ones and twos.
Quote:But you'll be dead, and I won't...every time I get that close, and with the ability to hold 24 pointers and still maintain speed 30, I'm gonna do it.
Quote:That's the second time you've presented misleading data to illustrate your point. You have failed to show the damage generated by four 24 point photons.
Quote:Why would any Fed player who can fast load bother to cycle his full overloads?
Quote:No, I'm not. As I just said, I'm pointing out that deliberately misrepresenting the damage capacity of 24 point photons by using them in a way that no player will (cycle fired two at a time) to prove your "point" is disingenuous.
Quote:You will not, either,
Range | 0 | 2 | 4 | 8 | 15 |
CX Photon Fastloads | 48 | 40 | 32 | 24 | 8 (proxi) |
DX Disruptors | 60 | 50 | 40 | 30 | 12 |
By Kenneth Jones (Kludge) on Tuesday, September 16, 2003 - 10:09 am: Edit |
I'm willing to try them out on SFBOL tonight or Thursday if anyone else will paticipate.
By Loren Knight (Loren) on Tuesday, September 16, 2003 - 12:25 pm: Edit |
Quote:The damage would be correct, not 96, but rather 96 & Nil, 96 & Nil and 96 & Nil; over two turns.
By michael john campbell (Michaelcampbell) on Tuesday, September 16, 2003 - 09:49 pm: Edit |
I really don't like all this talk of 96 points of damage...what's it from, an R1 shot? ( Did anyone notice the 24 points of feedback damage !?!)...maye an R0 narrow volley.
Sure these could happen, but the Fed probably isn't going to be able to acheive them all the time.
If we keep photons a little weaker ( which since X1 they are ) than the Disruptors then we can keep the Photon's chrunch power balanced by the Klingons scratch power.
The Klingon can use it's Disruiptor caps so it can maintain a much higher speed ( and her Ph-1s and Disruptors only call for her to visit R8 ) so the chances that the Fed actually gets to a range were there is a good chance of hitting is slim so the Fed will likely fire at the range that the Klingon is going to reach ( and look to fastoverloads ) and thus miss with half of his shots and thus inflict damage that is pretty similar to the Klingon.
48 points at R8 isn't as so much more killing especially to a ship with 40 sheild boxes than the 30 generated by six disruptors....especially because over the next few turns this will drop down to 24 per turn ( 12 point fastloads ) whilst the Klingon would still be sitting at 30 per turn.
On the subject of Fixed Vs Floating maps.
I think we're going to have to skip out on a single Fixed map as a place for X2 ships to Duel with other X2 ships and instead use a 2 x 2 fixed map to develop balanced play...the battle speeds and indeed the battle speeds whilst holding full overloads will be much higher than ever seen before so we'll need more room to do the playtesting in.
The good news is we probably won't need something that big for X1 Vs X2 or GW Vs X2.
By R. Brodie Nyboer (Radiocyborg) on Tuesday, September 16, 2003 - 11:47 pm: Edit |
I wondered when someone was going to mention feedback.
By Tos Crawford (Tos) on Wednesday, September 17, 2003 - 12:09 am: Edit |
Feedback for photons with warheads greater than 16 extends two hexes.
By Jeff Tonglet (Blackbeard) on Wednesday, September 17, 2003 - 12:11 am: Edit |
In a GW vs. GW duel, if the Fed hits with all 4 torpedos plus range 0-2 phasers, it's game over. If he hits with 4, but is at range 8, the phasers don't score that much, but the opponent is still crippled.
I think we should keep that dynamic, despite the improved shields and ASIF of the other cruisers. Four full OL photon hits = crippled cruiser. Anything else and you don't hve a Fed.
Unfortunately, fast loads will dominate the tactics after the initial pass. If you can fire every turn, prox torps become fearsome long range weapons.
That's why my two disruptor proposals (double the crunch for the Kzintis or double the arming rate for the Klingons) needed to be made.
Now, from a game standpoint, X2 fast-load photons look and feel an awful lot like GW disruptors. Little different to-hit numbers, little different damage, but a player who has flown GW Klingons will probably not have to do too much to learn how to fly an X2 Fed.
By michael john campbell (Michaelcampbell) on Wednesday, September 17, 2003 - 03:28 am: Edit |
Quote:Feedback for photons with warheads greater than 16 extends two hexes.
Quote:In a GW vs. GW duel, if the Fed hits with all 4 torpedos plus range 0-2 phasers, it's game over. If he hits with 4, but is at range 8, the phasers don't score that much, but the opponent is still crippled.
I think we should keep that dynamic, despite the improved shields and ASIF of the other cruisers. Four full OL photon hits = crippled cruiser. Anything else and you don't hve a Fed.
Quote:Now, from a game standpoint, X2 fast-load photons look and feel an awful lot like GW disruptors. Little different to-hit numbers, little different damage, but a player who has flown GW Klingons will probably not have to do too much to learn how to fly an X2 Fed.
By R. Brodie Nyboer (Radiocyborg) on Wednesday, September 17, 2003 - 08:38 am: Edit |
Heavy-OL feedback extended to range 2? No problem.
By Tos Crawford (Tos) on Wednesday, September 17, 2003 - 09:45 am: Edit |
“In a GW vs. GW duel, if the Fed hits with all 4 torpedoes plus range 0-2 phasers, it's game over. If he hits with 4, but is at range 8, the phasers don't score that much, but the opponent is still crippled. I think we should keep that dynamic, despite the improved shields and ASIF of the other cruisers. Four full OL photon hits = crippled cruiser. Anything else and you don't have a Fed. “
I on the other hand want nothing more than to reduce the impact of dice on the Feds. This can be done by reducing the relative (not actual) effectiveness of the photon or by changing the to-hit odds of the photon to normalize its odds of a jackpot. Its turn 1 that worries me the most. A 24 point weapon that takes 3 to hold (or an equivalent amount of 16/2) leaves an 8:1 damage to power ratio for turn 1. Put another way the Fed can do 96 damage for 12 power. That’s way too much.
A balanced but still flavorful Fed would retain the 8:1 for 16 point warheads (reducing max damage turn 1 to 64) but be allowed to fastload to 16 the following turn. Allowing the Fed a –1 to hit makes this problem completely untenable. Remove the –1 from everyone and I’ll be more open. Remove the ability to hold torps larger than 16 and I’ll be more open. That would change things to 8 hold + 16 new (probably bats) = 24 power on turn 1 making it a 4:1 damage ratio. For comparison the disruptor maxes out at 2.5:1.
“Unfortunately, fast loads will dominate the tactics after the initial pass. If you can fire every turn, prox torps become fearsome long range weapons… Now, from a game standpoint, X2 fast-load photons look and feel an awful lot like GW disruptors. Little different to-hit numbers, little different damage, but a player who has flown GW Klingons will probably not have to do too much to learn how to fly an X2 Fed.”
Fastloads aren’t causing the problem, they are self-regulating. The problem is held torps. I would rather allow full 16 point fastloads then 96 turn 1 damage.
“That's why my two disruptor proposals (double the crunch for the Kzintis or double the arming rate for the Klingons) needed to be made. “
So because you want to upgrade the photon every disruptor race needs a similar upgrade? Seems like we ought to thing a bit more before pushing the first domino.
The problem with most of these photon proposals is that the game will likely be over the first time the Fed fires.
By Mike Raper (Raperm) on Wednesday, September 17, 2003 - 10:01 am: Edit |
Tos,
Agreed. One possible solution might be to leave the photons the same, but increase the number on the ship. Say, 5 on an XCA. That's a fastload limit of 60 per turn, or a full load of 80 over two turns. And, with more onboard, you even out the jackpot feel a bit.
Anyone look at the enhanced proximity fuze rules from SSJ1? Might make a nice ability, too.
By Jessica Orsini (Jessica) on Wednesday, September 17, 2003 - 11:44 am: Edit |
Mike,
My e-mail has gone completely flaky, with extremely slow send/receive times. Did you receive my response to your e-mail on this topic?
-- Jessica
By Mike Raper (Raperm) on Wednesday, September 17, 2003 - 12:35 pm: Edit |
Yes, I did! Thanks!
By michael john campbell (Michaelcampbell) on Wednesday, September 17, 2003 - 07:59 pm: Edit |
Quote:Its turn 1 that worries me the most. A 24 point weapon that takes 3 to hold (or an equivalent amount of 16/2) leaves an 8:1 damage to power ratio for turn 1.
Quote:Put another way the Fed can do 96 damage for 12 power. That’s way too much.
Quote:So because you want to upgrade the photon every disruptor race needs a similar upgrade? Seems like we ought to thing a bit more before pushing the first domino.
The problem with most of these photon proposals is that the game will likely be over the first time the Fed fires.
By michael john campbell (Michaelcampbell) on Wednesday, September 17, 2003 - 08:16 pm: Edit |
Quote:Heavy-OL feedback extended to range 2? No problem.
By Loren Knight (Loren) on Wednesday, September 17, 2003 - 11:34 pm: Edit |
That rule is already in place. It would be the same shield that the opposing ship would hit if it fired upon the photon/feedback ship.
I think that critical OL photon causing feed back out to R2 is a fine idea. That totally balances out the discrepancy between HD's and 20 point OLs. 24 still being too much, over the top, out of synce with other advances, and do right destabiling.
Cycling two 24 point photons is the same thing as two turns of four 12 point fast loads. With narrow salvoes the die rolls are exactly the same. The power cost is also the same, but allowing a 24 point photon you allow the 96 point crunch. That is too large. There is no way I'm going to see it differently here. G.O.D. himself would be hard pressed to convince me.
By Jeff Tonglet (Blackbeard) on Thursday, September 18, 2003 - 12:01 am: Edit |
Tos said:
Quote:I on the other hand want nothing more than to reduce the impact of dice on the Feds.
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