By Mike Raper (Raperm) on Wednesday, February 04, 2004 - 06:49 am: Edit |
Quote:You can arm as 3+2 or 2+3 or you could use fractional accounting...I think most people use fractional accounting and those that don't can arm with full points if (s)he chooses.
By Mike Raper (Raperm) on Wednesday, February 04, 2004 - 07:53 am: Edit |
Quote:IMHO chrunch power is not the be all and end all of Federation arming...the first 18-36 internals count...then next 36-18 ( actually 36-48 on an X2 cruiser ) don't so cruch power ain't so crash hot.
By Kenneth Jones (Kludge) on Wednesday, February 04, 2004 - 08:50 am: Edit |
Don't try to argue about definitions. Believe me the most important thing is to track a weapon through 6 turns. Heavy weapons like Photons/Disruptors are fired in groups of four.
This is how I've built/designed all of my SG weapons.
Normal loads: POWER/DAMAGE=ratio of power to damage.
Photon
R0-1: NA
R2: 1.66
r3-4: 1.33
R5-8: 1-1
STD, R9-12: 0.66
PROX,R9-12: 0.66
STD, R13-40: 0.33
PROX, R13-30: 0.5
disruptor std (Derfacs included):
r0: NA
r1: 2.08
r2: 1.66
r3-4: 1.33
r5-15: 1.25
r16-22: 0.5
r23-30: 0.33
So any DF weapons should fall withing these guide lines. the Fast loading photon still falls into the same power/damage ratio except that its been compressed.
By Jeff Wile (Jswile) on Wednesday, February 04, 2004 - 09:31 am: Edit |
One more idea for the "pot"...
Since Photons are an old and established weapons system dating back to the beginning of SFB, is it "possible" that an early improvement that was determined to be unneeded at the time could be "rediscovered"?
For example, early opponents of the federation would have armor and relatively weak sheilds. a standard photon could drop a 5 box shield and do 3 points of internal damage (though granted against armor). an armor piercing or HEAT round wouldnt be needed or desirable since 2 photon hits would do a much better job of damaging the target.
move ahead decades to after the General War. The situation changed dramatically. An armor (or sheild piercing) round would have definite advantages.
just to "float" another quick idea, what if federation scientists could improve the photon torpedo so that instead of a massive photonic explosion that inflicts 8 points of (for lack of a better term to use) 'general damage' that affects shields, armor, and internal systems boxes (in that order) and resolving 100% of each "layer" before moving on to the next, this new round pierces the shield do a little damage but other wise leave much of the shields intact.
This would bring back the "leaky shield" rule that seems to have been forgotten, but was part of the original game system.
to give an example, what if this new round (call it a Shield Piercing Photon Torpedo - SPPT) were designed to target a thin and extremely powerful stream of energy at the target in such a way that (out of the total explosive force of the detonation)
- 25% would be applicable to the targets General Shield reinforcement, (and no other damage if the targets General Reinforcement is not present, or was previously resolved as damage in the current impulse)
- 25% would be applicable to Specific Sheild Reinforcement, (and no other damage if the targets Specific Reinforcement is not present, or was previously resolved as damage in the current impulse).
- 25% would be applicable to the facing shield, (and no other damage if the shield is not present, raised or previously destroyed by damage in the current impulse.)
- 25% would be applicable to resolve as damage ti interior boxes as per the Damage allocation chart (DAC).
So, for a standard photon (SPPT) 2 points against any General Shield Reinforcement, 2 points resolved against Specific Shield Reinforcement, 2 points against the facing shield and 2 points interior damage.
no overload or proximity functions.
edit
By Mike Raper (Raperm) on Wednesday, February 04, 2004 - 09:41 am: Edit |
Sounds alot like the Quari kinetic cannon. Resolved a bit differently, but similar.
By Jeff Wile (Jswile) on Wednesday, February 04, 2004 - 10:09 am: Edit |
just looking to give the X2 photons another 'perk' without killing the game in the process.
the problem is fractional accounting. might have to limit this to "traditional photons" or those that are divisible by 4 (assuming standard war heads, no overloads) if a standard 12 point war head were ever introduced into the game.
edit
By Loren Knight (Loren) on Wednesday, February 04, 2004 - 11:14 am: Edit |
Mike: Since X rules are typically addendums to existing rule the X2 rule for arming standards above 8 could be written as:
To arm a photon to as a standard load simply add the require extra energy on the second turn. Thus to arm a 9 point standard would be 2+2.5 and a 10 point standard would be 2+3. Any energy added beyond 2 points on the first turn would go towards overloading but could be dropped (ignored)during the second turns EA.
==================
I had another thought regarding 9-10 point standards. If you Fast Load them they are unstable and treated as Overloads. This would be a way to further tone them back if needed after playtesting. I like this option too because it goes back to encuraging the use two turn arming and prevents the every turn, R40, 5 point proxi barrage.
You could still have a every turn, R40, 4 point proxi barrage. Same as X1.
By John Trauger (Vorlonagent) on Wednesday, February 04, 2004 - 02:20 pm: Edit |
Agreed there.
I'm still not fond of 10-point standards but if you are going to go that route, there should be no problem doing 2+3 or 3+2. (2+2?)
With the standard-tech photon, SVC didn't want people doing 3+1 areming sequences 3+1 becomes headache as to whether it's a standard or overload...
By Loren Knight (Loren) on Wednesday, February 04, 2004 - 02:31 pm: Edit |
John, oh yes, the 8 point load would STILL be a legal loading option. To be clear, I propose that warheads of 8, 9, or 10 be stable and handled as Standard load.
Yes, the minimum first turn loading is 2 points. The maximum first turn loading for ANY standard is 2 points. Any energy beyond 2 points makes the warhead an OL, unless that energy is ignored (dropped and not counted towards warhead strength).
By Christopher E. Fant (Cfant) on Wednesday, February 04, 2004 - 02:40 pm: Edit |
Why can I not do 2.5 or 3 for the first turn of my 10 point standard?
By John Trauger (Vorlonagent) on Wednesday, February 04, 2004 - 02:45 pm: Edit |
I don't see a reason myself.
Loren was talking about first-turn minimums, not maximums.
By Loren Knight (Loren) on Wednesday, February 04, 2004 - 03:16 pm: Edit |
No I was talking maximums. The reason is I felt that a 10 point standard is a powerful thing and requiring the larger portion of power on the second turn would balance that some. It also removes some of the confusion about what goes to OL and what defines standard.
Before there was only one standard. Now there is three.
When loading a GW photon if you load 3 points the first turn you are loading a OL since the second cannot be one point.
I didn't want to see X2 ships loading 3 on the off turn and 2 on the attack turn. With the output being 10/5p I think this is handing too much to a power rich X2 vessel.
If we were talking a refit for GW ships I would propose it differently but since this is for X2 ships I think that it should be required to spend the extra energy on the final turn. X2 should be able to handle it fairly well anyway. But why should such a ship get an energy break?
I do see the logic of an even loading and could be convinced that 2.5 could be allocated the first turn if no one agrees with my reasoning for 2+3. I really think that 3+2 is the wrong way to go, however.
By Christopher E. Fant (Cfant) on Wednesday, February 04, 2004 - 03:39 pm: Edit |
we are talkiing about aa difference of 4 power...is meaningless on an overpoowered ship like the X2s you guys have created.
By Loren Knight (Loren) on Wednesday, February 04, 2004 - 03:57 pm: Edit |
The same would apply for X1 ships. But since X2 will have plenty of power (even if it was the same as X1) why should there be a power savings break? Add it keeps it simple, IMO.
X1 and X2 don't need power savings breaks.
IMO, if you want to hit the enemy for 10 points past R8 (or with a 5 point proxi) you should have to arm it over two turns AND pay the extra cost on the second turn.
The option of the 8 point standard also remains viable in that you can fast load an 8 point standard or proxi.
=====================
Hmm, that brings up a question. If you fast load an 8 point photon and don't fire it you normally can hold it. At this point you should be able to upgrade it to a 10 point standard by allocating holding power (1 point) and then adding the additional power required (1 point). In this way you could get a ten point photon for 2 energy on the second turn. This seems fair since you had to waste a point (effectively) the previous turn. However, by spending that point you get an able photon thorough out the arming process.
Heh, a pre-proposal term paper!
By Christopher E. Fant (Cfant) on Wednesday, February 04, 2004 - 04:13 pm: Edit |
There has never really been a limitt on thee power cycle fr the photon....why do advanced ships have one?
By Loren Knight (Loren) on Wednesday, February 04, 2004 - 04:31 pm: Edit |
Sure there has. A GW ship can only load a standard photon by 2+2.
Adding an additional warhead level within standard complicates things. I want to allow the photon to have increased power/flexability but not for free. Call it a design limitation that in order to get a stable 10 point warhead you have to follow certain proceedures.
Of course, all the old loading options are still available. Loading 8 points, and 11-16 points are all done the same way.
You can fast load a 9-10 point but it is handled as an OL.
The short answer is that the limitations are only on the added capabilities over X1 photons.
By R. Brodie Nyboer (Radiocyborg) on Wednesday, February 04, 2004 - 08:48 pm: Edit |
Okay, X2 Advanced Photon Torpedoes (APHOT):
Fast load a standard (8pt) or proximity (4pt) for 4 warp in one turn. Can be held. No die roll bonus. All Size Classes (SC). Limit range to 12 hexes.
Standard load a standard (8pt) or proximity (4pt) for 2+2 warp over two turns. Can be held. X2-photons get an automatic die roll bonus (-1) when fired as GW-photons. All SC. Standard range limits.
Standard load a heavy standard (10pt) or heavy proximity (5pt) for 2+3 or 3+2 over two turns. Can be held. No die roll bonus. SC3+ only? Standard range limits.
Fast overload up to 12pts over one turn. Can be held. No die roll bonus. All SC. Limit range to 12 hexes.
Standard overload up to 16pts over two turns. Can be held. X2-photons get an automatic die roll bonus (-1) when fired as GW-photons. All SC. Overload range limits.
Heavy overload up to 20pts over two turns. Can be held? No die roll bonus. SC3+ only? Overload range limits.
(Optional) Critical overload up to 24pts over three turns. Arming power must exceed 20pt yield on turn #2 but can't be fired until turn #3. Can't be held. Die roll bonus or is the 24pts enough benefit? SC3+ only. Overload range limits.
How does "pulse-fire" or "shotgun" or what-have-you work? The multiple die rolls would constitute a die-roll bonus. SC4- only? Limit range to 12 hexes.
"Slowton" mode? "Shield cracker" mode?
By Loren Knight (Loren) on Wednesday, February 04, 2004 - 09:06 pm: Edit |
Quote:Standard load a standard (8pt) or proximity (4pt) for 2+2 warp over two turns. Can be held. X2-photons get an automatic die roll bonus (-1) when fired as GW-photons. All SC. Standard range limits.
By michael john campbell (Michaelcampbell) on Wednesday, February 04, 2004 - 09:15 pm: Edit |
Quote:You can only do that with overloads. (E4.21) states quite clearly that standards are armed as 2+2...no other combination. Assuming we keep the rules for arming the same, standards will have to be armed as 2 1/2 + 2 1/Not a big problem, but something to be aware of. While there are those who use fractional accounting, there are others who don't like it.
Quote:Gee, I'll have to remember that next time I take 90 or so internals. Only the first 18-36 matter. Whew, and here I was thinking I'd been hit badly...
Quote:the problem is fractional accounting. might have to limit this to "traditional photons" or those that are divisible by 4 (assuming standard war heads, no overloads) if a standard 12 point war head were ever introduced into the game.
Quote:I had another thought regarding 9-10 point standards. If you Fast Load them they are unstable and treated as Overloads. This would be a way to further tone them back if needed after playtesting.
Quote:You could still have a every turn, R40, 4 point proxi barrage. Same as X1.
Quote:When loading a GW photon if you load 3 points the first turn you are loading a OL since the second cannot be one point.
I didn't want to see X2 ships loading 3 on the off turn and 2 on the attack turn. With the output being 10/5p I think this is handing too much to a power rich X2 vessel.
Quote:IMO, if you want to hit the enemy for 10 points past R8 (or with a 5 point proxi) you should have to arm it over two turns AND pay the extra cost on the second turn.
Quote:You can fast load a 9-10 point but it is handled as an OL.
By R. Brodie Nyboer (Radiocyborg) on Wednesday, February 04, 2004 - 11:36 pm: Edit |
Loren, good point. Well then the automatic die roll bonus is semi-automatic. It is not cumulative with the EW bonus, which I did state in my older post. You get the EW bonus, but not the photon bonus. If you want to get really fancy you can state that if you use the photon bonus it is not available during the next standard firing (i.e. photon bonus every other standard firing).
Basically the only die rolls that get the bonus are torpedoes fired like GW-photons. This is further incentive to use the standard two-turn photons.
Also on the second turn you're going to have to note on the Allocation Form if you are arming a heavy standard (10pt) or an overload. I recommend requiring 2 warp on Turn #1 then 3 warp on Turn #2 for heavy standards/proximities. I think it'll keep with convention.
By michael john campbell (Michaelcampbell) on Thursday, February 05, 2004 - 01:38 am: Edit |
I don't think you need to mark the EAF with heavy standard ( H ? ), you could just give the firer of a 9-10 point Photon to option of declaring it to be a Heavy STandard or an Overload.
It's been so long that people load Standards during the GW and then Jam 0.5 points of reserve warp power into them to build 9 point overloads if they REALLY NEED to shoot at R0-1 that we probably don't need to make the restriction coninue.
With five 3 Point BTTYs on an XCA, you need 2 points of reserve warp to turn Four 10 point Photons into four 11 point Overloaded Photons and 4 points of reserve warp to turn four 9 point heavy standard Photons into 11 point Overloaded Photons ( and the same can be said of 13s if there is a 12 point standard ) which is so easy to organise that you just might as well give the Photon a break and allow the firer to choose if a 9-10 point Photon is a heavy standard or an overload at the point of fire.
Disruptors get to choose if they are UIM, Defracs or not atr the point of fire, why not give the Photon a similar ability.
By Kenneth Jones (Kludge) on Thursday, February 05, 2004 - 07:08 am: Edit |
Quote:
--------------------------------------------------------------------------------
Quote:
Gee, I'll have to remember that next time I take 90 or so internals. Only the first 18-36 matter. Whew, and here I was thinking I'd been hit badly...
--------------------------------------------------------------------------------
Beleive me...with an XBB and a running ASIF, 90 internals won't be much worse than 36.
I think we both can be facetious all day, but I think it'll be easier when SVC reviews these threads if we don't
By Mike Raper (Raperm) on Thursday, February 05, 2004 - 08:22 am: Edit |
No kidding. All these extra rules just make it too hard to use. Keep it simple; leave the things at their normal 8 point standard, and allow fast loading of any size warhead you want. Add in the 17-20 point 3-turn heavy overload, and that ought to be enough to satisfy anyone.
By Loren Knight (Loren) on Thursday, February 05, 2004 - 10:27 am: Edit |
The over all rule aren't that complicated. It just appears so, I think, because there's been so many questions and refinements (all good).
By Jeff Wile (Jswile) on Thursday, February 05, 2004 - 11:51 am: Edit |
So what exactly is the current proposal?
I'm beginning to lose the thread here...
Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |