By michael john campbell (Michaelcampbell) on Tuesday, February 10, 2004 - 09:38 pm: Edit |
Quote:No kidding. Finally catching on, I see. It isn't fair because the BPV of the Fed is understated. Which is why having all these systems is enough to be getting on with without 20 point photons.
Quote:I feel that we need to evaluate what the photon should be able to generate in regards to crunch power. During the early GW era two full overlaods or four standards would just about drop a cruiser's foreward shield (30 point shield + 3-5 battery reinforcement). A full overload jackpot against a cruiser would crush a foreward shield plus battery reinforcement and damage 25% to 30% of the target's internals. The question then becomes, should the X2 photon be able to generate a proportional amount of single impulse crunch power.
Quote:The problem I have with your analysis is that you often seem to assume a particular tactic for one side with no acknowledgement that there are plenty of other tactics that might be used instead. For example, in your post on this thread arguing that 20-point photons would not be unbalancing, you assume:
By Christopher E. Fant (Cfant) on Wednesday, February 11, 2004 - 12:12 am: Edit |
You continue to misuse the term Force Dynamics mjc.
By michael john campbell (Michaelcampbell) on Wednesday, February 11, 2004 - 01:26 am: Edit |
Sending a small task group of GW ships against one X2 cruiser is the wrong way to calculate BPVs.
Individual ship battles like a DNH or BB against an XCA is the way to get the BPV right.
We can also send XDDs against DNs and BCHs and XFFs against CAs and CCHs and then scale up.
Or we could have a full fleet battle Vs an X2 squadron.
A straight up fight between two GW cruisers and one of these X2 super cruiser with the GW cruisers having a slightly lower BPV than would be fair, is going to be descidedly unfair to the GW cruisers.
Do 2 Klingon F5s in Y148 beat a Fed CC?
If BPV was the ultimate Guide then they should waltz it in...and yet they don't!
By Tos Crawford (Tos) on Wednesday, February 11, 2004 - 10:42 am: Edit |
MJC: I disagree.
To calculate the BPV of X2 I would take the most common units of the GW and pit them against X2.
2CW loses to XCA, 3CW beats XCA. The BPV is between 2CW and 3CW.
Lets try 2CW+DW. That beats the XCA. The BPV is between 2CW and 2CW+DW.
Lets try 2CW+FW. That beats the XCA 50% of the time. We have our BPV.
By Loren Knight (Loren) on Wednesday, February 11, 2004 - 12:37 pm: Edit |
I think it requires, short of and probably in addition "The Formula", a mixture of opponants. IF the target is around B-10 levels then battles with a B-10 and battle s with a two ship team and then battle with a small ship squadron are required to acheive maximum balance.
By R. Brodie Nyboer (Radiocyborg) on Wednesday, February 11, 2004 - 08:11 pm: Edit |
No offense guys, but do we really need to continue the BPV discussion in the photon torpedo thread? We already had part of this conversation in the BPV thread.
By Jeff Wile (Jswile) on Thursday, February 12, 2004 - 12:19 pm: Edit |
Well, if you want to start a new photon discussion, how about this idea...
Since the integrated X2 proposal included Mike R's SSD and general idea, why not go in the photon improvement direction?
For example, his design had 4 photons and improved phaser arc's.
What if we revise the photon torpedo design with some of the ideas that we started to discuss before the integrated proposal tangent took us away?
for example, we were talking about double shotted and pulsed photons...to me, that makes a X2 photon, twice as effective as earlier photons by the virtue of being able to fire twice as many shots in the same time period.
Why not, propose that photons do just that? that way the "general" designs that mike proposed could have 2 photons instead of 4, but able to fire as many torpedos as the original 4 tubes could fire?
then when time came to field a "war version" of the X2 cruiser, increase the number of tubes to 4 which fire 8 torpedos instead of the 4 the original photons could launch?
compare this to the X2disrupter threads where note was made that Klingons, instead of (this is a paraphrase of many posts) improving the x2 disrupters, they increase the number of disrupters from 4 to 6.
this would mean that on average, the fed ships would have 2 more SSD boxes of something other than a heavy weapon, which (presumable) will contribute more BPV without having to inflate the number of photon torpedo tubes the ship is equipped with.
just a thought...
By Orman J. Hoffman II (Ojh2) on Thursday, February 12, 2004 - 08:16 pm: Edit |
Personnally, I find the double shot idea a bit cumbersome. I do think that some kind of improvement is necessary, however I don't think that whatever is created should be much more complex than the X1 photon. I would like to see a warhead increase, but I realize that concept is not very popular right now. Perhaps we should look at giving the X2 photon a larger firing arc (or is that a DOA issue?). Also, I still like the idea of a 16 point standard like I brought up earlier.
MJC
I noticed you answered my question but, I can't help noticing that you forgot about the battery SSReo. I suspected that if I got an answer that the X2 SSReo would be ignored. A MY cruiser that gets hit by two 16 point torps will, after battery SSReo have less than 10% of its foreward shield left. A X2 cruiser hit by two 24 point warheads will have about 30% of its foreward shield remaining with battery SSReo. To account for that a X2 photon would have to have either a better chance to hit or a larger warhead.
By Mike Raper (Raperm) on Thursday, February 12, 2004 - 08:19 pm: Edit |
The only problem with 16 point standards is the range. Standards have a range of 40, and even though the to hit probability isn't very good, a 1 in 6 chance of nailing someone with 64 points from across the map is too much, unless you have some range limitation built in.
By michael john campbell (Michaelcampbell) on Thursday, February 12, 2004 - 08:36 pm: Edit |
Quote:A X2 cruiser hit by two 24 point warheads will have about 30% of its foreward shield remaining with battery SSReo. To account for that a X2 photon would have to have either a better chance to hit or a larger warhead.
Quote:The only problem with 16 point standards is the range. Standards have a range of 40, and even though the to hit probability isn't very good, a 1 in 6 chance of nailing someone with 64 points from across the map is too much, unless you have some range limitation built in.
By Loren Knight (Loren) on Thursday, February 12, 2004 - 08:41 pm: Edit |
A 16 point standard would have an 8 point prox. and I was freaking about the idea of a 6 point prox!
Such a thing would waste bases and fixed instalations or anything slow.
By John Trauger (Vorlonagent) on Thursday, February 12, 2004 - 08:54 pm: Edit |
Just say "no" to an 6 point prox.
So just say "hell no" to an 8-point prox.
By Mark Norman (Mnorman) on Thursday, February 12, 2004 - 09:15 pm: Edit |
I think that doubling the effectiveness of the photon is too much. However, a small improvement to the general damage (10 standards, 20 overloads) would be an improvement. The problem is that what is really needed is a way to make 2-turn arming better than 1-turn arming, which from my limited experience, it is not in X1.
How about, for increased flexibility, having variable photons, which can be armed for 1 or more energy on each of 2 or more turns, and produce 1 point of damage for every 1/2 point of power. there would need to be other considerations, such as how holding would combine with this, but it would improve the flexibility of the photon, rather than just the damage output.
By Jeff Wile (Jswile) on Thursday, February 12, 2004 - 10:30 pm: Edit |
We have been down this road before (actually more than once!)
as was pointed out to me by others, we need to avoid some of the more obvious problems with Supplement 1.
if you look in the archives, the choices come down to improving accuracy, or improving the damage generation ability.
there are people on record that think doing both would be too much.
By Jeff Wile (Jswile) on Thursday, February 12, 2004 - 10:39 pm: Edit |
And one other consideration:
there are people that think 24 point 2 turn arming cycle for photons is too much damage being generated for a fed cruiser armed with 4 photon tubes...but if you have 12 point single turn photon torpedos, you actualy get a slightly better damage rating over time as you effectively get 2 shots during 2 turns instead of 1 shot for 24 points every other turn.
its like trying to get the 24 point warheads in through the back door when you couldnt get approval up front.
if all you want is to make 2 turn arming more attractive than 1 turn fast loads, then just limit fast loads to no more power than a standard 8 point photon.
that means in two turns of fast loads, you could potentially generate 8+8 =16 points of damage over 64 impusles while a 2 turn overload can churn out 20 points damage...a base 25% improvement.
and you don't need any convoluted on complex rules to account for it!
By John Trauger (Vorlonagent) on Thursday, February 12, 2004 - 11:22 pm: Edit |
2x 12 does not equal 1x 24.
Ask any klingon.
By Loren Knight (Loren) on Thursday, February 12, 2004 - 11:27 pm: Edit |
I whole heartedly agree with John. There is a major difference. That's the whole point of the term "Crunch". One can only put up so much defense per turn.
By michael john campbell (Michaelcampbell) on Thursday, February 12, 2004 - 11:35 pm: Edit |
Quote:I think that doubling the effectiveness of the photon is too much. However, a small improvement to the general damage (10 standards, 20 overloads) would be an improvement. The problem is that what is really needed is a way to make 2-turn arming better than 1-turn arming, which from my limited experience, it is not in X1.
By michael john campbell (Michaelcampbell) on Thursday, February 12, 2004 - 11:46 pm: Edit |
Quote:if all you want is to make 2 turn arming more attractive than 1 turn fast loads, then just limit fast loads to no more power than a standard 8 point photon.
Quote:That's the whole point of the term "Crunch". One can only put up so much defense per turn.
By Mike Raper (Raperm) on Friday, February 13, 2004 - 08:03 am: Edit |
I dunno. I can see arguments for 20 point photons...I can. But simply driving up the damage on everything is just soooooooo unappealing. I mean, really. If you make the photon 25% more powereful, what happens to the other weapons that have to keep pace? I'd like to find a way to increase damage capability with just increasing warhead size, if we could, otherwise X2 just becomes an exercise in "bigger is better", and having DNH's disguised as cruisers. That just doesn't feel like a good direction for X2, to me.
By Jeff Wile (Jswile) on Friday, February 13, 2004 - 08:23 am: Edit |
The argument that Mike R is articulating ("...just driving up the damage..."can be rephrased as 'quantity vs quality'
most posts have been one or the other proposal to increase the quantity of damage a photon inflicts with a successful hit or improve the quality by improving the chances of a successful hit.
One area we have not discussed (much) is the quality side that would make X2 distincet from earlier designs and tech levels.
Lorens ASIF idea approaches it, and has its own thread, but does not directly address photons.
I tried to suggest quality improvements for the Photon torpedo and we got "side tracked".
Lets try one more time, IMO the question comes down to ways to improve the photon that would be new or different from the "just increasing the damage" or messing with the "to Hit tables".
already proposed is increasing the number of shots a given tube could launch in a 32 or 64 impulse window (or time segment)...
It had also been proposed (and no response) that photons get other abilities...how about a setting on the photon that does not result in a hit or direct damage to an enemy, but does some thing else?
such as create a "terrain hex" where the photon exploded that does something for a limited duration ... maybe +1 natural ECM for all ships and non ship units in that hex for 32 or 64 impulses?
By Tos Crawford (Tos) on Friday, February 13, 2004 - 09:15 am: Edit |
Quality improvement: 180 degree arc.
By Jeff Wile (Jswile) on Friday, February 13, 2004 - 09:38 am: Edit |
Quality improvement: enhanced damage against sheilds, and reduced damage to ship, (for example, +1 per torpedo vs shields and -1 vs internal damage...so 4 standard torpedos against an intact shield would do (8+1)*4=36 points of shield damage (assuming shield strength is greater than 36 boxes, but the same (shield shreader photon (a designation a player would have to decide on during the arming process) would only do (8-1)*4=28 points of internal damage if he managed to get a shot through a down shield.
By Jeff Wile (Jswile) on Friday, February 13, 2004 - 09:45 am: Edit |
Quality improvement: linked to example just given, but set for proximity photons. for every 2 successful proximity photon sheild shreaders, results in +1 shield box damaged, -1 internal box damaged for internals. results in 5 point proximity photons but less effective if hits for internals occur.
By Mark Norman (Mnorman) on Friday, February 13, 2004 - 11:33 am: Edit |
Quality improvement: Full Dial-a-Photon. Arm a photon for 1 or more energy per turn for two or more turns. Damage is twice energy put in.
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