By John Trauger (Vorlonagent) on Thursday, February 12, 2004 - 11:21 pm: Edit |
..and there's where the problem occurs.
Some of us (namely me for starters) think the P-2 table is a litle much, ESPECIALLY if the power cost is .5
I think it's a bit too much for .75
I think allowing a P-5 to fire as a full-blown gatling is nuts.
2x P-6 is all I'd ever want a P-5 to have.
By Loren Knight (Loren) on Thursday, February 12, 2004 - 11:33 pm: Edit |
The Ph-6 is, at close range, better than a Ph-2. With the exception of the low power opion of firing as a Ph-1 the Ph-5 should fire only as advanced weapons. I.e. as a Ph-5 or Ph-6. I don't really care to see the "Dial a Phaser" option. Ph-5/Ph-1/2xPh-6 is pleanty of options and any more would crowd the SSD way too much.
As far as the Ph-5 is concerned the Ph-2 and Ph-3 should be forgotten. Klingon Ph-1s would be equivelent to X1 phasers with the same options.
Again, I'm in full agreement with John here; Ph-5 as Ph-G is nuts.
By Kenneth Jones (Kludge) on Friday, February 13, 2004 - 12:01 am: Edit |
I'm still convinced that P5s are 1.5 and P6s are .75.
By michael john campbell (Michaelcampbell) on Friday, February 13, 2004 - 12:47 am: Edit |
Quote:That proved to be too usefully long ranged, so I hit on cutting the *megaphaser* table in half. That's been the generally-accepted heavy phaser table. We dubbed it the "P-5"
Quote:I won't go past mentioning MJC and his desire to see the 1.5 cost P-5 fire as 3x P-3 in rapid-pulse mode. The proposal is so excessive on its face that nobody but MJC likes it.
Quote:I think we all agreed on the Ph-5 table its self.
Quote:I recommend Ph-5 can fire as 2xPh-2 or 4xPh-3 for 2pts. Also Ph-6 can fire as 1xPh-2 or 2xPh-3 for 1pt. This would cause problems with a bunch of phaser tables on the SSD, but maybe we can skimp there.
I also agree with the 3x(cost) capacitors.
Quote:I don't really care to see the "Dial a Phaser" option. Ph-5/Ph-1/2xPh-6 is pleanty of options and any more would crowd the SSD way too much
By Loren Knight (Loren) on Friday, February 13, 2004 - 11:32 am: Edit |
I edited the final table that seemed to be accepted. I tried to make it a smoother damage out put over range. In actuallity the Ph-5 is usually just a point stronger than the Ph-1 but it's damage curve is smoother.
Mike Raper lowered the power generation of his personal proposals and so one point to power the Ph-5 works. The amount of extra damage that the Ph-5 out puts is not so much as to not be explained by better targeting computers (among other hardware enhancements).
However, this takes away the reason to fire the Ph-5 as a ph-1. That's not so bad except I liked the dynamic of saving power firing as a Ph-1 when the tactical situation allowed. Of course, I suppose Mikes Ph-5 could be repaired as a Ph-1 for less cost. Additionally that Ph-1 would be an X1 type (?). Mikes Ph-5 also does eliminate the need for the Ph-1 table on the SSD.
By Mike Fannin (Daelin) on Friday, February 13, 2004 - 12:41 pm: Edit |
I liked the P-5 that was sure-fire damage out to range 10, but I prefer ships that are quite a bit lighter than most people seem to. A ship that doesn't have the direct-fire firepower of a CX needs to be about to stay out of OL range but still be more effective.
By Mike Raper (Raperm) on Friday, February 13, 2004 - 01:52 pm: Edit |
Quote:Mike Raper lowered the power generation of his personal proposals and so one point to power the Ph-5 works. The amount of extra damage that the Ph-5 out puts is not so much as to not be explained by better targeting computers (among other hardware enhancements).
By Loren Knight (Loren) on Friday, February 13, 2004 - 02:06 pm: Edit |
Mike, it's a fine option. Currently it holds as much sway to me as my previous proposals. I think I can keep my old designs and adopt that paradigm with some not too major changes.
I'm thinking on it. You have good points that are sure to have influence!
By John Trauger (Vorlonagent) on Friday, February 13, 2004 - 05:35 pm: Edit |
If X2's power were to drop to or below X1 levels, I might like 1-point P-5's more.
I have a Fed CA proposal that has 34 warp and a rule that says warp used for movement is multiplied by 1.5. Having a power curve closer to an advanced GW ship, a P-5 costing 1.5 would be excessively draining.
At actual X1 power levels, I'd probably still want a 1.5 to force harder power choices on the player.
X1 just has it too easy.
By michael john campbell (Michaelcampbell) on Friday, February 13, 2004 - 08:04 pm: Edit |
Quote:As a player, if I had to pay 1.5 for a P5, or could fire them as P1's for 1 point and get three free turns with my phasers instead of two (thanks to triple capacitors) I'd go with the P1's every time to save power. Again, it's all my opinion, but I say keep it simple and leave the primary phaser as a 1 point weapon and the defensive one as a .5 point one.
Quote:If X2's power were to drop to or below X1 levels, I might like 1-point P-5's more.
By Mike Raper (Raperm) on Friday, February 13, 2004 - 08:27 pm: Edit |
Quote:You'ld trade-in 3.5 points of damage per capital phaser for 2.16 just to save 0.5 points of power...so with the 6 bearing Phasers in any standard attack, the XCA would generate 13 points of damage and have 3 points of power left in the CAPs ( and Caps-to-SSReo when the way of the dodo ) instead of 21 points of damage.
By Loren Knight (Loren) on Friday, February 13, 2004 - 08:38 pm: Edit |
The Ph-5 was about encuraging the long range game. Well, that was my perception, anyway.
By michael john campbell (Michaelcampbell) on Friday, February 13, 2004 - 08:52 pm: Edit |
Quote:You'd be crazy not to do it.
By Mike Raper (Raperm) on Friday, February 13, 2004 - 09:00 pm: Edit |
Quote:Assuming all attacks are at R8.
By michael john campbell (Michaelcampbell) on Friday, February 13, 2004 - 09:09 pm: Edit |
Well...
4 attack runs by 6 phasers by 2.1666 => 52
2.333 attack runs by 6 phasers by 3.5 => 49
It is in the long run more effect and you won't move so slow during a 4 turn period...but firing the Ph-5s as Ph-5s gives you the damage up front.
I guess it depend on the play style...I would expect an extra 8 damage per volley to dish up a Phaser hit which would to some extent reduce the effectiveness of the enemy being able to "hold his breath" longer.
But this is the nature of phaser tactics...there isn't really a right or a wrong, only that which suits your plan and that which doesn't.
By michael john campbell (Michaelcampbell) on Friday, February 13, 2004 - 09:14 pm: Edit |
Quote:X1 just has it too easy.
By Andrew Harding (Warlock) on Friday, February 13, 2004 - 09:46 pm: Edit |
At 3.5 damage for 1.5 power versus 2.17 damage per 1 power (I assume this is correct, I haven't checked the P5 table), if three turns of shots are wanted from 18 power in caps, just fire four Ph-5 each time as this does slighty more average damage and keeps two as a threat. Personally, I'd fire all six and skip a heavy weapon or two to power the third volley.
FFX v CLa+ - the FFX is pretty sad as X-ships go but I'd still bet on the FFX.
By Kenneth Jones (Kludge) on Friday, February 13, 2004 - 10:46 pm: Edit |
Guys before everyone invests a lot more time into this discussion you need to figure the power to damage ratio of the various power settings compared to the p1.
No way will SVC/SPP approve any phaser weapon that exceeds the power-damage ratio of the P1. Without a LOT of tactical drawbacks to balance it. Some variation above/below it is to be expected. But every time it goes above it needs to go below as well at the least.
Heres a list calculating the power to damage of a perfect distribution of die results.
Explnation: P5/P1 is the type. 1p or 1.5p is the power. Then theres the average of 6 perfect rolls.
P5 R1 1p=7.5
P5 R1 1.5p=5
P5 R1 1p=5.33
P5 R5 1p=4.5
P5 R5 1.5p=3
P1 R5 1p=4
P5 R8 1p=3.5
P5 R8 1.5p=2.33
P1 R8 1p=2.16
P5 R15 1p=2
P5 R15 1.5p=1.33
P1 R15 1p=1
P5 R50 1p=0.66
P5 R50 1.5p=0.44
P1 R50 1p= 0.5
*Note: I took the P5 table directly from one of Mike R. recent submissions.
I hope this is helpful for the discussion. Because I have spent a LOT of time constructing weapon/power ratios for the Shield Galaxy project.
By Tos Crawford (Tos) on Friday, February 13, 2004 - 10:50 pm: Edit |
Another consideration:
It has been stated that 12xP1 are approximately equal to 8xP5.
12xP1 take 12 power to fire.
8xP5 should take 12 power to fire.
At one power to fire a P5 the X2 ship just got a 4 point power boost.
By Loren Knight (Loren) on Friday, February 13, 2004 - 11:37 pm: Edit |
There is very good reasons to use the Ph-5 over the ph-1 and one is a more predictable damage output. There are ranges that the Ph-1 will be expected to do nothing where the Ph-5 will likely do some.
Indeed, at close range the Ph-1 will do very well and the power saving option is a good choice. However, at long range phasers become an actual option and not so much a waste of energy. That's what the Ph-5 was all about. I've always expected the Ph-1 option to be regularly used at close range except when maximum crunch is vital.
The trade off was a dynamic I was hoping for. When to use each is something a player should have to decide for each situation.
Could be that, in recent light of things, the Ph-5 is a tad weak? Maybe it should get a point boost for the 1.5 power cost?
By michael john campbell (Michaelcampbell) on Saturday, February 14, 2004 - 12:02 am: Edit |
I like the Ph-5 table as it is.
Basiacally when you attack in the Realm of R6-15 the 8Ph-5 suite is better and when you do so at R5 the 12Ph-1 suite is better and the Ph-1s get better at slightly faster rate than Ph-5s as you get closer...creating a techonlogical and Racial Flavour:- X2 ships shouldn't let themselves get too close to X1 ships or Klingons.
By Loren Knight (Loren) on Saturday, February 14, 2004 - 12:07 am: Edit |
Well, I've always wanted X2 to lend it's self to a longer range battle.
I want to get away from the close and hose as much as possible. At longer range it a better chess match though a bit longer game in general.
By michael john campbell (Michaelcampbell) on Saturday, February 14, 2004 - 12:08 am: Edit |
Quote:FFX v CLa+ - the FFX is pretty sad as X-ships go but I'd still bet on the FFX.
By Christopher E. Fant (Cfant) on Saturday, February 14, 2004 - 12:17 am: Edit |
The CLa+ is actually a very good ship for its time period.
Now, years and years later, it is undergunned, but comparing it to an X-ship is a little unfair.
By michael john campbell (Michaelcampbell) on Saturday, February 14, 2004 - 12:40 am: Edit |
Well the FFX has 2 X1 Photons & the CLa+ has 2 GW Photons.
So the battle isn't going to be a cake walk for the FFX.
The CLa+ also has 6Ph-1s, 2Ph-3s and a G-rack to compete with the FFX's 5 X1 Ph-1s and 2 X1 Gracks.
The CLa+ also has 30 Power producing boxes and four 1 point BTTYs whilst the FFX has only 20 power producing boxes and three 3 point BTTYs.
The biggest drawback of the FFX is lack of power to perform EW and the biggest drawback of the CLa+ is her paper thin shields ( marginally compensated for by armour ).
All in all it's no cake walk for either ship which makes the battle reasonably fair.
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