Archive through July 25, 2004

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: OLD X2 FOLDER: X2 Tholians: Archive through July 25, 2004
By michael wheatley (Mike_Wheatley) on Thursday, July 22, 2004 - 02:29 pm: Edit

My original post seems to have been deleted, but roughly:
Replace the Phot and Disr with a Tholian specific weapon. I propose the "web arm", a weapon that fires web fists, and has NONE of the other abilities of a web caster. (I.e. a cost-reduced WC that only fires in fist mode, but which can be fielded in numbers.)

Problem #1: the fist only has three range brackets, which makes for dull tactics.
Solution #1: split each of the existing 10-hex range brackets into two 5-hex brackets, and give it +1 to hit in the closer bracket. (No change to damage.)

E.g.
Range___old___new___damage for energy
(hexes)_____________1 2 3 4 _5 _6 (energy)
0-5_____1-4___1-5___2 4 6 8 10 12
6-10____1-4___1-4___2 4 6 8 10 12
11-15___1-3___1-4___0 2 4 6 _8 10
16-20___1-3___1-3___0 2 4 6 _8 10
21-25___1-2___1-3___0 0 2 4 _6 _8
25-30___1-2___1-2___0 0 2 4 _6 _8

By michael wheatley (Mike_Wheatley) on Thursday, July 22, 2004 - 02:41 pm: Edit

RE: Web Arm.

Problem #2: It is too good for long-range sniping. (8 damage for 6 energy at range 30!)
For a DISR or PHOT, doubling the energy doubles the damage. For the Web Fist, adding 1 to the energy adds 2 to the damage. This difference makes a big difference at long ranges.
Solution #2: The proposed Web Arm (unlike the Web Caster) can not fire high energy shots to long ranges - i.e. it has the concept of a "overload" range limit.
Specifically: 6-energy shots can only be fired out to range 5, and 5-energy shots can only be fired out to range 10. (Two range limits, to make it a bit different to other weapons.)
This results in the following:

Range___old___new___damage for energy
(hexes)_____________1 2 3 4 _5 _6 (energy)
0-5_____1-4___1-5___2 4 6 8 10 12
6-10____1-4___1-4___2 4 6 8 10 --
11-15___1-3___1-4___0 2 4 6 -- --
16-20___1-3___1-3___0 2 4 6 -- --
21-25___1-2___1-3___0 0 2 4 -- --
25-30___1-2___1-2___0 0 2 4 _6 _8

By Ben Moldovan (Shadow1) on Thursday, July 22, 2004 - 07:08 pm: Edit

I don't know if I'm off base, here -- I've been away from the X discussions for a LONG time. Anyway...

It seems to me that X2 weapons should be SIGNIFICANTLY better than non X weapons. Being able to field more of them is good. Then again these are REPLACING disrs and photons. The improved to hit is good, but I don't know if this is ENOUGH of an improvement for an X2 weapon.

By Jeff Tonglet (Blackbeard) on Thursday, July 22, 2004 - 07:40 pm: Edit

Better is one thing. But I think we're looking for something different as well as simply better. If you simply make the photon hit for 24 instead of 16, but everyone's shields increase by 50%, then what have you really changed?

There's the consideration that we do NOT want X2 to have some RPS advantage over GW. This eliminates most of the loony ideas.

Also, the general consensus is that the BPV should be roughly double the GW ship's BPV of the same size class. A CA with refits is in the 140-160 range. The general consensus is that X2 CAs should be 250-350. (Some will argue for 250-300, others say 300-350). But generally, a 2 on 1 vs. GW tech should be an even match, provided that the ships were originally designed for duels.

Where am I going with this? There's a tendency in the discussions to improve EVERY single system on the ship for X2. The result is going to be a behemoth that would demolish the B10.

To get up to speed with where the discussion is, check out Vorlon's X2 page.

By michael john campbell (Michaelcampbell) on Thursday, July 22, 2004 - 08:06 pm: Edit


Quote:

Better is one thing. But I think we're looking for something different as well as simply better. If you simply make the photon hit for 24 instead of 16, but everyone's shields increase by 50%, then what have you really changed?



Quite a lot IF you don't move to everybody getting a 50% increase in fire power.

Four 24 point Photons are not much more deadly than the six X1 Disruptors of the current Klingon DX...they're just far more focused.

I actually like the idea that Disruptors will get a massive increase in flexibility ( 6 impulse double-broadside rule, Disruptor Caps, Built in UIM/Derfacs ) counted by a massive increase in photon crunch power.

I'm not sure if the Tholians should get a WEB SLINGER or WEB ARM or something but I think like the Disruptor it ought be more flexible rather than more deadly...although I think X2 Photon armed Tholians ought be slinging the full 24 point photon.

By Ben Moldovan (Shadow1) on Thursday, July 22, 2004 - 11:53 pm: Edit



Let's see if I've got this straight. The BPV is going to be freaking DOUBLED, but the weapons are going to be not that much better, and there's going to be "no RPS advantage over GW".

How is that possible?

By Tos Crawford (Tos) on Friday, July 23, 2004 - 12:08 am: Edit

The requirement is that an equal BPV of GW can combat an X2 ship. Everything else is negotiable.

By Ben Moldovan (Shadow1) on Friday, July 23, 2004 - 12:14 am: Edit

Ah, ok. Still, for twice the BPV on an XCA, the tholians' weapon needs to be better than that, IMHO.

By Loren Knight (Loren) on Friday, July 23, 2004 - 01:39 am: Edit

In general most proposals give X2 ships something effective other than just bigger weapons. These things add up BPV but it's not always double. Also, people err to the high side more often than not.

A lot of X2 proposals have some form of Advanced Structural Integrity Field (ASIF) (might be renamed). This usually absorbs shield penetrating damage to a degree and might give additional benefits. This also means an X2 ship will be able to dish it out longer than an X1 of equal class and easilly twice as long as GW.

Most of us have adopted the group developed Phaser-5 which is moderately more powerful in damage points but has a longer range and a more even disapation rate than the Ph-1. It can also fire using Aegis as two Ph-6 (A Ph-3+50%).

Battery power is slightly incresed as well as warp power. Shields are top notch although only slightly incresed over X1.

Add ALL this up including more effective Heavy Weapons and now you can see where the extra BPV comes from!

By michael john campbell (Michaelcampbell) on Friday, July 23, 2004 - 02:41 am: Edit


Quote:

How is that possible?



Not that much better than X1.

X1 Cruisers already sit between 240 and 315 BPV!


A 300 refitted to 410 BPV XCA would be able to fight a Fed NCAa+ & CARa+ and after the refits take on a Fed CX & DDX.



Quote:

In general most proposals give X2 ships something effective other than just bigger weapons. These things add up BPV but it's not always double. Also, people err to the high side more often than not.



Yeah an ASIF, S-Bridge ( especially if it has drone knock downs ), high speed from 48 warp engine boxes on a cruiser coupled with the reach of the Ph-5 and/or 5 point BTTYs will greatly up the value of an XCA without directly increasing it's offensive potential ( although definately increasing it indirectly ).



Quote:

Add ALL this up including more effective Heavy Weapons and now you can see where the extra BPV comes from!



That's the thing about BPV, its related to the product of offensive potential and defensive potential not the sum of them.
And before anyone asks, yes battle speed is a factor in both offensive potential and defensive potential.

Most of the people putting forward X2 idea what a new emphasis on defensive ability as X1 ships are still notorious for being eggshells with sledge-hammers.

By michael john campbell (Michaelcampbell) on Friday, July 23, 2004 - 02:53 am: Edit

Consider this...
Take a Klingon DX and give it 8 more warp engine boxes and 8 more sheild boxes on every sheild and then give at an ASIF that for a not so modest amount of power causes the hull boxes to take two points of damage to destroy. Raise the Disruptors to have 4 point capasitors running them and a six impulse double broadside penalty and built in UIM/Derfacs, add another phaser-1 to the boom phaser suite, chuck in full Aegis as well and ask yourself what the BPV of the ship would be.


Quite a bit more than 250, I'ld guess, probably 330...which is why so many would want the number of disruptors dropped to 4 until after the refits.

By Loren Knight (Loren) on Friday, July 23, 2004 - 04:05 am: Edit

S-Bridge...heh, forgot my own proposal in the list. Uh duh...

By Jeff Tonglet (Blackbeard) on Friday, July 23, 2004 - 09:11 am: Edit

Ben, Take one of the ships on Vorlon's X2 page, and fight it against the mainline GW cruiser from the enemy race.

If we balanced it right, then :
in a 1-on-1, the GW ship should be toast.
In a 2-on-1, it should be an even match.
In a 3-on-1, the X2 ship should be in serious trouble.

This is what I mean by "no RPS advantage". Some proposals made it so the GW ships couldn't touch an X2 ship. That's not going to work.


--------------------------------------------------
Here is a message I posted on Feb 22, 2003.

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



Replacing a mainline combat ship with a scout may make a more balanced squadron.
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



Since S8.0 says DNs only appear with 3 or more other ships, I won't post DN squadrons here.

By michael john campbell (Michaelcampbell) on Friday, July 23, 2004 - 10:52 pm: Edit

Fed 2 CA CA CA 149+149 298

CAs are 125 each, and the CARa+ is 145 so I'm not sure how you got that one...I guess it's 145 plus four type IF drones in the rack.

A better pair of CAs would be 1 NCA & 1 CARa+ anyway. I tend to think of a 300ish BPV as being one Klingon D7W and one D5W because the other players has an easier time of remembering which ship is which because they are so different.
Sure a good player wouldn't need the distinction but why set up a situation where it's easy to make mistakes during playtesting.

By Jeff Tonglet (Blackbeard) on Saturday, July 24, 2004 - 03:50 am: Edit

Because if someone isn't skilled enough that they keep getting their D7 and D5 confused, then their playtest report probably won't be that reliable anyway.

By Loren Knight (Loren) on Saturday, July 24, 2004 - 12:14 pm: Edit

I find it difficult to ever use a CARa+ for anything. There is just too many better choices.

By Kenneth Jones (Kludge) on Saturday, July 24, 2004 - 01:47 pm: Edit

For playtesting I think the CAR+a is the better choice than almost anyother Fed ship in the inventory.

It's a sturdy design with a good balance of firepower/sturdiness. Plus it's not a COMBAT optimized design giving it a better baseline BPV for playtesting.

Not to mention the fact that its been around for quite sometime. Meaning players are more experienced in its use, and will be able to give a more accurate PT report because of it.

By Loren Knight (Loren) on Saturday, July 24, 2004 - 03:22 pm: Edit

Good point.

By Kenneth Jones (Kludge) on Saturday, July 24, 2004 - 08:27 pm: Edit

Another idea is that the 2X material should be playtested Vs. Tournament ships. The initial playtesting for new races is supposed to match them against TCs. As listed in CL.

Thats what I'm using for first round playtesting of SG races. To help benchmark the BPV so as to move onto regular SFB ships, for final PTing and fine tuning of rules/BPV. (Not to mention against other SG races.)

IMO we should skip the TC phase for 2X. BUT it might add credibility to our testing efforts.

By Mike Raper (Raperm) on Sunday, July 25, 2004 - 12:21 pm: Edit

Just a random thought, but some spiders use their webs to snare victims and actually haul them in, like a fisherman would. What if you made a modified web caster that could be linked to a tractor beam, so that the target could be caught in a web, then hauled closer to the ship? Breaking out of the web or destroying the tractor would be the only way to get out. Balance would be achieved by making the web "line" sufficiently easy to break that a ship could do it if it really tried. Thoughts? Could it be balanced, or is it just too much?

By Loren Knight (Loren) on Sunday, July 25, 2004 - 12:52 pm: Edit

Intriguing idea but I see a few difficulties. First I would be difficult to see ships being hauled in at FTL steeds. They would have to be since cast web doesn't last very long. Also tractor rotation occurs only once per turn (spd 1).

It was an interesting picture though of a ship casting web from a web hex and landing it on a ship. The web then starts to cycle, drawing the ship to or away the casting ship. Un-fortunately the webs cannot co-exist either.

However, there is my Sticky Web Fist proposal. The one that hits a single unit like a web hex and stays on that unit for a time (in this case the web moves with the ship slowing it down which is a fundamental difference from normal web). The Tholians could then jump out and tractor such a ship and bring it in.

By Alan Trevor (Thyrm) on Sunday, July 25, 2004 - 01:32 pm: Edit

I'm a little nervous about adding more webcaster capabilities because I'm worried about the "must play nice with X1 and GW BPV" requirement. I think that things like Ph-5s or making photon torpedos 10 points (5 point prox, 20 point max overload) can probably be accounted for with appropriate BPV adjustments more easily than can "exotic" capabilities. And the webcaster is already exotic, before any upgrades. I worry that adding still more capabilities to it will modify the combat capability in unpredictable ways that can not easily be accounted for by BPV, either due to strong RPS effcts or sensitivity effects.

I certainly understand the desire for X2 to have exotic capabilities, and I'm not saying these suggestions won't work. I do, however, think that adding extra capabilities to webcasters needs to be approached cautiously and the changes will require a lot of playtesting.

By Tos Crawford (Tos) on Sunday, July 25, 2004 - 03:29 pm: Edit

The web caster and the gatling are the two most unbalancing weapons in the game. We should avoid improving either.

By Christopher E. Fant (Cfant) on Sunday, July 25, 2004 - 03:30 pm: Edit

Just pick those two out of your hat Tos?

They seem quite fine and balanced to me.

By Tos Crawford (Tos) on Sunday, July 25, 2004 - 03:34 pm: Edit

That explains alot.

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