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Faster plasma?
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Savedfromwhat
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Joined: 23 Aug 2007
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PostPosted: Sat Jul 17, 2010 7:33 pm    Post subject: Reply with quote

The conversation may be old but that doesn't invalidate it. Plasma is not fun because it isn't competative and that makes me sad. I have a binder dedicated to gorn romulan and now ISC, I only get one of these ships out when I want a challenge. If you think plasma is working well or is "powerful enough already" you are looking at it with star fleet battles colored glasses on. As a romulan player my heavy weapons can be completley avoided even on a closed map I would rather take a race with crunch power then one with plasma, they just work better and typically cost less.
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Savedfromwhat
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PostPosted: Sat Jul 17, 2010 7:41 pm    Post subject: Reply with quote

There is no situation where a fed player can close to range 2 in my fa arc fire overloaded photons and not be forced to deal with plasma. That is the problem I have with plasma in fc, my torpedoes have no chance of hitting against an equally skilled opponent, that's why I like speed 34 plasma where the torpedo moves one hex at launch and an extra hex on the first impulse in play.
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rulesjd
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Joined: 06 Feb 2007
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Location: seattle

PostPosted: Sun Jul 18, 2010 6:13 am    Post subject: Reply with quote

Savedfromwhat wrote:
The conversation may be old but that doesn't invalidate it. Plasma is not fun because it isn't competative and that makes me sad. I have a binder dedicated to gorn romulan and now ISC, I only get one of these ships out when I want a challenge. If you think plasma is working well or is "powerful enough already" you are looking at it with star fleet battles colored glasses on. As a romulan player my heavy weapons can be completley avoided even on a closed map I would rather take a race with crunch power then one with plasma, they just work better and typically cost less.


Actually, I'm looking at it with FC colored glasses. Thus far, I haven't found the Gorn uncompetitive in the games I've played. I don't much care for the Romulans (never did anyway) and think they might have a point problem due to small phaser suites. I'll happily fly a Gorn cruiser against a Fed any day and expect a competitive match.
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Savedfromwhat
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PostPosted: Sun Jul 18, 2010 8:13 am    Post subject: Reply with quote

rulesjd wrote:


Actually, I'm looking at it with FC colored glasses. Thus far, I haven't found the Gorn uncompetitive in the games I've played. I don't much care for the Romulans (never did anyway) and think they might have a point problem due to small phaser suites. I'll happily fly a Gorn cruiser against a Fed any day and expect a competitive match.



WS-III is Star Fleet Battles, half the people on this board don't know what it means (I only assumed it meant torpedoes armed on turn one I have only played SFB twice).

I appreciate the fact that the gorn haven't been uncompetative in the games you have played but the fact that there haven't been any plasma chuckers at the major FC tournament at origins is very telling of what people who play at the tournament level think of plasmas viability. The fact is is that plasma is only effective if your opponent makes a serious mistake such as closing to range 0 or going baseline speed 16 and in a tournament game of FC I don't think that is going to happen.

I don't want to give any race an unfair advantage, but at this point the fact that a Direct Fire ship can close to Range 1 Fire all Heavy Weapons and HET to run is pretty lame and not fun. If you don't think that this is possible I would be happy to jump on FC online and I will take my Fed CC against your K7R and we can play to conclusion.
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storeylf
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Joined: 24 Jul 2008
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PostPosted: Sun Jul 18, 2010 10:59 am    Post subject: Reply with quote

Savedfromwhat wrote:
but the fact that there haven't been any plasma chuckers at the major FC tournament at origins is very telling of what people who play at the tournament level think of plasmas viability.


How is it telling?

If there was a tourney in the UK I'd go, and I probably wouldn't play a plasma race, but that has nothing to do with how balanced or whatever they are, I just have preferences for certain races no matter how well they do or do not do. There were no LDR this year, but at a previous Tournament there was 75% LDR according to an early communique. Do people think LDR were overpowered and are now nerfed into oblivion? There were no hydrans at this tourney, or orions, or tholians, or klingons.. Better look at boosting Hellbores and webs, tweak stealth coating etc.

Only 8 people went, drawing conclusions on the balance of races/weapos that weren't even played is bizarre.

Unless you brought your own stuff (which I'd probably be loath to do) I believe you had to make do with the provided squadrons, neither gorn nor roms had what I would normally want to take in a tourney.


Now it might be that those 8 people do indeed think plasma is to weak for touney play, but just looking at the tourney matches itself won't tell you that. And even if those 8 do think that, it doesn't mean they are correct, they may be forming opinions based on their personal experience playing amongst a small set of opponents who they are used to playing. When you get several tourneys a year with 16+ totally different players in each one then you might have a point about saying plasma is weak cos no-one takes them to tourneys.


My own experince of plasma playing with tourney style games (based on me playing them or my opponent playing them) is that their biggest problem is the scenario 'real time' limit, 3-5 turns is our usual range of turns played. With plasma the game tends to slow down compared to direct fire matchups, a plasma chucker has to start on the assumption that 1 shot may be all he is going to get in the game. That real time limit imposes a significant constraint on any tactics that any one might try to apply, especially where multi turn armers are concerned. Making changes to the game system itself to counter that does not seem overly sensible to me. Better to look at the mechanics of touney itself.
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pinecone
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PostPosted: Sun Jul 18, 2010 4:18 pm    Post subject: Reply with quote

Uh, guys?

If you say the Plasma users get a 40-speed plasma, then you have to give those facing it wild weasels. Otherwise it's just not fair.

Saved: The KR shouldn't be a competetive match for the CA. The K7R should, but a D6 should not beat a CA. The fact that a D6 hull was a competetive match for the CA shows that this "Sabot" Plasma is too powerful.

I'm in the middle of playing the scenario Refiner's Fire right now, and if there had been 40 speed plasmas I would have already lost, despite a lot of bad moves my opponent had made. But I have actually succeded in evening the odds of the battle.

And on that note, one of the bad moves my opponent made was not bolting his plasma. Again, if he had done that I would have been in serious trouble. But he didn't, and that's the main reason why I'm almost ahead. Plasma Bolts (especially carronades) are worth using for sure.

Plasma might not hit that often, but the threat of it keeps the enemy running. That alone makes plasma worth it.
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terryoc
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PostPosted: Sun Jul 18, 2010 4:40 pm    Post subject: Reply with quote

Quote:
Plasma might not hit that often, but the threat of it keeps the enemy running. That alone makes plasma worth it.


It might keep me at a high Baseline Speed, but not necessarily "running" (accelerating and moving away), especially if I am playing a ship that does not have to commit to loading any weapon until it fires (disruptors).

Just to reiterate, I'm NOT saying this is a TOURNAMENT problem. You guys seem to be focusing on the fact that the issue was raised at Origins - the lack of plasma ships in the tournament is imo a coincidence. ETA: the issue was raised at the SFU seminar, and was not made in reference to the tournament. You can listen to the podcast of the seminar at Paul Franz's Talkshoe show site if you want to hear it.

I'm concerned that there may be a "trick key" to beating plasma ships in FC generally. This "key" may not be obvious. The more FC I play and the more I think about the game, the more I begin to think that reaction is more important than planning in this game (unlike SFB), moving faster is more important than overloading, and ships which must preload are at a disadvantage.

Of course, I may be totally wrong. I'm not going to bother posting any more on this, I think I've stirred up too much trouble already.
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Savedfromwhat
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PostPosted: Sun Jul 18, 2010 7:23 pm    Post subject: Reply with quote

A 132 point ship shouldnt be able to compete with a 145 point ship but a 166 point ship should... I think you have a double standard here pinecone. The Ship that is 13 points cheaper (KR to CA) shouldn't be able to compete but the ship that is 21 points cheaper (CA to K7R) should be able to be competative...? And Pinecone if it is the Threat of plasma that makes plasma worth it I am much more threatened by Photons then Plasma because with plasma bolts I have a 66% chance of being missed all the way to range zero while photons on the other hand do not have that limitation and with Plasma Torpedoes I know that I can run the plasma down for little to no damage and then I have 2 turns to have my way with the Gorn/Rom. The threat is very important yes, but eventually you have to start doing damage to win.

And Storyelf in the captains Log Tournament Reports there is only 1 Plasma Race that has been used and that is the Romulans in a fleet scale game in 2007 and in this game the federation player used the Close and Hose tactic (which is perfectly viable and well played) that allowed them to fire everything and evade any repurcusion for it. Also there was no pre-defined LDR squadron at the Tournament this year, maybe the LDR players were loath to bring one of their own as well.

I am not trying to say we need a huge overhaul of the Game just that I believe there is a flaw with a specific weapons system and that flaw comes due to the translation of one game system to another. Yes it is a small sample Storyelf but it shouldn't just be ignored I agree with you that it is not definative of a problem, but it is worth considering.

My Question to EVERYONE here is "If you are playing in a 2010 tournament (That you want to win not just participate in) with the options of Fed, LDR, Orion, Hydran, Gorn, and Romulan; would any of you take Gorn or Romulan?"

I apologize in advance if I have come across as Rude or Heavy handed. Storyelf in the past I have gotten into heated debate with you and that is completley my fault for being impolite and incosiderate I would like to have a constructive discussion with you.[/b]
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rulesjd
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PostPosted: Sun Jul 18, 2010 7:39 pm    Post subject: Reply with quote

Savedfromwhat wrote:
rulesjd wrote:


Actually, I'm looking at it with FC colored glasses. Thus far, I haven't found the Gorn uncompetitive in the games I've played. I don't much care for the Romulans (never did anyway) and think they might have a point problem due to small phaser suites. I'll happily fly a Gorn cruiser against a Fed any day and expect a competitive match.



WS-III is Star Fleet Battles, half the people on this board don't know what it means (I only assumed it meant torpedoes armed on turn one I have only played SFB twice).

I appreciate the fact that the gorn haven't been uncompetative in the games you have played but the fact that there haven't been any plasma chuckers at the major FC tournament at origins is very telling of what people who play at the tournament level think of plasmas viability. The fact is is that plasma is only effective if your opponent makes a serious mistake such as closing to range 0 or going baseline speed 16 and in a tournament game of FC I don't think that is going to happen.

I don't want to give any race an unfair advantage, but at this point the fact that a Direct Fire ship can close to Range 1 Fire all Heavy Weapons and HET to run is pretty lame and not fun. If you don't think that this is possible I would be happy to jump on FC online and I will take my Fed CC against your K7R and we can play to conclusion.


I'd love to take you up on that, though I am such a neaderthal, I have never yet used SFBOL or FCOL. Maybe I'll get it figured out and start playing online.

I was startled by your contention that the Fed could achieve range zero on the first turn. It seems to me that if the Gorn/Rom went to the corner, this should be impossible unless we're playing on different maps. Nevertheless, I understand your argument that a Fed could achieve less than overload range and then maneuver or HET before the Plasma user could fully load. Of course, the Fed then must either do substantial damage or spend the next turn running like hell and maybe not lodaing photons or having much phasers.

However, it seems to me that the fix here would not be to massage the profile of the plasma but, to either alter the map for more depth (maybe add a 5 hex float) or start the plasma user fully loaded like you do the photon.

I haven't been playing tournament games but, focusing on scenarios. This is why I asked Terry if there were a body of relevant FC tournament data.
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DirkSJ
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Joined: 08 Jun 2010
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PostPosted: Sun Jul 18, 2010 7:40 pm    Post subject: Reply with quote

Savedfromwhat wrote:
And Storyelf in the captains Log Tournament Reports there is only 1 Plasma Race that has been used and that is the Romulans in a fleet scale game in 2007 and in this game the federation player used the Close and Hose tactic (which is perfectly viable and well played) that allowed them to fire everything and evade any repurcusion for it. Also there was no pre-defined LDR squadron at the Tournament this year, maybe the LDR players were loath to bring one of their own as well.

This is the key. One plasma race has been played in any Origins tourney ever and they got destroyed by exactly the tactic everyone says is how to handle plasma ships. Tourney level players appear to understand the imbalance.

It's like tic tac toe or checkers. If there exists a strategy to always win (or at least not lose) then there is a problem. Given that this is a game with dice I guess there isn't and "always" but it seems many races can have extraordinarily low risk and high reward vs plasma.
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Savedfromwhat
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PostPosted: Sun Jul 18, 2010 7:59 pm    Post subject: Reply with quote

rulesjd wrote:
[I'd love to take you up on that, though I am such a neaderthal, I have never yet used SFBOL or FCOL. Maybe I'll get it figured out and start playing online.

I was startled by your contention that the Fed could achieve range zero on the first turn. It seems to me that if the Gorn/Rom went to the corner, this should be impossible unless we're playing on different maps. Nevertheless, I understand your argument that a Fed could achieve less than overload range and then maneuver or HET before the Plasma user could fully load. Of course, the Fed then must either do substantial damage or spend the next turn running like hell and maybe not lodaing photons or having much phasers.

However, it seems to me that the fix here would not be to massage the profile of the plasma but, to either alter the map for more depth (maybe add a 5 hex float) or start the plasma user fully loaded like you do the photon.

I haven't been playing tournament games but, focusing on scenarios. This is why I asked Terry if there were a body of relevant FC tournament data.


Well JD I just got on to FConline myself and it is a bit confusing so I totally understand not playing on there, but if I am ever in Seatle Very Happy

Also I don't think that the fed will get to overload range on turn 1 I think it will be turn 2. Sorry if I implied that it would be on 1.

I have been focusing on tournament games or just simple duels and to be honest I haven't given much thought to what this change could do to scenarios where there are slow units like freighters, Bases, Monitors, or Pre-damaged ships. It might just be to much in those situations so good point bringing it up.

I think that we need a change but I am not the game designer, If SVC or Mike west would propose Possible changes (not that they would be required to change anything even if they gave us POSSIBLE PROPOSOLS) I would be happy to playtest them and give some feedback.
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Steve Cole
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PostPosted: Sun Jul 18, 2010 9:57 pm    Post subject: Reply with quote

While I am a long way from convinced that plasma is a problem, or has a problem, changing BPVs is very hard the way FC is printed, and would not be the way i'd fix it if it needs fixing at all.
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ericphillips
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PostPosted: Mon Jul 19, 2010 2:22 am    Post subject: Reply with quote

[quote="Savedfromwhat"]
rulesjd wrote:
[I'd love to take you up on that, though I am such a neaderthal, I have never yet used SFBOL or FCOL. Maybe I'll get it figured out and start playing online.


Do i smell FCOL campaign?
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marcus_aurelius
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PostPosted: Mon Jul 19, 2010 4:50 am    Post subject: Reply with quote

I am not really convinced that speed 40 plasmas are needed.

Back in the late 80's / early 90's I played a lot of Gorn and Romulan ships in SFB. Once I got the hang of it I was able to win almost every game with only speed 32 plasmas (I had never heard of a speed 40 plasmas at the time).

This includes fighting Feds trying to retrograde with proximity photons, transporter bombs and wild weasels. None of which exist in FC. Of course I loved enveloping plasmas in SFB and never ever followed a retrograde attempt.

For me the key was patience and speed. It would usually take me 12+ turns to win. I just needed to keep my discipline and wait for the opponent to make a mistake. (To me most games are not about who played best, but about who made the fewest / mildest mistakes.)

Each turn I would fire roughly 1/3 of my plasmas at the opponent while going as fast as possible. This allows me to keep up roughly the same plasma rate every turn. I would ideally fire those plasmas at about 11-13 hexes and immediately turn away. The opponent could then turn away or eat the plasmas. If they eat the plasmas, then there is a weak point for my phasers and subsequent plasmas.

This keeps a constant plasma pressure on the enemy every turn with no break. This generally forces the enemy to stay on the defensive every turn even if they avoided plasma damage. A turn with no plasma launches is a turn where the enemy has an opportunity to gain the initiative / offense and put the plasma ship on the defensive.

Never, ever should a plasma ship get within range 8 of a fully loaded opponent. To speak to an earlier example, if an opponent gets to range ~1, fires, HETs and runs away from the plasma ship, this is because the plasma ship captain really messed up and deserves to lose.

Also, speaking to patience, if the enemy avoids plasmas by a HET, that is ok if I avoid damage because I can always reload plasmas, the opponent no longer has their free HET.

I have only played plasma ships twice in FC. Once in Refiners Fire, where I lost my discipline and did not follow my own aforementioned advice and only barely scraped out a marginal victory by more luck than skill. The other time was Romulan versus Gorn, but that was a teaching game where I would talk through every step with my novice opponent.

I need to get more expericene with plasmas in FC (we seem to play mostly 'western' empires), but nothing I see invalidates the broad strokes of my SFB tactics.

P.S. I wish I could buy Romulan ships withOUT a cloaking device. To me using a cloaking device equates with losing the initiative or trying to hide after a colossal mistake.
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DirkSJ
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PostPosted: Mon Jul 19, 2010 7:16 am    Post subject: Reply with quote

marcus_aurelius wrote:
I need to get more expericene with plasmas in FC (we seem to play mostly 'western' empires), but nothing I see invalidates the broad strokes of my SFB tactics.

Mistakes are easier to come back from in FC by far without EA and being able to speed up whenever you want.
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