51

(11 replies, posted in Starmada)

thedugan wrote:
Ken_Burnside wrote:

Your signature says:

OpenOffice should be compulsory, It's FREE!

...and worth what you paid for it.

(Not an Open Office Calc fan.)

REALLY?
smile

I think that it's a fine piece of software, just has the same problems that every piece of Open Source Software has. Too many cooks....

Nah.  It's better than most OSS out there in that it actually has a user interface designed for end users.  Sorta kinda.

I generally agree about uSoft's software being bloated and annoying.  Excel is the major exception to this.  Excel is probably THE best piece of consumer software Microsoft makes, in large part because A) it came out of trying to beat Lotus 1-2-3, and B) because the Excel dev team mostly gets left alone inside Microsoft.  Nobody's trying to make them marketroid compatible.

Open Office Calc has never been very compatible with Excel; any use of Data-Validation (drop down lists, the ability to restrict the range of numbers going into a cell) makes its memory usage go through the roof. 

I routinely use functions that don't work in OO Calc in Excel.

However, as Dan can attest, what I do with Excel makes Baby Jesus cry.

52

(11 replies, posted in Starmada)

Your signature says:

OpenOffice should be compulsory, It's FREE!

...and worth what you paid for it.

(Not an Open Office Calc fan.)

53

(10 replies, posted in Starmada)

Cartman wrote:

I TOTALLY agree that giving fighters extra range is a very bad idea. It would indeed throw game balance out of the window.

I more or less agree for 'Mada.  I might see making an advanced fighter that could shoot to range 2 or 3 rather than 1.

Might.  And they should be easily 4x to 6x as expensive in points.

Spence wrote:

 

No fighters, none, nada, not even included in the glossary.

If fighters had JUST remained a Hydran-only thing, I'd've been fine with it.

Me personally, I think that there is a role for fighters on Federation ships.  After all, it's really hard to play a good D&D game on the rec decks if nobody's allowed to have a fighter. wink

55

(10 replies, posted in Starmada)

Oh, and Barmy - any time Dan can't keep you fixed up with product, check out my stuff in The Other Guys topic.

I make crack cocaine for people who like ship design tools. smile

Not that I've seen beyond the discussion I jumped into here.

I think it's still waiting on contract stuff to firm up between Dan and Steve.

I have been doing SFU conversions of ships for playtesting Squadron Strike.

57

(12 replies, posted in Starmada)

You can put some boundary effects on possible scales.

First, scale is hex size, turn length, and thrust level for thrust 1.  It's not one number, it's three.

We know the turn length isn't likely to be longer than 10 minutes - much longer than that, and facing changes are free.

We know the turn length is long enough that multi-turn arming isn't a good part of the game.

We know that hexes are small enough that an explosion blocks line of sight, and that the turn length is short enough that this blockage has a duration.

Does this make for a consistent game scale?  Nope. smile

Should you care?  Nope. smile

(If having a defined game scale is important to you, AV:T has one that underpins everything.)

58

(36 replies, posted in Starmada)

From a game play perspective, it's a good idea to limit the effectiveness of very small ships, just because of the reduced record keeping.

One of the things that killed battletech for us was dealing with the OmegaSwarm - the smallest mechs capable of running around with Large Lasers and 7/11 movement, and enough armor to handle a good LRM salvo on the way in.

59

(36 replies, posted in Starmada)

One rule that we've used is the Lemon Rule.

10% of your force composition is picked by your opponent; you pick 10% of his.

This tends to reduce over-optimized fleet building to some extent...

60

(56 replies, posted in Starmada)

Inari7 wrote:

I would think so, because of the success of Star Fleet Battles. I am not saying change the game to Star Fleet Battles but making this a game of maneuver like SFB could not hurt.

Star Fleet Battles is a game of maneuver for many reasons:

1) Effective weapon range is approximately 1/3 of the distance a ship can travel, and you get many many firing opportunities per turn.

2) Firing a weapon costs you something.  Power points or time as they recycle.

3) Defenses have arcs just like weapons do.

4) Seeking weapons act as terrain to be avoided or shot down as you fly through it - recall that every weapon expends a resource (power, or ammo).

61

(56 replies, posted in Starmada)

Floating maps can be balanced...they just can't be balanced easily with non-inertial movement.  Inertial movement changes things a lot even if it's not vector driven.

The other thing to do to compensate is make the 6 firing arcs that point out the front and the rear of the ships cost more to cover their effectiveness.

62

(13 replies, posted in Starmada)

It's been my experience that two factors increase maneuver in games - Starmada and otherwise:

1) A high rate of movement relative to weapons ranges.
2) Narrow/constrained firing arcs.

63

(56 replies, posted in Starmada)

cricket wrote:
Ken_Burnside wrote:

The problem with the Range 30/Speed 6 Sniper BBs isn't the range 30 per se; the problem is that they get several turns (often an entire game's worth) of unanswered fire, because they're not adding their speed to their range - they're only letting the opponent add the difference between their speeds every turn.  Without weighting arcs for this factor (which you've indicated is a no-go), you really can't close the door on the problem.

I don't think I've said that's a "no-go". But I may have pretended not to hear the question... smile

*laugh*  No, you said the Admiralty went "Ugggh" when something similar was proposed and it was buried with extreme prejudice. smile

What the current system (and even my proposed "solution") DOESN'T account for is the increased usefulness of early damage -- knocking out weapons, reducing shields before the shorter-ranged ship gets to use its limited number of return shots.

Indeed - which may indicate that the factor is a quadratic curve.

How many times does the r30 weapon get to shoot before the r18 weapons get into range?

So, a ship with engines 6 and range 18 would have to suffer through 13.7 turns of enemy fire, while a ship with engines 6 and range 30 would have to suffer through 11.7. Increase the first ship's engines to 7, and the result is also 11.7. (Thus, engines 7, range 18 is equal to engines 6, range 30?)

By this measure, speed is MUCH more important than range... which experience shows is incorrect.

Null answer - because your model here assumes that both ships will retain their full speed while reaching their engagement range.  Factor in the loss of speed here, and you'll see range take its point of prominence again.

This is also why non-inertial movement systems have issues.

I honestly believe the best we can come up with is "reasonably close"... there will always be cases in which a combination of range and speed can be shown to "really" have a different effectiveness than that we give it in the point system.

I feel that you can isolate the terms of the equation - whether or not it's a worthwhile exercise given other constraints on your time is open to debate.

In general, I assume that a rear firing ship gives up 2 hexes of range every 3 turns against an opponent with identical movement values in your basic movement system.  This can vary between 1 and 0 depending on the battle setup, with 0 being the Kaufmann Retrograde)

This means the net rate of closure is 2/3 of a hex per turn.

Divide 12 by 0.667 and you get 18 turns of unanswered fire.

How likely is it that the 18 turns of unanswered fire will reduce the speed by 1 (turning the net rate of closure to a divide by zero problem)?

64

(56 replies, posted in Starmada)

cricket wrote:

In an attempt to rein in this quickly-drifting topic...

If there is a problem with the existing point value for weapons ranges, it is because range is not a linear function. But what about movement?

If you picture the weapon arc as a 60* cone extending X hexes from the firing ship, then the far edge of that cone is X hexes across. Movement allows you to shift that edge by Y hexes, essentially adding a "rectangular" area at the edge of the cone X hexes wide and Y hexes deep.

With you so far - with the following caveat:

Your nose firing arc (60 degrees in front of) and aft firing arc (60 degrees behind) can use the sum or difference in speeds as how far they're moving or not moving the edge of that boundary.

The problem with the Range 30/Speed 6 Sniper BBs isn't the range 30 per se; the problem is that they get several turns (often an entire game's worth) of unanswered fire, because they're not adding their speed to their range - they're only letting the opponent add the difference between their speeds every turn.  Without weighting arcs for this factor (which you've indicated is a no-go), you really can't close the door on the problem.

So, if we are thinking of costing weapons according to the hexes covered by the firing arc, that means:

X * (X + 1) / 2 + (X*Y)

The missing term here is "how many additional times does the longer ranged weapon get to fire before the shorter ranged weapon does?"

There are two parts to this term.

The first part is how many opportunities for fire there are (which can be sort of, kind of, simulated by pie wedging the firing arcs together - though it's undervaluing weapons that fire due astern)

The second part is the likelihood that a given opportunity will be taken - what's the drawback to taking the shot?

Since X is already part of the ORAT computation (by virtue of being multiplied into the base SU cost), in order to get the ORAT, you would multiply the base SU cost by:

((X + 1) / 2 + Y)

Instead of the current (X + Y) / X.

On a speed-6 ship (like Beowulf's Mississippi-class BBs), range-30 weapons have an ORAT 125% more than range-18 weapons (including the 50% surcharge):

(30 + 6) * 1.5 / (18 + 6) = 54 / 24 = 2.25

With this proposal, the increase from range 18 to 30 would be 131%:

(30 * 31 / 2 + 30 * 6) / (18 * 19 / 2 + 18 * 6) = 645 / 279 = 2.31

In other words, doing things this way might be more "accurate" -- but practical terms, the difference is negligible; about a 2.3% increase in final Combat Rating.

Assuming both ships are speed 6, and the r30 ship is not on an open map with rear firing weapons, the question is this:

How many times does the r30 weapon get to shoot before the r18 weapons get into range?

What are the odds that you'll knock enough speed off of the r18 ships that they won't get into range at all?

65

(56 replies, posted in Starmada)

cricket wrote:

It's high time this got its own topic... smile

Agreed!

1) In Starmada, is range accurately point-costed, or at least within a reasonable margin of error?

No.

I'll believe that it is when Beowulf plays IS ships against his own and wins as regularly as he does now. smile

2) If not, how else can it be modeled?

Range is an area function - a longer range weapon is not just linearly better for the range, but threatens a wider area than a shorter range weapon with the same arc.  This presents more opportunities to fire, and since there's no drawback to firing in Starmada (no cooling time, or arming cycle, or power management), the natural response is to fire everything all the time, no matter how bad the shot.

As a first approximation for the relative value of range, look at the number of hexes that a weapon can threaten.  (We found that using a straight cubic function for a 3-D game overpriced range...)

As a general rule of thumb, I've found that "double the range equals 3.5x the price" works well for Squadron Strike. 

Questions to factor:

1) How many unanswered shots will the longer range weapon get against its target?

2) How effective will those shots be?  Will the opponent be able to retain enough additional firepower by the time they close to their effective weapon range to make up for the damage they've taken?

Your speed = range assumption worked well for the old Starmada Basic system, but is less accurate for the new movement system, and much less accurate for vector systems, where thrust is cumulative.

66

(91 replies, posted in Starmada)

BeowulfJB wrote:


The only solution to ships having {r=30hx} weapons is Not to build ships armed the same way.  Instead, try to be more creative and find solutions, instead of seeking problems that are really not there. :shock:   
Dan has outlined some ideas that could work.  My gaming friends here in Florida have used some of these and have had success.  I don't win all battles.

My gaming friends are not comfortable with the new SAE Movement system yet so we still use the older, now "optional", Stmd"X" movement system.

That does maximize the advantage of longer range.

Steven, every battle report from you that I've seen has the outcome of "My opponents all got crushed, I took light or no damage."

Now, that COULD be because you're incredibly good at plotting movement.  It could also be that you've uncovered (as I said) a singularity in the variable set. 

You see, I've seen this exact same singularity in SFB, B5Wars and Starfire.  Starfire had to get rid of rear firing weapons because of it.  SFB calls it the Kaufmann Retrograde.  B5Wars had less of an issue due to pseudo-momentum movement keeping the game from devolving to fixed speed stern chases, and everything in B5Wars has fighters.

In this singularity, you're dishing out 1-3 points per turret per turn that they close the range on you.  Assuming a 15 hex discrepancy in range, and assuming that you can maneuver such that they gain about 2/3 of a hex per turn, that's about 20 turns of unanswered fire.  (EG, for two out of three turns, they close by one hex.)

Once they lose engine hits and can't even get that 2/3 of a hex per turn, the advantage becomes even worse.  You start shifting your fire to things that can still close.

Swarms of small stuff can do it - assuming the swarms of small stuff can do enough damage while maintaining speed sufficient to close, but I rarely see anything with a speed higher than 9 or so, and they're in the "Two hits to kill" category.

I would love to see reports of you facing your own ships with a conventional Starmada fleet and winning.

67

(91 replies, posted in Starmada)

BeowulfJB wrote:

Hello everyone,
I don't think that range 24 & range 30 are underpriced.

Of course you don't - you're the one winning battles handily with them. Every battle report I've seen from you has been "I destroyed the enemy, and took light damage..."  If someone were able to pin you to a wall, maybe this wouldn't be a problem. 

However, in your next game, I'd like you to face your own creations with "standard" Starmada ships...and see how fun it is to be on the receiving end of that.

Consider a WW1 naval game, Grand Fleets for example.  The British Dreadnought HMS Queen Elizabeth (24knots & 8x15"guns) encounters an equal point value of German predreadnoughts of the Deutchland class (18knots & 4x11"guns with much shorter range).  What would happen?

Well, for one, it shows that the point costs are probably "wrong" in that there's a singularity (undefined section of the mathematical problem space) where one side will win, and this will be known before the game begins.

I recommend reading up on Lanchester Equations.

Yes, they're historically accurate - but the important question is this:

Are they fun?

And for most people, fun means "I take equal points, you take equal points, and we have a game that could go either way." 

If the British player is skilled, then he will keep out of the range of the German 11" guns and pulverise the German ships with long-range 15' gunfire.

By "Skilled" you mean "Able to read a weapon table and recognize that his best advantage is to maintain range", yes.

If the scenario conditions require that the Germans be sunk by a certain point in time, or that the QE needs to prevent them from exiting the map, it becomes more difficult.  But if it's "Equal points on an open sea, last person standing wins", this does not result in a fun scenario.

You will convince me that it's a fun scenario when I see battle reports from you about how you took the Germans and sunk the QE.  *grin*

This does not make the predreadnoughts over-pointed (nor the QE 'under pointed').   It does make them out classed, and perhaps not the best chioce for the German player to take; he neads ships of his own with longer-ranged guns, or faster ships.  :shock:

No, it means there's an area of the problem space defined by the point system that results in a singularity.  It cannot compute a valid comparison factor between these two forces as a set of scalar numbers.  This isn't surprising; singularities are endemic in multi-variable field equations.  However, good game play means that you want the widest range of viable ships possible.

0ne of the reasons I have ships with long range firepower is to keep that from happening.  My ships are more like HMS Queen Elizabeth...

Translation:  I can use this to abuse people, and they can't make anything that can beat my ships.  It's not broken - all they have to do is fly ships like mine.

Good game design is "Maximize the possible number of fun to fly ships".  If your fleet can only be countered by a fleet identical to it, you've identified a problem with the game that needs fixing.

68

(91 replies, posted in Starmada)

Dan, try this:

Average Damage in Range Bracket * (2*sqrt of number of hexes covered by that range bracket), assuming 1 arc of coverage * scaling factor for utility of that arc.  Since Starmada has no "shoot/not shoot" decision loops, you don't need to weight low probability shots for the likelihood that someone will fire.

This automatically covers for range based damage, range based impact and "inverted range brackets".

For the scaling factor, I'd do this:

I'd make Arcs G & L be "Range + (Move * 1.3)"
I'd make Arcs A, B, E & F be "Range + (Move * 1)"
I'd make Arcs H, J, I & K be "Range + (Move * 0.8)
I'd make Arcs C * D be "Range + (Move * 0.5)

The reasoning for this is that the farther you go off the axis of thrust, the less directly your movement allows you to manipulate the range.  If your weapon bears through C and D, it only fires when you're (theoretically) moving parallel to your target's course, or crossing their T.  Which means that your ability to control the range isn't directly altering your ability to use weapons.

In a lot of ways, the most useful arc is arc L - it's the one that allows you to maximize a long range shot.  I fix this by making shots from due astern likelier to hit engines, but you don't have that solution.

69

(91 replies, posted in Starmada)

Let's assume I'm right and that the surcharges are too low.

How high should they be?  I'm guessing that my solution may not be ideal for 'mada, given it's built for different modalities and 3-D.

70

(91 replies, posted in Starmada)

cricket wrote:
Ken_Burnside wrote:

5^1.732 (16.241) * %chance to hit * damage
10^1.732-5^1.732 (53.951-16.241=37.709) * %chance to hit * damage
15^1.732-10^1.732 (108.890-53.951=54.939) * %chance to hit * damage

And people are afraid of MY math? smile

I hide it in a spreadsheet.  And even say "Do not look at the formula in these cells.  Your eyes will bleed."  In the end, it breaks down to a multiple of 3.33x weapon SUs, not 1.5x for double the range.

The advantage of the math that I give is that it allows someone to set arbitrary range brackets.

Basically, is it possible to take a fleet with range 15 weapons against a fleet with range 30 weapons on equal points and win?  So far, this has worked in testing...

I think it is. But there have been some concerns from others about the 24- and 30-hex ranges, which is why I added the surcharge.

From what Beowulf is saying, a 16.7% increase in fleet speed was not able to cover the difference in effectiveness of a 100% increase in range on equal points.  EG, speed 7/r15 versus speed 6/r30, he took light damage, and his opponent got crushed.

I'd love to see those players swap fleets and see if the same results happen, or get a correction factor for player skill.

I agree with the surcharges; I'm not sure they're high enough.

71

(91 replies, posted in Starmada)

I calculate ranges differently than Dan does, and have slightly different movement rules (and 3-D).

However:

I calculate the surcharge for ranges as a quadratic function (Mike Dugan, you might want to avert your eyes.  Scary math ahead):

For a 3 band range bracket (say 5/10/15), the costs run like this:

5^1.732 (16.241) * %chance to hit * damage
10^1.732-5^1.732 (53.951-16.241=37.709) * %chance to hit * damage
15^1.732-10^1.732 (108.890-53.951=54.939) * %chance to hit * damage

Summing these values, we get 16.241+37.709+54.939=108.899.  For a real weapon, we'd divide by the percentage of coverage given.

If we run this for a range 30 weapon with identical stats, we get:

53.951+125.267+166.261=361.721 for the range term.

Which means that double the range is roughly 3.33x the total weapon cost in effectiveness assuming all other things remain equal.  (There are other factors that come into play in Squadron Strike that make that about 3.5x the effectiveness for a doubling of range).

What this is doing is abstracting for the fact that there's a volume of space that's being threatened, rather than a linear distance term.

I'd change the exponent to 1.414 for a 2-D game like Starmada, since you're threatening an area.

What this does mean is that if you have two weapons with the same "point cost", they have (to date) been of roughly equal effectiveness. 

Basically, is it possible to take an equal point and speed fleet with range 15 weapons against a fleet with range 30 weapons on equal points and have it be a close game in Starmada?

72

(3 replies, posted in Discussion)

Better yet.  Find a veteran, and take them out for dinner and a beer as a way of saying thanks.

73

(27 replies, posted in Miniatures)

When you run out of unpainted minis, you die.

Give the gift of life.  Give minis to your gamer friends.  Their wives will eventually understand.

74

(10 replies, posted in Starmada)

jimbeau wrote:

The more the merrier, but when are you planning to do this? I'd like to see how it turns out.

This year, I may just show up with three RDP allocations set, and let people design 800 point fleets for folks to dissect in Squadron Strike.

However, the tourney format should work just fine for Starmada, provided there's some mechanism that allows you to make multiple packages of traits.

For example, combining speed 7 with range 30 rear firing weapons is probably a bad combo, as people will have to design fleets specifically to beat it.

If you can come up with three or four tourney "trait packages" for Starmada, and copies of the builder file, we can try a dry run with the Starmada rules at Origins or GenCon this year.

75

(10 replies, posted in Starmada)

go0gleplex wrote:

Origins eh? *sigh*  Was afraid it was a far off Con. ;( 

I'd play if I stood a snowball's chance in a supernova of gettin there.  :?

Origins of 2009.  Next year.

Dry run this year to see where the logistics bumps are.