Yeah, super-optimized ships tend to ruin the game in my experience. Unfortunately, a few players in my gaming group really dont know how to do anything but min/max and over-optimize. hmm

Matches between the optimized ships/fleets tend to be short and one-sided. If one side gets to use their 'schtick' first, its usually over in a turn or two. We have yet to ever have a 'good' fight when playing with 'anything goes' rules.

When the Admiralty Edition came out it omitted a good number of the 'extreme' setting (the super long ranges, the 2+ to-hit etc). Slowly but surely they've crept back in and now they are pretty much present as the 'norm' again (IMO to the detriment of the system for 'open' play).

Has any thought been given to coming up with some set of 'open tournament' rules? By that I mean a rules set that includes most basic options but disallows many of the 'extreme' builds?

2

(30 replies, posted in Starmada)

Looking through the new rules, is there anything 'balance-wise' that would be lost if just using the old movement rules over these new thrust-based rules? I like the fact that the new rules streamline damage allocation quite a bit but I fear that any time saved there would be lost in the plotting phase calculating the new movement system. Starmada is already a pretty lite system, so I dont mind having a less than realistic movement system but if the game balance is designed around the new movement rules then perhaps I might try and get players to grit it out.

Any input from a balance point of view?

Thanks!

3

(166 replies, posted in Starmada)

For our own little universe we used these 'standards':

Escort: 2
Frigate: 3-4       
Destroyer: 5-6           
Light Cruiser 7-8 
Heavy Cruiser: 9-11         
Battlecruiser:  12-14        
Battleship: 15-16         
Dreadnought: 17-18         
Super Dreadnought: 19-20     

The classifications are more or less based on the old Starfire system and in keeping with fiction like the Honor Harrington series (although the tonnage doesnt ramp up nearly as quickly as in that fiction!).

Obviously there is nothing 'official' here and different races might have different ideas for the classes (ie, some fictions rate Frigates as bigger than Destroyers or the same size, just with a different role etc).

4

(16 replies, posted in Starmada)

You're getting the POSSIBILITY of 81 attacks; the chances of you getting all 81 points of damage is very small:

But there is still no other way to get anywhere NEAR that kind of attack power that I can see.

Any weapon's chances of inflicting maximum potential are quite small, but this weapon will have so much firepower that even if only 1/4 actually succeed you will likely wreck all but the largest ships. And for that kind of firepower you can put a few on.

Not much of an "exploit" there, since you're paying a hefty mass cost for a weapon that only outperforms more standard systems at short range, and which has very low effective damage output/mass at long range. You stand a real chance of getting your big, expensive guns blown off by long-range sniping, and an opponent with Stealth just ruins your day. Also, for any given combo of range & firing arc, there are far more hexes in your medium and long range brackets than in short, so you'll have to spend *more* mass on broader arcs or risk your opponent not being in arc if/when you do finally hit your "sweet spot" range.

You have fantastic firepower at Medium range too. Its just not ridiculous like it is at Short. The only place you are paying a lot for a little is at long and on a R:18 weapon, that shouldnt be all that terribly often.

Obviously this shouldnt be the only weapon you use (compliment it with a few Reverse Range Mod/Repeating type weapons and make them pick their poison).

Note that I also just made it the biggest that exists to get that 208 cost (which isnt that high really). But you can very easily make a smaller version of this weapon which is quite economical that will still incinerate most small and mid-size opponents.

The point is that nothing I have seen to date can come close to firepower/CR that nesting Range-based can do.

Anyways, dont believe me? Try it out a few times against someone who doesnt know its coming (and thus builds directly against it). For 'normal' games, its the highest damage/cost ratio I've seen by quite a large margin (unless we were missing something).

5

(16 replies, posted in Starmada)

If you want to really hideous weapons, nest some 'Range-based' weapons.

The trick or 'exploit' if you will is that the cost increase stays flat while the benefit increases geometrically (I believe that is the correct term).

So a R:9 3/1/1 weapon costs 24. Adding Range-based RoF increases that to 38 and change. So far so good. THEN adding in Range-based Damage/PEN  increases that cost to 104. However the weapon is FAR more effective at close range than that cost getting 81 effective attack at close range!

For best results, go with R:18, but that does drive the cost up to 208. Still, there is nothing that is likely to survive that attack and you can kill up to 6 hexes away. Even at medium range you are still quite deadly.

6

(26 replies, posted in Starmada)

If you want some *really* broken weapons, stack up Range-Based. You can get geometrically increasing results for linear cost increase.

We outlawed stacking Range-based a LONG time ago. I figured I'd just throw that out there so if you are looking for things to add to the next iteration of the rules this should probably be one of them.

7

(60 replies, posted in Starmada)

(and there is no way I am going to go re-design every ship I use. nope, not gonna happen)

Yup, thats the real schtick IMO. Changing the formula kind of invalidates much of the work that has been done in source material and books like Brigade, the Cold Navy stuff etc.

Again, thats why I say leave it alone for Starmada X, but do something for the next version.

Perhaps put an entry in the FAQ concerning it so that the problem is 'officially acknowledged' but fixing it will have to wait. You can then include a link for players who want it fixed to point to a revised formula (either mine or whatever thing you find you like).

8

(60 replies, posted in Starmada)

Now, Starmada X was the first time that the number of weapons was not included in the defensive rating (e.g., in the past, it was (Hull + # of Weapons) x Shield Factor). IMHO, putting this back into the formula would be a better solution than complicating the weapon calculation.

That could work just as easily. Just as long as there is some cost associated with having a more survivable weapons outlay that is otherwise identical to the less survivable configuration.

One point of possible concern: Wouldnt figuring in the number of weapons into the calculation penalize having smaller, more specialized weapons? (like dedicated 'AA' guns and the like) Perhaps thats a good thing...I dont know, but its just something to keep an eye on if you are looking at revising the formula.

9

(60 replies, posted in Starmada)

Well, I think everyone agrees that the formula is buggered. The intention and the result are both crystal clear...and it doesnt match. Result actual runs completely contrary to intent.

The proposed simple solution matches result to intention, but to me, leaves another hole. Whether that hole is important enough to fix, is up to the designers.

My opinion is that if you are going to open it up and perform surgery, you might as well get all the problems (or potential problems) that can be seen.

So, whats left is whether or not some of the effects of the changed formula are problems or not. But the basic problem can be corrected by adding 1 to each P and D and dividing the mess by 2 at the end, although I believe that will still result in cheaper weapons across the board for good or bad.

Honestly if its not viewed as big problem, then I dont see changing it. Obviously a lot of people are playing and enjoying the game as is. It works as is within an expected variation. It seems that a lot of people are getting their panties in a wad over it and since its not going to be possible to please everyone anyways, I'd say just leave it as is 'officially' and let people who want to change it do so (like anything else in the system). If MJXII ever gets to doing Starmada XI, then I think it is something that definately should receive some attention.

10

(60 replies, posted in Starmada)

The intention of (R+1)PD was to weight R higher than the other two. Instead, it weights P&D higher, hence the flaw in the system. So I believe he is looking for a simplified solution that does it correctly.

11

(60 replies, posted in Starmada)

And increasing the other stats results in the same mulitplication of cost...you havent done anything to increase the value R over P or D.

12

(60 replies, posted in Starmada)

With the damage track set up as it is, there's absolutely no difference between a 3/1/1 weapon and three 1/1/1 weapons -- so why shouldn't they cost the same?

Sure there is. Picture a 3/1/1 weapon with all the bells and whistles cranking its cost up to a high level (R:18, ignores Shields or Extra Hull Dmg, 3+ to hit or whatever).

It will have 1 'slot' on the hit table meaning 1 in 6 shots that hit the ship will kill the weapon outright.

With 3x 1/1/1 weapons that have the same bells and whistles, you still only have 1 'slot' on the hit table assuming your ship is at least size 6. So, it will take THREE hits on that slot to kill of the firepower entirely.

Now, to me, that looks like a pretty substantial advantage if its for free, especially given how much is charged for AGB as a method of saving your weapons. So, why have AGB if you are willing to give away protection for free? Sure, the AGB preserves the entire firepower, but it luck dependent. Having 3x the weapon guarantees the defense (albeit of a smaller effect each time).

But to say that there is no difference is totally not correct (unles I'm missing something here...)

13

(60 replies, posted in Starmada)

Can you give me a specific example of a "sticking point"?

They are anywhere where the cost of adding 1 weapon is the same as adding multiple weaposn with the same 'firepower'. For example, why use a 2/1/1 weapon when 2x 1/1/1 weapons are the same cost? The same applies to 3/1/1 weapons. Those are the easier to pick out, but there are others. For example, a 3/1/3 costs the same amount as 3x 1/1/3 weapons.
It occurs in many places on that table.

The larger number of weapons tends to be superior due to the fact that a single weapon is gone in a single hit whereas the multiple weapons are much harder to take out. This is especially true for the larger hulls and larger weapons which wouldnt 'double up' the hit chart as much.

Again, is it a huge discrepancy? No, I dont think so, but its definately there and I think there should be some reason to want to put a 3/1/1 on over 3x 1/1/1 if for no other reason than its easier to keep track of them all of the ship sheets.

In the more complex formula, a single weapon is always going to have a price break over equivalent dice in multiple weapons...the larger the weapon, the bigger the discount because the more vulnerable it is to losing it all in one attack.

So, to me, it just made sense to want to provide a true fix for the formula that preserves the balance between multiple weapons vs larger weapons.

Because Fighters add the same amount to OCR and DCR and because of the final formula for a ship's CR, Fighters cost less to put on ships which have more symmetrical OCR/DCR ratios.

So, if you build a dedicated carrier and arm it very lightly, but include good defenses, you will pay less 'premium' on your Fighters than if you put them on all your main warships.

Obviously then the 'optimal' way to field Fighters is basically a 'box' in space that has nearly nil for weapons or specials.

We dont bother with that, but we do tend to use dedicated carriers as 1) it makes 'naval sense' to do it that way and 2) its cheaper.

15

(60 replies, posted in Starmada)

Considering this, the answer has been staring me in the face-- just add +1 to P and D, and divide the final product by 2.

Which is exactly what I was trying to get with the +.5 to each of those numbers (rather than +1 to each and then divide by 2).

And its very close the mark, but still leaves 'sticking points' as you can see by looking at andyskinner's post of the comparison. Its a far superior formula to the original, but my opinion was that if I was going to go in and 'fix' it, might as well fix it right for all the combos rather than still having various configurations that are still superior or inferior.

Since I'm using a spreadsheet, complexity of the formula didnt bother me a whit. I would wager that anyone who is designing ships is doing it on a spreadsheet these days, so I wouldnt be overly worried about keeping the formula simple. Anyone who is going to do it by hand can easily hand a little bit of formula compication... wink

Jimbeau:

It doesnt need a specific scenario to see it. Just design one fleet with all 3/1/1 weapons and another with all 1/1/3 weapons (everything else identical). Now fight it out a few times. You'll see that the 3/1/1 will always have the advantage over time (over time being key here...obviously luck is going to play a role, even with one side clearly superior). Now add Fighters to the mix and watch the 3/1/1 fleet mop up. They have more weapons and those weapons are 3x as effective vs the Fighters...like I said, its a huge swing.

To be fair, that is probably THE largest swing you are likely to get. Most will fall somewhere in between. Is it enough to wreck the game? No, not really. Is it enough to invalidate CR as a balancing mechanism? I think so. It make the CR a false number which is worse than no number IMO because people THINK its balanced when its not.

16

(60 replies, posted in Starmada)

Taltos that logic is flawed. It should be reveresed if anything. In order for Dmg to even come into play, the other two rolls must succeed. That means thats its possible to not even get your Dmg rolls, especially vs highly shielded ships or with inaccurate weapons.

Even that aside, RoF is better against Fighters...plain and simple. If we assume that ship to ship, a 3/1/1 is the same as a 1/1/3, then the ONLY difference is usefulness vs Fighters. And the 3/1/1 has a clear advantage here (200%). Now add in the fact that is not only better, but a heck of a lot cheaper and you can see the problems. Ignoring the effects vs Fighters completely, dont you think its problematic that one configuration of the weapon is 50% more expensive for essentially the exact same effect?

Another issue that crops up with the current formula is that it rarely makes ANY sense to increase Pen or Dmg on weapons without first increasing RoF. If you are going to have a 1 RoF, you are better off going with multiple weapons rather than increasing Pen or Dmg. (ie, a 1/1/3 weapon is worse than 3 1/1/1 weapons for the same cost).

Any which way you slice it, the current formula buggers up the CR in a rather large fashion. Yes, if everyone playing 'conforms' to a standard and designs ships with roughly equal distribution of RoF vs Pen or Dmg then it works out, but that is defeating the whole purpose of having CR in the first place.

Finally, if a fix is going to be done, I'd urge it to be a real fix, and not a half measure. If you dont like the slightly more complicated formula, I'd recommend trying to come up with something yourself that fixes the problem completely rather than simply changing the problem areas (like RPD+R will do). The formula I posted is slightly more complex, but it does exactly what was intended by the original formula while maintaining balance throughout all the weapon combos.

YMMV

17

(123 replies, posted in Starmada)

It all depends on the ships involved. A 1/1/3 weapon will be 50% more expensive than a 3/1/1 weapon and is one third as effective vs Fighters. That is a huge swing IMO. If you play with fleets that have roughly equal proportions of weapons, you'll be fine.

As I indicated above, the problems for us came when people who had no idea about the formula showed up with ships with high RoF weapons just because thats what they wanted to design. They were quite easily beating the 'non cheese' fleets by virture of having between 25-50% more weaponry. That is not a small margin...at all.

Of course if you are playing with fleets that are using weapons in the same proportions, you probably wouldnt need CR at all. Just balance it out to make sure everyone is using roughly the same power.

But the who purpose of having a CR in the first place is give a numerical indicator of that ship's relative power. With that formula error, it could be off by as much as 50%, but more than likely closer to 20-30%...still big enough to turn the tide in otherwise even contests.

And, FWIW, I didnt post it up there to try and force it on other people. You dont like it? Dont use it. Its not official. Its not going to BE official. You are safe. No one is going to come and ruin your game. Its all good.

18

(123 replies, posted in Starmada)

Once again, the existing rules are OK. Any change will be detrimental. If you have players that abuse the ROF thing for their own gain, stop playing with them.

Every game will have some real or imagined loophole which allows you to build a cheesy ship. If your opponent does this, thats his or her fault, not the games.

Its not a question of someone designing a 'cheesy' ship or trying to take advantage of a loophole. Its not a loophole, its an error in the formula, just the same as if making a ships size '12' cost less than a size '14'.

In this case its a mathematical error. I dont see how that qualifies as someone designing a 'cheesy' ship if they have weapons that have a high RoF. That should be a legitimate decision, not something that causes people to not want to play with you!

19

(123 replies, posted in Starmada)

I would caution anyone toying with the RPD+R method to play around with it a bit first as the weapons can become very cheap and thus ships are very fragile. As I said above, its hard to pack more defense on a ship, but with RPD+R it not hard to pack more (or more deadly) weapons on.

We tried RPD+R for a while and thought it felt really bad which is what led us on the quest for a new formula.

YMMV.

20

(123 replies, posted in Starmada)

What do you mean by Official? Do you mean does MJXII support those changes? No, they dont. I submitted the spreadsheet and the formula, but it was thought to be a little on the too complex side. The official formula is still ((R+1)PD).

My solution is just there for people who want the intent of the original design, which is correct...R is more valuable than P or D. The formula presented in Starmada X incorrectly makes it less costly rather than more through a math error.

So no, its not, and likely wont be official. But as has been stated many times by the MJXII folks, its not like someone is going to come to your house and arrest you for not playing the official version.  smile

21

(123 replies, posted in Starmada)

If you are using the v2.3 version I posted, it no longer has Expendable as an option. It allowed for a lot of ridiculous weapon exploits and we had pulled it from the sheet so that all of our players were on the same page.

Sorry for any inconvenience. Its not hard to add back into that list though. Here is a copy that has Expendable back on it.

22

(123 replies, posted in Starmada)

To save you the time, here is the spreadsheet that we modified.

Glad you like the changes. smile

23

(123 replies, posted in Starmada)

andyskinner:

Here is a copy/paste of the relevant section of the email I sent to Daniel Kast concerning the current formula, the RPD+R formula, and the revised formula that we implemented. Hopefully this should explain why the RPD+R isnt really workable in the current design IMO.

Note that we've been using this modified spreadsheet now and it feels a LOT better. There are true decisions between upping RoF vs upping Pen/Dmg or just increasing the number of weapons on the ship...decisions that were not present with the original formula.

Here you go:

That said, as I'm sure your aware from the Forum that the base formula for the weapon cost is somewhat buggered. For a while, we just sort of ignored it and played for 'spirit of the rules', but after a few games, its become apparent that we needed to 'fix' the problem. We have some players that are more or less hardcore into design and some that are more casual and just throw whatever looks cool onto the ships and go from there. For the hardcore players, we have deliberately avoided trying to use 'optimized' weapons where possible, but it really cuts down on the options when you are avoiding using RoF (because it is, by FAR, the most efficient way to go in every way). The sticking points come when the casual players show up with ships that are 'accidentally' quite a bit better than the others simply because they plugged in a lot more higher RoF ships. The difference is very pronounced and even the casual players could see that certain ships were really MUCH more effective overall than others for roughly the same cost.

Ok, that gives the background. smile

I sat down with one of my more mathematically inclined (and excel skilled) friends and looked to 'solve' the problem. We think we have done so, but some of it requires the designer's original intent as well. So, here is what we've found and what we've surmised.

Ok, we understand that everything else equal, RoF is better to increase than PEN or DAM because it is more useful vs Fighters. We are implementing that with the theory that for ship to ship, there is little actual difference between a 3/1/1 weapon and a 1/1/3 weapon or a 1/3/1 weapon. There will be different 'flavors' from the three options, but total 'firepower'...ie, 'dice on target' will remain the same.

From that, lets assume we want to put 3 'dice on target'. Our options are a 3/1/1, a 1/1/3 (or 1/3/1), or 3 x 1/1/1 weapons. Under the current formula, the 3/1/1 provides a HUGE margin over the 1/1/3....the 1/1/3 is 50% more expensive (6 compared to 4) AND the 3/1/1 is 3x more effective vs Fighters. So you are paying less, but for quite a bit more capability (that is a 'double dip' in our opinion...you are not only paying less for the same capability, you are paying less for more). The 3x 1/1/1 option costs 50% more, but has the same AA capabilities. Its also slightly more survivable (there are more Battery hits on the latter ship, but not 3x more).

Also, under the basic formula, when dealing with a '1' RoF, you are never doing any good by increasing PEN or DMG. You are always better off simply putting more weapons on the ship. For example, a 1/2/2 puts out 4x as many dice on target as a 1/1/1, but cost exactly 4x as much SU and CR. So, having 4x 1/1/1 on your ship gives you the exact same ship-to-ship capability, but 4x the AA capability and is more survivable to boot....again, this is a major difference is capability between ships.

The same holds true as you go up the scale. Increasing RoF is economical...increasing the other stats results in diminishing returns vice just adding extra weapons.

Hopefully that was at least somewhat clear. smile I just wanted to demostrate just how far the deviation was between intended (RoF is more costly for more capability) and reality (RoF is less costly for more capability).

There have been a number of solutions proposed (including by me), but most dont really fix the problem. A few mitigate the problem, but it took a lot of futzing around with algebra to actually make a formula that we felt best imposes your original design intent without unhinging the rest of the game's mechanics (a very real danger when monkeying around with the foundations of the weapon costs).

We tried (R*P*D)+R first. It looks workable on the surface, but it causes other problems. For one thing, it means that the base weapons are too cheap overall, leading to way too much firepower compared to protection for ships. You cant do much to increase your defense, but this formula lets you pack on more weapons overall....considerably more in some cases. Also, it doesnt fix the 'break points' at 2/1/1 and 3/1/1. The cost for those options was still exactly 2x and 3x respectively of having equivalent 1/1/1s, but were more vulnerable.

The base formula we came up with is (R*P*D)+(3(R)+P+D)/5.

I know you have a mathematical bend to you, so I wont go through all the specifics, but what it does in the end is weight 'R' higher than P and D while not applying that multiplier completely across the larger weapons. The theory here is that a 3/3/3 weapon is still a total waste to fire at a fighter, so you should not be paying the same premium on the RoF going from 1/3/3 to 3/3/3 as going from 1/1/1 to 3/1/1. The simultaneous goal is to make sure that you are getting a substantial discount when employing a larger weapon than going with the equivalent number of 'dice on target' in smaller weapons. Again, this is to make sure that a 2/2/2 is more cost effective than 8x 1/1/1s because it is far worse vs Fighters and is far more vulnerable to be taken out completely (although this is dependent on the size of the ship, its always going to be present). So there has to be a reason to select a 2/2/2 over the 8x 1/1/1 and in our formula, that reason is about a 38% discount. That seems to be a good trade off. Similar trade-offs will occur evenly throughout the 27 combos of R/P/D. 

OK, that gives a great base to start from, but there is one final problem with it. Even though the current game's formula is flawed, it appears that the rest of the weapon multipliers and indeed, many of the calculations are predicated on weapons having that somewhat high inherent base cost. Using our forumla, weapons are still a little too cheap compared to what you have now (although RoF is properly weighted). So, to restore the situation, we've imposed a flat 20% increase in weapon costs. So, the final formula reads:

1.2*(R*P*D +(3(R)+P+D)/5)

This puts weapons back on par with current costs, but in the correct weightings. Its now more costly to put a 3/1/1 than a 1/1/3, but cheaper than going with 3x 1/1/1 (marginally). Again, the same will apply nearly evenly across the board, with the discount increasing as the weapons get bigger (and thus simultaneously more vulnerable to being taken out and and worse against Fighters).

24

(123 replies, posted in Starmada)

andyskinner:

I have a 'revised' Shipyard sheet that has a changed RoF formula in it. It is not (RPD)+R because that causes other problems of its own, but a slightly more complicated formula that does exactly what the original (R+1)PD was intended to so...weight RoF more than the other two, but without unduly changing the base cost of weapons the way (RPD)+R does.

The sheet also makes similar incremental increases to any of the RoF increasing specials because under the same logic...anything that increases RoF is superior to anything that increases Pen or Dmg simply by virtue of the added AA capability (which again, is exactly why R is supposed to be valued higher in the original formula).

Finally, it includes OldnGrey's fix to the Stutterdrives and Shockwave so that they work correctly.

If you are interested, let me know and I'll post it up for you to piddle with. I honestly think its the closest thing we'll get to the 'spirit' or intent of the original formula.

25

(18 replies, posted in Starmada)

I only have the Starmada X edition. There are no actual rules for Solitaire play in that edition, but they arent necessary IMO. Just play like normal, but make sure to do the plotting as if you were actually playing each side.