Re: Starmada:Admiralty Shipbuilder
Is it just me or are carriers much higher CRat than they were in S:X. I did a quick check of the calc in the sheet and it seemed correct, but my carriers are coming in at about x1.5 CRat of what they were before.
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Is it just me or are carriers much higher CRat than they were in S:X. I did a quick check of the calc in the sheet and it seemed correct, but my carriers are coming in at about x1.5 CRat of what they were before.
Is it just me or are carriers much higher CRat than they were in S:X. I did a quick check of the calc in the sheet and it seemed correct, but my carriers are coming in at about x1.5 CRat of what they were before.
Hmm... I don't think so. If anything, carriers should cost LESS.
Consider:
The Victory from the rulebook has an ORAT of 1208.7 and a DRAT of 40. In X, adding two flights of fighters would have added 100 to each value, for a final point cost of 428. In the Admiralty edition, you add 500 to the ORAT and 20 to the DRAT, for a cost of 320 (or exactly 100 more than the ship's Combat Rating without the fighters).
Likewise the Orion (at the back of the book), without its fighters, has an ORAT of 264 and DRAT of 24. In X, adding 300 points of fighters would result in a combat rating of 427; in Admiralty, it is 385 (or 305 more than without the fighters).
Ok will recheck my calculations to find the source.
Update: So I have a size 16 carrier. It has 32 flights of fighters with tubes. In S:AE that adds 9600 to the Orat and 320 to the Drat for a total Orat of 9780 and Drat of 854.4 with a Crat of 2891. In S:X that would have added 1635 to both Orat and Drat giving me a Orat 1869, Drat 2044, and there by a Crat of 1955. Correct? That is almost a 1000 point difference. Quite a lot. Very confused.
Update When I remove the fighters, the Orat and Drat are slightly different, but the final Crat is exactly the same, 310.
FWIW My non carrier ships are coming out very close to the same Crat in both versions.
I just noticed that the divisor in cell C45 is 10 instead of B10. This is causing too many Z hits on large ships.
I don't own excel, and won't.....
who does (offiically):lol:
Ok will recheck my calculations to find the source.
Update: So I have a size 16 carrier. It has 32 flights of fighters with tubes.
Well, there's your first problem -- what are you doing with 32 flights of fighters?
In S:AE that adds 9600 to the Orat and 320 to the Drat for a total Orat of 9780 and Drat of 854.4 with a Crat of 2891. In S:X that would have added 1635 to both Orat and Drat giving me a Orat 1869, Drat 2044, and there by a Crat of 1955. Correct? That is almost a 1000 point difference. Quite a lot. Very confused.
So, trying to follow:
Your ORAT (without fighters) is 180, your DRAT is 534.4? This is a final combat rating of 310. With the 32 flights, you're adding 9600 and 320, respectively, causing a new combat rating of 2891 -- an increase of 2581, or about 80 per flight. This is 47% more than the flights would be on their own: (9600 x 320)^.5 = 1753.
There are two things going on here, and I will address them separately:
1) The final values are coming out differently in Admiralty than they did in X. This is intentional; note that in Admiralty you multiply capacity by 5 for the ORAT addition and divide by 5 for the DRAT addition. In X, you added the "capacity" as-is to both ORAT and DRAT. This change was made because it gives more accurate results (see my previous reply regarding Victory and Orion) -- but see (2) below.
2) The "cost" of adding fighters to a design is highly variable, depending upon what the carrier can do (or not do). This is because in order to get points for the fighters, you have to kill the carrier. If you've got a carrier that has a low ORAT but high DRAT, you're doing little but increase the survivability of your fighter flights (in terms of getting the VPs) -- and the relative cost of the fighter addition goes up. But on a ship that has a high ORAT relative to DRAT, more of the point value remains with the ship itself (since it has weapons of its own) and the relative cost of the fighter addition goes back towards 50 per flight.
Finally, remember that your launch tubes are increasing the cost of ALL your fighters -- not just adding +5 to each of the ORAT and DRAT.
All of this is combining to affect the final cost of your dedicated carrier.
The only way to have a set point cost for fighters that is not going to be affected by all these variables would be to separate their cost back out, as in the Compendium. Thus, your carrier (for example), would have a combat rating of 310 [+1600].
Ok will recheck my calculations to find the source.
Update: So I have a size 16 carrier. It has 32 flights of fighters with tubes. In S:AE that adds 9600 to the Orat and 320 to the Drat for a total Orat of 9780 and Drat of 854.4 with a Crat of 2891.
Out of curiosity, how are you getting a DRAT of 534.4 without the fighters?
Well, there's your first problem -- what are you doing with 32 flights of fighters?
Tell me about it. On some levels I think our collective universe is way too over powered for a fun game. This ship is supposed to be one of the "big" carriers in the game. The trick will be to convince my fellow designers that miniaturizing the universe is a good idea. I might start that process.
Also there are two fighter types for this fleet. One is an escort fighter that comes out to 50 SU and the other is a gunship that comes out to 100 SU so more likely there will be about 24 actual on table flights. Still quite a lot. :?
From your play what do you consider a "big" ship. Size 10? Our "big boys" are set to 20 which was the max of the old excel file. I am thinking that if we shrink down our ships to be in line with your examples it might be a more fun and playable universe. Do you have any thoughts or advice on this issue?
As to the explanation, all very interesting and informative. Thanks.
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).
That is similar to the scale we are using, but the TL is also kind of high (the race I am planning is one of the lower tech races and its total TL is 9 on the 5 point scale). We are using extended range so some weapons have range 30 and thus are longer ranged than the size of the standard board.
Update: I just "micronized" the ship down to a size 8 with 600 SU (effectively 16 gunships and 16 fighers forming 8 Flights) pretty easily. It seems to work nicely. Will try it with some of my normal gun armed ships too.
thedugan wrote:I don't own excel, and won't.....
who does (offiically):lol:
Actually, that's a bit of a mistatement, I should have said that I won't BUY it...
I forgot I was given a copy of it by a friend whose office was updating to the new version, back when Open Office wasn't fully compatible (or - MOSTLY compatible, as it is now) with Office.
I installed it for a while, and didn't install it again about a year ago when I had to re-install Windo$$$. When I needed something to read XLS stuff, I went and got the newest version of OO, and it got the job done.
OO is still not 100% there, but it usually works unless the spreadsheet creator does something out of the ordinary.
Now, it appears that Micro$$$oft has come up with a new format that breaks compatiblity with it's own stuff again - it's called the DOCX format. It's supposedly 'open source', but - as usual - they do all that they can to make everyone use their program. They claim it's based on XML - but, they again break compatibility with accepted standards.
Okay, open source rant over....
I just created a 1.2 version of this file with all the corrections noted in this thread since Dan's last post EXCEPT the extra batteries for adding the extra batteries. I see if I can decode that this evening. Any suggestions on battery names. I think V and W are to visually similar and may cause confusion so was considering using S and T for "Spinal" and "Turrets" respectively. Thoughts?
Well being someone of another religion who did not have much to do on Xmas Eve I have a present to quote Weird Al for "all the good gentile girls and good gentile boys".
This includes all items in this thread up to this post. I think I got it all right but wanted to have a few folks review it before I submitted it officially to Dan.
Have at
(goes back to his Weird Al Christmas carol)
"Merry Christmas to all.... Now you're all gonna DIE!" - The Night Santa went Crazy, W.A. Yankovich
Well being someone of another religion who did not have much to do on Xmas Eve I have a present to quote Weird Al for "all the good gentile girls and good gentile boys".
Shipbuilder 1.3 Ceph
This includes all items in this thread up to this post. I think I got it all right but wanted to have a few folks review it before I submitted it officially to Dan.
Have at
(goes back to his Weird Al Christmas carol)
"Merry Christmas to all.... Now you're all gonna DIE!" - The Night Santa went Crazy, W.A. Yankovich
Wait a minute...
We're not all of the MJ-12 religion?
Kevin Clause
Wait a minute...
We're not all of the MJ-12 religion?
Kevin Clause
He he. I sure has heck proselytize about Starmada at my LGS.
I never say "Xmas"....
If I have to recognize 'Kwanzaa' and 'Ramadan' and 'Saturnalia' and 'Hannukah', the least everyone else can do is pronounce (and spell) it right...
sheesh...
MERRY CHRISTMAS everyone!
Cepheus wrote:Well being someone of another religion who did not have much to do on Xmas Eve I have a present to quote Weird Al for "all the good gentile girls and good gentile boys".
Shipbuilder 1.3 Ceph
This includes all items in this thread up to this post. I think I got it all right but wanted to have a few folks review it before I submitted it officially to Dan.
Have at
(goes back to his Weird Al Christmas carol)
"Merry Christmas to all.... Now you're all gonna DIE!" - The Night Santa went Crazy, W.A. YankovichWait a minute...
We're not all of the MJ-12 religion?
Kevin Clause
I much prefer the term 'MJ12 Enthusiast'.....
I never say "Xmas"....
I was celebrating the "Futurama" Holiday.
"Fry learns how Christmas has changed and remained the same over the last 1000 years when a Robot Santa terrorizes New New York"
thedugan wrote:I never say "Xmas"....
I was celebrating the "Futurama" Holiday.
Don't watch it, on at the wrong times, and I'm usually busy with too many other things anyway..... I guess I shouldn't be surprised that there are imaginary holidays...
I just updated the file. I had some errors on the T battery data card.
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
I go by these same standards most often than not. I also make my ships form the 'triangle' in hull sizes/ship classes (2 frigates per destroyer, 2 destroyers per cruiser and 2 cruiser per battleship).
So most of my fleets contain 1 battleship, 2 cruisers, 4 destroyers and 8 frigates - yep 15 ships at around 1000 to 2000 points. Now with the new edition, my numbers might be off, but I'll still probably follow something like that.
-Bren
That's similar to the system I use, but instead of escort, I use the term corvette.
I tried the "Triangle" method for a while, but found that I tended to prefer a lot more of the frigate and destroyer class ships.
My frigates are used as light fast pickets and to support other ships in close... my destroyers are tailored for specific missions......
My fleets would rarely have anything larger than hull 15 or so....
Not sure until I get a few games under me for the Admiralty Edition, but I suspect that my fleet styles won't change dramatically.
John
I tried the "Triangle" method for a while, but found that I tended to prefer a lot more of the frigate and destroyer class ships.
Sorry... the "triangle" method?
I go by these same standards most often than not. I also make my ships form the 'triangle' in hull sizes/ship classes (2 frigates per destroyer, 2 destroyers per cruiser and 2 cruiser per battleship).
So most of my fleets contain 1 battleship, 2 cruisers, 4 destroyers and 8 frigates - yep 15 ships at around 1000 to 2000 points. Now with the new edition, my numbers might be off, but I'll still probably follow something like that.
I think it refers to this
Nahuris wrote:I tried the "Triangle" method for a while, but found that I tended to prefer a lot more of the frigate and destroyer class ships.
Sorry... the "triangle" method?
Faustus had it right, but the theory is that most fleets would have an assortment of smaller ship classes to support the larger ones. The method forces a player to have multiple escorts for his large battleships.
I normally go with 5 classes of ships. Hull sizes 1-2 is the first 'class', 3-6 the next, followed by 7-12, 13-20 and 21+. So it works out 1 ship @ 13-20 HS (Hull size), 2 ships @ 7-12 HS, 4 ships @ 3-6 HS and 8 ships @ 1-2 HS. Makes it feel like a fleet as shown in some sci fi games.
-Bren
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