Topic: Quick Observations/Questions
Hey all,
OK, I just recently picked up Starmada X and I'm now busily designing ships and fleets....very fun, very cool.
I wonder about a few things that have crept up in my musings and design scratchings:
1) Tech Levels. There appears to be no 'cost' in CR for higher tech. How do you evaluate fleets for 'balance' with regard to tech? Does the CR system only hold true for comparisons between similar tech ships or does it really hold true regardless of Tech Levels?
2) Spinal Mounts. Is there a downside to these guys other than Arc? Unless my math is buggered (quite possible...), Spinals seem to be considerably more CR-effective than similar Battery mounted weapons.
For example, for a speed 4, size 12 Hull, a Spinal will take up 252 SUs and 74 OffR. A similar Battery weapon (Range 18, 5+, 2/2/3) would be 108 SUs and 132 OffR. Note that the Battery has only 2/3s the range of the Spinal and a similarly restricted Arc (since increasing the Arc increases the SUs again).
The Battery also seems more vulnerable to loss as a single hit could take it out, whereas the Spinal is still kicking out good damage for quite some time. I suppose that could be considered a wash if you are lucky and the Battery never takes a hit, but if you are unlucky, you could lose the whole kit and kaboodle in one hit.
On a straight comparison, the Spinal takes up a little over 230% of the SUs, but weighs in with only 56% of the OffR. That seems like it might be a fair trade-off considering the Range advantage that the Spinal enjoy, but to me, the Spinal is a fairly clear winner. With that kinds of Range advantage its likely to hurt opposing ships with far less threat of retaliation. Add in some judicious reverse movement to hold the range (a tactic that doesnt thrill me) and I just dont see the downside. And that is at only 56% of the OffR rating, meaning that the ship will weigh in with less CR with a Spinal than with a less effective, but similar Battery weapon.
Ok, so what does this mean? For one, it appears you should probably almost never 'design' a weapon that comes even close the Spinal Mount's profile. It would just be more CR effective to add the Spinal instead. Assuming Tech Levels are 'free', simply increasing the TL of the Equipment should help alleviate the SU problem.
FWIW, I'm not trying to design 'munchkin' ships or anything of the sort. I actually prefer theme-built fleets and ships. I also prefer a more limited game atmosphere that does not allow player total free reign to abuse game mechanics. But the reason this one popped out at me was that I wanted to get a quick comparison of my initial ship designs to already pre-made ones floating around out there.
I went to the Cold Navy site and they had a design (Avatar BC) that was similar to one of my own, but it would annihilate my design quite easily, but for cheaper CR. :shock: I plugged the Avatar into the Spreadsheet and found that it was way over the SU limit unless Tech Levels were used (they arent listed on the provided 'spec sheet' at the Cold Navy site). Upping the Tech Levels in various combos on the Spreadsheet quickly turned the design 'legal' in terms of SUs. But its CR cost was still cheaper than my own design and it seemed considerably more powerful. One thing that stood out immediately was the Spinal Mounts (it has 2 on a size 18 ship meaning up to 36 damage at a very long range). The other is the Tech Levels required to 'legalize' the ship. If they dont cost CR, why not crank them?(or again, is the CR system only valid within similar Tech Levels).
So basically I'm trying to get a common frame of reference in which to evaluate my handiwork. TLs seem to skew the CR system and Spinals just seemed to be a really good bargain, especially when coupled with the TL system. Any thoughts on all of this?
If you are still reading, thanks for any input!!