Topic: How to balance ORAT vs DRAT

Trying to find a balance between ORAT and DRAT, it is so easy to destroy your enemy at long range before his higher mobility can help him.

We already do not use a lot of the big damage options, no 2+ to hit, repeating and so on, yet within the design rules it seems like the best thing to do is load up on a lot of weapons with good to hit number and multi impact and damage, and just blow the other guy out of the sky.

I would like to find out what do others do to keep a game balance.

regards

Re: How to balance ORAT vs DRAT

If you want a game a manuver, I highly recommend switching from shields to screens.   

At long range, it is easy to concentrate all of the screens on a single facing for a rating of 5.

Mike Z
(yay! first post!)

Re: How to balance ORAT vs DRAT

That is what I do.  My heavier ships fire out to 30 hx, and have a 2+ to hit.  They all have 10 screens which makes them hard to damage at long range.   However, when hostile ships get close, its very challanging to keep screens between them and my ships.  :shock:

Re: How to balance ORAT vs DRAT

It's pretty much a set paradigm.  Range rules.

or to paraphrase: "Due unto them before they can do unto you."   :twisted:

Re: How to balance ORAT vs DRAT

Without using fighters, seekers, or strikers can you build a smaller, faster ship that can survive long enough so that it can get into close range?  I'm thinking something like a LAC in the Honor Harrington books (or would you classify them as fighters).

I've only seen one game so far and there was pretty much no moving the whole game.  A lot of sit back and shoot and hope my dice roll better than yours.

Re: How to balance ORAT vs DRAT

Well, I think fighters are the best way to force an opposing fleet to "waste" space and combat potential on shorter-ranged weapons... however, several hull-1 ships with high engine ratings would also do the trick. Just be sure not to overload them with weapons, since they will die right quick, and you don't want to have all your eggs in one basket, as it were.

You also may see another option in the near future... big_smile

Other possibilities to consider are the judicious use of cloaking devices (always on cruiser-sized hulls or smaller; don't waste 'em on battleships); high shield ratings to weather the storm while closing the range; ammo-loaded weapons (get more shots in early, then use shorter-ranged "normal" weapons later on); etc.

But you're right -- a duel between two fleets using the same tactic (regardless of what that tactic is) can be a bit uninspiring.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How to balance ORAT vs DRAT

and you don't find that a problem?, it's all about who has bigger guns on his gun platform, moving ships is not important, nor are there any need for weapons outside the forword arcs, thats not a balanced way to play the game, there has to be a way to improve the play, right now firepower is cheap vs. cost of defence and movement.

Anyone has any ideas?

Re: How to balance ORAT vs DRAT

hexblade wrote:

and you don't find that a problem?, it's all about who has bigger guns on his gun platform, moving ships is not important, nor are there any need for weapons outside the forword arcs, thats not a balanced way to play the game, there has to be a way to improve the play, right now firepower is cheap vs. cost of defence and movement.

I think you miss my point -- yes, I do find it a problem when two fleets stand off at long ranges and snipe at each other.

But I don't grant your premise that the game is predisposed to such tactics. I don't believe that firepower is "cheap" when compared to defense or movement; for example, in the combat rating formula, movement is weighted exactly the same as weapon ranges -- so theoretically, for the same cost as that fleet with all range-18 weapons, I can have a fleet with engine ratings of 18, and dictate the time and place of engagement -- and outflank your forward-only weapons.

Anyone has any ideas?

I think we've already discussed quite a few... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How to balance ORAT vs DRAT

Another thing I would try if faced with a fleet that loads up on extreme-ranged, powerful weapons is to field as many cheap ships as possible.

By definition, the other fleet is relying on a smaller number of more expensive ships. Due to the nature of chance in the game, by outnumbering the opponent I make him make a choice:

1) Split fire among as many targets as possible (never a good idea), or

2) Concentrating on a few targets in order to assure some combat reduction, but leaving the rest of my fleet undamaged.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How to balance ORAT vs DRAT

the screen idea is ok, but I already had a battleship (hull24)with 5 shields and armour plating, and good quality weapons with range 18 and 15, I was destroyed by range 30 weapons on the first turn, my other ships took heavy damage as well, end of turn 1 I started to worm up my jump drives, but it did not help, and that just was not much fun.

Re: How to balance ORAT vs DRAT

hexblade wrote:

the screen idea is ok, but I already had a battleship (hull24)with 5 shields and armour plating, and good quality weapons with range 18 and 15, I was destroyed by range 30 weapons on the first turn

Holy CRAP. How big was the battle?

It takes a lot to destroy a hull-24 ship in one turn...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How to balance ORAT vs DRAT

hexblade wrote:

the screen idea is ok, but I already had a battleship (hull24)with 5 shields and armour plating, and good quality weapons with range 18 and 15, I was destroyed by range 30 weapons on the first turn, my other ships took heavy damage as well, end of turn 1 I started to worm up my jump drives, but it did not help, and that just was not much fun.

I think your problem is that you were ill-matched against your opponent.

If he's got BB's with rng-30 guns, and you've got BB's with range 18 guns, he's gunna slaughter you if you both have similar movement. It gets worse if he has longer ranged weapons AND better movement. Worse still if he's got longer ranged weapons, better movement, AND more units.

What you need is what Dan suggests, use smaller, faster ships and give him more targets to shoot at, You're going to loose ships, but you can afford to. Off-set his advantage in long-range guns using shorter-ranged guns with more punch close in, maybe use the Ammo attribute to get bigger shots for fewer points.

The problem with Starmada is that there's no set-piece fleet to go with if you don't use the 'Imperial Starmada' setting. I hope we can rectify that soon...

smile

Re: How to balance ORAT vs DRAT

not as much as you think, 1 weapon with a rate of fire 2, range 30, repeating, increase hits, piercing and multi impact and damage (IIRC), it was a very nusty gun sad .

Anyways, why I think weapons are cheep?, because their value is fixed, while engines, shields, and a lot of other systems are a percentage of the total space on the hull, with large hulls that = a lot of weapons. If you do not install shielding and keep the engines small you can have a lot of firepower, and I will die before I can take advantage of this

Re: How to balance ORAT vs DRAT

I'm still waiting for my copy of the book so don't know the answer, so I'm going to ask anyway.

What is the cost difference between range, accuracy, impact, and damage?  Are they all equal or is on cheaper to buy than another?  Is there a more cost effective option over another?

Re: How to balance ORAT vs DRAT

If you opponent have high ranged guns and low movement ships, you could load up on ships that have cloak, high speed and short-ranged guns.  I built this ship off the top of my head to get an idea of what I'm talking about (battle results may vary).

(80) Spinters-class

Hull: 2 1                     
Engines: 15 8                     
Shields: 0 0                     
Weapons:
1:X 2:X 3:X 4: 5: 6:

X: Blaster: 1/2/3, 2/2+/4/5
[AB]
Ammo: 2

Special: Cloaking Device

-Bren

Re: How to balance ORAT vs DRAT

So can 10 of those take on an 800 point ship with big forward (G) firing guns only?

Re: How to balance ORAT vs DRAT

So I was curious what it would cost to buy the "sick gun" as described, and the minimum stuff necessary to get it on the board.  I had to interpolate a little, but here are my figures (please check me):

Sick Gun (Range 30, ROF 2, IMP 3, DMG 3, multi-hit, piercing repeating)

30 * 2 * 3.25 * 3.6 / 3 * 2.3 * 1.5 * 3 = 2422

Hull 22 = 5560

Engine = 575
Weapon + 1 arc (G of course) = 4844

SU Used = 5419

Battery ORAT = (4844 * 31 / 30) * 1.5 = 7508
DRAT = 44

CR = (7508 * 44)**.5 = 575

So that's 575 points to get a hulk with one engine that'll drag this huge gun onto the board.

-------

Hmm, okay, for less points than that, I'll take 8 of these, which just acquitted themselves very well in my battle tonight:

Shiva Class Fast Patrol Ship (CR64)
(Stealth, Countermeasures, Armor)

Hull:    02 01
Engines: 09 05
Shield:  00 00

X: Particle Lance (Piercing)
Range:12 ROF:1 Acc:5 Imp:1 Dmg:2
[CA] [BD] [G] [G]

1:XX 2:XX 3:XX 4:XX 5:XX 6:XX

-----

Game on... Starting at Range 30.  Turn one, the Sick Gun can't even shoot at me because because I shift his long range to out of range with my stealth.  I aim to end the turn 22 hexes away (just in case he moves forward one).  Next turn, I punch it up to 18 and end the turn 4 hexes away (my close range).  The sick gun turns one of my ships into plasma, while I unload ~24 shots into him (assuming I can't centerline him).  On average, 12 hit, for 24 points of damage.  That's half the hull gone, and more importantly, likely 8 weapon hits, so I good chance to hit that magic number on the weapon damage table and kill the sick gun.  So much for the supremacy of range.  And my ships are even paying for stuff that don't help them in this situation like the armor and countermeasure.

That's my take on it smile

Re: How to balance ORAT vs DRAT

thanks guys for the replies, keep in mind that you do not know what the other guy is bringing to the party until you get there yourself, in my case or others like me that end in that kind of situation, it is hard to do anything but die, we decided to ban 2+ to hit, ranges above 18, repeating, increase (all), variable (all), and extra hull damage, and we will try to implement minimum shielding based on a size of the hull (bigger the ship, more shields must have) , minimum engine rating on a ship, and all weapons minimum 120 degree arcs.

We also use SIMS movement, we hope this will help. We are planing to test this soon. Now I got to go to work,

Cheers

Re: How to balance ORAT vs DRAT

Range 3 weapon?   Muhahahaha...   Range 12 weapon?   muhahahahaha...

Try this little bugger...

------------------------------------------------------------
Class: Bugger
CRAT: 25
Hull: 1
Engine: 6
Shields: 0
Weapons: 1:X, 2:X, 3:X, 4:X, 5:X, 6:X

Weapon X: Rng=30, ROF=2, ACC=2+, IMP=1, DMG=1
[AB]


Hyperdrive, Cargo (2)  (<- closet  lol )
(only TL change was Weapons at max tech)

BTW, with 0 TL changes: CRAT: 36, Hull: 2, Weapons: 1:X, 2:X, 3:X, 4:-, 5:-, 6:-, Cargo (24).
------------------------------------------------------------
then I thought about Screens (I usually never build ships with screens)..

Class: Bugger II
CRAT: 23
Hull: 1
Engine: 4
Screens: 5
Weapons: 1:X, 2:X, 3:X, 4:X, 5:X, 6:X

Weapon X: Rng=30, ROF=2, ACC=2+, IMP=1, DMG=1
[G]


Hyperdrive, Cargo (1)  (<- glove compartment)
(only TL change was Weapons at max tech)
------------------------------------------------------------

Maneuvering?   Pshaw, I get to roll LOTS of dice (badly, as usual).   :roll:

Now I just need about a gazillion miniatures to represent my "Fleet".  :twisted:
(hmm, I have a spare styrofoam sheet to cut up and a bag of rice, add paint ........)

Re: How to balance ORAT vs DRAT

As for having a BFG (or Sick Gun), my best shots came from a weapon I designed to be a "spinal" mount.  My opponent had smirked when I fired my "thousand pinpricks of death" weapons that did 3 points of damage in total (grr, those 5 screens).  He wasn't smirking when he got hit with one of these   yikes :

Rng: 30, ROF: 1, ACC: 2+ (I prefer to hit when I do fire it), IMP: varies*, DMG: 5, Piercing, Double Damage; Arcs: [G].

* I usually vary this to get IMP * DMG = approximate hull size (like in Starmada X).  For the ship used in the battle, IMP=5.  The Double Damage is just to give the weapon real teeth when it does hit and penetrate, like a spinal mount should.  :twisted:

I'm used to Traveller spinal mounts, which are very strong weapons.

Edit: I should clarify my "thousand pinpricks of death" comment, as I was not using the Bugger class ship I had mentioned earlier, but instead some "Klingon" capital and escort ships with lots of 1,1,1 weapons.  All four of my ships did scant damage, compared to my partner using a ship with the BFG I had designed (the ship was supposed to simulate a B5 Shadow ship) and did a whole lot more damage than I ever did the whole game, even after he hit the armor plating more than average (out of 25 damage rolls, 7 were 1s).

Re: How to balance ORAT vs DRAT

hexblade,

Before you start banning stuff, think in terms of evolution.

Only allow the loser of a battle the option of redesigning their fleet for the next battle.  The winner is forced to keep their current ship designs.

The real reason that you lost was that your opponent was able to out-design you.  He guessed that you were going to make a really big ship and he designed his ship to take it out.  Had you fielded numerous small ships or carriers, it would have been a much different outcome.

If you allow evolution to occur, you'll see a myriad of designs evolve that will be balanced against each other.

Mike Z

Re: How to balance ORAT vs DRAT

The best fun I had was playing in a tournament.  if everyone tries to make things interesting, instead of gigantic ships of death,  then interesting it will be.

Re: How to balance ORAT vs DRAT

hexblade wrote:

we decided to ban 2+ to hit, ranges above 18, repeating, increase (all), variable (all), and extra hull damage, and we will try to implement minimum shielding based on a size of the hull (bigger the ship, more shields must have) , minimum engine rating on a ship, and all weapons minimum 120 degree arcs.

Nothing wrong with this approach. Starmada is made for tinkerin'. smile  The reason there are so many options is not to use every last one of them in every game, but to provide enough variety to tailor the game to your particular needs/tastes.

But at some point I would encourage your group to experiment with counters to the long-range weapon approach. I think you'll find that there are many possibilities... and we'd love to hear about the results!

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: How to balance ORAT vs DRAT

What is the cost difference between range, accuracy, impact, and damage? Are they all equal or is on cheaper to buy than another? Is there a more cost effective option over another?

Re: How to balance ORAT vs DRAT

Genestealer wrote:

What is the cost difference between range, accuracy, impact, and damage? Are they all equal or is on cheaper to buy than another? Is there a more cost effective option over another?

They are progressively "cheaper"... i.e., if a 5/1/1 weapon is considered to have a value of 10, then all other things being equal:

A 1/5/1 weapon is worth 8.4
A 1/1/5 weapon is worth 7.0

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com