Re: New to 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?

Re: New to Starmada

Hello everyone,

I am one of those players who designs ships with main batteries firing out to 30 hx.  I have played a game against ships whose weapons had a maximum range of 15 hx.  My ships are speed 6, my opponant's were speed 7.  I was able to maneuver and keep the hostile ships from closing range for many turns.  My ship was outnumbered, but pounded the shorter-ranged ships.  In the end, they were all destroyed, and my ship had taken light damage.  Being able to fire on the enemy ships when they cannot fire back worked for me... :!:   
If you plan to use ships with shorter-ranged weapons, then make them significantly faster than ships with longer-ranged weapons.

Re: New to Starmada

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

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.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

BeowulfJB wrote:

Hello everyone,

I am one of those players who designs ships with main batteries firing out to 30 hx.  I have played a game against ships whose weapons had a maximum range of 15 hx.  My ships are speed 6, my opponant's were speed 7.  I was able to maneuver and keep the hostile ships from closing range for many turns.  My ship was outnumbered, but pounded the shorter-ranged ships.  In the end, they were all destroyed, and my ship had taken light damage.  Being able to fire on the enemy ships when they cannot fire back worked for me... :!:   
If you plan to use ships with shorter-ranged weapons, then make them significantly faster than ships with longer-ranged weapons.

Yes...but I assume you're maxing out tech levels to do this as well.  At tech level 0 Speed 6 and the range surcharges would limit you to one maybe two 30 hex ranged weapons. (off cuff speaking)

Re: New to 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.

Re: New to Starmada

My Mississippi class BBs are at Tech Level 2 for every catagory except "fighter".  Although, as Dan has pointed out, its the CR that matters more.
These ships are 16 hull, speed 6, shields 4, CR=1101.
They are armed with {twelve 14"PlasmaGuns}:
{r=30, 1/3+/1/2, Piercing; six are [GHIJK] & six are [HIJKL]}.
There are a few shorter-ranged AA weapons, armored hull, a few marines, AF batteries, and even 100 cargo. 
Perhaps this "USS Mississippi" is merely an armed freighter... :wink:

Re: New to Starmada

In our games, we prefer the shorter ranges.... Range 18 is about as far out as we try to go.... but we also use asteroids, and other "terrain" to give more maneuver to the game.

Our games tend to be battles for strategic points, or resources, such as asteroid bases, mining facilities, nebula gas harvesters, ect. Since it would be easy to spot ships in open space, and there is also little to no targets in open space, we have few battles on open tables.

Nahuris

Re: New to Starmada

I agree with Ken.  The surcharge probably is low for the advantage conferred by ultra-range weapons against standard vessels.

Re: New to Starmada

go0gleplex wrote:

I agree with Ken.  The surcharge probably is low for the advantage conferred by ultra-range weapons against standard vessels.

Too bad you weren't on the Admiralty -- you could have brought this up before...

Oh, wait...

big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Yeah...I know...but it was also a lot of math I missed during that discussion while I was busy trying to buy a house and keep a newborn under control while breaking in a new boss at work at the time. tongue 

(hows THAT for an excuse, eh? *chuckles*)

Re: New to 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.

Re: New to Starmada

Without running any numb-ers wink but basing on relative performance experience, I'd think that it would be more suitable at 30%-35% (24) and 70%-80% (30) respectively.  As the range increases, you have an assymetrical curve on performance/effect inclusive of the arc "effective window" geometry.

Re: New to Starmada

Your right, all this math talk is burning my eyes and ears and I even like math....

Back to the point, I haven't played Starmada in anything but solo campaign play and one-off games that I created both fleets (so I've never see the issue).  But, if extreme long range weapons mess with combat rating against ships without extreme long range, then something needs to be fixed.

I'll leave that discussion to Dan and the Math Gurus...
-Bren

Re: New to Starmada

Hello everyone,
I don't think that range 24 & range 30 are underpriced. 
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?  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.  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: 
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...
(In fact, I have a Starmada version ofHMS Queen Elizabeth with 8x15"plasma guns which are 1/3+/1/2 on a 16 hull ship... )  8)

Re: New to Starmada

I think the idea behind the pricing for range is to keep the game from turning into a long range turret fight.

The biggest limiter to games that I have seen is an overall lack of terrain. With games such as warhammer 40k ect, terrain plays a huge factor in the battles... but space games rarely have anything to even simulate terrain..... Maybe Dan can price up some "Flares" or something... basically they would be an expendable munition, much like the sunbursts, but you pick a hex, set it off, and for a certain number of turns, it blocks line of sight ect. That way, both sides can create "terrain" that can be used to add more tactical flavor to the game. That would keep the long range weapons balanced, in that there would be times when they could be used, and also allow those with shorter ranged weapons a means of closing, or gaining cover, even if only for a limited time.

Nahuris

Re: New to Starmada

go0gleplex wrote:

Without running any numb-ers wink but basing on relative performance experience, I'd think that it would be more suitable at 30%-35% (24) and 70%-80% (30) respectively.  As the range increases, you have an assymetrical curve on performance/effect inclusive of the arc "effective window" geometry.

Let's all remember that, at least in the Starmada paradigm, range is not an isolated factor -- the speed of the unit is also involved. Thus, rightly or wrongly, a range-6 weapon mounted on a speed-9 ship is the same effectiveness as a range-9 weapon mounted on a speed-6 ship.

Therefore, a logical counter to long range is high speed, since theoretically they have the same impact on the game.

To paraphrase Jackie Fisher, "Speed is range." wink

Whether or not this SHOULD be the case, I don't know. [MOVE+RANGE] was a simple solution in the pre-spreadsheet days (and one that has carried over to most of our other point costing systems), but it might be time to look at more sophisticated ones.

One thing I would NOT want is to have really jarring breakpoints; for example, is range 24 really 80% more effective than range 18, as Todd suggests above? (Assuming a 35% surcharge.) Thus, if the curve should be steeper, then maybe an exponential function like Ken provides...

RANGE^1.2 yields:

Range 6 = 8.6
Range 9 = 14.0
Range 12 = 19.7
Range 15 = 25.8
Range 18 = 32.1
Range 24 = 45.3
Range 30 = 59.2

Thus, range 30 is almost 7 times as effective as range 6.

Another approach might be to look at the number of hexes covered by the "cone" defined by a 60* firing arc at each range, expressed roughly by [X*(X+1)/2]:

Range 6 = 21
Range 9 = 45
Range 12 = 78
Range 15 = 120
Range 18 = 171
Range 24 = 300
Range 30 = 465

Just some thoughts... I'm still not convinced there's a problem, tho.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Speed is a mitigating factor, but the longer the geometric arc spread the harder it is for a ship to maneuver out of the weapon arc.  Or conversely, the less movement required from the firing ship to track the target which has a greater distance to travel. 

In short, it's dang near impossible to get around or out of the weapons firing arc.  So speed is not as effective from that standpoint. 

The only tactic you have left is straight down their throat...but you're going to be shot to snot getting there even if your engines are in the 9-12 range...of course your firepower or defenses are going to suck.  Problem being it's easier to knock out engines at higher speeds...any loss of firepower becomes a greater percentage of that available if all the SU is spent on engines and/or shields. 

And the worst of all....it's no fun to play against something that has more than one or two big weapons like that.  :?

Re: New to Starmada

The only time I've seen much of a problem with range is on large open tables with the floating table option......As soon as you add asteroids, or some other means of terrain, things tend to level out quick. Speed is good unless you have a lot of small ships going up against really huge ships armed with many long range guns, because even if the small ships are really fast, they take a huge beating on the approach.

What about having a modifier for speed? Maybe a -1 penalty when targeting a ship moving faster than say... 8 or 10, ect.
Outside of going evasive, smaller ships really don't have much in the way of avoiding fire......

Still, in the end, I haven't seen too many issues with the range costs, as they are now, except in battles with extreme differences in the hull size of the opposing fleets.

Personally, I'd love to have the ability to add heavy ablative armor to a slow ship with shorter range weapons, and just absorb the hits until I can close and hammer. I have an idea for a fleet, and the concept of mid sized heavily armored ships would fit quite well.

Nahuris

Re: New to 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.

Re: New to Starmada

Range 6 = 21
Range 9 = 45
Range 12 = 78
Range 15 = 120
Range 18 = 171
Range 24 = 300
Range 30 = 465


This is the part, as a wannabe mathematician, that scares me. Range 30 weapons threaten such a huge area with even a small arc that they are dramatically more powerful than even a range 18 weapon.

But again, I lack the experience to say that range 30 weapons are the dominant paradigm without equal and without challengers. But given my small experience of a couple of solo battles, it seems like a fast ship would lose engine and effectiveness before it had a chance to truly close the distance.

Re: New to 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.

Re: New to Starmada

Ken_Burnside wrote:

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.

Problem: this ends up with the following values (assuming Average Damage in Range Bracket and scaling factors are each 1):

Range 6: 21 hexes covered = 9.2
Range 9: 45 hexes covered = 13.4 (or 1.5x as effective as range 6)
Range 12: 78 hexes covered = 17.7 (or 1.9x as effective as range 6)
Range 15: 120 hexes covered = 21.9 (or 2.4x as effective as range 6)
Range 18: 171 hexes covered =  25.5 (or 2.8x as effective as range 6)
Range 24: 300 hexes covered = 34.6 (or 3.8x as effective as range 6)
Range 30: 465 hexes covered = 43.1 (or 4.7x as effective as range 6)

Unless I'm missing something, this would have the effect of slightly LOWERING the relative value of range as it increases as opposed to the current linear system.

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)

Had considered something like this -- I believe the Admiralty said "Yuck".

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Ken_Burnside wrote:

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.

I'm not saying the contribution of range to the CR shouldn't be re-evaluated, but I'm still not sold that it's a major issue. I don't believe a long-ranged fleet can ONLY be countered by another long-ranged fleet -- but there will always be some X vs. Y battles that are "unfun", so to speak.

It seems like we have this discussion every so often -- it usually centers on (a) how to counter a fighter-heavy fleet and (b) how to deal with long-ranged weaponry. I'd love to have someone go through the archives, see some of the suggestions, and report back on how well they work in practice.

One more reason why a "Tactics Manual" might not be a bad idea... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

BeowulfJB wrote:

My Mississippi class BBs are at Tech Level 2 for every catagory except "fighter".  Although, as Dan has pointed out, its the CR that matters more.
These ships are 16 hull, speed 6, shields 4, CR=1101.
They are armed with {twelve 14"PlasmaGuns}:
{r=30, 1/3+/1/2, Piercing; six are [GHIJK] & six are [HIJKL]}.

Do you use the standard movement rules or the optional "basic" movement?

My solutions for your opponent (NOT including his own 30-hex weapons smile):

1) Fighters. Lots and lots of fighters. Heck, use strikers and seekers, too.

2a) Speed. Although for such a powerful ship, speed 6 is pretty high.

2b) Split forces. Use the 'flanks' to ensure the Mississippi can't keep the range open to all of my ships at the same time.

3) I note that the 30-hex weapons, with a full broadside, will only inflict 3 hull hits to a single target per turn, assuming shields 3, and assuming you don't split your fire between multiple targets (not recommended). That's hardly overwhelming. So a couple of options here: (a) use lots of little (hull 1-3) ships, forcing you to essentially waste (or split) firepower, or (b) use heavy shields. Increasing the shield rating to 5 would mean you're only averaging a single hull hit per turn with a full broadside (at long range).

4) Cloaking devices. Can't hit what you can't see. smile

5) Directional shielding. At that range, you're not going to be able to get around my sides, so I can reinforce the forward shields as I close.

Others?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

One "solution" tossed out during Admiralty discussions was:

((Range + Move) x Range)^.5

Don't know why or how this was proposed (or rejected), but there it is...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com