Re: New to Starmada

I don't think anyone has said anything about the long ranges being broken.  What is needing a bandage job is how effective they are.  I mean, you're going up in 3 hex increments in range to 18, then you make a double 6 hex jump.

So instead of merely 3 or 6 hexes potential difference in range which can be made up in a turn or two, you have 6-12 hexes of potential difference in range that can, dice rolls to the good, literally decide the battle before the opponent can even get in range. 

Flanking may seem like a viable option but the geometry is simply against you in this instance because you have to cover 30 hexes to cross from one point of the arc to the other whereas the firing ship only needs to make a one facing turn.  Splitting forces divides fire, and splitting multiple ship forces further divides fire...however, the smaller the ship the easier it is to destroy.  Smart money concentrates fire on a single target (targets if multiple in multiple arcs).  It's a better chance to get in close on the big guy...but, well, bugs on a semi comes to mind. smile 

The best option, if you have table space, is to send in swarms of small craft and keep your main ships out of range until the big guy is softened up.   :twisted:   

I'd rather see the points value tweaked than additional penalties applied honestly.  The penalties could start to throw the point value computations off worse than a surcharge effect or the original issue warrants.  Math is a science of numbers and order.  Tactics are a science of human (or not so human) nature. wink

Re: New to Starmada

Ok.... it looks like I killed another thread......

Nahuris

Re: New to Starmada

30 is just a number.

Let's say range 18 is maximum range...

You and your friends have designed ships that usally have weapon ranges of 6-9, with 12 being the longest range any of you have used.  Then someone new comes in with a fleet about half the number of ships you've been playing with, and opens fire at range 18 dominating the battle.  You can either 1) throw a hissy fit, 2) adapt and design some new battle wagons of your own with range 18 weapons, 3) learn some new tactics, 4) restructure your fleets, 5) all of the above.

Just because you (not pointing at any particular you, btw) prefer short-ranged weapons does not mean the rest of us have to.

Range 24 and range 30 weapons already have an added cost to them (an extra multiplier than just range), they do not need any more adjustments.

Re: New to Starmada

GamingGlen wrote:

30 is just a number.

Let's say range 18 is maximum range...

You and your friends have designed ships that usally have weapon ranges of 6-9, with 12 being the longest range any of you have used.  Then someone new comes in with a fleet about half the number of ships you've been playing with, and opens fire at range 18 dominating the battle.  You can either 1) throw a hissy fit, 2) adapt and design some new battle wagons of your own with range 18 weapons, 3) learn some new tactics, 4) restructure your fleets, 5) all of the above.

Just because you (not pointing at any particular you, btw) prefer short-ranged weapons does not mean the rest of us have to.

Range 24 and range 30 weapons already have an added cost to them (an extra multiplier than just range), they do not need any more adjustments.

Range isn't the issue, the issue is one of balance.
So if you have your range 6-9 ships, then you're only dealing with a difference of 9-12 vs 18.  well within a single turn or two for a fast ship to close before being swiss-cheesed so much that even when it has range, it cannot do appreciable damage in return, ergo, the outcome is a foregone conclusion.  This is within the intended balance of the game structure.  Unlike 18-21 diffence vs 24 or 30. (four to five turns movement avg speed and 2-3 turns at what I consider high speed (8-10))

It's the range issue coupled with the effective movement ceiling where the balance goes all cobble wobbles.  The ship being so shot up that even if it survives to get to weapon range, it can't do more than token damage tilts the balance off center.  The idea was to, yes, give a small advantage to longer range weapons...but within a known parameter. 
There are a couple of ways to counter the big of a range gap...but, this will do two things effectively.  1) Lock you into one of three design types.  2) Limit your tactics to those employed by the design type appropriate for your fleet.  unless you plan on fighing every battle somewhere other than open space...or elsewhere with nothing between you and those long range guns...there is very very little option in how to play and have FUN. (the other half of the whole point of the game)

So, it leaves us with three choices.  a) do nothing.  b) tweak the points cost formula to account for the balance offset.  c) scrap the movement system and go to a true vector type system in which delta vee can be built up making that 30 range weapon a much smaller problem.

Re: New to Starmada

We have been going back and forth on the issue of 'broken' vs 'good tactics' and each person has their opinion and I think the underlying issue is:

Is the point cost (in the Starmada Math calculations) correct for the extra-long ranges?

If it is, then BeowulfJB's ships are perfectly legel and his tactics sound and I commend him.  If the point costs are incorrect then the actual mathematical cost for extra-long ranges should be 'fixed' to correct the issue.  If I recall correctly, the math for VPs should make any reasonable created fleet an 'equal' fight against a second reasonable created fleet (with no tactics and just mathematics).  Which makes the situation that both fleets should lose their last ship on the same combat turn effectively wiping out all ships on the map.

-Bren

Re: New to Starmada

GamingGlen wrote:

You can either 1) throw a hissy fit, 2) adapt and design some new battle wagons of your own with range 18 weapons, 3) learn some new tactics, 4) restructure your fleets, 5) all of the above.

Or, (6) you can recognize that the game is meant to be balanced regardless of the ships used. Long-ranged weapons are not a 'tactic' -- they are technology. And while tactics do involve the effective use of technology (and reaction to that of your opponent), any technology that gives you an automatic (or nearly automatic) victory if I don't also have it is by definition unbalanced.

Range 24 and range 30 weapons already have an added cost to them (an extra multiplier than just range), they do not need any more adjustments.

Perhaps, perhaps not. As I've said over and over again, I'm not sure there is a need for further adjustment... but responses that essentially boil down to "long-ranged weapons are an advantage -- get your own or get over it" fail to grasp the point of this discussion.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

go0gleplex wrote:

c) scrap the movement system and go to a true vector type system in which delta vee can be built up making that 30 range weapon a much smaller problem.

Oh, that's SO not gonna happen. smile

Not after the pain and agony that went into the current movement system...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

jygro wrote:

Is the point cost (in the Starmada Math calculations) correct for the extra-long ranges?

You're right -- except that the answer to this question cannot be determined without reference to the opinions of players as to whether long-ranged weapons are 'broken' or if 'good tactics' can overcome them.

Obviously, players need to adapt their tactics to their opponent. Otherwise, the game is little more than rolling a bunch of dice. But if the only effective adaptation is getting your own long-ranged weapons, then it is broken.

The reason we're debating all this other stuff is to establish an answer to your question. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Another thing to consider...

Range 30 weapons (or any other optional rule) is probably something that people just don't play against that much.

Anyone first meeting a new technology, used by someone very comfortable with that technology, is likely to get their hat handed to them.

Our best feedback will probably come from Beowulf's gaming buddies, who face it on a table time and again... or if we could set up our own test group, to play against it alot.

Ive done some 1-offs against it, but the only thing I've got that fares well against the ships-o-doom is my own, personal, more-than-slightly-tweaked fleet.. and even then, I cant give his ships a floating map...

Re: New to Starmada

cricket wrote:
go0gleplex wrote:

c) scrap the movement system and go to a true vector type system in which delta vee can be built up making that 30 range weapon a much smaller problem.

Oh, that's SO not gonna happen. smile

Not after the pain and agony that went into the current movement system...

:twisted:  awwww shucks!

lol

Re: New to Starmada

Marcus Smythe wrote:

Another thing to consider...

Range 30 weapons (or any other optional rule) is probably something that people just don't play against that much.

Anyone first meeting a new technology, used by someone very comfortable with that technology, is likely to get their hat handed to them.

Our best feedback will probably come from Beowulf's gaming buddies, who face it on a table time and again... or if we could set up our own test group, to play against it alot.

Ive done some 1-offs against it, but the only thing I've got that fares well against the ships-o-doom is my own, personal, more-than-slightly-tweaked fleet.. and even then, I cant give his ships a floating map...

Or you could simply run some statistical hit calcs and couple them with 'in motion geometry' :wink:

Re: New to Starmada

It was mentioned that the intent was flexibility. That a Speed 6 Range 12 ship has the same chance as a Speed 3 Range 15 or a Speed 12 Range 6 range design.

Is it even possible to design an effective Speed 24 Range 6 ship or a Speed 12 Range 18 ship?

Just wondering smile

Re: New to Starmada

Silvaris wrote:

It was mentioned that the intent was flexibility. That a Speed 6 Range 12 ship has the same chance as a Speed 3 Range 15 or a Speed 12 Range 6 range design.

Is it even possible to design an effective Speed 24 Range 6 ship or a Speed 12 Range 18 ship?

The intent is flexibility and balance. In other words, if played "correctly" (i.e. you realize the strengths and limitations of your own fleet, and those of your opponent) two fleets have a roughly equal chance of victory.

An assumption made along the way has been that RANGE equals SPEED. Whether or not this assumption is accurate lies at the heart of this discussion.

It is certainly possible to design an effective speed 24 / range 18 ship -- you'd of course need to disregard the published space unit rules, though. wink

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Jeez...
You Starmada types sure are a whiny bunch.
I'm glad we don't have to put up with that on the "historical" side of things.
:wink:
Kevin

Re: New to Starmada

underling wrote:

Jeez...
You Starmada types sure are a whiny bunch.
I'm glad we don't have to put up with that on the "historical" side of things.
:wink:
Kevin

You historical types just have different things to whine about  tongue

Re: New to Starmada

cricket wrote:
go0gleplex wrote:

c) scrap the movement system and go to a true vector type system in which delta vee can be built up making that 30 range weapon a much smaller problem.

Oh, that's SO not gonna happen. smile

Not after the pain and agony that went into the current movement system...

I was skeptical about the new movement system, but the more I use it, the more I like it. You get almost everything you'd want out of a vector system without the destination marker (or equivalent bookkeeping). Heck, if you stack miniature poker chips under each ship to indicate speed, you don't need any bookkeeping...

Re: New to Starmada

cricket wrote:

An assumption made along the way has been that RANGE equals SPEED. Whether or not this assumption is accurate lies at the heart of this discussion.

I think this assumption might be flawed in a game that uses the SAE standard orders-based movement system.

When using move orders, I think it's a lot easier to take advantage of better weapons than it is to take advantage of better maneuverability. Weapons fire decisions are made with a great deal of situational information.  Maneuvering decisions, not so much -- you've got foresight, intuition, and luck.  So I think that range > speed

Actually, now that I think about it, I think that range > speed even in simpler one-ship-at-a-time movement systems, since the earlier a ship moves in a round, the worse information its owner has.  (editorially, this is the reason I love move orders so much, because whomever owns the final move in a round has such a huge information advantage over their opponent.)

I am so not a game designer tho.