Topic: Point-costing Range

It's high time this got its own topic... smile

The existing point cost formula assumes that RANGE equals SPEED. This works just fine, so long as we're all playing with the same narrow range of values -- but once this gets out of whack, things have the potential to go south quickly (remember the "flying death monkey" debates regarding ARES?)

So the questions are:

1) In Starmada, is range accurately point-costed, or at least within a reasonable margin of error?

2) If not, how else can it be modeled?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

cricket wrote:

It's high time this got its own topic... smile

Agreed!

1) In Starmada, is range accurately point-costed, or at least within a reasonable margin of error?

No.

I'll believe that it is when Beowulf plays IS ships against his own and wins as regularly as he does now. smile

2) If not, how else can it be modeled?

Range is an area function - a longer range weapon is not just linearly better for the range, but threatens a wider area than a shorter range weapon with the same arc.  This presents more opportunities to fire, and since there's no drawback to firing in Starmada (no cooling time, or arming cycle, or power management), the natural response is to fire everything all the time, no matter how bad the shot.

As a first approximation for the relative value of range, look at the number of hexes that a weapon can threaten.  (We found that using a straight cubic function for a 3-D game overpriced range...)

As a general rule of thumb, I've found that "double the range equals 3.5x the price" works well for Squadron Strike. 

Questions to factor:

1) How many unanswered shots will the longer range weapon get against its target?

2) How effective will those shots be?  Will the opponent be able to retain enough additional firepower by the time they close to their effective weapon range to make up for the damage they've taken?

Your speed = range assumption worked well for the old Starmada Basic system, but is less accurate for the new movement system, and much less accurate for vector systems, where thrust is cumulative.

Re: Point-costing Range

Before blaming Beowulf on a high success rate just because he uses maximum range weapons, you should know that his die rolls are exceedingly above average.  As a long time opponent, I've been victimized quite a bit due to his die rolls.  Also, the arcs of his weapons should be considered: all but one.  He uses the classic FX and RX type weapons that our historical warships have used at their pinnacle of advancement which means nearly every turn every weapon fires at their enemy.  I have often tried to use mostly front arc weapons (like in Star Fleet Battles), and lose due to those arc differences once the game gets to be a turning match. 

I often use 30 range weapons as well, and not have near the success rate.

I think part of the uproar against range>18 weapons is that people are using the badly-designed book ships and think that's how ships should be designed, especially concerning the low ranges that those ships' weapons have.  Most don't even have weapons that go out to 18.  They're matched against each other (bad vs bad  smile ), but once home designed ships show up they are easily overcome and not just due to range but also arcs of fire can play a role.  I have a few designs that could beat a large fleet of those book ships with just a handful of my designs (being faster with longer-ranged weapons means I'll never get hit).

As far as figuring the cost, yes, I do believe range does not equal speed.  It might be close, close enough that it's hard to really know the difference.  Maybe that's why this is an issue, range-30 weapons are an extreme case that show that the equation is wrong.  Perhaps the only way to really tell is to playtest extreme cases of both, where the cost is even for range and speed (is a very fast short-ranged-weapon ship equal to a slow long-ranged-weapon ship?).

By the way, range-1 and range-2 weapons INCREASE the ORAT over range-3 weapons.  That tells me that the equation does have an issue with range.

Re: Point-costing Range

I don't use the book ships. ever.  I also spend a lot of time looking for potential holes in engineering designs and such.  While I may not have as firm of a grasp at math-fu as Dan and Ken, I am very well versed in tactics and geometry. 

The range jump is a balance problem.  Beo and friends seem to play at the upper limits of the system consistently, hence the references to his ship designs and games...that and he talks the most about it. wink

Range is actually greater than speed in value.

Re: Point-costing Range

Consider this; A person designs his dreadnoughts in a porcupine fashion. Giving them Speed 2, Shields 3 and a ton of range 3 weapons.  This person would be at a different extreme than Beowulf. The IS ships would likely tear it apart easily. Should this DNs Combat Value be revalued do to its inability to win? Not all designs are equal.

Another thing with Beowulf's designs [not picking on you B wink], they are very high tech ships with +2 in every area that matters for the design. Advanced tech ships have many advantages over standard tech 0 ships. Take the other extreme and build a fleet of –2 in all techs and throw them at IS ships.

I put this together, it's just a fast design based on Beowulf's. I'm sure it could be improved upon.

Prinz Eugen (Tech +2 ship) CV 465
Hull 10, Engines 18, Shields 3 (Screens)
Plasguns: Range 12, 1/3+/1/2
Piercing
4x GHIJK
AA Lasers: Range 6, 3/3+/1/1
2x ABCDEF
Armor Plating, Anti Fighter Batteries, Fire Control, Overthrusters, Countermeasures

(It is very easy to alter this vessel to have either Stealth or Cloaking.)

I think two of these have a very decent chance of winning vs. the Mississippi and are cheaper. smile

Re: Point-costing Range

GamingGlen wrote:

By the way, range-1 and range-2 weapons INCREASE the ORAT over range-3 weapons.  That tells me that the equation does have an issue with range.

Umm... really? Assuming such things were allowed in the rules:

RNG 1, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 1 x 1 x (1 + .25) x (1 + .6) / 4 = 0.5, rounded up to 1

RNG 2, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 2 x 1 x (1 + .25) x (1 + .6) / 4 = 1

RNG 3, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 3 x 1 x (1 + .25) x (1 + .6) / 4 = 1.5, rounded up to 2

:?:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

Silvaris wrote:

Consider this; A person designs his dreadnoughts in a porcupine fashion. Giving them Speed 2, Shields 3 and a ton of range 3 weapons.  This person would be at a different extreme than Beowulf. The IS ships would likely tear it apart easily. Should this DNs Combat Value be revalued do to its inability to win? Not all designs are equal.

Another thing with Beowulf's designs [not picking on you B wink], they are very high tech ships with +2 in every area that matters for the design. Advanced tech ships have many advantages over standard tech 0 ships. Take the other extreme and build a fleet of –2 in all techs and throw them at IS ships.

I put this together, it's just a fast design based on Beowulf's. I'm sure it could be improved upon.

Prinz Eugen (Tech +2 ship) CV 465
Hull 10, Engines 18, Shields 3 (Screens)
Plasguns: Range 12, 1/3+/1/2
Piercing
4x GHIJK
AA Lasers: Range 6, 3/3+/1/1
2x ABCDEF
Armor Plating, Anti Fighter Batteries, Fire Control, Overthrusters, Countermeasures

(It is very easy to alter this vessel to have either Stealth or Cloaking.)

I think two of these have a very decent chance of winning vs. the Mississippi and are cheaper. smile

Which illustrates my point of being forced into one of three design types.  Here you've gone to the extreme speed design/minimal weapons and/or defenses.  :wink:

Re: Point-costing Range

go0gleplex wrote:

Range is actually greater than speed in value.

Perhaps.

Range is fixed and relative to your position. Speed, on the other hand, degrades with damage but allows you to change that position.

The "problem" is, that while the SU cost for speed becomes prohibitive very quickly for ships of any reasonable size, range can always be increased for a linear change in SU cost. Thus, no matter what the CR impact, ships will always be encouraged to increase range before speed.

I'm somewhat convinced that, if we were to go to a non-linear range function, it should be based on X(X+1)/2, which defines the number of hexes covered by a 60* arc at range X (including the ship's own hex and counting the "half-hexes" at either edge of the arc as one hex each).

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

go0gleplex wrote:


The range jump is a balance problem.  Beo and friends seem to play at the upper limits of the system consistently, hence the references to his ship designs and games...that and he talks the most about it. wink
Range is actually greater than speed in value.

DISCLAIMER: I've actually played Starmada very little. But I have stayed at a Holiday Inn Express before.

I'm not sure the range jump is a problem, as it should be factored into the equation already. And I realize that actual weapon effectivity is probably more a function of area than strictly range.

But I also believe that range is much more important than speed.
I haven't actually run any numbers, but consider the following two examples:

Ship #1: speed 24, range 12
Ship #2: speed 6, range 30

All other things being equal, as ship #1 takes damage, I believe its speed will start decreasing very quickly because of possible engine damage. Ship #2's speed will degrade very slowly in comparison.
HOWEVER...
Ship #2's range will never decrease due to damage. So during the course of a game, it'll always have an effective reach out to at least 30 hexes, and unless it's taken a lot of damage, even farther than that.
As ship #2 starts losing engine capability, it's effective reach will decrease more and more quickly than ship #2's.
Therefore, unless I'm missing something, I'd take a ship with long ranged weapons over a fast ship with shorter ranged weapons any time.
Assuming I was power gaming.
Which I don 't.
This discussion is theoretical in nature only.
big_smile
Kevin

Re: Point-costing Range

The reason I say range is greater is because it's effects are instantaneous...or rather, it traverses the hexes between it and the target at a greater rate than the target can traverse the hexes between.


Holiday Inn?...ewww!  wink

Re: Point-costing Range

Sounds almost like we need to add a fire control system that allows the extended range... with range being reduced if it is damaged..... That would put range on par with movement....

One thing we need to look at is what Silvaris specifically mentioned... the higher tech will tend to kill lower tech. Any ship with a +2 in each category is going to be vastly superior to any of the book ships in the same way that a modern soldier with a machine gun will hold an advantage over a 12th century spear unit.

Even when there are equal points worth of ships on a table, with large tech disparities, there is rarely equal points facing each other..... Either the high tech ship can control the range due to it's greater engine strength, or the lower tech ship ends up unable to fire due to limits in fire arcs.....ect. When I ran my test battle, I used tech level zero ships as my attackers..... and they suffered terrible losses, even without the escorts that could have been available to the defender. 

The issue is not with range so much, as it is with the fact that any system, no matter how balanced, can be nerfed when extremes become the norm. I recently was putting together another battle, this time BeowulfJB's designs against the B5 designes recently posted here...... I chose 2 of his Mississippi class ships, with some escorts..... and BeowulfJB's ships as the attacker.....

(I'm not picking on BeowulfJB, as I actually find his designs to be well thought out... but as they are the best example of a design with serious range advantages, I have found them useful)

Anyways, what struck me right off was the fact that the EA fleet facing BeowulfJB's ships was vastly larger.... and due to that and due to the slight disparities in speeds, I was never able to concentrate the firepower of the fleet in a meaningful way against any specific target..... Basically, no matter how the overall battle is balanced, the high disparity in tech meant that none of BeowulfJB's ships ever faced an equal opponent..... nor even a situation where a specific ship was out-cost by it's opponents.

My conclusion is that while range is an issue... the ships themselves are so superior in every way that  it also makes a major difference.... they have massive fire arcs, high enough speed to control range, long range, and solid defenses..... they have no weakness that an opponent can exploit....
There is no power allocation to limit fire, no other means than using a stealth generator to minimize the impact of range, and no major advantage to high speed other than getting to a different spot quickly (since all of the ships are on a simiar maneuverability limitation... thrust vs. speed....)

Then there are the limitations based on the fact that this is a turn based game as well... range is factored after all movement is done, and only from the point that the movements are done.... meaning the ship that does not move at all has the same chance to be hit as the one that zig -zagged or flew in a big curve.

Anything we look into is going to have to take these variables into account, or our attempts to tweak one thing may just disrupt it all...

(sorry about the novel lengthed post)

Nahuris

Re: Point-costing Range

I'll leave it to you smart "maths" types to figure out whether the cost of ultra-long-range weapons is right or not. (I suspect it is not...)

What bugs me about the idea of 30-hex range is that it undermines the simulation aspect. It doesn't *FEEL* like a real weapon  (at least not one that I can wrap my brain around. Izzit a missile? Beam wep? No, I'm attacking you with a rule loophole! Ultra-long range weapons ought to have either: a delay in hitting, an increasing accuracy penalty, a weakening of their strength or have the potential of being shotdown/disappated.

(An ultra-long range weapon should probably be based on fighters/strikers, which nicely do almost all of the above.)

Secondly, Range doesn't exist all by itself, it has to live with movement/speed to create a sense of what is short, medium or long distances in the game. To be able to hit anything on the board kinda destroys your feeling of "near" and "far."

Finally, I don't think other ship designs are totally irrelevant, either. I'm not saying "pander to the lowest common denominator" or "the weakest player." As players (and M20) develop ship designs, they're building a consensus about what numerical values should go into the different components of a Starmada ship (Hull 100? No. Hulls are 30 or less.) A Range of 30 isn't as "distorted" a value as Hull 100, but is pushing the envelope.

Re: Point-costing Range

cricket wrote:
GamingGlen wrote:

By the way, range-1 and range-2 weapons INCREASE the ORAT over range-3 weapons.  That tells me that the equation does have an issue with range.

Umm... really? Assuming such things were allowed in the rules:

RNG 1, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 1 x 1 x (1 + .25) x (1 + .6) / 4 = 0.5, rounded up to 1

RNG 2, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 2 x 1 x (1 + .25) x (1 + .6) / 4 = 1

RNG 3, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 3 x 1 x (1 + .25) x (1 + .6) / 4 = 1.5, rounded up to 2

:?:

Put those values in the spreadsheet and see what you get.  The ship's ORAT increases with ranges 1 and 2.

And why isn't range 1 available?  Fighters have a range of 1.

(why have a separate category for fighters anyway?  they're just hull 1 ships with a squadron option and a movement advantage.  but that's another topic)

Re: Point-costing Range

If I remember correctly, tech levels shouldn't change the VP of a ship, just the amount of SU everything costs.  If that is the case, 1000 VP worth of ships at tech level 0 should have equal footing with 1000 VP worth of ships at tech level +2.  At least in theory...

Now back to range vs speed...

I definitely think that range should be modified in the calculation to base on the number of hexes it can attack, but all of my trials have resulted in a huge difference in SUs (which is bad IMO).  My 'coolest' one is taking the number of hexes covered and dividing by 6 and using that as the RNG value in the calculation.

The issue: 
Normally a range 30, ROF: 1, ACC: 3+, IMP: 2, DMG: 1 normally has a prelim SU cost of 15.00 so 4 - arc 5 piercing weapons at TL 2 are 624 SUs. Now using the 'hexes covered divided by 6', method, the cost is 1584 SUs (about a 2.5 cost increase)!

Going the other way however, a range 3, ROF: 1, ACC: 3+, IMP: 2, DMG: 1 normally has a prelim SU cost of 3.6 so 4 - arc 5 piercing weapons at TL 2 are 72 SUs but cost only 24 SUs in the new system (a third of the cost).

Perhaps this is the correct costing of the weaponry, but that means a lot of ships have to be recalculated and in some cases, not enough SUs to make the ship 'legal'

Brain hurts from math,
-Bren

Re: Point-costing Range

I've always thought that high speed targets should be harder to hit than slower ones. To keep things simple you could add the engine rating of the target to the range. So a range 30 weapon shooting at a very fast speed 18 ship would have to get very close for its weapons to be effective.

my 1.414 cents

Re: Point-costing Range

Ships can use an option to decrease speeds and increase their chance of being missed (erratic maneuvering?). 

Perhaps there could be a couple of options within that option?

Re: Point-costing Range

Glen, that reminds me of the Sailing Orders stuff I posted up... god, a year ago?

Maybe something useful we can mine out of it.  I'll bump it.

Re: Point-costing Range

GamingGlen wrote:

Put those values in the spreadsheet and see what you get.  The ship's ORAT increases with ranges 1 and 2.

No, it doesn't.

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

And why isn't range 1 available?  Fighters have a range of 1.

(why have a separate category for fighters anyway?  they're just hull 1 ships with a squadron option and a movement advantage.  but that's another topic)

Indeed. Another topic ENTIRELY. smile

But there is nothing preventing you from fielding a swarm of hull-1 ships instead of (or in addition to) fighters.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

jygro wrote:

Perhaps this is the correct costing of the weaponry, but that means a lot of ships have to be recalculated and in some cases, not enough SUs to make the ship 'legal'

FWIW, I would not propose changing the SU cost calculation, just the CR.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

Jygro, you are right, the tech levels do not change the point value of the ships per se.... but they do change options.

Ships at the higher tech levels tend to have larger fire arcs per weapon, and the ability to have better shields. Most ships tend to favor foward arcs with weapons, unless you have the SU to add more arcs. The only exception I ever saw to that was a person in Starmada X who faced all his weapons to the rear on a fast ship, and then only played on floating maps......LOL

High tech allows you to add more options to a weapon, and to add increased fire arcs.... that's where it starts to get nasty. A range 30 weapon with a single 60 arc is only a cone shaped area of the table. A range 30 weapon that has a 360 arc means that you can get targeted anywhere within a 60 hex wide circle of the table..... which pretty much covers most playing areas.

I don't believe the range is "broken"..... but that maybe we could use something like decoys, or the Starmada X Sunbursts, to create "terrain" that can be used to balance things out. The ability to block a line of sight for a period would go very far towards dealing with an opponent that can hit you anywhere on the table you are.......

I do know that in B5Wars, ships had an EW (electronic warfare) rating that could be used to interfere with accuracy on their side.... maybe we could consider the addition of EW fighters? shuttles? that add a -1 or -2 penalty to ranges over 18? 24? while they are out and functioning. Maybe give them an range.... i.e. all ships withing 9 hexes of the EW shuttle enjoy a +1 bonus to the chances of being targeted?

Nahuris

Re: Point-costing Range

cricket wrote:
GamingGlen wrote:

Put those values in the spreadsheet and see what you get.  The ship's ORAT increases with ranges 1 and 2.

No, it doesn't.

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

This would be total SU, not ORAT.
ORAT being the above figures x (Range+Engines)/Range.
Giving for example (Engines 5)
(Range 1)
Total SU 2 x 6 / 1 =12
(Range 2)
Total SU 2 x 7 / 2 =7
(Range 3)
(Total SU 4) 4 x 8 / 3 =10.6
(Range 4)
Total SU 4) 4 x 9 / 4 =9
(Range 5)
(Total SU 6) 6 x 10 / 5 =12

I think that it is the dividing by Range which gives weird figures.

Dan already wrote that as Range 30 is optional so has to be agreed on. If you agree to fight ships with Range 30 guns, who's fault is it if you get your backside kicked?
Just my 2p worth.

Paul

Re: Point-costing Range

OldnGrey wrote:
cricket wrote:

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

This would be total SU, not ORAT.

*sigh*

No, it isn't.

The values I gave above were for the Offensive Rating, as given by the Excel spreadsheet -- without accounting for the ship's Engines rating.

When given an engine rating of 5, at range 3 the value is 10.7; at range 2 the value is 7.0. At range 1, the value does pop up to 12 due to the rounding involved.

However, as ranges less than 3 are not allowed (and range 3 is as optional as range 30), the problem is moot. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

In an attempt to rein in this quickly-drifting topic...

If there is a problem with the existing point value for weapons ranges, it is because range is not a linear function. But what about movement?

If you picture the weapon arc as a 60* cone extending X hexes from the firing ship, then the far edge of that cone is X hexes across. Movement allows you to shift that edge by Y hexes, essentially adding a "rectangular" area at the edge of the cone X hexes wide and Y hexes deep.

So, if we are thinking of costing weapons according to the hexes covered by the firing arc, that means:

X * (X + 1) / 2 + (X*Y)

Since X is already part of the ORAT computation (by virtue of being multiplied into the base SU cost), in order to get the ORAT, you would multiply the base SU cost by:

((X + 1) / 2 + Y)

Instead of the current (X + Y) / X.

On a speed-6 ship (like Beowulf's Mississippi-class BBs), range-30 weapons have an ORAT 125% more than range-18 weapons (including the 50% surcharge):

(30 + 6) * 1.5 / (18 + 6) = 54 / 24 = 2.25

With this proposal, the increase from range 18 to 30 would be 131%:

(30 * 31 / 2 + 30 * 6) / (18 * 19 / 2 + 18 * 6) = 645 / 279 = 2.31

In other words, doing things this way might be more "accurate" -- but practical terms, the difference is negligible; about a 2.3% increase in final Combat Rating.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

cricket wrote:
OldnGrey wrote:
cricket wrote:

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

This would be total SU, not ORAT.

*sigh*

No, it isn't.

The values I gave above were for the Offensive Rating, as given by the Excel spreadsheet -- without accounting for the ship's Engines rating.

When given an engine rating of 5, at range 3 the value is 10.7; at range 2 the value is 7.0. At range 1, the value does pop up to 12 due to the rounding involved.

However, as ranges less than 3 are not allowed (and range 3 is as optional as range 30), the problem is moot. smile

True.
Double Sigh sad
Sorry, there I go getting confused. (not very hard to do these days).I was reading from the core rules and they do not mention this calc as being an Offensive Rating. Offensive rating not being shown until page 30.

Re: Point-costing Range

cricket wrote:

In an attempt to rein in this quickly-drifting topic...

If there is a problem with the existing point value for weapons ranges, it is because range is not a linear function. But what about movement?

If you picture the weapon arc as a 60* cone extending X hexes from the firing ship, then the far edge of that cone is X hexes across. Movement allows you to shift that edge by Y hexes, essentially adding a "rectangular" area at the edge of the cone X hexes wide and Y hexes deep.

With you so far - with the following caveat:

Your nose firing arc (60 degrees in front of) and aft firing arc (60 degrees behind) can use the sum or difference in speeds as how far they're moving or not moving the edge of that boundary.

The problem with the Range 30/Speed 6 Sniper BBs isn't the range 30 per se; the problem is that they get several turns (often an entire game's worth) of unanswered fire, because they're not adding their speed to their range - they're only letting the opponent add the difference between their speeds every turn.  Without weighting arcs for this factor (which you've indicated is a no-go), you really can't close the door on the problem.

So, if we are thinking of costing weapons according to the hexes covered by the firing arc, that means:

X * (X + 1) / 2 + (X*Y)

The missing term here is "how many additional times does the longer ranged weapon get to fire before the shorter ranged weapon does?"

There are two parts to this term.

The first part is how many opportunities for fire there are (which can be sort of, kind of, simulated by pie wedging the firing arcs together - though it's undervaluing weapons that fire due astern)

The second part is the likelihood that a given opportunity will be taken - what's the drawback to taking the shot?

Since X is already part of the ORAT computation (by virtue of being multiplied into the base SU cost), in order to get the ORAT, you would multiply the base SU cost by:

((X + 1) / 2 + Y)

Instead of the current (X + Y) / X.

On a speed-6 ship (like Beowulf's Mississippi-class BBs), range-30 weapons have an ORAT 125% more than range-18 weapons (including the 50% surcharge):

(30 + 6) * 1.5 / (18 + 6) = 54 / 24 = 2.25

With this proposal, the increase from range 18 to 30 would be 131%:

(30 * 31 / 2 + 30 * 6) / (18 * 19 / 2 + 18 * 6) = 645 / 279 = 2.31

In other words, doing things this way might be more "accurate" -- but practical terms, the difference is negligible; about a 2.3% increase in final Combat Rating.

Assuming both ships are speed 6, and the r30 ship is not on an open map with rear firing weapons, the question is this:

How many times does the r30 weapon get to shoot before the r18 weapons get into range?

What are the odds that you'll knock enough speed off of the r18 ships that they won't get into range at all?

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