Re: Point-costing Range

Ken_Burnside wrote:

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.

I don't think I've said that's a "no-go". But I may have pretended not to hear the question... smile

What the current system (and even my proposed "solution") DOESN'T account for is the increased usefulness of early damage -- knocking out weapons, reducing shields before the shorter-ranged ship gets to use its limited number of return shots.

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

I really don't believe there is a definitive answer. For example, one possibility is "infinity". Just turn your r30 ship around and move away from your opponent. Thus, if the engine factors are equal, the ship with the longer-ranged weapons will always win.

Next, consider the fixed-point scenario. A starbase is 100 hexes away, with unlimited range on its weapons. You have a ship with range-X weapons and engines Y. How many turns must you weather the storm before getting to return fire?

Answer: (100-X)/Y

So, a ship with engines 6 and range 18 would have to suffer through 13.7 turns of enemy fire, while a ship with engines 6 and range 30 would have to suffer through 11.7. Increase the first ship's engines to 7, and the result is also 11.7. (Thus, engines 7, range 18 is equal to engines 6, range 30?)

By this measure, speed is MUCH more important than range... which experience shows is incorrect.

I honestly believe the best we can come up with is "reasonably close"... there will always be cases in which a combination of range and speed can be shown to "really" have a different effectiveness than that we give it in the point system.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

cricket wrote:

Next, consider the fixed-point scenario. A starbase is 100 hexes away, with unlimited range on its weapons. You have a ship with range-X weapons and engines Y. How many turns must you weather the storm before getting to return fire?

Answer: (100-X)/Y

Doesn't that assume old-style movement, where you can't accelerate over the course of several turns?

Of course, your point is even stronger taking this into effect.

Re: Point-costing Range

cricket wrote:
Ken_Burnside wrote:

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.

I don't think I've said that's a "no-go". But I may have pretended not to hear the question... smile

*laugh*  No, you said the Admiralty went "Ugggh" when something similar was proposed and it was buried with extreme prejudice. smile

What the current system (and even my proposed "solution") DOESN'T account for is the increased usefulness of early damage -- knocking out weapons, reducing shields before the shorter-ranged ship gets to use its limited number of return shots.

Indeed - which may indicate that the factor is a quadratic curve.

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

So, a ship with engines 6 and range 18 would have to suffer through 13.7 turns of enemy fire, while a ship with engines 6 and range 30 would have to suffer through 11.7. Increase the first ship's engines to 7, and the result is also 11.7. (Thus, engines 7, range 18 is equal to engines 6, range 30?)

By this measure, speed is MUCH more important than range... which experience shows is incorrect.

Null answer - because your model here assumes that both ships will retain their full speed while reaching their engagement range.  Factor in the loss of speed here, and you'll see range take its point of prominence again.

This is also why non-inertial movement systems have issues.

I honestly believe the best we can come up with is "reasonably close"... there will always be cases in which a combination of range and speed can be shown to "really" have a different effectiveness than that we give it in the point system.

I feel that you can isolate the terms of the equation - whether or not it's a worthwhile exercise given other constraints on your time is open to debate.

In general, I assume that a rear firing ship gives up 2 hexes of range every 3 turns against an opponent with identical movement values in your basic movement system.  This can vary between 1 and 0 depending on the battle setup, with 0 being the Kaufmann Retrograde)

This means the net rate of closure is 2/3 of a hex per turn.

Divide 12 by 0.667 and you get 18 turns of unanswered fire.

How likely is it that the 18 turns of unanswered fire will reduce the speed by 1 (turning the net rate of closure to a divide by zero problem)?

Re: Point-costing Range

I dont think we can ever balance this on a floating map.

We have to look at some form of fixed maps, consider the size, and run the numbers in light of that.

Re: Point-costing Range

it seems that if the issue is range, maybe it should be (X+Y)/(18/X)

a range 3 weapon, speed 6 ship would be (3+6)/18/3= 9/6= 1.5 (2)

a range 6 weapon, speed 6 ship would be (6+6)/(18/6)= 12/3= 4

a range 9 weapon, speed 6 ship would be (9+6)/(18/9)= 15/2 = 7.5 (8 )

a range 18 weapon, speed 6 would be (18+6)/(18/18 )= 24/1 = 24

a range 24 weapon, speed 6 ship would be (24+6)/(18/24)= 30/0.75= 40

a range 30 weapon, speed 6 would be (30+6)/(18/30)= 36/0.6 = 60

You pay progressively more intuitively as the range increases points-wise. (says the math-fu-less)  lol

Re: Point-costing Range

Marcus Smythe wrote:

I dont think we can ever balance this on a floating map.

We have to look at some form of fixed maps, consider the size, and run the numbers in light of that.

Ugh. Fixed maps.  THERE ARE NO WALLS IN SPACE!

The whole idea of "fixed" space maps is such a foreign concept to me.

Yes, there are objects that will not move its position.  But that does not mean maps have to be fixed.  A ship could move "off-map" relative to the non-moving object, but that doesn't mean it left the battle.  It could be making a slow turn due to very high speeds and will return in a few turns.  I've done this many times, usually by putting the miniature back on the map for movement purposes with dice near it representing how much further away the ship is.

The default map should be floating, and all balancing issues should be based on that.

---------

As for the ORAT thing, build a ship to represent a standard fighter: 1 hull, speed 10, 0 screens, 1 weapon (range=1, ROF=1, IMP=1, DMG=1, ACC=5+), hyperdrive or not.  I was aiming for a CRAT of 8-9 (an independent standard fighter squadron costs 55).  This showed me the ORAT changes to range 1 and 2 weapons.

The game does have a range 1 "weapon": anti-fighter batteries. Why not let the other weapons have a range of 1?

Re: Point-costing Range

cricket wrote:
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.

Opps.  I totally was working on the wrong two letter code.  SU instead of CR!  :oops:   Still, make too big of a change and all ships will have to be recalculated (that doesn't sound all that fun honestly).

-Bren

Re: Point-costing Range

GamingGlen wrote:
Marcus Smythe wrote:

I dont think we can ever balance this on a floating map.

We have to look at some form of fixed maps, consider the size, and run the numbers in light of that.

Ugh. Fixed maps.  THERE ARE NO WALLS IN SPACE!

The whole idea of "fixed" space maps is such a foreign concept to me.

Yes, there are objects that will not move its position.  But that does not mean maps have to be fixed.  A ship could move "off-map" relative to the non-moving object, but that doesn't mean it left the battle.  It could be making a slow turn due to very high speeds and will return in a few turns.  I've done this many times, usually by putting the miniature back on the map for movement purposes with dice near it representing how much further away the ship is.

The default map should be floating, and all balancing issues should be based on that.

---------

As for the ORAT thing, build a ship to represent a standard fighter: 1 hull, speed 10, 0 screens, 1 weapon (range=1, ROF=1, IMP=1, DMG=1, ACC=5+), hyperdrive or not.  I was aiming for a CRAT of 8-9 (an independent standard fighter squadron costs 55).  This showed me the ORAT changes to range 1 and 2 weapons.

The game does have a range 1 "weapon": anti-fighter batteries. Why not let the other weapons have a range of 1?

Given the following:
1.)  Floating Map
2.)  Lack of Scenario Objectives other than victory

How do you design a point balanced game?  Victory will ALWAYS go to the ship with the greatest range, the greatest speed, and rear-mounted weapons.  (Assuming there are no hard upper limits on Range and Speed... we currently have a hard limit at 30 on range.  You can further 'quasi' increase your range by mounting Stealth Systems)

So... every ship in Starmada has a Stealth System and rear-mounted range 30 guns.  _every_ ship, because on a floating map, nothing else beats that.  Nothing at ALL, if their fast enough to outrun fighters.  (Which they can be, they only need a peashooter).

I dont want to play the game that way.  I dont think anyone else does, either, but the degree to which we force players to go 'Hmm, do I want to win or have fun' is bad for the game, IMHO.  Part of the 'Fun' for me is playing as hard as I can, win or loose.

If we force people not to play 'hard' to have a fun game (Because the designs that come out of playing 'hard' are no fun), then you get a situation where whoever looses feels like if they had just tweaked a BIT more (say, like their opponents.. true or not, thats how the guy who lost WILL feel) then they wouldnt be the one watching their beloved fleet melt like a snowman in rain. 

I agree, I really do.  Floaty maps make sense, fixed maps dont.  But fixed maps -work-, rules wise.. floaty maps dont.

Unless, of course, everything is BUILT for the fixed map, with that as an assumption.. and then the players agree to play floaty (in light of their forces).  That can work okay.  But building for floating maps leads to abberations.

Re: Point-costing Range

Floating maps can be balanced...they just can't be balanced easily with non-inertial movement.  Inertial movement changes things a lot even if it's not vector driven.

The other thing to do to compensate is make the 6 firing arcs that point out the front and the rear of the ships cost more to cover their effectiveness.

Re: Point-costing Range

As a long time Starmada player, what changed to make this an issue?

In Compendium it was part of the core rules to for it to be possible have range 24 standard weapons and range 40 spinal mounts.

In X range 33 spinal mounts were still possible.

Several of the standard navy's in both Compendium and X employed these.

Oddly in AE none of them do.

Further the current IS designs seem to treat range 15 as the default max range for the IS setting. This is lower than it has been in the past. Previous editions all had designs that maxed the range for many ships. This is pretty logical for any navy. The navys with exceptions to this had ways around it (cloaking for example) and didn't need to have long ranges.

Rightfully any navy will design ships to have an ability to hit max resolution range or have a good reason not to.

It is also unfair to compare ships designed under different assumptions. One designed using optional rules not available to the other will give unfair results.

And yes Tech controls a battle just as much as this current range discussion. A navy with significantly higher tech levels will control a battle. Consider the Vorlons/Shadows vs the younger races in B5 or the Borg in Star Trek.

If your opponents are all under the assumption that all techs are –2 and max weapon range is 9 and you design a navy with tech 0 and range 18 weapons; the same situation will occur. The later navy will dominate and destroy much of the opposing fleet before it can close.

Starmada portrays this very well. It doesn't matter that you have more ships.  big_smile

Also with all the terrain rules in AE I think the material is there to spice up a battlefield a lot. I would expect that most battles should take place around such for objective purposes.

Deep Space battles would be rare. Navys will always want to fight to their advantage or for an objective. A cloaking pirate navy that raids shipping will only engage an opposing fleet if it has to. Perhaps after its main base/manufacturing facility deep in an asteroid belt is discovered and a fleet has been dispatched to destroy it. Is this an optimal situation for the attacker, certainly not, but it's the only way to stop the raiders.

Re: Point-costing Range

GamingGlen wrote:

Ugh. Fixed maps.  THERE ARE NO WALLS IN SPACE!

The whole idea of "fixed" space maps is such a foreign concept to me.

Tell us what you really think.

Yes, there are objects that will not move its position.  But that does not mean maps have to be fixed.

Actually, it might.

A ship could move "off-map" relative to the non-moving object, but that doesn't mean it left the battle.

Actually, it might.

There are no walls on a land-based battlefield, either (generally speaking). But the battle is being fought in a particular place at a particular time. If a force moves away from that place, they are conceding the battle at that place and at that time to their opponent.

The same holds true in wet-navy conflicts, which is the default analogy for space games.

Whether fighting over a point in space (planet/station), a "space-lane", or an off-map asset (convoy), the battle is occurring at that location for a reason. Battles between opposing forces for no other reason than to eliminate the opposing fleet are very rare -- and notoriously hard to engage in (as the Japanese learned in WW2) and even harder to press home (ask the British after Jutland).

Now, further remember that this is a game -- and in a game (instead of a "simulation") many things will be abstracted; not least of which are the concepts of victory and defeat.

Therefore, Starmada makes the assumption that driving off the opponent is a "mission kill" and as good as making the other ship blow up real good. For this to have any relevancy whatsoever, a fixed map is necessary.

The default map should be floating, and all balancing issues should be based on that.

You have an opinion, and I don't disagree with it. My personal preference is for a floating map -- especially when playing vector or semi-vector movement rules -- but I also will allow ships to "disengage" as desired and move off the map as if it were fixed.

Finally, please note that a fixed map is the default in Starmada. In fact, officially-speaking, the floating map is not yet an option in the Admiralty Edition (although the concept is ubiquitous enough that most players who want to will institute it without even thinking).

In other words, while a floating map may be desirable for some players, it's not as if a fixed map is a completely wacked-out concept. There are some valid reasons for it.

The game does have a range 1 "weapon": anti-fighter batteries. Why not let the other weapons have a range of 1?

For precisely the reason you've discovered. The rounding issue completely mucks up the math when the numbers get too small.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

Marcus Smythe wrote:

So... every ship in Starmada has a Stealth System and rear-mounted range 30 guns.  _every_ ship, because on a floating map, nothing else beats that.  Nothing at ALL, if their fast enough to outrun fighters.  (Which they can be, they only need a peashooter).

Exactly. If you run away from me, shooting me with your butt-lasers, I should win. You've conceded the battlefield to me.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

Silvaris wrote:

As a long time Starmada player, what changed to make this an issue?

Nothing has really changed: and I'm not sure yet that it's an issue, especially with the "surcharges" for extreme ranges.

But I don't think we've ever really had the conversation; so I thought it was appropriate to talk about it.

Several of the standard navy's in both Compendium and X employed these.

Oddly in AE none of them do.

The reason: The fleets in AE were all redesigned by me. And I prefer medium-ranged weaponry and reasonably-sized ships.

It is also unfair to compare ships designed under different assumptions. One designed using optional rules not available to the other will give unfair results.

But that's just the point -- Starmada's underlying assumption is that you can take two forces designed by two different players with different philosophies and a battle between them will be balanced.

This may or may not be true in practice, but it's the goal -- so if there are concerns raised about a particular tech or combination of tech, I have to pay attention to it.

As I've said before, "balanced" does not mean "random" or "50/50 chance of winning". Each side should have a reasonable chance of victory, provided they use appropriate tactics, not only for their own force, but also in reaction to their opponent. There's a difference between an "unbeatable" tech or combo and one to which an individual player hasn't (yet) figured out how to effectively respond.

And yes Tech controls a battle just as much as this current range discussion. A navy with significantly higher tech levels will control a battle. Consider the Vorlons/Shadows vs the younger races in B5 or the Borg in Star Trek.

In Starmada terms, the Vorlons/Shadows and/or Borg should only dominate the battle if their CR total is higher -- not just because of a tech advantage.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

I agree with the theory that points=points, Cricket... however, my play experience does not entirely bear that out.

In my experience, all other things being equal, higher tech fleets TEND to outperform lower tech fleets (unless the higher tech fleet pretends its a seeking weapon, closes, and swaps licks at point blank range).

In general, Higher Tech fleets have...
1.)  Faster ships.  This gives them an initiative advantage.
2.)  Tougher Ships.  This multiplies the initative advantage, due to the fact that they retain their firepower, and more importantly mobility, longer.
3.)  Longer Ranged Weapons.  Even without the "Range 30 butt-shooting" style play, attacking effectively first is always good.  A higher tech fleet will tend to eliminate some of its enemies firepower in unanswered volleys.
4.)  Broader Arc Weapons:  Combines very nicely with #1 above.
5.)  More weapon modifiers:  Even elminating abusive combinations, well chosen weapon mods are a force multiplier, especially when you control the pacing and range of the battle to maximize your advantages.  See #1 and #3 above.

The Lower Tech Fleet has:
1.)  More hulls.  LOTS more hulls.  This can be very good, but also tends to result in faster loss of firepower (Most ships have weapons left when the last hull box goes).
2.)  More hull boxes.  LOTS more hull boxes.  Similar to #1, above, but makes the lower tech fleet alot more resilient against bad luck, and causes it to do well if it can get to point blank and slug.
3.)  More raw dice of damage, though less modified.  A Tech level -1 fleet with unmodified medium-to-short narrow arc weapons will be throwing Buckets O Dice.  Buckets.  And any high tech ship that lets a -1 Tech fleet get to close range and in arc gets EXACTLY what it deserves.

Thus, if they both just go for the gusto, it tends to balance out.  But the higher tech fleet gets to play range games, it gets to pick range and timing, its probably got lots of neat tech toys (ECM is CRIPPLING to most low tech fleets, which already tend to have short range and not-great to-hit numbers).

As a result, the higher tech fleet, despite being 'points equal', TENDS to be advantaged, at least in the general condition 'open or at least large map, no VC's other than killing the other guy' condition. 

If you nail the high tech fleets foot down, by giving it a convoy or a base or an invasion force to protect... or even by forcing IT to go do something within the range of the low-tech-fleets guns... or set a clock running in the background... then it works out alot better, too.

An unsatsifying answer, but I wonder how many of the percieved problems with SM go away if we set scenarios and scenario objectives more often?

Re: Point-costing Range

Thank You Marcus Smythe for being far more articulate than I am.

Nahuris

Re: Point-costing Range

Marcus hit the nail on the Tech-head with what I've been seeing as well.  It is possible for a lower tech fleet to win...but they gotta work at it...and it tends towards the Pyrrhic. wink

Generally speaking...again...unless you're really doing campaign type stuff...tech levels should be within 1-3 points of each other to be "fair".

Re: Point-costing Range

I think allot of this discussion could be avoided with an increased cost for the higher tec. levels. My feeling is that the current tec. level costs might be to low, and not taking in account for the "First Shot" advantage.


I would also suggest maybe cheaper movement costs. Have movement costs cheap compared to weapon costs. You could easily make this starship game a game of maneuver if movement costs were cheaper.

But: would faster moving ships make the game more interesting?

I would think so, because of the success of Star Fleet Battles. I am not saying change the game to Star Fleet Battles but making this a game of maneuver like SFB could not hurt.

Re: Point-costing Range

there's no cost for tech levels. The cost increase is because more "Stuff" can be packed on a ship.

However, you could decrease the bonus for stuff-packing.

I am not very excited about strange and complicated surcharges for extra-long-range weaponry. either the math is correct or it isn't those arbitrary numbers just don't feel right...

I reserve the right to change my mind often and without reason.

Re: Point-costing Range

Inari7 wrote:

I would think so, because of the success of Star Fleet Battles. I am not saying change the game to Star Fleet Battles but making this a game of maneuver like SFB could not hurt.

Star Fleet Battles is a game of maneuver for many reasons:

1) Effective weapon range is approximately 1/3 of the distance a ship can travel, and you get many many firing opportunities per turn.

2) Firing a weapon costs you something.  Power points or time as they recycle.

3) Defenses have arcs just like weapons do.

4) Seeking weapons act as terrain to be avoided or shot down as you fly through it - recall that every weapon expends a resource (power, or ammo).

Re: Point-costing Range

cricket wrote:

Exactly. If you run away from me, shooting me with your butt-lasers, I should win. You've conceded the battlefield to me.

If I have Regen and I am wrecking you with my "Butt-Lasers", I will give you a hint, you aren't winning.

Running away to regroup or to repair then returning to the battle seems perfectly logical to me. The only reason I can see for any complaint would be if your opponent keeps doing that every like 2-3 turns and the game takes forever.

Seriously, turning tail to recover or regroup then coming back full force has always been a viable tactic.

Re: Point-costing Range

The concern isnt someone breaking off to regroup or reform.. the concern is fleets built to maximize ultra long range firepower, speed, and the ability to run away while shooting, so they can never be engaged by an opponent who doesnt have max range weapons and/or insane speed.

Re: Point-costing Range

Hello everyone!

There has been much written about the types of ships I play;
Main weapons = 14 Inch Plasma Guns:  {R=30, 1/3+/1/2 Piercing}.
I wish that my friends up here in NE Fla near Jacksonville and my friends down in S Fla would post their designs on this excellent forum.  Then everyone would see why I have ships such as these Mississippi class BBs with twelve of these 14" Plasma Guns.  It is because my friends design ships that also have many long range weapons.  :shock: 
My friends in St Augustine often marvel at the designs others have used and actually have wanted to play a game where all of our ships "Invade" the Starmada Universe as described in the ISS Book and conquer it <LOL>.  The ships of my gaming friends here in Florida are also very formidable.  When I am able to triumph, it is only with much maneuvering and some fancy play.  We usually have 3.000 to 4,000 points per person. sometimes 2 or 3 on a side.  These games are a lot of fun and I look forward to them. 
For those interested, we are playing at Gaming Glen's store in Davie, Fla (near Ft Lauderdale) on Monday July 7 @ 1pm.
It will be a blast!  8)

Re: Point-costing Range

That would be very cool to see.  And to watch as the fleets change doctrine to accommodate the differences and sacrifices all have to make.

Go for it man!

Re: Point-costing Range

PSYCO829 wrote:

If I have Regen and I am wrecking you with my "Butt-Lasers", I will give you a hint, you aren't winning.

I might be. It all depends on how you define "winning".

For example, as there are no walls in space -- if you run off with your butt-lasered regenerating ships, I might not be there when you get back.

Because Starmada is a game, not a simulation, we've got a very specific yet abstract definition of victory -- destroy or drive off more ships (or more points' worth of ships, actually) and you win.

Obviously, in a specific scenario or in a campaign, the definition of victory will be altered -- but the point system is intended to balance the "typical" one-off battle as described in the rulebook.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point-costing Range

One of the ships that Beowulf fears:   :wink:

(25) Far Trader-class Merchanter: Century Eagle

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

X: Quad-mounted Laser Cannon: 2/4/6, 4/5+/1/1
[ACE][BDF]

Special: Hyperdrive; Transport (20); Marines (1); Cargo (74)
Note: The marine contingent is actually the ship's crew as most often these ships are manned by rough individuals, usually ex-military personnel.  Real combat troops should not have any problem, but should be wary of possible surprises.

(miniature used: Free Trader, Traveller RPG)

lol