Topic: balance of "generic" weapons vs special rules

I wrote up pretty basic designs for my GZG NSL fleet.  The overall design was probably pretty boring.  I just started with the smallest with hull 1 and increased the size and what was on each one.  Not a lot of "purpose" in mind.  The only real theme I had was lots of guns (increased tech level of weapons), low to medium shields, and I after fitting (or almost fitting) into the intended hull size, I increased the hull by 1, giving an extra check box in the damage tracks.

I played a time or two with them, and am thinking of going back and redesigning.  I'd like to keep the overall feel (these are Evil Empire type ships), but use a bit more imagination and purpose in design.

I have a question about the relative balance between weapons with traits vs more generic ones.  Most of my weapons had were 2/1/1 (ROF/PEN/DMG) or 1/1/2 or 1/2/2, I think.  A friend with similar designs and I played together against someone who used a lot of weapon traits, and we got pretty well blown out of the sky.  Now, I'm not saying we lost because things were unbalanced, etc.  He designed his ships with a purpose and used them that way, and I imagine that's the main difference.  (Just to be clear: nice guy, active in gaming, encourages folks to get involved.  I'm _not_ hinting anything about powergaming.)  But do you find that ships with generic weapons need to be used differently to keep up with weapons with traits?  I haven't studied them to see, but maybe I have more weapons (because of cheaper weapons), and they are spread over more arcs, so some were less efficient.  Or maybe it has to do with how long it takes to remove a ship from effectiveness.  Would you expect a fleet with mostly generic (and by that I mean no or fewer weapons traits) to be as successful?  Certainly the point system is intended to balance things out, but you still have to play to your strengths.

And there is still the matter of those teleporting marines, which I couldn't damage until the ship was destroyed (equipment).  I guess we either have to have some marines, too, or take those ships out.  But I do wish equipment wasn't invulnerable (while recognizing we don't want it used as ablative shield, either).

thanks,

andy

Re: balance of "generic" weapons vs special rules

As one who likes pretty basic, "generic" designs (I like to think of them as "interchangeable" smile), I feel your pain. Unfortunately, I don't know that there's much that can be done about it.

A purpose-built fleet that is used well is likely to win out over the vanilla fleet most every time -- especially with my die rolls.

On the other hand, a vanilla fleet is more "realistic" in that it's more strategically versatile ... for whatever that's worth in Starmada. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: balance of "generic" weapons vs special rules

Interesting, I didn't expect that answer.  Do you have a suggestion as to why?

Does it point to an issue with offensive ratings or anything?  I have an idea of the care you take with the point values, and I'm curious if these weapons are used in a way that it doesn't take them into account.

andy

Re: balance of "generic" weapons vs special rules

It's not a question of point values, IMHO, but of tactics.

With a purpose-built fleet, you have a pretty good idea of how to use your ships to their best effect.

With a "vanilla" fleet, there's almost too much choice in how to deploy your forces, move your ships, and concentrate your attacks.

I don't mean to imply that a vanilla fleet CAN'T win -- just that HOW to win is less clear; a good player can overcome this: formulate a plan and stick with it. Unfortunately, I get too caught up in the moment and tend to make some very silly decisions early on in a game and spend the rest of the time trying not to make it worse.

You said it yourself: "Play to your strengths." But if your fleet has no strengths (or EVERYTHING is a strength smile), that's easier said than done.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: balance of "generic" weapons vs special rules

I got my butt handed to me MANY times playing SFB. While Starmada isn't SFB (yet) - the simple concept that you must adhere to is relatively simple:

CONCENTRATION OF FIREPOWER

Pick a ship, and fire all weapons on ALL ships at that target until it's either dead or unable to respond, then pick another one.

The way you do that might be altered based on the systems and optional rules used, but that's the essence of the solution.

Re: balance of "generic" weapons vs special rules

Hey Andy,

I should probably chime in here right?  tongue

The ships in question are the ones I posted here:
http://mj12games.com/forum/viewtopic.php?f=30&t=1729

When I built them I tried to stick closely to the FT stats Z4 gave me. Of course I added my own twists to it but overall the theme of the fleet was one that relied on huge spinal weapons and missiles for their "big guns". I intended them to kill quickly at range. That being said they do that and do it very well.

All and all these ships saw about 20 or so games by the time I played Andy, so not only did I know my fleet pretty well but the designs were pretty pretty lean with not much wasted space. Power gamed, ya probably, but it wasn't intentional. Those 20 are what my regular opponent (Matt) and I refer to as our "Arms Race". I added Marines and teleporters and captured half his fleet... the next time we played he had Marines. He swarmed me with fighters... the next time we played I added anti-fighter weapons to my destroyers.

Having said all that though, Matt and I have definitely implemented a few house rules from our games with the TDC. Capping out multipliers at 3x being one of them. Piercing and Increased Impact can utterly destroy ships with little shields and it got to the point where sometime I'd be rolling 15 DMG dice. We both thought that was a little too good. So now at most the Diplomat's Spinal Laser can roll at most 9 DMG dice in our games.

Another thing that seems to make a big difference in ships designs is weapon arcs. Most of my arcs are forward facing. Matt's are broadsides however. To be as effective as possible Matt needs to have targets on both sides of his ships. In a way, my weapons are more optimized because of their Arcs as the fire isn't spread out over a bigger area. Has this been taken into account in ORAT?

Re: balance of "generic" weapons vs special rules

Dave wrote:

To be as effective as possible Matt needs to have targets on both sides of his ships. In a way, my weapons are more optimized because of their Arcs as the fire isn't spread out over a bigger area. Has this been taken into account in ORAT?

No... but it has been suggested.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: balance of "generic" weapons vs special rules

If I might chime in, I once built a race that favored broadside type ships, and when up against fleets with primarily foward facing guns, I usually didn't fare very well --- the issue with broadside fleets is that when facing a single opponent, half of your weapons are useless..... The ships did great when I could force my opponent into a close ranged cluster-melee type battle... but on the standard approach and fight style battles, I was hammered on the way in.

Nahuris

Re: balance of "generic" weapons vs special rules

I think the difference here is not special rules, but the firing arcs.  Guns that face forward are easiest to work with (you move and shoot in the same direction).  You can make your heavy long range guns be [AB] and be positive that they will have targets for the first few turns.  Add the shielding rules from Iron Stars (5,5,3,3,0,0) and you can enjoy a little Starmada min/maxing for most scenarios (unless your enemy has piercing +3).

Personally, I like the more realistic approach that a ship will need weaponry in all directions at some point and thus design them that way.  I also use Starmada for campaign games, so I might not have the needed special weaponry (but I always have the front arcs).

-Bren

Re: balance of "generic" weapons vs special rules

It's the nature of gaming to min-max one's forces. If you intend to destroy the enemy from far away, then you build long-range weapons designed to kill most efficiently at long range and you face them all in one direction (all frontal, or all on one side, if you intend to keep your distance).

I love Starmada's many options and so I would never suggest curtailing them simply on principle. I do think the combination of some of the weapon traits makes this sort of thing inevitable, though. In iterated games  lol  of course, the arms race syndrome mentioned will occur, which is kinda fun, and which is the counter to min-maxing in various ways.* It does trouble me, though, that certain methods seem to work best -- namely, all long range killers facing forward -- and that players who design ships that way talk about tweaking their ships, not about having to alter their strategy because there is an effective counter-strategy.

One way to mix things up would be to take a page from some miniatures games -- add terrain. Roll some dice before a game (2d6?) and place that number of asteroids in the middle section of the battlefield, each player taking turns placing one. They block LOS and prevent firing through them. It might change how you and your regular opponents play and design ships. Just a thought.

* Arms races are the basis of many of the Starfire novels. One side comes up with a new weapon and starts to win but then the enemy counters it with something new.

Re: balance of "generic" weapons vs special rules

Terrain definitely helps. We usually play with 4 asteroid fields of varying size and a planet or two. It makes for some interesting maneuvers, force splitting and tactics.

As Matt uses his BFG Imperial ships, those Iron Stars shielding rules would help him out a lot as imperial ships are supposed to have great front armor. Will those rules be included in the compilation cricket?

Re: balance of "generic" weapons vs special rules

I love terrain .....LOL

One of the best terrains we have found so far, is dust/gravel clouds.
Our house rule is that it halves the weapon ranges (rounded logically by range band) ---- if you have a weapon with range 21, as in 7/14/21 - your new range would be 12, 7 halved is 3.5, round to 4, and the new range bands are 4/8/12 --- range 12 weapons become range 6 -- 4/8/12 becomes 2/4/6 and so forth --- I make small areas marked in hexes out of grey felt to define the areas of dust / gravel -- and in special instances we compromise -- as in the ship with range 21 is 8 hexes away from a dust cloud, and fires through it - short range is 7, medium is out to 11, and long is out to 15

So far, we haven't had many arguments over it, and mixing solid terrain, such as asteroids, and then the clouds as soft terrain really spruces up the battle field. On a side note, ships going through dust clouds find that it negates stealth systems and cloaking, as the small particles smashing against the foward shields does provide enough energy to lock onto ---

We have found that the BFG Imperials, especially the heavy hitters with the broadside mounted weaponry, tend to do very well around the dust clouds. 

Nahuris

Re: balance of "generic" weapons vs special rules

We'll have to give those a try. Although, wouldn't it just be easier to count each hex in a cloud as 2 hexes for the purpose of determining range?

So a shot that pass through 3 open hexes and 2 cloud hexes would resolve as range 7? No need to halve that way.

Re: balance of "generic" weapons vs special rules

I have an idea for those who like broadside weaponed that fire similiarly to wooden warships of c200 years ago. 
Make some or even all of these broadside weapons slow firing.  It means that these ships will have to keep their speed to have of their engine ability so that they can make many U turns to fire one broadside, then the other.  Have one version of these ships with slow firing and longer range and another version with the broadside weapons firing regularly for fighting against those who can be closed with. 
It will be fun to watch you opponants try to figure out which version of these ships you have in a givin battle... :geek:

Re: balance of "generic" weapons vs special rules

Slow Firing and the rolls optional movement roll would be pretty effective.

Re: balance of "generic" weapons vs special rules

Dave wrote:

Slow Firing and the rolls optional movement roll would be pretty effective.

Zing :!:

That's a great idea!

Re: balance of "generic" weapons vs special rules

The point about firing arcs definitely makes sense to me.

I obviously need to play more, too.  smile

andy

Re: balance of "generic" weapons vs special rules

Counting each dust hex as 2 hexes would probably work in a large cloud, but if you have a narrow band of dust --- say about 2 hexes wide --- then it really doesn't have much impact on the overall targeting.....

Most asteroids, regardless of size have some metals in them --- that's the logic that we use --- the "gravel" is primarily small asteroids --- a couple feet in diameter and smaller...  actual gravel size, and actual dust, ect.

What might work is that once the LOS hits the dust cloud, all further hexes are counted as 2 hexes for range..... regardless of whether the LOS continues through more hexes of dust, or not.

Nahuris