Topic: New weapon trait

Thoughts?

EXTRA SHIELD DAMAGE (x1.5?): A weapon with the Extra Shield Damage trait, as the name implies, is designed specifically to knock out the target's defenses. Each damage die rolled by such a weapon, in addition to its other effects, automatically inflicts one shield hit on the target.

Example: An Extra Shield Damage weapon scores three points of damage on a target. Three dice are rolled, coming up 2, 3, and 5. As a result, two hull hits (3 and 5), one engine hit (2), four shield hits (3 plus three extra), and a weapon hit (5) are inflicted.

EDITED to fix error in computation of shield hits.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New weapon trait

Seltorian Shield Cracker!

Re: New weapon trait

cricket wrote:

Thoughts?

EXTRA SHIELD DAMAGE (x1.5?): A weapon with the Extra Shield Damage trait, as the name implies, is designed specifically to knock out the target's defenses. Each damage die rolled by such a weapon, in addition to its other effects, automatically inflicts one shield hit on the target.

Example: An Extra Shield Damage weapon scores three points of damage on a target. Three dice are rolled, coming up 2, 3, and 5. As a result, two hull hits (3 and 5), one engine hit (2), two shield hits (3 plus one extra), and a weapon hit (5) are inflicted.

Wait a sec, it seems that the description of the weapon is worded such that your example should have  done 4 shield hits, while in the example you only applied the extra shield damage on the die that came up a shield hit(?) Which is correct?
Erik

Re: New weapon trait

Blacklancer99 wrote:

Wait a sec, it seems that the description of the weapon is worded such that your example should have  done 4 shield hits, while in the example you only applied the extra shield damage on the die that came up a shield hit(?) Which is correct?

:oops:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New weapon trait

cricket wrote:
Blacklancer99 wrote:

Wait a sec, it seems that the description of the weapon is worded such that your example should have  done 4 shield hits, while in the example you only applied the extra shield damage on the die that came up a shield hit(?) Which is correct?

:oops:

Thanks for the clarification...bet you though we weren't paying attention, hmm!  lol

thedugan wrote:

Seltorian Shield Cracker!

Yeah, that was my first thought, then a couple of other example of "shield-breaking" weapons came to mind, specifically the Grav Lance from the Honorverse and Grapeshot from the Lost Fleet Books (which is almost always used to soften up an enemies shields as two fleets approach each other) I'm sure there are others out there, and this trait will be a welcome addition if it becomes canon.
Erik

Re: New weapon trait

This of course leads to two more traits:

-----

EXTRA ENGINE DAMAGE (x1.5?): A weapon with the Extra Engine Damage trait, as the name implies, is designed specifically to knock out the target's engines. Each damage die rolled by such a weapon, in addition to its other effects, automatically inflicts one engine hit on the target.

Example: An Extra Engine Damage weapon scores three points of damage on a target. Three dice are rolled, coming up 2, 3, and 5. As a result, two hull hits (3 and 5), four engine hits (2 plus three extra), one shield hit (3), and a weapon hit (5) are inflicted.

-----

EXTRA WEAPON DAMAGE (x1.5?): A weapon with the Extra Shield Damage trait, as the name implies, is designed specifically to knock out the target's weapons. Each damage die rolled by such a weapon, in addition to its other effects, automatically inflicts one weapon hit on the target.

Example: An Extra Weapon Damage weapon scores three points of damage on a target. Three dice are rolled, coming up 2, 3, and 5. As a result, two hull hits (3 and 5), one engine hit (2), one shield hit (3), and four weapon hits (5 plus three extra) are inflicted.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New weapon trait

I like them all -- but is 1.5 enough? Especially for weapon damage...

Re: New weapon trait

MadSeason wrote:

I like them all -- but is 1.5 enough? Especially for weapon damage...

Well, that's why it's "1.5?" smile

My initial thinking:

If you have all three, that's identical (mathematically) to having four damage dice, at least in regards to system damage -- 3.33 engine hits; 3.33 shield hits; 3.33 weapon hits. The cube root of 4 is 1.6. I dropped it to 1.5 because no additional hull damage is inflicted.

But that's just an initial guess...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New weapon trait

You might look at it this way. For Extra Hull Damage, you are charging x3 for a guaranteed Hit against something that would otherwise have only a 1 in 2 chance of being Hit. For Extra Engine Damage, Extra Shield Damage, or Extra Weapons Damage, you would be charging for guaranteed Hits Against systems that would otherwise have a 2 out of 3 chance of not being Hit. Keeping the same ratio of cost to benefit for Extra Engine Damage, Extra Shield Damage, and Extra Weapon Damage that there is for Extra Hull Damage, I come to the conclusion that the Traits: Extra Engine Damage, Extra Shield Damage, or Extra Weapons Damage should cost x4.

Re: New weapon trait

JohnRobert wrote:

You might look at it this way. For Extra Hull Damage, you are charging x3 for a guaranteed Hit against something that would otherwise have only a 1 in 2 chance of being Hit. For Extra Engine Damage, Extra Shield Damage, or Extra Weapons Damage, you would be charging for guaranteed Hits Against systems that would otherwise have a 2 out of 3 chance of not being Hit. Keeping the same ratio of cost to benefit for Extra Engine Damage, Extra Shield Damage, and Extra Weapon Damage that there is for Extra Hull Damage, I come to the conclusion that the Traits: Extra Engine Damage, Extra Shield Damage, or Extra Weapons Damage should cost x4.

I disagree with a x4 multiplier. A ship that loses all of its hull is destroyed - victory points to the opponent. A ship that loses all of its engines merely can't move, it can still use Hyperdrive (if it has it) and can still fire if it has range and arcs. A ship that loses its shields can still move and shoot, its just easier to explode. A ship that loses its weapons can still escape. In all three cases, the ship isn't providing my opponent with victory points and in two of the three results, I wouldn't even consider the ship a mission kill as it is still able to provide a threat, although a diminished one. I'd consider x 2, 2.5 or even putting it on par with Extra Hull Damage, but not more than Extra Hull Damage.

Heck, even double damage is only a x2 multiplier and it would cause more overall damage than any of the Extra (x) Damage.
Looking at the example from above: The same rolls we'd get would be - four hull hits (3 and 5), two engine hits (2), two shield hits (3) and two weapon hits (5) - that's 10 overall points of damage, versus the 8 of the Extra Shield Damage.

Re: New weapon trait

The difficulty is that, in Starmada AE, system damange (engines, weapons, shields) are considered "incidental" to hull damage. Thus, it's easy to say that Extra Hull Damage is worth x3 because it does three times the hull damage of a weapon without EHD (0.5 vs. 1.5). With system damage, you're degrading a ship's effectiveness, but you're not getting any closer to blowing it up.

I agree 1.5 is probably too low for Extra Shield Damage; but probably too high for Extra Engine Damage... maybe something like 1.8 for ESD, 1.6 for EWD, and 1.4 for EED. Multiply them together, you get x4.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New weapon trait

While you are thinking about the subject, how would you cost a trait common to many game systems.  I have seen it called Point Fire, Precision Fire, Primary Beams, Needle Beams(in Full Thrust and in Starfire), and Non-Lethal Fire (in Star Fleet Battles where the Federation is obliged to use it). It consists of firing at a ship (usually at a penalty to Accuracy) and if the shot hits, the attacker chooses which system (Engines, Shields , or Weapons) is damaged. This looks to be equivalent to Extra Engine Damage, or Extra Shield Damage, or Extra Weapon Damage taken with the Trait: No Hull Damage, but should one take the highest multiplier or the average of the three multipliers? Further, should the multiplier be raised because which system is affected can be decided by the attacker during play (rather than being decided when the ship is designed)?

Re: New weapon trait

cricket wrote:

I agree 1.5 is probably too low for Extra Shield Damage; but probably too high for Extra Engine Damage... maybe something like 1.8 for ESD, 1.6 for EWD, and 1.4 for EED. Multiply them together, you get x4.

I think 1.5 might be about right if you made it so that an extra shield hit occurred for each damage die that actually hit shields instead of for every damage die.

Re: New weapon trait

prader wrote:

I think 1.5 might be about right if you made it so that an extra shield hit occurred for each damage die that actually hit shields instead of for every damage die.

I'm not sure what you're saying --  example, please?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New weapon trait

Sure.

A weapon with "extra shield damage" hits doing three damage dice. The results are 1, 4, and 6. Doing a point of Hull damage, a point of engine damage, TWO shield damage (one for the roll +1 for extra shield DMG), and one weapon damage.

Re: New weapon trait

Hooray!

cricket wrote:

I agree 1.5 is probably too low for Extra Shield Damage; but probably too high for Extra Engine Damage... maybe something like 1.8 for ESD, 1.6 for EWD, and 1.4 for EED. Multiply them together, you get x4.

Those sound about right...  of the three, though, EWD caused the most fearful grimaces in our group.  ESD may actually be more effective, but our gut reaction said that being defanged sucks.

JohnRobert wrote:

While you are thinking about the subject, how would you cost a trait common to many game systems.  I have seen it called Point Fire, Precision Fire, Primary Beams, Needle Beams(in Full Thrust and in Starfire), and Non-Lethal Fire (in Star Fleet Battles where the Federation is obliged to use it). It consists of firing at a ship (usually at a penalty to Accuracy) and if the shot hits, the attacker chooses which system (Engines, Shields , or Weapons) is damaged. This looks to be equivalent to Extra Engine Damage, or Extra Shield Damage, or Extra Weapon Damage taken with the Trait: No Hull Damage, but should one take the highest multiplier or the average of the three multipliers? Further, should the multiplier be raised because which system is affected can be decided by the attacker during play (rather than being decided when the ship is designed)?

Couldn't you just increase your weapon's accuracy by 1 and then use Directed Fire all the time to achieve an analogous effect?  Or have a trait that ignores the penalty for DF at a reasonably low cost (probably at 1.3 or 1.4, since Anti-Fighter is largely similar at around that price)?

Re: New weapon trait

...Or have a trait that ignores the penalty for DF at a reasonably low cost (probably at 1.3 or 1.4, since Anti-Fighter is largely similar at around that price)?

This would make a lot of sense I think, especially since it wouldn't require any real rule changes. Hmm, "Pinpoint"-trait?
Cheers,
Erik
PS Pinpoint and No Hull Damage, the choice of space pirates everywhere!  wink

Re: New weapon trait

prader wrote:

Sure.

A weapon with "extra shield damage" hits doing three damage dice. The results are 1, 4, and 6. Doing a point of Hull damage, a point of engine damage, TWO shield damage (one for the roll +1 for extra shield DMG), and one weapon damage.

Hrm. Interesting. I like that, but my gut feeling is that if it is called Extra (X) Damage, it should work like Extra Hull Damage only with (X) instead of Hull. That way no one gets confused.

Re: New weapon trait

I think that he means a slightly different weapon trait, Double shield damage.  Whenever a shield hit is rolled , a 3 or 4, when determining which systems are hit, each of these 3 or 4 rolled does two shield hits, not one. :shock:   
This could lead to the same doubling ability for engines & weapons.  It would be not as devistating as Extra Shield, weapon, or Engine, just double damage to the specific when its number comes up in rolling where damage goes...
Hope this helps, :ugeek:

Re: New weapon trait

Perhaps two series of traits are optimal:

1) Extra * Damage - does a point of * damage per damage die, regardless of the result of the damage roll.  Existing example: Extra Hull Damage.

2) Double * Damage - does an extra point of * damage whenever a point of * damage is rolled.  Existing example: Double Damage (which applies to all damage types).

Re: New weapon trait

Nomad wrote:

Perhaps two series of traits are optimal:

1) Extra * Damage - does a point of * damage per damage die, regardless of the result of the damage roll.  Existing example: Extra Hull Damage.

2) Double * Damage - does an extra point of * damage whenever a point of * damage is rolled.  Existing example: Double Damage (which applies to all damage types).

Hrm. I think I like this m'self. Gives you options for something along the lines of the Shield Cracker for the Selts - (Extra Shield Damage; No Hull Damage) or something not quite as dangerous to one system (Double Shield Damage) or something devastating to one system (Double Shield Damage, Extra Shield Damage - What?!? Two or Four shields every hit!?)

Re: New weapon trait

Ooh, and No * Damage.  I forgot that one.

And yeah, I could really see using something along the lines of Extra Shield Damage, Ignores Shields, No Hull Damage with a long enough range to wear down their shields in the opening (maybe Minimum Range, too, if you don't mind exceeding the trait limits).

Re: New weapon trait

The Declutch Staller Limpets- Striker; Size 5; Speed 15; Attack 5+; Defense 0; Extra Engine Damage, No Hull Damage, Double Engine Damage.

These missiles were developed by pirates to 'enhance' their ability to capture prime cargo, or facilitate an escape from an untenable situation. They target an opposing ship's energy systems, attaching to cables and other weak areas, leeching power off of the engines, though the loss of power there can also have adverse effects on weaponry and shields.

Re: New weapon trait

This would seem to need a Table like the one for using two Range-Based traits on the same weapon.

    Double Hull Damage: *1.5.

      Double Engine Damage: *1.2.

        Double Shield Damage: *1.2.

          Double Weapons Damage: *1.2.

            Double Engine Damage & Double Shield Damage: *1.4.

              Double Engine Damage & Double Weapons Damage: *1.4.

                Double Shield & Double Weapons Damage: *1.4.

                  Double Engine Damage, Double Shield Damage, & Double Weapons Damage: *1.5.

                    Double Hull Damage & Double Engine Damage: *1.7.

                      Double Hull Damage & Double Shield Damage: *1.7.

                        Double Hull Damage & Double Weapons Damage: *1.7.

                          Double Hull Damage, Double Engine Damage, & Double Shield Damage: *1.9.

                            Double Hull Damage, Double Engine Damage, & Double Weapons Damage: *1.9.

                              Double Hull Damage, Double Shield Damage, & Double Weapons Damage: *1.9.

                                It would be easier and only slightly more costly to just use Double Damage.

                                  No Engine Damage: *0.9.

                                    No Shield Damage: *0.9.

                                      No Weapons Damage: *0.9.

                                        No Engine Damage & No Shield Damage: *0.8.

                                          No Engine Damage & No Weapons Damage: *0.8.

                                            No Shield Damage & No Weapons Damage: *0.8.

                                              No Engine Damage, No Shield Damage, & No Weapons Damage: *0.7.

                                                No Hull Damage & No Engine Damage: *0.6.

                                                  No Hull Damage & No Shield Damage: *0.6.

                                                    No Hull Damage & No Weapons Damage: *0.6.

                                                      No Hull Damage, No Engine Damage, & No Shield Damage: *0.5.

                                                        No Hull Damage, No Engine Damage, & No Weapons Damage: *0.5.

                                                          No Hull Damage, No Shield Damage, & No Weapons Damage: *0.5.

                                                          Re: New weapon trait

                                                          After some re-calculation of the probabilities involved, I revised the previous posting and am fairly confident that it it close to correct. I am less confident about the following, but they may not be too far off. They are also close to what you would get by multiplying the modifiers together and rounding.

                                                            Double Hull Damage & No Engine Damage: *1.2.

                                                              Double Hull Damage & No Shield Damage: *1.2.

                                                                Double Hull Damage & No Weapon Damage: *1.2.

                                                                  No Hull Damage & Double Engine Damage: *0.9.

                                                                    No Hull Damage & Double Shield Damage: *0.9.

                                                                      No Hull Damage & Double Weapons Damage: *0.9.

                                                                        Double Engine Damage & No Shield Damage: *1.1.

                                                                          Double Engine Damage & No Weapon Damage: *1.1.

                                                                            Double Shield Damage & No Engine Damage: *1.1.

                                                                              Double Shield Damage & No Weapon Damage: *1.1.

                                                                                Double Weapon Damage & No Engine Damage: *1.1.

                                                                                  Double Weapon Damage & No Shield Damage: *1.1.

                                                                                    Double Hull Damage, Double Engine Damage,& No Shield Damage: *1.6.

                                                                                      Double Hull Damage, Double Engine Damage,& No Weapon Damage: *1.6.

                                                                                        Double Hull Damage, Double Shield Damage,& No Engine Damage: *1.6.

                                                                                          Double Hull Damage, Double Shield Damage,& No Weapon Damage: *1.6.

                                                                                            Double Hull Damage, Double Weapon Damage,& No Engine Damage: *1.6.

                                                                                              Double Hull Damage, Double Weapon Damage,& No Shield Damage: *1.6.

                                                                                                No Hull Damage, Double Engine Damage,& No Shield Damage: *0.8.

                                                                                                  No Hull Damage, Double Engine Damage,& No Weapon Damage: *0.8.

                                                                                                    No Hull Damage, Double Shield Damage,& No Engine Damage: *0.8.

                                                                                                      No Hull Damage, Double Shield Damage,& No Weapon Damage: 0.8.

                                                                                                        No Hull Damage, Double Weapon Damage,& No Engine Damage: *0.8.

                                                                                                          No Hull Damage, Double Weapon Damage,& No Shield Damage: *0.8.

                                                                                                            Double Engine Damage, Double Shield Damage,& No Weapon Damage: *1.3.

                                                                                                              Double Engine Damage, No Shield Damage,& Double Weapon Damage: *1.3.

                                                                                                                No Engine Damage, Double Shield Damage,& Double Weapon Damage: *1.3.

                                                                                                                  No Engine Damage, No Shield Damage,& Double Weapon Damage: *1.

                                                                                                                    No Engine Damage, Double Shield Damage,& No Weapon Damage: *1.

                                                                                                                      Double Engine Damage, No Shield Damage,& No Weapon Damage: *1.