Topic: Starship Exclusive overpowered?

Starship Exclusive cuts the cost of weapons down to 70% of its original cost, giving the ship no disadvantage except the inability to fire on fighters. The problem arises when you look at a weapon like the following:

Pulse Laser, 6/12/18, 2/2+/2/4, Piercing +2; Starship Exclusive

My pulse laser is quite a powerful weapon against ships, high piercing combined with good ROF, IMP, and very good DMG. However, using this weapon against a fighter would be a complete waste due to the increased IMP and DMG virtually going to waste. As such, there is literally no reason not to put Starship Exlusive onto it; provided that I also put weapons on this ship capable of shooting at fighters.

Essentially, my big gun gets its cost cut down by 70%, and I lose absolutely nothing but the ability to shoot down fighters with a weapons that would only be marginally useful against them anyway.

Re: Starship Exclusive overpowered?

The more I've played against weapons with the trait the more I tend to agree. I'm probably going to propose house-ruling it out.

Re: Starship Exclusive overpowered?

I've had similar experiences with it.

My gaming group and I built several ships and fought them against each other, only one of us had fighters in our design.

Two of the other players built using Starship Exclusive, one of which built a Super Anti-Ship Go Boom gun. He was only able to fit it on his ship because of the reduction granted.

When he went up again't the ship with fighters he was screwed, but when he went up against ships without, he was nearly unsinkable.

I like the idea of the trait, but I think maybe the reduction is too severe, and of little purpose against non fighter wielding ships.

Re: Starship Exclusive overpowered?

As a side node, fighter exclusive on the other hand does not grand that much advantage and not even cancels the additional difficulty for shooting at fighters. Perhaps this could also be adjusted?

Re: Starship Exclusive overpowered?

pickledteak wrote:

I like the idea of the trait, but I think maybe the reduction is too severe, and of little purpose against non fighter wielding ships.

Well, that's kinda the point.

The trait is used primarily to model genre-specific weapons (e.g. Starmada: Dreadnoughts) and its utility varies greatly depending upon the prevalence of fighters in your games.

As always, remember that the options are all intended as "take 'em or leave 'em" -- if starship exclusive doesn't work for your group, you should have no heartburn about leaving it out.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starship Exclusive overpowered?

I think it's easy to create a super-power weapon. Take some sure winner as repeating combined with a good ACC and also an inv range mode (as in the Grumm eviscerator), and give it good stats (especially a long range), and also maybe continuing damage, and you can ravage the enemy fleet. Include then Point defense, and some good anti-fighter weaponry and you will be ready against most threats. Some medium weapons will also be needed against numerous small ships (gunboat-like). And that's just a possibility.
But as a personnal choice, I prefer more challenging fleets, with a logic behind it, or those already made (both starmada sourcebook, KA/RA/AA, and other similar designs), and not uber fleets designed with a license to kill.
Starmada gives you choices and that's the beauty of that system.

Marc

Re: Starship Exclusive overpowered?

Lone Gunman wrote:

As a side node, fighter exclusive on the other hand does not grand that much advantage and not even cancels the additional difficulty for shooting at fighters. Perhaps this could also be adjusted?

It would be nice if "Fighter exclusive" included "anti fighter" in its cost.  I don't have any suggestions as to what the final cost would be, but you'd think it wouldn't be MORE expensive that "starship exclusive".

Re: Starship Exclusive overpowered?

cricket wrote:

Well, that's kinda the point.

The trait is used primarily to model genre-specific weapons (e.g. Starmada: Dreadnoughts) and its utility varies greatly depending upon the prevalence of fighters in your games.

As always, remember that the options are all intended as "take 'em or leave 'em" -- if starship exclusive doesn't work for your group, you should have no heartburn about leaving it out.

I was actually more interested in your thoughts on the matter. All of your multiplication values have math behind them (Extra Hull is x3 because you have a 1/3 chance of hitting hull, etc), and I was curious for the basis behind Starship Exclusive.

Re: Starship Exclusive overpowered?

PSYCO829 wrote:

I was actually more interested in your thoughts on the matter.

The thinking behind it was this:

If you create a dual-mode weapon, one mode starship exclusive and one fighter exclusive, the overall multiplier is x1.0 (actually, 1.05, but close enough).

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starship Exclusive overpowered?

Starship Exclusive answer: Independent Fighters. (My B-Wings can't be hit by a majority of the armament on the Star Destroyer? Sweet.)

Re: Starship Exclusive overpowered?

Alex Knight wrote:

Starship Exclusive answer: Independent Fighters. (My B-Wings can't be hit by a majority of the armament on the Star Destroyer? Sweet.)

Which is why you have a handful of super guns, and the rest be able to shoot down small ships/fighters.
Its pretty much how all our ships down in South Fl ended up looking.

Re: Starship Exclusive overpowered?

cricket wrote:
PSYCO829 wrote:

I was actually more interested in your thoughts on the matter.

The thinking behind it was this:

If you create a dual-mode weapon, one mode starship exclusive and one fighter exclusive, the overall multiplier is x1.0 (actually, 1.05, but close enough).

I think the issue that concerns people the most is there are weapon designs that are heavily geared towards starship destruction and they are just grabbing the starship exclusive to reduce the cost (because, why wouldn't you?). 

For a weapon that is [ROF 1, IMP 5, DMG 5, Catastrophic, slow loading] - it should not receive the same discount for starship exclusive as a weapon that is [ROF 5, IMP 1, DMG1, area of effect, increased hits].  The second one is much better against fighter than the first, and losing the ability to fire at fighters is a major tactical limitation - not so for the first one.

I think for the calculation of starship exclusive should be reflective on how much the weapon is really giving up by not being able to fire at fighters.  The idea equation would some how account for everything on the weapon that is a "waste" to use on fighters.  That would be complicated for sure though.  Here's just a sample of what I'm thinking of just considering impact and damage:

Starship exclusive modifier: 0.7 + 0.1 * [(IMP-1)/4] + 0.2 * [(DMG-1)/4]

I agree that the metagame is the largest factor - however most of the other modifiers were very accurately calculated based on probabilities - this one is a bit of a pickle.

-Tim

Re: Starship Exclusive overpowered?

Thing is, if I design a superweapon, I'd tend to use all three traits. For instance, try EHD, Increased Impact and Ignores Shields (so you'd hopefully get at least five/six hull hits). I tend not to use Starship-Exclusive unless I want a long-range weapon whose primary function is to try and cause some damage (like a missile bay), or something I think shouldn't be able to attack a fighter (like a rail gun).

If you don't like Starship-Exclusive, don't use it. If you don't ban it and someone turns up with a DS superlaser and blows up your ship, you could ban it or turn up with a bunch of independent fighters with bombers and 5 DEF. And do you really want to play with someone who's more concerned with winning rather than having a good time?

Re: Starship Exclusive overpowered?

murtalianconfederacy wrote:

If you don't like Starship-Exclusive, don't use it. If you don't ban it and someone turns up with a DS superlaser and blows up your ship, you could ban it or turn up with a bunch of independent fighters with bombers and 5 DEF. And do you really want to play with someone who's more concerned with winning rather than having a good time?

But we do like it - its thematic and models some of the weapons we are imagining quite well.  The only problem its it can be a bit too cost effective for some weapons.

Re: Starship Exclusive overpowered?

Marauder wrote:

I think for the calculation of starship exclusive should be reflective on how much the weapon is really giving up by not being able to fire at fighters.

Exactly. But how much it is giving up depends upon how many points of your opponent's fleet are tied up in fighters.

If, for example, it's an even split between ships and fighters, then giving up the ability to attack fighters reduces a weapon's effectiveness by 50%. Actually, starship exclusive only becomes cost-effective if the ratio of ships to fighters goes below 2:1.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starship Exclusive overpowered?

cricket wrote:

Exactly. But how much it is giving up depends upon how many points of your opponent's fleet are tied up in fighters.

If, for example, it's an even split between ships and fighters, then giving up the ability to attack fighters reduces a weapon's effectiveness by 50%. Actually, starship exclusive only becomes cost-effective if the ratio of ships to fighters goes below 2:1.

That holds true for other modifiers as well though - say "ignore shields" - useless if your opponent doesn't have shields.  But these modifiers can't take that into account - they just have to be priced for what they do in typical circumstances.  Getting screwed because your opponent brought scissors and you brought paper is just part of the fun. 

I like your logic on how you came up with the 0.7 and the 0.6 for starship exclusive and fighter exclusive respectively.  I think though that this pricing only holds true for weapons that have IMP 1, DMG 1 and no "extra hull damage" traits (and conversely anti fighter/area of effect).  As soon as you start adding imp, dmg or hull killing traits, it improves the weapons ability to destroy starships, but does not improve its ability to destroy fighters.  Thus if you were to do the same "dual mode" calculation on them the split would shift.

I'm going to work out one for our group and post it here for everyone to pick apart.

Re: Starship Exclusive overpowered?

I'm working on something for this now, but I have to confess I have a rather newbie question:


For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?  The basic rules (Section 5.3) are quite clear that IMP and DMG are wasted on fighters - just wanted to see if that still applied with Section F.1 in play.


As for determining "the cost" of starship exclusive what I'm doing is comparing cost of a weapon (that doesn't have starship exclusive or fighter exclusive) to a dual mode weapon that has both a starship exclusive and a fighter exclusive portion.  In the fighter exclusive portion I'm not including traits that have no affect on fighters (e.g. DMG greater than 1, extra hull damage, etc).  For the first trial on any weapon I use 0.7 for the starship portion and 0.6 for the fighter portion.  I then manually scale up the starship exclusive modifier until the dual mode weapon costs the same as the base weapon.

For very minor anti ship type traits (say damage 2) the modifiers are close to 0.8.  If you lay it on thicker (say Extra hull damage and DMG 5) it goes up to 0.97.   I'm going to do up a number of scenarios and then formulate a (hopefully) simple equation (no regression type analysis) that reflects it.

Re: Starship Exclusive overpowered?

My large ships have two batteries, both of which are range=18. The main guns are 1/3+/1/5 or 4  with Piercing+2 & Starship-exclusive
(we don't use Piercing=3, 2+ to hit, and max range=18,except on bases)).
Having this main battery with Starship Exclusive does save on the cost.  These ships also have 4 Laser Cannon. 1/3+/1/1.
Although it would be nice to have the mains able to hit fighters, etc, the savings in cost more than compensate.  I don't use fire-control, the SA anti-fighter, nor the semi-useless anti-fighter batteries.  It works for me...

Re: Starship Exclusive overpowered?

Sorry I had a question and it got all mixed in with my post:

Marauder wrote:

For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?


If anyone could answer that it would be fantastic.

Thanks,
-tim

Re: Starship Exclusive overpowered?

Marauder wrote:

For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?  The basic rules (Section 5.3) are quite clear that IMP and DMG are wasted on fighters - just wanted to see if that still applied with Section F.1 in play.

You never roll more than one IMP die vs. fighters.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starship Exclusive overpowered?

cricket wrote:

You never roll more than one IMP die vs. fighters.

Thanks Daniel!  Wow, that makes defense on fighters quite good!

Re: Starship Exclusive overpowered?

cricket wrote:
Marauder wrote:

For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?  The basic rules (Section 5.3) are quite clear that IMP and DMG are wasted on fighters - just wanted to see if that still applied with Section F.1 in play.

You never roll more than one IMP die vs. fighters.

Does that apply to Flotillas as well? I had been loosing entire flotillas to high IMP weapons and was wondering if I was doing it right.

Re: Starship Exclusive overpowered?

pickledteak wrote:

Does that apply to Flotillas as well? I had been loosing entire flotillas to high IMP weapons and was wondering if I was doing it right.

For flotillas, ROF and IMP always apply full value, but DMG>1 is wasted.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starship Exclusive overpowered?

cricket wrote:
pickledteak wrote:

Does that apply to Flotillas as well? I had been loosing entire flotillas to high IMP weapons and was wondering if I was doing it right.

For flotillas, ROF and IMP always apply full value, but DMG>1 is wasted.

That leaves me with 2 more questions:

1) For flotillas do you apply an IMP>1 to only one of the ships or does each successful impact roll result in one kill?
2) Do apply shield modifying traits when rolling to impact against fighters (such as piercing, ignore shields etc)?

Thanks!
-Tim

Re: Starship Exclusive overpowered?

Marauder wrote:

1) For flotillas do you apply an IMP>1 to only one of the ships or does each successful impact roll result in one kill?

Each point of impact scored on a flotilla automatically destroys one starship in the group (i.e. causes a hull hit)—no damage roll is necessary. This means that weapons with a damage value (DMG) greater than 1 waste this capability when attacking flotillas.

2) Do apply shield modifying traits when rolling to impact against fighters (such as piercing, ignore shields etc)?

Yes.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com