Topic: ROF Questions

Bill Su wrote:

From a power-gaming point of view, why would anyone ever design a weapon with a ROF other than 3?  The space cost, and hence offensive rating, is only double that of ROF 1.  It seems to me that the limitation of only targeting one ship with the three shots is not worth anywhere near a 33% discount (cost of 3 ROF 1 weapons is 3*(1+1) *rest_of_weapon_cost = 6*rest_of_weapon_cost, but 1 ROF 3 weapon is 1* (3+1)*rest_of_weapon_cost = 4*rest_of_weapon_cost, which is 33% less).

True -- from a relative perspective, ROF 3 is more "efficient" than PEN or DMG of 3, when compared to the base values of 1. However, from an absolute perspective, ROF is more expensive than either PEN or DMG. The (ROF+1) is in there because a weapon with a high rate of fire is more effective against fighters than one with a high PEN or DMG.

When it comes to ship-to-ship damage potential, a ship with five ROF-3 weapons is the same as one with five DMG-3 weapons, all other things being equal. However, the ROF-3 ship will pay 33% more for its weapons, because it can more effectively combat fighters than the DMG-3 ship.

On the other hand, for simulation purposes, how does one build a general weapon with a recharge or cool-down time?  In other words, how does one build a weapon with a ROF of 1/2?  (The anime-style spinal mount is a special case of this idea, but cannot be customized the way standard weapons can.)

This hasn't been done officially, but you should get reasonably balanced results by using 1.5 as the ROF multiplier for a weapon that can fire every other turn.






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Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: ROF Questions

When it comes to ship-to-ship damage potential, a ship with five ROF-3 weapons is the same as one with five DMG-3 weapons, all other things being equal. However, the ROF-3 ship will pay 33% more for its weapons, because it can more effectively combat fighters than the DMG-3 ship.

Ok, I dont quite get this here.  I see the original poster's point that to get the same effectiveness, RoF is actually cheaper relative to the other costs.

Example:

I want a weapon to have a 'firepower' of 4 (meaning it can eventually put out 4 points of damage on a max hit).

If I go with RoF 1, Pen 2, Dmg 2 (1x2x2=4), then it cost 8 times ((1+1)*2*2) x (Range*TH Mod). For say, a Range 12 that hits on a 5+ that would be 32 SU.

If I go with RoF 2, Pen 1, Dmg 2 (to get the same 'firepower' of 4), I'd pay ((2+1)*1*2) x (4 for the Range 12 and 5+) it equals 24 SUs.

So its actually CHEAPER to go with the higher RoF with everything else equal. If higher RoF is supposed to be an advantage (because of targeting Fighters or whatnot), then it should be MORE costly, not less.

The culprit here is the +1 added to the RoF calculation in the SU cost. Since its a flat penalty applied to ALL RoF (increased or not), it always behooves you to increase RoF first in order to bring up the weapon's 'Firepower'.

To make RoF cost more, it needs to have a scaling 'penalty'. So for RoF of 1, no penalty. For an RoF of 2, add .5 and for an RoF of 3, add 1

Example:

In cases above, the cost for the 1-2-2 weapon would 1 (no penalty) * 2 * 2 = 4 * 4 (for the Range 12/5+) = 16 SUs.

For 2-1-2, it would 2+.5 ( RoF penalty) * 1 * 2 = 5 * 4 = 20 SUs

Now you are actually paying more for the RoF vis a vis what would you pay to increase the weapon 'firepower' via Pen or Dmg.

So while the base rules of adding +1 to the RoF 'cost' seem to make RoF the more expensive attribute, its actually 'cheapening' it by diluting the raw value (going from 1 to 3 is three times on the actual scale, but with the +1 its going from 2 to 4 which is only double on the actual scale)

Hopefully I'm making some sense here. smile Is there something I'm missing in my calculations? Is there some reason someone would rather have increased Pen or Dmg over increased RoF (everything else even)?

Thanks for your time!

Edit...further example:

When it comes to ship-to-ship damage potential, a ship with five ROF-3 weapons is the same as one with five DMG-3 weapons, all other things being equal. However, the ROF-3 ship will pay 33% more for its weapons, because it can more effectively combat fighters than the DMG-3 ship.

Unless I'm missing something, this is not the case at all. A Weapon 3/1/1 is actually CHEAPER than a weapon 1/1/3, not more expensive. The multiplier is as such:

for the 3/1/1 its ((3+1)*1*1) which = 4

and

for the 1/1/3 its ((1+1)*1*3) which = 6

So you are actually paying more for a less effective weapon, not less.

Again, unless I'm missing the obvious here.

Re: ROF Questions

Uncle_Joe wrote:

So while the base rules of adding +1 to the RoF 'cost' seem to make RoF the more expensive attribute, its actually 'cheapening' it by diluting the raw value (going from 1 to 3 is three times on the actual scale, but with the +1 its going from 2 to 4 which is only double on the actual scale)

<snip>

So you are actually paying more for a less effective weapon, not less.

Again, unless I'm missing the obvious here.

No, I believe it is I who missed the obvious... grr...

I introduced ROF+1 to the equation because I wanted to weight ROF more than PEN or DMG for all the previously-stated reasons.

Perhaps ROFx2 would be a better solution?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: ROF Questions

ROF X 2 doesn't help.

Currently:
(R+1)PD, which is RPD + PD.

(2R)PD is just 2RPD, doesn't weight anything.

I just posted (in other thread) a suggestion for:
RPD + R

andy

Re: ROF Questions

andyskinner wrote:

ROF X 2 doesn't help.

Currently:
(R+1)PD, which is RPD + PD.

(2R)PD is just 2RPD, doesn't weight anything.

Okay, I knew that. smile

I just realized that's why I went with (R+1)PD in the first place. smile

I just posted (in other thread) a suggestion for:
RPD + R

Perhaps...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: ROF Questions

Another possible quick solution might be to move the 'base' cost to the Pen and Dmg stats instead of on RoF

For example, instead of it being:

(R+1)*P*D

its

R*(P+.5)*(D+.5)

This makes R the smaller stat and thus makes changing it have the larger effect on the total cost. Again, its not huge changes, but it is noticable (and I believe it scales up better than the (R*P*D)+R method mentioned).

Example:

1/1/1 Weapon current mult is 2, with the variant would be 2.25

Increasing RoF to 2/1/1 means old cost would be 3, new cost would be 4.5

To get the same firepower increase out of Pen or Dmg would be cheaper:

1/2/1 = 4 under old system and 3.75 under the variant

In a nutshell:

Old      -->            New

1/1/1 = 2    -->     1/1/1= 2.2
2/1/1 = 3    -->     2/1/1= 4.5
1/2/1 = 4    -->     1/2/1= 3.75

So, as you can see, with the flat cost moved to the OTHER two stats, they become less efficient to move, rather than RoF.

I *think* this should do exactly what you want it to do. The math is slightly more difficult, but with the spreadsheets in common use, that is meaningless IMO.

Thoughts?

Re: ROF Questions

yeah, can you work on the point formula for For the Masses next please smile

I'll give you ... um ... credit?

Re: ROF Questions

jimbeau wrote:

yeah, can you work on the point formula for For the Masses next please smile

I'll give you ... um ... credit?

Hmm, not sure what you a referring to with this one, but I'll take credit! big_smile

Re: ROF Questions

For the Masses is another game in the Mj12 stable.
Fantasy mass combat, usually 15mm or so scale.

It has a unit creation formula, too, that gives us fits from time-to-time...

Re: ROF Questions

Ah, OK thanks! Fantasy systems are fun too, but I only picked up Starmada yesterday. smile

I'm sure if my group gets into Starmada, we'll eventually move on and pick up something similar in scope, but in the Fantasy genre.

FWIW, I've designed both space tactical and a fantasy combat games for my own group of friends. I know how hard it can be to get those formulae and costs worked out!

At this point I'm trying to decide if I want to 'fix' the formula for Starmada before I really get into playing. I've thrown together four races so far but if a change is coming, I'll wait on building more to save the extra work.

What is y'alls usual 'policy' on something like this? Have you encountered similar things before? Do you tend to just wait till the next printing (Starmada XII  :wink: ) or do you 'update' things like this as you find 'em? In this case its not quite as simple as a rules errata....For me its a sticking point because I *know* its there and its harder for me to design 'inferior' ships on purpose.

Anyways, no biggie either way. Its just something that immediately popped out as me as I sat down to flesh out my first shipsets.

Thanks again!

Re: ROF Questions

I suppose all the people that actually play Starmada are out playing while newbies like Uncle Joe and me fiddle with this.  I suppose we're in the same boat.  smile

Anyway, in case anyone is interested, here is a comparison between the standard rule, my suggestion, Uncle Joe's suggestion, and plain R*P*D.
Note that this is only the part of the formula for these values.  You multiply this with range, a to-hit factor, and special factors.

R is ROF
P is PEN
D is DMG

A is current rule (R+1)*P*D
B is R*P*D+R
C is R*P*D (just for the sake of comparison)
D is R*(P+.5)*(D+.5) (last column only because it isn't integer)

(The first time I put it up, it was wrong, and I've had to edit it.  If you looked at it soon after it came out, sorry, look again.  I think these get emailed out, too (I use the forum), and if so, sorry for the spam.)

R  P  D    A   B   C    D
1  1  1:   2,  2,  1,   2.25
1  1  2:   4,  3,  2,   3.75
1  1  3:   6,  4,  3,   5.25
1  2  1:   4,  3,  2,   3.75
1  2  2:   8,  5,  4,   6.25
1  2  3:  12,  7,  6,   8.75
1  3  1:   6,  4,  3,   5.25
1  3  2:  12,  7,  6,   8.75
1  3  3:  18, 10,  9,  12.25
2  1  1:   3,  4,  2,   4.5
2  1  2:   6,  6,  4,   7.5
2  1  3:   9,  8,  6,  10.5
2  2  1:   6,  6,  4,   7.5
2  2  2:  12, 10,  8,  12.5
2  2  3:  18, 14, 12,  17.5
2  3  1:   9,  8,  6,  10.5
2  3  2:  18, 14, 12,  17.5
2  3  3:  27, 20, 18,  24.5
3  1  1:   4,  6,  3,   6.75
3  1  2:   8,  9,  6,  11.25
3  1  3:  12, 12,  9,  15.75
3  2  1:   8,  9,  6,  11.25
3  2  2:  16, 15, 12,  18.75
3  2  3:  24, 21, 18,  26.25
3  3  1:  12, 12,  9,  15.75
3  3  2:  24, 21, 18,  26.25
3  3  3:  36, 30, 27,  36.75

With all the Excel sheets, I'm sure someone else here could have done this.  I've seen plenty of newbies step in and try to change things, and I'm not.  But in case you guys do want to consider these values, here you go.

andy

Re: ROF Questions

Thanks for the complete breakout andyskinner. I tend to do this stuff more by hand or in my head so it helps to see it all laid out like that! smile

I think from looking at it that through all the permutations, it looks clear that 'D' is the best option from a scaling and consistancy point of view. From what I can see, it has no abnormalities or strange break points the way anything with a flat add'er does.

Like I said above (or below now...who knows?) I happened upon this cost oddity when comparing my initial designs to some published on the web and found mine lacking. One of my designs was nearly identical to another I found except that mine cost quite a bit more. A quick check showed it to be the RoF problem. My ship had higher Pen/Dmg but less RoF on some pretty big weapons...that added up to a lot of CR and space. Backtracking, I came upon the fact that no matter what else was going on, RoF was cheaper to increase than Pen or Dmg and it conveyed bonuses that the latter two did not.

Anyways, I'm still trying to decide if I want to 'fix' it for my group or not. Doing so will make designing ships seem like less of a fudge factor, but it also invalidates many of the designs found on the web or even in the original book...

Re: ROF Questions

If I know Dan, his head is cranking away on this right now.

Re: ROF Questions

Ok, after mucking around with it some more and enlisting the help of a more mathematically inclined friend, I think there are a few ways to make it possible to do what I believe is intended. But after considerable fiddling around with the results, I'm not convinced its worth the hassle.

It really opens up other cans of worms when the basic weapon formula changes and I'm sure many other values would probably have to be re-evaluated to maintain consistancy.

I also have a list of other items that I've seen that might be worth a mention if anyone is interested in further rambling. I hesitate to post it at this point because I dont want to look like I'm trying to bash the system or something.... :oops:

Overall, I'm impressed with the job that the CR system does considering the extreme number of variables involved. I think it just has to be used with the understanding that its not a 'tournament' system and is definately going to open to, if not exploits, then at least min-maxing. And again, I have no problems with that given the flexibility that the system allows.

Thanks again for reading my ramblings! smile