Topic: Weapon Abilities & Effectiveness (Moderate Data included
A friend of mine is designing his own naval combat game setting using Starmada rules, and I'm doing a lot of the ship design concepts and a fair bit of number-crunching as well. I'm coming up with some results that I want to verify and get other people's opinion on. I believe my math is close to correct, but I'm no math wiz.
Basically my results are coming up as: "The more special abilities you add, the less overall effective the weapon is vs. a Standard Battery (ie. Range 18, 4+ 1/1/1)". Are we getting diminishing returns on the higher investment on really special weapons?
We had three weapons that were the mainstay batteries of one of the fleets. I threw them up against the "Standard Battery" as mentioned above, with satistical averages determining outcomes. My main goal was to determine cost, overall hull damage, and regular damage ratios.
Gun 1: Rng 15 4+ 1/1/1 Extra Hull Dmg / Inc. Pen
Gun 2: Rng 15 4+ 1/1/1 Extra Hull Dmg / Continuing Dmg
Gun 3: Rng 15 4+ 1/1/1 Extra Hull Dmg / Inc. Dmg
Testing Parameters :
Range: 8 (medium range for most weapons)
Target's Shield: 3 (An Average Shield strength)
100 Rounds of Firing
Cost(SUs) Dmg Hull Dmg
Gun 1 vs. Std. Bat.: 4.25:1 2:1 6:1
Gun 2 vs. Std. Bat.: 3.25:1 2.28:1 6.84:1
Gun 3 vs. Std. Bat.: 5.75:1 4:1 12:1
Obviously all the weapons did a lot more damage than the standard battery, especially hull damage. This should be the case, because of the Extra Hull Damage in each weapon class. Every successful hull damage by the 'special' guns causes a point of damage to the hull, and then there's an additional 50% chance for another point of hull damage. Now normally this means that ships would be dying much quicker with these weapons due to hull loss, but I forsee a wide use of Organic and Armor-Plated hulls in the system we're designing. I'm considering the value of hull damage to be about equal to that of overall damage because of that. From the results, I'm not impressed by the 'special' guns.
So to kind of sum up what I'm asking, have your experiences been that the more 'specials' you add, the less effective the weapons are as a whole?