Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Nahuris wrote:

However, at the same time, this particular ship design is nothing but the same thing... It is designed to use the turn based nature of the game, and the fact that they can continue to just fly away to give them the advantage.

Who actually plays with turn limits?  Outside of specialised scenarios or convention events where things have to end at a certain time, I can't remember the last time I played Starmada (or any other starship combat game) with a set turn limit.  We usually play till one side or the other gives up, either by acknowledging they're doomed and "striking their colors" or by disengaging by distance or hyperdrive if they're able.

Different standards, I guess.  Never regarded the turn limits in the rulebook as having any validity in a "real" fight.

Rich

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

hundvig wrote:

Who actually plays with turn limits?  Outside of specialised scenarios or convention events where things have to end at a certain time, I can't remember the last time I played Starmada (or any other starship combat game) with a set turn limit.

Used them to great confudity (is that a word?) in the VBAM Campaign wherein both Noel and I used the "end of game" to our advantage.

Things change when you play a campaign.

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

murtalianconfederacy wrote:

Yeah, I know the ones you mean. They had 6 11-inch guns and were the first real post-Ironclad pre-dreadnought battleships the Germans/Prussians had. Im tempted to say Kaiser Freidrich was perhaps one of the class, but I'll know for sure when I get home.

Found out the info. It was the Brandenburg class that was laid down in 1890. It had 6 11-inch guns in three dual turrets, plus a secondary battery of 8 4.1-inch guns. Later German pre-dreads would massively increase the secondary armament (sometimes reaching 18 guns of roughly the same calibre as the Brandenburg's secondaries), but with smaller primaries (the Kaiser Frederick III had four 9.4-inch guns, whereas even the second-line British battleships of the time had four 10-inch guns (thinking specifically of the class of two 'fast battleships' that Fisher, in the Far East, made his flagship)

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

murtalianconfederacy wrote:

As to the whole Inverted range-based ROF/PEN/DMG issue, I agree that weapons such as that should be allowed...but maybe make them into a piece of special equipment, like a spinal mount.

Ugg, That would make things even more complex. Why treat them any different than any other weapon ability? I would rather see them with an SU mod of 2.9999 than treated as special equipment. smile

murtalianconfederacy wrote:

I've never really heard or read of any weapon in SF that has a weapon getting more powerful as it goes along.

Well using the Inverted Range Modifier weapon ability in Starmada does just that. It creates a weapon that gets better as the range opens.

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Okay, maybe I should have expressed myself better. I meant more powerful, as in the optimal damage for a weapon increases. Inverted Range Modifiers I can understand--maybe a missile with a targetting computer that is more accurate as it travels, or something to do with a hyperspace weapon. The Inverted R-B ROF/PEN/DMG issue, however, is something that I don't have a realistic-sounding explanation for.

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

murtalianconfederacy wrote:

Okay, maybe I should have expressed myself better. I meant more powerful, as in the optimal damage for a weapon increases. Inverted Range Modifiers I can understand--maybe a missile with a targetting computer that is more accurate as it travels, or something to do with a hyperspace weapon. The Inverted R-B ROF/PEN/DMG issue, however, is something that I don't have a realistic-sounding explanation for.

See my post above, where I gave reasonable PSB for each...

Rich

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

japridemor wrote:

we are going to price the new Inverted Range-Based DMG/PEN/ROF at 1.3 x 1.6 or 2.1 total. Comments?

The modifier should be x2.3.

Definitively.

Yup.

smile

Seriously, here's how I came up with that:

Basically, the idea is that you'll likely get more (and more effective) shots at longer ranges, for the following reasons:

(1) You're going to want to keep the range open.
(2) There are more hexes at longer ranges.
(3) Early hits are worth more (learned at cost during the banked-weapons fiasco...)

So, the three range bands are "weighted": short x1, medium x2, long x3.

A normal weapon has the same dice at all ranges, so:

1x1 + 1x2 + 1x3 = 6

An inverted-range-based weapon would have twice the dice at medium range and thrice the dice at long range, so:

1x1 + 2x2 + 3x3 = 14

14 divided by 6 is 2.33...

This is essentially how we determined the range-based mods in the first place:

3x1 + 2x2 + 1x3 = 10

10 divided by 6 is 1.66...

And it is also appropriate for the inverted modifiers. If you have a 5+ base to-hit, you have 50% more hits at short range and 50% fewer hits at long range, so:

3x1 + 2x2 + 1x3 = 10

When inverted, this becomes:

1x1 + 2x2 + 3x3 = 14

So the modifier for inverted mods should be 1.4, not 1.3. Multiplying the mod for range-based by 1.4, you get 2.33, or what we've already decided should be the modifier for inverted-range-based.

Thus, japridemor's approach was sound to begin with -- but inverted mods is undercosted slightly.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

All of this discussion has me really wanting to release the Extended Appendices material I had put together...

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Shouldn't the overall range be the prime determinent controling the S/U size cost of a weapon.
I'm probably missing something for sure.

I'm a firm believer that "Range is King, Accuracy his Prime Minister and Damage is his Right hand Man". Therefore in order of importance it goes like this:
  Primary: If you can't reach me you can't hit me.
  Secondary: Even if you can reach me, if you can't hit me you can't hurt me.
  Tertiary: Even if you can hit me, if you can't hurt me, you can't kill me.

Therefore, If I can hit you and destroy you over the course of a few turns, with my weedy 1 hit, 18 inch range weapon, it doesn't matter if you have the capability to destroy a llarge planet with your Scout Frigate if all you have is a range 3 weapon you will not get to use it.

???
Roy

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

KDLadage wrote:

All of this discussion has me really wanting to release the Extended Appendices material I had put together...

And you haven't because...?

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Ironvein wrote:

Shouldn't the overall range be the prime determinent controling the S/U size cost of a weapon.

Well, range is ONE prime determinent of SU cost -- it is, after all, a multiplier unto itself.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

KDLadage wrote:

If only the large expansion I wrote for Starmada (including things like Inverded range based DMG and the like) were publishable... sad

And it isn't because....?