Topic: Power allocation

Let me preface this by saying I'm just spitballing, here. I am NOT advocating that this be a core part of Starmada -- but it might be interesting to explore when simulating certain universes.

The reason why power was never an issue in Starmada is that I thought it odd that ships would be built with more stuff than could be powered at once under optimum conditions. I still think that is a valid argument against power allocation -- but what if conditions are less than optimum?

In this system, a ship would start with a number of power points (PPs) equal to the following:

((SHIELDS + ENGINES) * HULL) + WEAPONS

For example, Admirable (hull 8 ) has 5 engines and 3 shields, plus 10 weapons. She therefore begins with 74 PPs.

Next, divide this by the number of hull points and round down (e.g., Admirable has 74 PPs; divided by hull 8 results in 9). This is the number of PPs lost per hull hit. Thus, if Admirable took 2 hull hits, she would have 56 PPs remaining (74 - 18 ).

When writing movement orders, each ship must also have its PPs split between movement, attack, and defense:

MOVEMENT = Each MP requires a number of PPs equal to the ship's (starting) hull size.

ATTACK = Each PP allows the ship to fire one weapon.

DEFENSE = Each shield point requires a number of PPs equal to the ship's (starting) hull size.

A ship cannot power any system more than its current capacity -- thus, if a ship has been reduced to 5 MPs, any power beyond what is necessary to gain 5 MPs is wasted.

This ignores special equipment, which would complicate things a bit...

Whaddaya think?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Power allocation

Dan... this is interesting. But I would "complicate" it a but further.

Shields: Require HULL x SHIELDS power to operate at full capacity. This one is good.

Engines: Require HULL x ENGINES power to operate at full capacity. However, I would assume a "cruising speed" of about 60% of the maximum speed. The ship gets this amount of power at default. Thus: a ship with an engine rating of 8 would have the power (while doing all other things) to move at 60% of 8, or 5. If it wants to operate at a speed greater than 5, then something has to give.

Weapons: A "generic" 1 point per weapon is simple, but lacking. I would have a "power required" formula that was like [(RNG x ROF x PEN x DMG)^0.5]/3

(rounded up to nearest whole number; weapon mods adding or subtracting from the calculation).

Thus, a RNG 3, ROF 1, PEN 1, DMG 1 weapon would have a power requirement of 1 PP; while a RNG 12, ROF 3, PEN 2, DMG 1 weapon would have a power requirement of 3 Power Points. That mondo RNG 18, ROF 3, PEN 3, DMG 3 weapon would have a power requirement of 8 PP.

Just an idea... but this may be far more than you were wanting to do with such a system.

Re: Power allocation

Hmm.. Id have to think about it some more...

but it would add some starch to 'increased hull damage' weaponry!

Might be a good optional rule for medium-small engagements.  In anything much larger, I fear that it would tend to result in too much bookkeeping.

Another thought, though:
All weapons same power cost?  Range 3 1/1/1 with a couple of drawbacks requires as much power to fire as a Range 18 3/3/3 Ignores-Sheilds Increased Hull Damage Extra-Damage shipcrusher?  Just seems counterintuitive.

Also, if we go with it, wed need to look at the ratio of movement cost to firing cost.  If I can move a mass 6 cruiser one less hex and fire all its guns, or one more hex and fire none... Not a tough call.

Re: Power allocation

Thoughts:

Movement Costs:
In order for a ship to move 1 hex, it needed to pay the power points (PP) needed to accomplish that movement. The movement cost is equal to the size of the ship (the hull).

Shielding Costs:
In order for a ship to engage its shielding systems, it needs to PP to raise them. The shielding cost is equal to the size of the ship (hull).

Both of these factors, as Dan Defined them, establish a scale that power points operate on. Consider that in the definitive power allocation game (Star Fleet Battles), the movement cost of most ships is in the "1 to 3 point" range, and these ships can achieve speeds as high as 30 (plus 1 for the impulse engines) in the game. Thus, having weapons at "1 to 5 point" range, makes sense.

As Marcus points out, this ratio (cost to move vs. cost to fire weapons) is an important one. No power allocation system can ignore this and remain functional, I think.

Re: Power allocation

Seems pretty simple and straight forward.  Especially if there are fixed power needs that can be recorded on the ship's SSD without need to try to recalc on the fly and slow the game down accordingly.