Topic: Ablative Armor playtesting results and further questions

Initial solo testing seems to indicate that..

1.)  In scenarios where ships have trouble hurting each other quickly, ablative armor is on the cheap side.

2.)  In scenarios where ships kill each other rapidly, ablative armor is under-effective for the cost.

Breakpoint seems to be when one side starts killing, or nearly killing, at least one enemy ship every turn.  The ablative hull ships retain effectiveness better through early fire, so show very well in a low firepower scenario.. their at full effectiveness while their opponents are loosing weapons, shields, and engines.  Once the firepower goes up, the ablative armor ships greater resilience matters less, as the ablative armor gets shot right through, and the ship has less residual hull to take damage on.  Result, the 'normal' fleet is killing ships faster, while the ablative fleet is hulking, but not killing the normal fleets ships (or not as fast), such that it has to put more fire into them to get points, and to prevent their remaining weapons from firing.

In general, Id suggest anyone using ablative armor go for longish range gengagements, especially with heavily shielded craft, with good electronics, and possibly under erratic manuvers.  The opponents of such a fleet should probably try to up the tempo of battle, by getting in their face and forcing a decisive action more quickly.

================So, advantage goes to whoever mainthy76jins 45b the initative (the above confusion on the keys brought to you by our housekitten, Dell.  Dell wanted to contribute, so I allow his contribution to stand).

Anyway, the advantage goes to whoever has the initative, and may thus dictate the pace of the engagement.

Now, onto the question:
Formally, Ablative Armor is based on the value of Hull, and is Hull in some respects.

So.
1.)  Does the 'Organic Hull' system work to repair Ablative Armor? (I assume no)
2.)  How would a system, similar to 'Organic Hull', but only functioning to repair ablative armor, be properly costed?  (I guesstimate at 1.5, or half the modifer of Organic Hull)

Idea is to try to use ablative 'armor' to duplicate regenerating shields...

Anyway, TTFN!

Re: Ablative Armor playtesting results and further questions

Marcus Smythe wrote:

1.)  In scenarios where ships have trouble hurting each other quickly, ablative armor is on the cheap side.

2.)  In scenarios where ships kill each other rapidly, ablative armor is under-effective for the cost.

Not that I doubt your results, but I am intrigued that there is a difference. As "pseudo-hull", the effectiveness of ablative armor should not depend upon other factors... :?:

1.)  Does the 'Organic Hull' system work to repair Ablative Armor? (I assume no)
2.)  How would a system, similar to 'Organic Hull', but only functioning to repair ablative armor, be properly costed?  (I guesstimate at 1.5, or half the modifer of Organic Hull)

1) No.

2) I wouldn't.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ablative Armor playtesting results and further questions

RE:  Pseudo-Hull

Ablative Armor is peseudo hull, yes, but you get relatively less surviability from it than you would from normal 'hull'

Three points of ablative armor add as much to the CR of a vessel as 2 more points of hull.. but two more points of hull require, on average, 4 hits to destroy, rather than the 3 that the ablative armor does.

My testing was done with Hull 6 Ablat 3 generic cruisers (Speed 3, Shields 3, 3 Range 18 4+ 3/1/2 guns) vs. the same cruiser, only with 8 hull and no ablat.  (Speed, shields, and weapon mount numbers were chosen to make sure the damage chart was the same for both vessels).

Basically, when there wasnt alot of fire back and forth (long range, small ship numbers), the Ablat ships were loosing ablat armor, while the Hull ships were loosing hull.. and shields.. and weapons...    This usually gave the advantage to the Ablat ships.

When I tried again with 4 v 4, and had the 'normal' ships close the range as fast as they could, the tables went the other way... there was enough firepower going back and forth that the Ablat ships would have all their ablat armor shot off, as well as loosing all of their hull, pretty quickly.  The normal ships, OTOH, seemed to 'hold on' just a little longer.  Usually just a hulked wreck, but its not victory points till you kill it, and if its got a gun still shooting, you want to kill it quick.

As I mentioned above, when you consider that the ablat ship will take, usually 15 damage to destroy (First 3 kills the 3 ablative armor, next 12 kill the 6 hull) versus the 16 that the normal-hull ships can sustain (16 damage to destroy 8 hull) it makes some sense.  That said, my results may be suspect, because they conform to my initial estimates, and I may have made (subconcious) firing and manuver choices that tend to create the condition I already anticipated existing.

Also, I only had time for a handful of games, and given how much 'noise' is put into the results by rolling dice, I have a feeling wed need alot more play to figure out what the actual 'signal' on the system value is, if any.

Thats one of the joys and heartbreaks of wargame design where there are alot of dice... its very difficult to nail down the exact play value of something, especially in light of all variables... but its also really hard to be convincingly wrong, unless your way out of bounds.


As for organic 'armor', that is to say regenerating ablatiave armor.. I was literally just discussing that with my best friend (the fertile source for many of these ideas), and we pretty much decided that the 'swing' effect was too great... too easy to get a system that is either valueless (because the ship carrying it gets immolated in one shot) or drastically over-effective (because through a combination of shields and regenerating armor, the foe can never get enough fire in to get ahead of the regeneration and find the crunchy center).
While the second effect MIGHT be appropriate for certain settings (Shadows vs. Low-Tech B5 races, for example), Im not sure I'm comfortable with it on a general-purpose play system.

Re: Ablative Armor playtesting results and further questions

:idea: Try the same ships again, but make only this one change:  Increase the amount of hull & ablative armor.  Let one ship have  16 hull and the other ship have 10 hull with 9 ablative armor.  This should make a difference.  At the point where each ship has had 9 hits get thru their shields, the Ablative armored ship will have all of its systems intact.  The nine internals on the 16 hull ship will knock down shields, knock out weapons & engines.  It should impair its fighting ability.  Although it should have 11 or 12 hull left vs the 10 on the ablative armored ship, the loss of weapons, shields, and engines will leave it with less combat ability.  0r, at least, logic and statistics would predict this.  :shock:

Re: Ablative Armor playtesting results and further questions

Actually, Beowulf, thats exactly the result I got.  As long as your not killing a ship every turn, the ablative armor is a good buy, because it preserves the ships systems, perhaps most importantly its screens. 

Once you start killing a ship every turn, it cant have that preservation effect, and the ablative fleet falls behind.

Re: Ablative Armor playtesting results and further questions

Hello again Marcus,

I played Starmada today, and am playing again Sunday. 
:idea: I have made an Ablative-Armor version of the 24 Hull  "Improved USS Mississippi" that is listed in the 'Basin.  I calculate that by dropping the Armor Plating, and adding 20 Ablative Armor, this ship's CR becomes 1317. 
(Please let me know if this is inaccurate).   

I plan to play 2 of these battleships with escorts in a big battle that 4 of us are playing @ Wardogs here in Jacksonville on Sunday. Each player gets 3000 points, two players on a side.   I will let everyone know how this turns out. 
[The game today in St Augustine was awesome; Sunday's should be excellent also]

Re: Ablative Armor playtesting results and further questions

-blink blink-
20?
:shock:

By my calculations, that would be correct.  (I got 1316.  Same difference)  However, I must admit that I never anticipated ablative armor in such... large amounts.

I expect that in such... quantity, ablative armor will prove very valuable, probably moreso than its cost.  I can't anticipate your opponent will be able to punch out that much ablat in a single turn, so umm.. yeah.

Let us know how it goes.

Re: Ablative Armor playtesting results and further questions

Twenty Ablative-Armor may sound excessive; but hey, if ur gonna protect ur ships, Protect them well :!:
Ironically, there is a parallel in what we are doing and the game Full Thrust, which my friends and I played 'til we discovered Starmada. 
With most Full Thrust weapons, any hits a ship takes go first to armor.  As a result, my ships in that game had lotsa armor; almost as much as they had hull.  Just like the Ablative-armor editions of the refitted Mississippi class BBs
Then the Kre'Vak came in with Kinetic Penetration Weapons.  These did only one armor per hit, then the rest of the damage was all hull damage.   As a result, I changed all of my Full Thrust ships to have adequate armor, and lotsa hull. 
A weapon that one of my friends used yesterday, down in St Augustine, is similar to these "K-guns.  His weapon is: {range=18, 3+ to hit, 3/1/3, with "double hull hits" taken twice}.  We presumed that this weapon ability from the ship designer that works with Open 0ffice means 'extra hull damage'.  So each hit that gets thru does six hull hits +  3 damage-roll hits.  He also had 2 TD&R on this ship; Very brutal.  If these become more popular, it will be better to have Armor plating back, even if it means deleting the Ablative armor. 
I am not sure if a ship can have both... :?

Re: Ablative Armor playtesting results and further questions

Marcus Smythe wrote:

-blink blink-
20?
:shock:

Well, that's not all that much, all things considered... with existing Armor Plating, that 24-hull ship goes up to an effective 36.

I expect that in such... quantity, ablative armor will prove very valuable, probably moreso than its cost.  I can't anticipate your opponent will be able to punch out that much ablat in a single turn, so umm.. yeah.

But remember, the ship is point-costed as if those 20 armor points are 16.7 extra hull hits -- so it's the same as if the ship had 40+ hull for Combat Rating purposes.

I really hope to try it myself soon, but I don't think it's gonna be a huge game-breaker...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ablative Armor playtesting results and further questions

BeowulfJB wrote:

Twenty Ablative-Armor may sound excessive; but hey, if ur gonna protect ur ships, Protect them well :!:
Ironically, there is a parallel in what we are doing and the game Full Thrust, which my friends and I played 'til we discovered Starmada. 
With most Full Thrust weapons, any hits a ship takes go first to armor.  As a result, my ships in that game had lotsa armor; almost as much as they had hull.  Just like the Ablative-armor editions of the refitted Mississippi class BBs
Then the Kre'Vak came in with Kinetic Penetration Weapons.  These did only one armor per hit, then the rest of the damage was all hull damage.   As a result, I changed all of my Full Thrust ships to have adequate armor, and lotsa hull. 
A weapon that one of my friends used yesterday, down in St Augustine, is similar to these "K-guns.  His weapon is: {range=18, 3+ to hit, 3/1/3, with "double hull hits" taken twice}.  We presumed that this weapon ability from the ship designer that works with Open 0ffice means 'extra hull damage'.  So each hit that gets thru does six hull hits +  3 damage-roll hits.  He also had 2 TD&R on this ship; Very brutal.  If these become more popular, it will be better to have Armor plating back, even if it means deleting the Ablative armor. 
I am not sure if a ship can have both... :?

I played full thrust before coming to Starmada.. so I'm familiar with the addition, and then deletion, of massive armor belts.

As for the 'K Gun' weapon your friend is using.. while I dont have that version of the SXCA in front of me, id double check that 'double hull hits' is the same as 'extra hull damage'.  The author might have meant something else (Id just double check the multiplier.. if its x3, its extra hull damage.. extra Hull Damage is a BIG multiplier!)

Side note.. your friends weapon, assuming that its using the x3 mutliplier, may be too expensive for what hes getting... the 'normal' weapon does .5 hull hits per damage roll.  The 'extra hull damage' weapon does 1.5 hull hits per damage roll (because it always hits at least one hull), and thus costs 3 times as much.  If this weapon always does 2 hull, plus the roll, its average damage is 2.5 hull hits...  or 5x as much as the normal weapon.  However, hes paying 9x as much as the normal weapon, if hes appling that modifier twice.

wish I had a copy of that one in front of me.

As for whether or not the 'extra hull damage' of an extra hull damage weapon ignores the ablative armor... I suppose it really ought to, since ablative armor is priced appropriate to preventing the normal damage roll.  Hmm, thats kinda cool... 'extra hull damage' weapons would then do 1 hull damage, and also knock off a point of ablative armor (and not get to roll).

Re: Ablative Armor playtesting results and further questions

cricket wrote:
Marcus Smythe wrote:

-blink blink-
20?
:shock:

Well, that's not all that much, all things considered... with existing Armor Plating, that 24-hull ship goes up to an effective 36.

I expect that in such... quantity, ablative armor will prove very valuable, probably moreso than its cost.  I can't anticipate your opponent will be able to punch out that much ablat in a single turn, so umm.. yeah.

But remember, the ship is point-costed as if those 20 armor points are 16.7 extra hull hits -- so it's the same as if the ship had 40+ hull for Combat Rating purposes.

I really hope to try it myself soon, but I don't think it's gonna be a huge game-breaker...

Oh, it makes sense, when I think about it... I just tend to be pessimistic about systems I dream up (better to be conservative about my own stuff.  A 'too bad' system just goes unused.  A 'too good' system distorts the game.  And I'm a cheeze monkey, so I have to take ideas I'm attached to with a grain of salt). 

And the scale of combat Beowulf discusses is outside my normal experience.  My current navy boasts a 400 point, 12 'hull' (8 hull box, 6 ablat) heavy cruiser that is usually a ship of the line.  I have some trouble wrapping my head around the leviathans.

Beowulf.. my apologies if anything I said sounded critical!  Just kinda threw me for a loop.

Re: Ablative Armor playtesting results and further questions

Marcus Smythe wrote:

And the scale of combat Beowulf discusses is outside my normal experience.  My current navy boasts a 400 point, 12 'hull' (8 hull box, 6 ablat) heavy cruiser that is usually a ship of the line.  I have some trouble wrapping my head around the leviathans.

Too true.

I'd be happy if we still capped hull sizes at 12, like in the first versions of the game. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ablative Armor playtesting results and further questions

Oh, now, I'm not going to go that far.  I do like having as broad a possible spread of 'ship classes', and to match the mass listed in numerous backgrounds one really has to use the higher numbers (Sharlin War Cruiser?  Imperial Star Destroyer?)

I just... wow.  My biggest DN is a 16 huller, and I've never put it on the board. 

Then again, I DID design a 50-Hull Starbase, capable of building 2 12 hull cruisers at the same time and with more firepower than really bears contemplation, at around 7000 CR... so my hands arent ENTIRELY clean in all of this.  -grins-

Re: Ablative Armor playtesting results and further questions

The 24 hull DNs that I frequently play may seem a little big.  But I think of the "refitted USS Mississippi" class as being 12 hull ships with the 'compendium-style Reinforced Hull.  It is an effective design, but from time to time, one of them has been destroyed. 

The 5800 point battle that we played on Wed in St Augustine involved ships of all sizes from 10 hull spinal-mount CR = 262 to the 24 hulled DNs.  The entire battle took less than 3 hours to play, even with battle satellites, and long-range fighters involved.  It was a blast. 

The smooth play of Starmada makes even large battles such as these easy to handle.  Again, my complements to the designers. 

Having to keep the enemy in "C" or "D" arc is a challenge, but overthrusters help... I use the level 3 shields as screens. Keeping them up in the right direction is definitely not always easy. :shock:

Re: Ablative Armor playtesting results and further questions

I can't countenance not building ships larger than 12. Thats just a CA to me...:D

Re: Ablative Armor playtesting results and further questions

Hello everyone,

Three of my friends and I played a 6,000 points-a-side game today.  I played two of my California class BBs, escorted by a DD that carries 40 drones.  The details on these BBs, which have 20 ablative armor, can be found in the Bourbaki Basin.  The battle took c2 hours 45 min.  The usefulness of Ablative armor was conclusively proven.   Yet the cost being too low was also very obvious.  The cost now is three of the ablative armor costs the same as two hull.  Based on analyzing the battle and discussing this with my friends, I think the cost should be that three of the Ablative armor costs the same as four hull.

There were several reasons we think the cost should be doubled.  First, the armor absorbs hits just as hull, but unlike hull, this ab-armor protects shields, weapons, engines, & equiptment completely, until all of it is gone.  It is thus better than hull so should cost more. 

A comparison of these 2 nearly identical ships listed in the Boubaki Basin is useful: 
When USS California takes 18 internals, it looses no systems, just ab-armor, and is still fully effective.  When the previous "refitted USS Mississippi", takes 18 points of damage, its a different story!   Assuming average distribution of hits, the Mississippi will loose 3 weapons, 3 engines, all three shields, 3 equipment, and c6 hull (instead of ablative armor, it has armor plating).  Although repairs can be made, the shields cannot be brought to 3 again, the 3 weapons, if repaired, won't fire as well.  Clearly, the Mississippi is now much more vulnerable, especially if no shields get repaired and it has to rely only on its PDS for protection.  Given the randomness of repair rolls, this can happen.  This also leads me to conclude that the cost of Ablative armor should be increased.   What do others think?

I enjoy having the Ablative armor on my ships, but want to calculate its cost accurately & fairly. 
(Perhaps then my friends will let me use it again) 
We are playing again on Wednesday 7/25.  big_smile

Re: Ablative Armor playtesting results and further questions

BeowulfJB wrote:

There were several reasons we think the cost should be doubled.  First, the armor absorbs hits just as hull, but unlike hull, this ab-armor protects shields, weapons, engines, & equiptment completely, until all of it is gone.  It is thus better than hull so should cost more.

Indeed ... which is why it currently does cost more than hull. Every hit you take on your armor removes one point, while only 50% of the hits you take after the armor is gone will eliminate a hull point. So, the armor (at 2/3 hull) costs 33% more than it "should".

However, I have been thinking that it should be more -- but 4/3 is a bit much, IMHO. Increase it to Armor = Hull and see how it goes.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ablative Armor playtesting results and further questions

Good idea Daniel,
I will give it a try, with the
cost of Ablative Armor = the cost of hull,
and see what happens.  Hopefully I can convince my friends to let me use ships with Ablative Armor again.

Re: Ablative Armor playtesting results and further questions

This fits what I was seeing...

No navy has the firepower to one-turn-kill your hull 20+ 20 Ab armor meganaughts, so the strength of ablative armor shows very strongly, but the weakness wont be at issue.

I imagine if you put ablative armor on your strikeboats, it wouldnt seem so useful  smile


One thought might be to handle ablative armor like expendables, though in reverse... have ablative armor cost relatively more on big ships than on small ones (because on big ships you can pile on lots, and it will get a chance to do its job.. unlike smaller ships, where its more likely to be punched through and the ship killed, all in one turn)

Re: Ablative Armor playtesting results and further questions

Actually, my experience with the one or two hull small ships is that only limited firepower is directed at them.  They are only in range when my big ships are in range.  So if my opponent fires too many weapons at them, he is not firing less at my BBs.  So often just a little firepower is directed at them.  With 2 or 3 ablative armor, these small ships would survive this shot, and require a second shot to be destroyed, further reducing hostile fire at the big ships.  My small ships now have PDS and level 2 screens, forward firing weapons and spinal mounts.  They strengthen the front shield and usually can only be penetrated on a roll of "6".  Sometimes they are harder to damage than the bigger ships.

I have a plan  to deal with the slower ships referred to in another posting, with only AB arcs.  Keep your fleet the same, but have a small "DDG" = 40 drone carrying ship with one launch bay.  It can launch all 40 drones in 2 turns.  Slow ships are very vulnerable to these.  If possible, have the drones hit the big slow ship not in the front shield, but in a side or rear one.  The turn that these drones are going to hit, get your fleet in range.  The drones will probably reduce his shields and make him vulnerable to that turns firing.  Clobber the big ship with your entire fleet!!!  This works for me every time...

Re: Ablative Armor playtesting results and further questions

We played a 4 player game of Starmada today in St Augustine.   Each player got 3,500 points of ships; 7000 points per side.  I had ablative armor on my battleships pointed the same as if it were hull.  The battle went smoothly, taking about two and a half hours.  Having ablative armor cost the same as an equal number of hull points seemed to be the correct cost and is very user-friendly.  My friends are even now busy adding it to their ships.  Daniel, your idea of   Ablative armor cost = hull cost   is excellent!   big_smile

It makes it easy to use the ship generator programs too.
The way we do it is to design the ship, then decide how much armor you want to add, then increase the ship hull size by that number, and note the new CR.  Then reduce back to the original size, print the SSD and pencil in the armor and the new cost.

For an example, your 15 hull ship costs 1100.  You want to add 10 armor, so  print out the 15 hull ship.   Then on the ship designer, temporarily increase the hull size to 25 and note this costs 200 more.  So on the SSD you just printed, pencil in 10 armor boxes, cross out the 1100 and replace it with 1300, the new CR of the 15 hull ship with 10 Ablative armor added.  Probably the best place to pencil the 10 armor circles is under the shields.  There usually is plenty of room there.  This is how my friends & I up here in N. Fla. have been doing this. 
(I hope we are not in error)   :shock:

Re: Ablative Armor playtesting results and further questions

BeowulfJB wrote:

It makes it easy to use the ship generator programs too.
The way we do it is to design the ship, then decide how much armor you want to add, then increase the ship hull size by that number, and note the new CR.  Then reduce back to the original size, print the SSD and pencil in the armor and the new cost.

This will give you a good approximation, but it isn't totally accurate, as the ablative armor should only increase the point cost on the DefRat side -- hull size is also used on the OffRat side, although to a minimal extent.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ablative Armor playtesting results and further questions

Well, if the original version of Ablative Armor had 3 boxes worth exactly as much as 2 hull, and the new version has one box worth exactly as much as 1 hull, wouldn't that.. umm.. get you there?  The way Beowulf is doing it?

Im mildly confused.   :?

Re: Ablative Armor playtesting results and further questions

Marcus Smythe wrote:

Well, if the original version of Ablative Armor had 3 boxes worth exactly as much as 2 hull, and the new version has one box worth exactly as much as 1 hull, wouldn't that.. umm.. get you there?  The way Beowulf is doing it?

Yes, it would. But only for the defensive rating; i.e., instead of HULL x SHIELD RATING, it becomes (HULL + ARMOR) x SHIELD RATING.

However, I was pointing out that the hull size also has an effect on the offensive rating. From A.2.1: "A starship's base offensive rating is: Hull Size x (MPs + 1)".

And I'm saying that armor should not impact this part of the equation. However, changing the hull size in the SXCA will change that part of the equation, so the resulting CR is not completely accurate.

That's all. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ablative Armor playtesting results and further questions

Ahh.. I thought it had been decided that the armor had -exactly- the same impact on the CR as did hull, rather than merely the same impact on the DRAT as did hull.

My misunderstanding!