FAPs, actual "official" reason? Anyone know?

vitalis6969

Mongoose
Ok, I was just goint through the Armaggedon FAP breakdown list at the top of the forum. Does anyone have the answer to why the FAP was made so freaking damn difficult to deal with? To the point that we need breakdown charts of what we can get and glaring holes as to what is a good way to break down your points for a fleet and what is a better way to break your points down?

I know this has been brought up before, but come on....

1 Armaggedon = 2 War, ok, simple enough
1 War = 2 Battle, again, easy
1 Battle = 2 Raid, simple simple....

1 Armaggedon = 3 Battle, Say #@#!ing what????????

There went any EASY way of calculating this game without looking at a chart every time you need to put together a game. I understand all the other stuff mentioned about you can only break down one of the points from a previous breakdown, yadda yadda yadda... But why so difficult? It makes certain breakdowns absolutely useless as you won't squeeze the most from your point as others

It almost seems if the MP team sat down to figure out the absolute hardest way to do this, then went YES!!! EUREKA, we've done it!!! and then went and had a pint... (just joking guys :wink: )

-V
 
once u get used to it its nots hard. most of us can do it straight off without looking at any charts etc. the charts are more for newer guys use i guess.
 
I guess there is hope for me yet, lol.... I've been playing for a bit, but I just cannot get my head wrapped around it. Im always going back to the chart and breakdown.

-V
 
lastbesthope said:
The trick is to spot the recursive pattern in the breakdown rules and use that.

32,16,8,4,2,1,2,3,6,12,24

Easy really

LBH

I don't understand the change from doubles/halves at the point where it goes from 2 to 3

that screws with balance surely?
 
Da Boss said:
lastbesthope said:
The trick is to spot the recursive pattern in the breakdown rules and use that.

32,16,8,4,2,1,2,3,6,12,24

Easy really

LBH

er the what?

The recursive pattern and the sequence of numbers I gave are related but not equivalent.

It starts with the cost of buying a ship 5 PLs above the current PL and descends to 1 from there, then tells you how many ships you can buy for 1FAP of yourr fleet allocation at the lower PLs

LBH
 
Indeed. The 1 armageddon to 3 battle, though, is a bum deal. Why take 3 battle choices when you can split the point into 2 war, then split a war point into 2 battle points?

It's the old 3 skirmish or 2 skirmish 1 raid split. Why pay more?
 
Wasn't the PL breakdown system originally designed to favor the Priority of the engagement? Hence you get a lower return the farther from the engagement PL. Keeps people from getting complacent with their one fleet selection.

The breakdown is pretty simple until you get to the additional one point break, that's personally what I didn't like about it. That's were people can perform the weird math that takes 10 minutes to sort out unless they've broken it up nicely for review.
 
emperorpenguin said:
it should all split down by two, infinitely easier and balanced

Easier yes, but balanced? Depends on what balance you are aiming for. I'm sure the game designers took the FAP split rules into consideration.

LBH
 
lastbesthope said:
emperorpenguin said:
it should all split down by two, infinitely easier and balanced

Easier yes, but balanced? Depends on what balance you are aiming for. I'm sure the game designers took the FAP split rules into consideration.

LBH

the FAPs breakdown means that for most of the chart a ship of a given PL is approximately worth two below it.

the "oddity" where it goes to 1.5 of the value means that that balance is skewed. We've been playtesting to make any given ship worth two below it, this "oddity" screws with that
 
Exactly, if you take Lord David's example from above, this system pretty much encourages min/maxing. I like the PL system though I think it should be broader than six catagories.

Problem is, when choosing your ships there are sweet spots that are just begging to be taken and others that would just be plain dumb to take since you get more out of other choices.

All in all, it seems an overly complex way to go about having just a few real choices anyway.

-V
 
msprange said:
lastbesthope said:
The trick is to spot the recursive pattern in the breakdown rules and use that.

32,16,8,4,2,1,2,3,6,12,24

Easy really

Freakboy.

Is that your official opinion on the PL break down or the person who made the comment?

Personally I really dislike the 1,2,3,6 as it doesn't make sense when it goes 4,2,1 in the other direction.

Why would you take 3 Raid ships for 1 War point, when you could take 1 Battle, and 2 Raid... whilst there are some very good raid ships out there such as the Prefect, its nowhere near as powerfull as a Primus.

K>I>S>S works every time....
 
The reason the FAP get skewed as you move farther from the Priority of the battle is to encourage you to use mainly ships near the actual battle Priority. That way you don't get some clown bring dozens of patrol ships into a war engagement or a warship on patrol. It helps to give more reason to take different fleets depending on the situation rather than just taking the same ships every battle.
I like the system.
 
cordas said:
Why would you take 3 Raid ships for 1 War point, when you could take 1 Battle, and 2 Raid... whilst there are some very good raid ships out there such as the Prefect, its nowhere near as powerfull as a Primus.

Maybe point is to discourage smaller ships appearing in higher priority? Afterall you don't send 40+ hermes against single octurion in RL unless there's good reason. While hermeses might win they would lose heaps of them in process which a) cost lots of money b) cost lots of human lives.

Right tool for right job. War level ships should bear the brunt in war priority. Raid level ships are more at home in raid level :D
 
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