Ship creation rules...

Chernobyl

Cosmic Mongoose
with a new edition and new game mechanics around the corner, I'm thinking it might be time to have a set of these. It would help to balance the game?

Chern
 
I think that'd be a great idea. It sometimes feels like new stats are generated using one of these:

wof_bonus.jpg
 
Chernobyl said:
with a new edition and new game mechanics around the corner, I'm thinking it might be time to have a set of these. It would help to balance the game?

Chern

You mean hull 4 X points, hull 5 Y points etc?

Won't work.
 
tneva82 said:
Chernobyl said:
with a new edition and new game mechanics around the corner, I'm thinking it might be time to have a set of these. It would help to balance the game?

Chern

You mean hull 4 X points, hull 5 Y points etc?

Won't work.

good sound reasoning there :lol:

although I am inclined to agree on the basis that you will just end up with far to many ship types, it will be a nightmare to keep track of, you will end up checking each others ships, their will be people who cheat and rely on people not to check, and it's just a big can of worms waiting to be oppened.
 
Having ship creation ship rules, I think would help the game. In general, it would help keep the ships balanced and it would give players an idea on how to create balanced ships.
 
I love making things up but not sure there is a template that the designes work too - may get the battletech syndrome - but with Beams instead of Gauss Rifles.

However if it is a optional rules and not usuable without opponetns permisison/ tournament etc could be interesting?
 
I'm certain such a mechanism exists, but I would suggest that

1). The Hull-Damage value calculation will be highly nonlinear.
2). The effects of 2/90 and SM will be a huge void for exploitation, as the combat value is also massively dependent on the quality of the weapons array
3). GEG values will be very difficult to judge
4). Don't even get me started on trying to conceive of the values of the +1 Rangers/Vree crew quality bonus

A correct formula is probably so difficult it would make my head hurt. Triggy's calculations would be a start, but I guarantee once people actually see the formula, the ride pimpage would start, twisting the balance in it like the One Ring destroyed Smeagol. It's what we, as gamers, do -- it's called "powergaming", and there are lot of 'em out there.

And it would damage the whole point of the Priority Level system. Even if you don't like it (and would rather have points), it's positive argument is that it maks buying a fleet super-easy. Now, building your fleet and verifying your opponent's could be a process longer than Car Wars. Yeek.
 
I would be in favour of creating variants using existing hulls stripped down as a start point, rather than building whole new ships from scratch.
 
I think the only way this would be possible wold be for a kind of shipyard data file where hull types were matched with weapon systems that could be carried and racial traits such as the ranger and Vree bonuses were already built in.

So hull x can carry 2 weapon systems A1 and A2
the AD and range are dependent on the level of the ship or standardised to the weapon type or a mix of the two

damage and crew levels and modifiers are within set boundaries governed by race and priority level

then factor in racial oddities like Geg or SM and produce a table for each race so that whilst for example a centauri ship with an identical level of damage and crew and weapon fits as a vree ship of the same type come out at different priortiy levels to take into account the SM and +1 modifier unique to the vree and not available to the centauri
 
CZuschlag said:
I'm certain such a mechanism exists, but I would suggest that

1). The Hull-Damage value calculation will be highly nonlinear.
2). The effects of 2/90 and SM will be a huge void for exploitation, as the combat value is also massively dependent on the quality of the weapons array
3). GEG values will be very difficult to judge
4). Don't even get me started on trying to conceive of the values of the +1 Rangers/Vree crew quality bonus

A correct formula is probably so difficult it would make my head hurt. Triggy's calculations would be a start, but I guarantee once people actually see the formula, the ride pimpage would start, twisting the balance in it like the One Ring destroyed Smeagol. It's what we, as gamers, do -- it's called "powergaming", and there are lot of 'em out there.

And it would damage the whole point of the Priority Level system. Even if you don't like it (and would rather have points), it's positive argument is that it maks buying a fleet super-easy. Now, building your fleet and verifying your opponent's could be a process longer than Car Wars. Yeek.
You don't want to know how I work out GEG :p

Suffice to say I've crammed the formulae into about an A4 page and still feel it needs work. Of course, the biggest area of abuse is people filling holes in fleets - this is where "undercosting" ships can come in to prevent people exploiting this system.
 
hiffano said:
tneva82 said:
Chernobyl said:
with a new edition and new game mechanics around the corner, I'm thinking it might be time to have a set of these. It would help to balance the game?

Chern

You mean hull 4 X points, hull 5 Y points etc?

Won't work.

good sound reasoning there :lol:

tneva82 is right, it won't work. Too many different races, too many "racial tricks"

Look at Full Thrust for THE classic example. With only three races added to the 4 human fleets it attracted criticism for the absuiveness of the shipbuilding system.
You just can't put a cost value on some things in wargaming
 
Hmm, so no points....

How about slots? Similar to Battletech maybe?

I figure each Hull size would start out with a default number of slots to fill up and a default number for Damage, Crew, and Speed. Slots can be filled up with weapons, add more Damage, Crew, Speed and Traits. If say, you fill up your slots you can lower your ship's Damage, Crew, or Speed to gain more slots to fill.

Each race would have their own list(weapons and traits) to choose from I imagine. Weapon systems might also need to be restricted to certain arcs maybe... I don't know, haven't thought about it long enough.

Am I way off? Just rambling... (bored at work :? )
 
I think battletech provides a good example too. It was so easy to min/max those construction rules I never once ran anything that was provided in a technical update book. Anything I could build was better by far. Waaaay better.

I love the idea of being able to design my own ships. But the essence of the game will be shot to hell in an instant.

I do like the idea of variants though. That would be cool and maybe not quite so easy to break.

-V
 
some weapons might be able to be exchanged; a reduction in AD to twin-link a weapon, for instance. say, reduce by 1/3 the AD?

Chern
 
I don't think it's a goods idea. The power gaming argument is a just one and iconic ships of the show have to compete as it is for a place on the team. It'll be awful, lot's of patrol level versions of raid level ships by reducing speed, hull and side weaponary.


Cheers
Mark
 
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