Spinal Weapons - February Update

Nerhesi

Cosmic Mongoose
Two immediate things stand out for me:

a) Rapid-Fire Spinals are in. I thought they were going out Matt? (as per the post that you indicated :) ) - this was a concern in that while it adds very little strategically (fire twice, but one round cool down), it creates problems tactically: More 1-shotting - and this is not just specific to any battle rider or ship class, it even allows cruisers to 1-shot bigger cruisers, and heavy cruisers to 1-shot small capital ships and so on. Very much in favour of removing to make combat less streaky/sudden and more tactical :)

b) Minimum ship-size on spinal mounts? I can't find anything stating that a spinal needs to be mounted on a ship double it's size (at minimum). Not so sure how I feel right now - the immediate benefit is battleriders and lower jump value ships get significantly more powerful as they are the ones with more than 50% available size for spinals. Thoughts? This may be a 1-step forward 1-step backward scenario. Thoughts?
 
Further of Nerhesis last post on the spinal damage paradigm and my own re-evaluation.

The key point that was provided in Nehersi’s post was this -
Let’s compare this battle rider to something realistic - not sending in 15,000 ton battle riders vs a 150kton battleship but against a 72k battleship. This ship has 25% of its space left for weaponry, which is barely squeezing in a 7DD weapon. 13,475 damage per hit after armour.
And was followed up by this
That 3x15kish ton battle-riders are somehow equivalent to the 72k cruiser. Chas would argue that the tender required to carry these should be somehow factored in evenly. A tender is basically 80-90% fuel and is dirt cheap (cost wise and TL wise) - you can build your TL13 tender with Jump 4, low armour, low thrust because it is jumping in out of system (as per naval tactics - you dont jump in with ANY fleet right on top of the planet unless you're sure it's a forgone conclusion anyways).
This is a no brainer that everybody can appreciate – if as in this example 45 tons of battle rider are fighting 75 tons of Jump 4 cruiser, the cruiser is going to have a hard time. If this ratio changes, if we have only 20 tons of battle rider fighting the 75 ton Jump 4 cruiser, it’s a completely different ball game.

Everything depends on this relative ratio, what I’ll call the carrying ratio. Its realistic value is something we have to estimate as we best we can. This involves how we value the tender that the battle riders are being carried on. It’s not a straight forward discussion, but there must be some yardstick, you can’t have someone saying, oh I’ve doubled my carrying ratio without a rationale behind it.

I’d done my first examples and explanation post based on a tonnage comparison, I’d said then that a cost paradigm may be more correct and that I hadn’t looked at it thoroughly. If we take what Nehersi has done above, to get to his “something realistic” it’s essentially using a cost paradigm rather than the tonnage. Having gone back and examined this in more detail and I would say that yes, the cost paradigm for this discussion is better. And it does move my suggested damage ratio of around <2 hull points: 1 spinal ton downward a chunk. But still some distance to the degree as shown in Nehersi’s example.

My original weight balance of cruiser vs. battle rider had both sides working on a very high cost build; deliberate apples to apples. If we make Nehersi’s dirt cheap budget tender then the cruiser is also allowed to be so designed. The budget tender gets to move its weight around to match the optimum cost, so do does the cruiser. And when we do that, the size of the cruiser starts moving up, a lot. (I’ve been building my ships far too focused on minimizing weight I’ve found). It’s effective firepower in spare tonnage for spinals and bays don’t move so much, but critical for the battle rider the cruiser’s hull points and hard points get a big boost. My (admittedly short, no deliberate disadvantages, full weapon review not completed) analysis had the cruiser getting up to 110,000 tons to the battle rider’s tender 140,000 tons rough ratio for 45kton battle riders being carried. I’m not going to do the full details here and now, it gives us a guide about what is happening and the fine tuning can wait till we get to make actual ship designs and some of the other rules get bedded down. And we want to consider if there is any other factors we want to incorporate regards this tender 'value'. There are design considerations also - do you choose to strip the tender of any weapons at all...

That Nehersi’s initial realistic value there is a bit off doesn’t need a spreadsheet to explain. If you simply half the weight of the cruiser vs. the tender, a big chunk of the cruiser’s key components are now half the weight of the tender: the tender’s jump engines cost twice as much, the price advantage due to dispersed hull vs. close is now gone, etc.

We will need to watch this realistic carrying capacity carefully as the scaling for technology of the spinal, boosts and negatives for Primitive and Advanced ships all impact this. -50% cost for 1 Disadvantage needs study.

Important: is the rule about having riders 2x the size of the spinal. If this rule is out, then we get a change is the other key complicated factor in rider build – the firepower efficiency / ton of whatever is in the rider. You can build more riders with the same spinal for the same carrying ratio, greatly increasing the firepower efficiency of the riders.

We have stuff moving on multiple axes here and both the carrying ratio (relative weight of rider carried to capital ship) and the firepower ratio (the effectiveness of what is in the riders) so nobody is saying it’s easy.

Going back to the example on hand I’d say as a tentative first look the general carrying ratio for Jump 4 is about 1:2 (pending the Feb update impact!) for ease of use.

That is if have 45 tons of rider that will fight 90 tons of cruiser (however I’d put the effective weapon efficiency of the cruiser well down from the previous 25%, pending with build examples).

To be reviewed.

Would I now recommend changing the current spinal damage / ton of weapon up a notch? No. Let’s see the fall out of the Feb rule set and get a better understanding of this with actual builds first and align properly with Matt's preference for better battleships. Also if there are any other recommendations we want to make, like at least having a 1.5 x spinal requirement for the rider. (one thing – it’s a lot easier to design riders with a hard requirement like that in :wink: ). How the carrying ratio and firepower ratio scales across TL will want review.

++++++++++++++++++++++++++++

To come back to some other points that have been in discussion -
But you make the logical jump in that this small-as-possible-spinal should be overly powerful. This I utterly disagree with and the numbers prove it is not necessary. If I can bring in 5 battle-riders doing 3DD, vs 2 cruisers doing 5DD - I am still ensuring victory. My damage drop-off due to casualties is way better. My ability to evade fire and present multiple targets is way better. And those cruisers carrying the best possible spinal have pretty much sacrificed MOST if not all other weaponry because they chose to do so. This is assuming linear scaling of spinal size - as per my example.

Low fire power high weight is VERY favourable for battleriders. Extremely so! Because that means a cruiser, that carries the best spinal it can, will not be able to take out the battle-riders before they easily take it out.

The more bay/turret/barbette weapons you pack on cruisers, the more you're favouring battle-riders because you're not going to do enough damage to 1-shot the riders anymore. IF you remove spinals from both, the comparison is incredibly ugly where you have battle-riders nearly matching the firepower of Jump-4 ships nearly 3 times the size

So basically, the cruisers that are deadliest to battle-riders (pure numbers wise), are the ones with the biggest spinals. Of course this doesn't take into account things like very-long-range bays-only cruisers.

b) Spinals are long range. Other weapons are very long range - how come we arent' discussing the fact that each battle-rider can be shooting 25 medium particle bays, until the end of time, without the cruiser ever coming into spinal range?

This is all true. There’s nothing ‘wrong’ about these statements and I quite see from where you have been basing your position Nehersi. BUT, these statements are conditional. They’re conditional on the carrying ratio that was discussed above, it needs to be reasonably high. Before I was looking at the math and saying – where is the conditional factor (which I now understand from your example) it is critical.

The importance of this carrying ratio is easy to show, and also brings into play a third moving axis into the total balance picture #atletsnotmakeitaseasyaspossible – the effectiveness of the cruiser’s turrets (and any barbettes it can squeeze in), what we can call the tertiary weapons

If we look at this statement
Low fire power high weight is VERY favourable for battleriders. Extremely so! Because that means a cruiser, that carries the best spinal it can, will not be able to take out the battle-riders before they easily take it out
This doesn’t work at low carrying ratios because the rider is leaving hull points and hard points back on the tender. The cruiser never loses it hard points i.e. it never loses its turrets plus any barbettes it can fit in. At a low carrying ratio the rider combo is reduced total weight and effective firepower - having to put it's available tonnage into a low firepower weapon, which means longer fights vs. the higher hull point cruiser - while the turrets of the cruiser are doing more effective damage. An example 100,000 ton cruiser is highly likely to be throwing 500 x 3 advanced missiles a turn against a target that has very low point defence. That’s 3,750 hull points a turn. As the carrying ratio drops this works against the riders by removing PD and hull points, the tertiary weapons of the cruiser come into play destroying a rider say every 2 turns. And so does the secondary weapons of the cruiser become more effective. The 75 K cruiser I did has 4 large bays of torps on top of the missiles. As the rider firepower efficiency goes down, it cannot slug it out. Playing very long range sniping with a cruiser that has effective turrets is not an option for the spinal rider (though granted there will be specialist sniper riders that are just large bays!), it means the rider wants its high thrust burner to get into long range and engage it's spinal as soon as possible.

We can’t over emphasis the importance of the carrying ratio – as it moves, it has multiple factors rapidly pulling the advantage to one side or the other.

We can look at it more with actual build examples. This will have to wait till a proper read of the Feb release though. :)
 
(btw Matt mentioned the focus will now be on the spinals, fleets and so on; which I consider as the rules about the spinals are still open)
 
The One Size Battle Rider

Given the even scaling of the spinal weapon damage, and the ease without the 2x size rule to make a sub 10,000 ton, or even 5000 (I haven't built this yet) to get the negative's on the opposition spinal hitting it, what is going to happen is that there is going to be one optimal size of battle rider per TL and then that's it. There will only be more of the same. There will never be >10,000 ton riders ever built for space battles.

There are real advantages for battle rider being multiples of a small size. The large capital ship spinal will over kill the small rider on a single shot lowering its firepower efficiency. There are multiple targets to hit with any limited bay numbers of secondary weapons.

You could easily see one side of the battle lining up with a swarm of 9,999 ton riders - and nothing bigger.

(the same argument will reflect back to the cruiser to a degree)
 
Yeah thats why I think that 2X hull size vs weapon size requirement is critical.

Without this, I dont think we'll ONLY have <10k - they will definitely be more prevalent. Then you're gonna to have this "absent zone" where you wont see battle-riders.. then you'll see them again at the 50k+ range where they are slugging it out.

I dont think we want that as Chas is point out so it is critical to force a 2:1 ship size:weapon size ratio.

And definitely toss that Rapid-Fire craziness :)
 
Nerhesi said:
Yeah thats why I think that 2X hull size vs weapon size requirement is critical.

Without this, I dont think we'll ONLY have <10k - they will definitely be more prevalent. Then you're gonna to have this "absent zone" where you wont see battle-riders.. then you'll see them again at the 50k+ range where they are slugging it out.

I dont think we want that as Chas is point out so it is critical to force a 2:1 ship size:weapon size ratio.

Several ways to go about it, including simply saying you can't put in spinals into vessels less than 10k if you feel the 2x multiplier is an unnecessary constraint on players choices. I'd suggest to start spinals from a base minimum of 2DD with the 2x multiplier. But I think for game balance as the rules are this would be best, keep the spinals the preserve of large ships.

As a note, I tried to build the 1 DD particle spinal strike cruiser at <10,000 tons at jump 4 but couldn't quite make it with every weight saving quirk I could find. However, you can do it at Jump 3 and you could do it at Jump 4 with drop tanks so this issue applies to both sides of the balance equation.

And definitely toss that Rapid-Fire craziness :)
We certainly don't want to be recommending any increase in spinal effectiveness with this in :lol:
 
There is a minimum weight now of 3500 tons despite any TL improvements noted. So the 1DD is 3500 minimum.

But yeah - we do need a minimum on ship size (whether it is flat minimum or double weapon size)
 
Nerhesi said:
There is a minimum weight now of 3500 tons despite any TL improvements noted. So the 1DD is 3500 minimum.

But yeah - we do need a minimum on ship size (whether it is flat minimum or double weapon size)
I'd missed that line on the minimum size on the first read, but now I see it if it's supposed to imply a minimum size without TL improvements (which seems illogical) then it would be better to take it out and put it after the TL improvement table. No loss of space and will save argument.
 
Maybe we need to remove the tonnage reduction per TL and just provide a cost reduction? That will address some of that issue.
 
phavoc said:
Maybe we need to remove the tonnage reduction per TL and just provide a cost reduction? That will address some of that issue.

No that will keep nerfing Spinal efficiency. Damage/ton is one of the key characteristics here.
 
Nerhesi said:
phavoc said:
Maybe we need to remove the tonnage reduction per TL and just provide a cost reduction? That will address some of that issue.

No that will keep nerfing Spinal efficiency. Damage/ton is one of the key characteristics here.

Does it reduce it's per-ton damage ratio? Sure. But only spinals have the ability to do massive damage they can. They are supposed to be massive (hence the term). What I don't want to see is fleets of battle riders running around who basically have a spinal mount and a few other weapons tossed onboard. Wasn't the idea to make this a warship rather than a battle universe?
 
Suggested revision for spinal rules...

Range: Long (see Overdrive below)
Minimum size: 2DD
Ships have to be 2x size of spinal.
Spinals of 5DD and greater reduce Dodge by -2
Spinals of 8DD and greater reduce Dodge by -4

Particle Spinals Improvement
TL +1 Tons -10% -10% There after (as current) up to +4.
Maximum weight +3500/TL (before weight reduction of TL).
Cost +5%/TL

Meson Spinals Improvement
TL+1 Tons -15%, -15% There after.
+10% damage / TL (Note: edited)
Maximum weight +7500/TL (before weight reduction of TL)
Cost +5%/TL

Overdrive: A spinal weapon can increase its effective range to Very Long by the use of High Efficiency Batteries (see page XXX) holding the same power as the spinal weapon uses. This can only be used every other round due to the overloading risks.

Reasons
* Range: keep sniping as a valid tactic, but very dangerous, especially against monster dreadnoughts
* Minimum size spinal: Flat 1DD 3500tons minimum is illogical and unnecessary. 2DD keeps builds up in an areas we are safe in. I know Matt wanted to limit the TL weight spread but I am tempted to allow a TL+4 spinal to get a particle accelerator into a <10K small riders as a nice balance/option vs. the deliberate improvement of mesons. If we don't like/want this I'd suggest particles starting at -10% and then -5% there after as current but I would allow up to +4 TL. Also the improved weight spread for this and mesons means higher TL ships can fit more in, again necessary vs. low tech ships with smaller drives by default.
* Minimum size ship: 2x spinal weight for ships keeps builds 'honest'
* Dodge advantage means again the many small ships don't get too much of an advantage and also assists very long range combat which is effectively unhittable against a good dodge enemy. Rationale = blast sizes just get too big to dodge. High thrust ships will still get through as should be.
* Maximum weight going up is a good TL scaling that keeps an edge
* +1DD and better weight % reduction for the mesons give this sliding scale where the mesons do start becoming better than the particles providing options. We also need to keep in mind meson screens improve too (much more than armor goes up vs. particles), so this needs keeping in check
* TL costs increase for the spinal should be minimal - people should be able to get the best spinal they can afford, and not go off and buy 2 one TL lower spinals for the same price.
* Over Drive: I like this in the sense it keeps sniping as a valid tactic, but eventually your number will come up. And it's good to have an 'official' use of the High Efficiency Batteries.
 
Spinals are basically only characterised by damage and tonnage (damage/ton); cost, power, etc. are low enough to be ignored.

PAs are always better than mesons, that needs to change if we want to see mesons in action.
Fusion bays have the same damage/ton and the same range (w tech upgrade), yet fewer disadvantages.

I'm not sure if spinals are even good weapons, ships with spinals are easily countered by frigates with bays or fighters, so I do not think spinals are overpowered.
 
I do not see why we need a maximum size on spinals. If someone wants to build a Death Star with a 100DD spinal let them do it. It will just be massive overkill vs smaller ships, and hence inefficient.
 
AnotherDilbert said:
I do not see why we need a maximum size on spinals. If someone wants to build a Death Star with a 100DD spinal let them do it. It will just be massive overkill vs smaller ships, and hence inefficient.
I'm quite happy to leave that call to Matt. I'm just going with the flow there.
 
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