Spinal Weapons - January Update

Nerhesi said:
Please dont conflate issues Chas. We can conflate a ton of subjects here as well; we can always grab Subject B, then add Logistics X to conflate it and end up in analysis paralysis swimming in a sea of personal opinion. That in no way helps the argument. Otherwise we can start conflating things like Crew count for multiple battle-riders vs 1 cruiser; Costs associated with each; Level of Supporting SubSector infrastructure required; Fleet make up, etc etc etc

All these things, while valid questions strategically, are a complete non-sequitur. No more building ships or posing arguments with no direct relevance to the subject - we've exhausted both those options now :)

However, considering we're arguing the difference between whether a TL Particle Spinal should be 1DD per 2000 tons or 1DD per 3000 tons; we can avoid having Matt arbitrate and I'll agree on your figure. It is just personal preference at this point and we'll see how it plays out post-release and in discussions after the fact and so on. I'll post the table below with the updated numbers.

Do we have an opinion on having different maximum damage values (and therefore size) on different spinals? or do we just make our lives easier by saying they are all capped at 10DD?
Sorry Nerhesi. No. This is a conversation and design point that MUST be addressed. It's non-negotiable. If you don't want to have the discussion fine, but ignoring this issue and then making a mistake means you can throw this edition of Mongoose Traveller in the trash can along with every other rule set that has been made for Traveller since the game begun. It is as fundamental to the Trillion Credit Squadron as one player builds capital ships, the other player builds battle riders + carriers, and one of those two players will always win by a massacre. All the complaints because only low armor spinal battle riders makes sense in the original High Guard and everything else that was printed was just rubbish that made no logic - that's what is at stake here.

It's not a point that can be dodged.

And it's not a biggy at the basic level. We just need to be sure we aren't tipping the balance too far one way or the other.

Please put up your suggested spinal break down by all means, and I'll add some recommendations to that along with explanations and we can let Matt take it from there.
 
Chas said:
Sorry Nerhesi. No. This is a conversation and design point that MUST be addressed. It's non-negotiable. If you don't want to have the discussion fine, but ignoring this issue and then making a mistake means you can throw this edition of Mongoose Traveller in the trash can along with every other rule set that has been made for Traveller since the game begun. It is as fundamental to the Trillion Credit Squadron as one player builds capital ships, the other player builds battle riders + carriers, and one of those two players will always win by a massacre. All the complaints because only low armor spinal battle riders makes sense in the original High Guard and everything else that was printed was just rubbish that made no logic - that's what is at stake here.

It's not a point that can be dodged.

It is not being dodged. It has no business being here. It is no more relevant than bring up points about how are you refueling your jump capable ships vs your tenders and battle riders, or the crew size of both. Do we compare what other combatants are there? Is this magical mythical scenario where it X battle riders + tender vs Y Cruisers. No support craft, destroyers, larger capitals or any of that?

When we compared Turret and Bay damage, did we compare and say "oh well.. but the ships carrying these are such and such? Or perhaps the Tech Level of the planets would allow X but not Y and most Naval ships are tech level X?" Heck no! We compared them to eachother, DIRECTLY - and thats it. (FYI - Imperial Navy is only around 50% TL15, the rest ranging between 12 and 14)

You just brought up another non-sequitur. "all the complains because only low spinal battle riders make sense" - What complaints? There were tons of complains about all Military ships not having High Armour. That has no direct relevance on the damage of spinals. This is why when we look at TL15, we compare to 15 armour. We dont compare what classes of ships they're facing or what armour and the reasoning for that (because despite TL it's not always 15).. hell no!

The easiest way to detect a non-sequitur is remove the point of contention, and identify if the non-sequitur "argument" still exists. If we remove spinals from this conversation, then does the issue of Battle-riders & their tenders vs jump capable ships still exist? Absolutely - it always has! Just like Fighters and their carriers vs jump capable ships. Battle-rider & tender balance is therefore an issue that has no direct relevance to the equation. Because it exists whether or not spinals exist!!!

The Key thing here is direct relevance. This is why when you compare combat performance you have assume logistics and other factors are not at play - otherwise, any concern above and beyond the direct build of the weapon, and how it is compared to other weaponry is just as valid as yours because yours is simply a personal opinion. So either exclude all - or sit paralyzed and include whatever anyone wants to include.
 
This is becoming identical to the fighter conversation from a year ago.

Chas - if you want to explore this other exercise ( I dont have the willpower to repeat it because it is a forgone conclusion), then it is pretty simple to do:
Example:

We know Particle's Spinals do 2.3x more damage against the toughest target (15 armour) than any other weapon setup. This is their worst-case scenario - 15 armour.
A battlerider can always fit the best spinal for it's size. That battle riders are 15k tons each (as an example).
A 10k Tender (for example) with 5 external clamps carries 5 x 15k battleriders.

If those 5x15k riders and 10k tender do not out-gun the equivalent 85k of Jump 4 cruisers (so basically 2 light-ish cruisers), then you know the tender is worth it.

I'll save you some time though - it does work, every time, even with a even ratio of damage. Even without Spinals. Its simply the fact that each of those riders has 50% more space (Jump 4 and fuel equivalent) for weaponry. So when you put 5x20k battle-riders vs 2x40k cruisers (which only have the firepower of a 20k battle rider anyways), the result is elementary and obvious.
 
Updated to new values:

Rules:
1) For all Spinals, 1DD = x 1000. No change.
2) A spinal weapon can only be fitted to a ship that is at least twice the weapon's size. New.
3) Remove the rapid-fire option (serious balance issues). New.
4) Spinal weapons use a number of Hardpoints equal to their tonnage divided by 100, rounding up. No Change.
5) All spinal weapons suffer DM-4 when attacking targets of 10,000 tons or less, and DM-8 when attacking targets of 5,000 tons or less. Spinal weapons cannot attack targets of less than 2,000 tons unless they are stationary or are caught in the blast by accident! No change.

Meson:
Base TL: 12
Range: Long
Size to Damage, Power & Cost: Per 7,000 dtons: 1DD, 1000 power, 2000 MCr. Maximum 10DD.
Traits: Radiation, Ignores Armour

Particle:
Base TL: 11
Range: Long
Size to Damage, Power & Cost: Per 3,500 dtons: 1DD, 1000 power, 1000 MCr, Maximum 8DD.
Traits: Radiation, Armour reduces damage by 3% per point

Rail Gun:
Base TL: 10
Range: Medium
Size to Damage, Power & Cost: Per 3,500 dtons: 1DD, 500 power, 500 MCr. Maximum 6DD.
Traits: Armour reduces damage by 3% per point, Possible Auto Rating (dependent on TL)

High Level Spinal Weapon Modifications:
TL +1: -10% tonnage. +10% MCr.
TL +2: -20% tonnage. +25% MCr. Rail Gun gains Auto 2.
TL +3: -30% tonnage. +50% MCr.
TL +4: -40% tonnage. +100% MCr. Rail Gun gains Auto 3.
 
Just to let you all know, these figures will be in the next update, probably (!) with no revision on my part :)
 
msprange said:
Just to let you all know, these figures will be in the next update, probably (!) with no revision on my part :)
Matt I am not endorsing this in any way or form. This rule set kills the battle rider.

I will post an explanation shortly.
 
Nerhesi said:
This is becoming identical to the fighter conversation from a year ago.

Chas - if you want to explore this other exercise ( I dont have the willpower to repeat it because it is a forgone conclusion), then it is pretty simple to do:
Example:

We know Particle's Spinals do 2.3x more damage against the toughest target (15 armour) than any other weapon setup. This is their worst-case scenario - 15 armour.
A battlerider can always fit the best spinal for it's size. That battle riders are 15k tons each (as an example).
A 10k Tender (for example) with 5 external clamps carries 5 x 15k battleriders.

If those 5x15k riders and 10k tender do not out-gun the equivalent 85k of Jump 4 cruisers (so basically 2 light-ish cruisers), then you know the tender is worth it.

I'll save you some time though - it does work, every time, even with a even ratio of damage. Even without Spinals. Its simply the fact that each of those riders has 50% more space (Jump 4 and fuel equivalent) for weaponry. So when you put 5x20k battle-riders vs 2x40k cruisers (which only have the firepower of a 20k battle rider anyways), the result is elementary and obvious.
We need a time out here Nehersi. You have not got a key element of what is or should be happening. I will explain shortly.
 
Chas said:
msprange said:
Chas said:
I will post an explanation shortly.

Please do!
After I get my beauty sleep :)

Please do - as this is the third iteration based on your direct feedback of continuously lowering the weight. It is literally the implementation of what you requested (6k 3DD)

Also - I have to strongly disagree, the battle-rider Matt is even more viable than before. A massive improvement from MGT1.


Chas - it'll be infinitely easier to draft your model. Rather than spend pages of personal opinion back and forth as we've done. Propose a model and then I can comment on it if I have any concerns.
 
Nerhesi said:
Chas - it'll be infinitely easier to draft your model. Rather than spend pages of personal opinion back and forth as we've done. Propose a model and then I can comment on it if I have any concerns.

Sounds good! Let's see a ship!
 
Nerhesi said:
Updated to new values:

Rules:
1) For all Spinals, 1DD = x 1000. No change.
2) A spinal weapon can only be fitted to a ship that is at least twice the weapon's size. New.
3) Remove the rapid-fire option (serious balance issues). New.
4) Spinal weapons use a number of Hardpoints equal to their tonnage divided by 100, rounding up. No Change.
5) All spinal weapons suffer DM-4 when attacking targets of 10,000 tons or less, and DM-8 when attacking targets of 5,000 tons or less. Spinal weapons cannot attack targets of less than 2,000 tons unless they are stationary or are caught in the blast by accident! No change.

Meson:
Base TL: 12
Range: Long
Size to Damage, Power & Cost: Per 7,000 dtons: 1DD, 1000 power, 2000 MCr. Maximum 10DD.
Traits: Radiation, Ignores Armour

Particle:
Base TL: 11
Range: Long
Size to Damage, Power & Cost: Per 3,500 dtons: 1DD, 1000 power, 1000 MCr, Maximum 8DD.
Traits: Radiation, Armour reduces damage by 3% per point

Rail Gun:
Base TL: 10
Range: Medium
Size to Damage, Power & Cost: Per 3,500 dtons: 1DD, 500 power, 500 MCr. Maximum 6DD.
Traits: Armour reduces damage by 3% per point, Possible Auto Rating (dependent on TL)

High Level Spinal Weapon Modifications:
TL +1: -10% tonnage. +10% MCr.
TL +2: -20% tonnage. +25% MCr. Rail Gun gains Auto 2.
TL +3: -30% tonnage. +50% MCr.
TL +4: -40% tonnage. +100% MCr. Rail Gun gains Auto 3.

I thought we were going to cut the tonnage TL bonuses in half? Spinal mounts shouldn't get massive TL tonnage reductions. It skews the game too much. They are supposed to be massive at any size. That's why they are called spinals, and why a ship may only have a single one. It also keeps battle riders from becoming mobile spinal mounts.
 
Chas said:
phavoc said:
It might be better to start at 12 and work your way up the tech tree since that is the norm. It will also provide insight into increasing TL advantages.
I understand where you're coming from phavoc and in many cases would be correct but I personally prefer to build at TL15 for 2 reasons:
1) Space is most constricted at this TL. If things work here you're generally not going to get into trouble going the other way to bigger ships.
2) The Imperial Navy is TL15 and the Imperial Navy is the dominant naval force in the setting. This needs to work as stated. And most of the extant material on ship concepts and fleet designs is based on the Imperial Navy which gives good reference.

I agree that most Imperial front-line combatants will be TL-15, with a smidgin of TL-14. But the reason I said TL-12 and build UP is because this allows you to see the increases as the TL change. Also, don't be so fixated on Imperial navy designs. These rules would be the same across ALL the major polities. The Solomani build mostly TL-14, so do the Zho. Others may be at TL-13, and TL-12. The Vargr might not run around with TL-15 raiders, or even with spinals. Then there's the K'Kree and Hivers. Plus all the worlds who can actually afford to build larger ships like CA's and BC's for their own local navies. The point is that the rules need to be viable at ALL the TL's. Building down presents you with built-in prejudices and your sweet spot remains at TL-15. Plus building UP from TL-12 allows you to take the same design and increase it's TL by one and see the improvements. That's how it's done in the real world with naval designs.

The Imperium has a large number of perfectly find TL-14 capital ships, some even on the front lines. It takes time, and money, to replace warships on this scale. Since these ships sometimes run longer than their pay-off period, it's good to see that the rules will accommodate the game settings as well.
 
phavoc said:
I thought we were going to cut the tonnage TL bonuses in half? Spinal mounts shouldn't get massive TL tonnage reductions. It skews the game too much. They are supposed to be massive at any size. That's why they are called spinals, and why a ship may only have a single one. It also keeps battle riders from becoming mobile spinal mounts.

I would be perfectly fine with that.

I would also be interested in putting more distance between the particles and mesons...
 
msprange said:
phavoc said:
I thought we were going to cut the tonnage TL bonuses in half? Spinal mounts shouldn't get massive TL tonnage reductions. It skews the game too much. They are supposed to be massive at any size. That's why they are called spinals, and why a ship may only have a single one. It also keeps battle riders from becoming mobile spinal mounts.

I would be perfectly fine with that.

I would also be interested in putting more distance between the particles and mesons...

Originally Matt I had Mesons at 10k per DD (before reductions for TL)

Phavoc and Matt - I didn't want to the TL reductions to be too minor, at least in line with the regular weapon TL reductions. So we could have it top out at 30% - anyways, I'm open to suggestions there.
 
Nerhesi said:
msprange said:
phavoc said:
I thought we were going to cut the tonnage TL bonuses in half? Spinal mounts shouldn't get massive TL tonnage reductions. It skews the game too much. They are supposed to be massive at any size. That's why they are called spinals, and why a ship may only have a single one. It also keeps battle riders from becoming mobile spinal mounts.

I would be perfectly fine with that.

I would also be interested in putting more distance between the particles and mesons...

Originally Matt I had Mesons at 10k per DD (before reductions for TL)

Phavoc and Matt - I didn't want to the TL reductions to be too minor, at least in line with the regular weapon TL reductions. So we could have it top out at 30% - anyways, I'm open to suggestions there.

A 10% reduction to a system as large as a spinal isn't anything to sneeze at. But, if you want to keep the trend, then I would say it should be 10/20/30. That also matches the regular TL bonus levels.

So a 6 DD Meson Spinal would mass 42,000 Dtons at TL12. So at TL15 it would be 29,400Dtons. Using the alternative version (5/10/15%) it would be 35,700 tons. A difference of 6,300tons. That's not an insignificant number when you are looking at a ship massing !00,000 tons. The question becomes do you want true capital warships to be bristling with guns everywhere, or are you looking at warships that have significant weaponry, but they don't have a turret stuffed where ever one fits.
 
I'm not opposed to equalize it at 10% space reduction per TL (and additional auto 2 or 3 ratings for railguns).

And - whoah there phavoc. That's a 20% swing in the weapon, Chas will jump all over you for as little as 15%! :mrgreen: :mrgreen: :mrgreen:

Ok ill revise my model and post. Looking forward to seeing Chas' model too.
 
Okay folks, not quite there but I’ve been given my marching orders by the boss (aka wife) and it’ll have to do for now.

I’ll start this discussion by defining what I mean when I’m using the word battle rider and battle tender so there is no miss communication. In this context battle rider is a craft that when coupled with its tender is a fleet element that can travel through space with everything else in the fleet on equal terms. I don’t mean a short haul carrier that might be kept on a hot sector front for direct attack like a planetary assault ship, which is an effective design. Here battle riders are a unit that would travel with the rebels from the Spinward Marches to the Imperial Court and arrive there with the cruisers and battlewagons and everything else. So the capital ships and tenders are working on the same jump number and maneuver as a ‘pure’ fleet design. They can be both be Jump 3 Maneuver 5, it doesn’t matter so much as we can show, as long as they are both the same. Nobody gets left behind.

So, whenever we are discussing a battle rider as an effective fleet element there must be consideration of the tender that goes with it. Battle riders don’t arrive at the battle by a wave of a magic wand.

Now spinal weapons as the basis of a battle rider are the reason for its existence. Battle riders are there to get multiple spinal weapons to combat effectively.

To do that as a pure fleet element there are two key elements as to the rider’s effectiveness:
1) The weight of the rider to determine how it can be carried on a tender – which in turn is determined by the weight of the spinal weapon
2) The damage the spinal does for that weight
The first point is straight forward. The rider is heavy and the carrier has to be proportionally heavier to accommodate it. Critical is that battle riders need to be as small as possible to bring multiple spinals to fight for the same sized tender. Nothing difficult in that in concept, if you can put 4 spinals riders on a tender rather than 3 same size spinals you’re winning. A bit trickier in practice but in general terms of a reasonable build manageable.
The second point needs to be carefully analyzed in terms of rider viability as an effective, or imbalanced unit, and I’ll return to this. Obviously there is a tie in with the first point. You can put a single high powered spinal on to a rider that’s so heavy that your tender can only carry 1 – but that’s meaningless, you’re better off just building a capital ship (usually :D ).

So what is the reason for existence of riders? Its basis is in the rule that you can only fit 1 spinal weapon on a capital ship. While by building riders you can get multiple spinals into combat for the same effective “value” as that capital ship. And that by doing so you have more fire power. That when these battle riders meet the capital ship they will be able to at least do combat on an equal footing and better.

How we define the relative “value” of the capital ship vs.the battle rider+tender could be argued back and forth. I’ll present this as weights for this discussion. Cost per credit may well be a better parameter and we should examine this further but I only need to establish ball park figures to provide the necessary understanding of the topic to assist drive the rules forward.

But let’s not forget we are discussing relative value of two units here. The two units being the capital ship vs. the battle rider + tender. We have to get our head around what is the actual value of the tender and its implications on the riders, or we can't get past first base.

Firepower vs the spinal weapon tonnage
The crux of the issue for the riders.
- High fire power for a low spinal weight means more effective battle riders.
- Low fire power for high weight and the rider is losing vs. the capital ship.

So how do we determine this balance point between firepower and the spinal weapon weight?
Let’s look at some actual examples so we can understand what is out of spec first.

Example 1 - Underkill

Taking the matrix that Nerhesi last put up.
Note : that wasn’t my direct recommendation by the way, that has kept the 3% reduction/armour point
Note: this is not the proper application of the minimum rider weight of 2x the spinal weight, but we’ll keep this in for now because it helps illustrate the point


For this matrix at TL 15 we have for an example:
4DD minus 3 x 15% armor reduction= 3500 tons minus 40% TL advantage
Which is
7,700 hull points = 8,400 tons of spinal
(as a useful mental reference here note how we have a spinal doing lower hull points than its weight)
At a minimum rider weight of 2x the spinal we have
7,700 hull points from a rider of 16,800 tons.
Now, what do we need to get this rider across parsecs of space?
If we take 3 of these riders in combo, that’s 3x 16,800 tons = 50,400 tons of total riders.
For TL15 Jump 4 Manuever 9 carrier (and remember these figures are not so important as long as it is reflected in the capital ship) you need a tender that is approximately 150,000 tons in size to carry these riders. See below for full details of the tender.
So using weight as a comparative “value” we have150,000 tons give or take. This will at least get us out the door.
Let’s compare that against an equal weight capital ship of 150,000 tons.
A 150,000 ton battleship is a major fleet element. It will have a top level spinal and plenty of secondary armament and has a base 60,000 hull points.
The 3 riders in question are doing 7,700 hull points for each spinal. That means there are 23,100 hull points of damage / turn if all hit.
The riders themselves, giving them double reinforced hulls and close design are 10,080 hull points. Add more to that if you like.
I’ll make the assumption safely I believe that the battle ship will have something a bit better than the spinal that the riders have, which in the same matrix a 7DD particle doing 13, 475 hull points a shot for a 14,700 ton spinal. The secondary weaponry of this battleship is going to be considerable, at least 10,000 tons. Let’s put in 10,000 tons of torp bays. That’s doing 20 x 30 torps = 600 torps x 1DD = 21,000 hull points on a rider that has only 77 hardpoints left for PD. The secondary armament is going to destroy a rider a turn. Or thereabouts. There’ll be different mixes of weapons, but any big ship like this will have a likely minimum of 1000 missiles a turn heading the riders’ way also.
The 150,000 ton battleship is destroying 2 riders a turn. The 3 riders need at best 3 turns to destroy the battleship – assuming no battle riders are destroyed over this time. No contest.
Let’s say the value paradigm is more generous examining cost and/or other considerations and allow the riders to pack an extra vessel on the tender. Even vs. 4 riders the battleship wins reasonably comfortably. Allowing the 4 riders to all hit first, they do about half the hull point damage. Battle ship hits kills 2 leaving 2. They can’t finish the battleship off and they get creamed. Even in a best case situation the riders struggle to win.
Ergo, that rule set as presented doesn’t work for riders. Especially considering the other weaknesses – their vulnerability to fighters and missiles/torps - that capital ships don’t have.

Example 2 - Overkill

For the next example let’s have a look at what is happening with the Particle E spinal in the Jan edition of the rule set.
6DD – 30% for Armour = 6000tons -30% spinal
14700 hull points = 4200 tons
(note here we have hull points per spinal ton running at >3:1 ratio)
Let’s keep the 2x rider size for continuity and that means:
14,700 hull points = 8,400 ton rider
3 riders = 25200 tons. Which implies with a tender a total fighting weight of around 75,000 tons.
Putting these 3 riders against one 75,000 ton heavy cruiser is:
3 x 14,700 hulls points of fire power fighting a 30,000 hull point vessel, that could be able to destroy 2 of the riders a turn.
The capital ship is out classed here. 2 tender+ battle riders can take out 3 capital ships of equal weight. Let us also not forget in this fight the capital ship’s spinal is at -4 to hit the riders! If the value paradigm gives us one more rider / tender then the capital class vessel is made totally redundant: the battle rider + tender firepower is so strong.

The Tender
So as we’ve seen the likely workable balance of the rider spinal and size is between these two examples. However before discussing a workable spinal matrix let’s come back to the critical issue of the tender. If we are building the tender incorrectly, or making an incorrect assumption about the tender, any work we do on the spinals will be irrelevant. I was asked to put up a ship. This is it. Where I’ve made a tender at Jump 4 Maneuver 9 in what I think is close to a realistic build: no armor, a skeleton crew, only missile turret weapons (attack being the best defence against the biggest threat, high thrust fighters/riders that break through a battle line), standard stealth, no EAG etc etc. You could argue that you can drop the maneuver and let the riders get themselves to a fight from a jump, but there are many counter-arguments about that and I’ll leave that for another discussion.

{image to go here - nothing tricky, everybody is capable of gutting a ship}

Now if we move the tender movement parameters, say jump 3 or maneuver 5, this frees up a lot of lifting capacity. But similarly it frees up corresponding space on the capital ship. The rule mechanics are robust at this stage with checks and balances in place. Freeing up space to lift a tender means freeing up an equivalent space on the capital ship to allow enough weaponry to destroy the extra tender as a roughly correct. We’re reasonably safe looking at the rider / capital ship balance at almost any equal movement parameters, though will need review, especially at low tech levels.

More important to our discussion is how we adjudge the “value” of the tender vs. capital ship. Do we just compare the tender’s weight on a ton/ton ratio? Its cost at a credit/credit ratio? Cost is likely good as the tendency will be to allow the carrier to be built on more of a budget than the capital ship.

Regardless we need to be well aware of just how big the carrier needs to be to move riders. As a rule of thumb for a Jump 4 Maneuver 9 ship a carrier can lift the equivalent of 33% of its stated displacement. That is, a 100,000 tender can lift 33% of that as riders – a combined rider weight of 33,000 tons. It will go up from there for lower techs with lower jump and maneuver values.

The Ideal Spinal for the Rider + Tender vs. Capital Ship Balance

This is not difficult to work out a single damage/ spinal weight depending on people’s tastes. But it is complex to design the full matrix of DD / weight spread and tech level modification, you can’t just throw in any scaling you choose or you start moving the relative effectiveness of the spinal on different weights of vessels. And there are other factors in the total build that need to be taken into consideration. This is the most important part of the remaining ship equation because it will determine how every fleet is designed and care is needed.

I had proposed 3DD = 6000 tons of spinal = 10,500 hull points effective (no reductions for armor on this) as a kick off point.
This has a damage ratio of <2:1. It is about mid-point of the two scenarios described above.
This creates a rider at 12,000 tons doing 10,500 hull points keeping the 2x rule.
3 x 12,000 tons of riders = 36,000 = 109,000 tons of total weight.
So fighting an equivalent weight capital ship, it will have 44,000 hull points.
Here, the 3 riders can’t quite take out the battleship in one turn. The battle ship can likely take out the riders at 2 a turn. It can fit a 4DD spinal and have the secondary weapons to do this. This isn’t a perfectly completed example, but it makes the point, now we have a reasonably equal fight.

Points for Consideration in Making the Spinal Weapon Matrix and Technology Scaling
There is a problem with the constant linear scaling of the damage matrix, especially when the spread of the spinal power is wide, like from 1DD to 10DD. And this easily compounded if you differentiate the particles vs. mesons widely without care.
The issue lies in the way the current ship design is perfectly linear in scaling the weight available for weapons per size. There is some non-linear gradation of effective firepower as the small capital ship gets bays instead of turrets, but after that everything becomes straight line. There is a point in the smaller capital ship (I haven’t worked the weight out exactly) where you get a spinal, a bunch of secondary weapons, and thereafter the relative proportions are fixed if the spinal scales in a linear fashion. You can move the deck chairs about in the secondary weapons but that’s not doing too much relative to the spinals.
Now if the spinal’s damage scaling is linear there gets a point where the ultra big spinal is over kill on the small spinal ship, it’s doing more than enough damage to take the small spinal ship in one hit. 10DD = 35,000 hull points. The superdreadnought is fighting at lower efficiency ton per ton because a chunk of its spinal firepower is burning nothing but already destroyed spacecraft dust. A 1DD spinal will fit into a ship lower than this size, especially if it is designed as a strike cruiser. So what happens? The ultra big spinal has no place. You can’t build an ultra big spinal or the ship around it because the 160,000 ton battle ship now loses against an equivalent weight of 8 x 20,000 ton ships.
So for a start I would recommend
1) the 1st spinals is at 2DD and review where the top one wants to cut out or otherwise managed
2) The 2x weight rule be reviewed. I still like the principle of it but it might good at 2x for the 2DD weapon and be fine at 1.5x there after.
3) There is a deliberate non-linear curve favouring larger vessels. The spinals are about the only nonfixed item in the ship’s design that can still be tweaked to provide a desired ship curve. What is the point of a 100,000 ton vessel when three 33,000 ton vessels are doing exactly the same job? Which is what happens when everything is a perfectly linear scaling. This is your preserve Matt as to just what you’re looking for. If you can state a preference in what you are wanting for this can be presented for consideration. However this non-linear curve doesn’t need to be in spinals, you could make hull reinforcement cheaper and lighter at higher tonnages for example to break the straight linear scaling of ships. What we do need to see is a reason to build a superdreadnought (other than the fact it’s just coooooool by the mad baron).

I’d be tempted to always give battle riders a slight edge once people are happy with the relative comparative value of the rider + tender vs. the capital sip and feel they have combat under control. They have vulnerabilities to ships smaller than them and missile/torps and the specialist big ship killers should. But this is just personal taste and needs to be carefully applied.

I’ll get the actual riders up next for what I’ve stated above to go with the tender. I will try to do this at both TL15 and 12 to give an appropriate look at technology balance.

Then I’ll ponder this more and review Matts and everybody’s comments before actually putting for a spinal matrix myself. The damage / weight point I suggested above is only a first point and how to best move this, or whatever final balance is preferred, across weights, types and TLs does needs further thought followed by actual ship builds to see the result.
 
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