#### TJHairball

##### Mongoose

I, at this point, have been fiddling about with a spreadsheet full of formulae and looking at how one might systematically point ships in a way that works. I have a formula that looks reasonable to me, and amazingly - surprisingly, in fact, given that I came up with it before applying it to the Klingon ships - looked a lot like existing point values for the Klingon fleet and agrees with many of our intuitions (provided I haven't made data entry errors somewhere - I caught a few tonight), although gord314 may have some misgivings about the dreadnought values. Here are the modified point values I've proposed to my gaming buddies:

(Key: Name, New proposed value, old official value - copy and paste into a spreadsheet to recover formatting, it should work - it's tab-separated in the edit window, at least.)

**Romulan:**

KF5R 105 105

Battle Hawk 100 120

Snipe 90 120

Skyhawk 135 130

War Eagle 100* 140

KR 150 165

Sparrowhawk 160 170

King Eagle 170 175

Firehawk 200 225

KRC 230 230

Fasthawk 240 235

Novahawk 240 240

Royalhawk 240 240

Condor 285 305

KC9R 330 335

*

*Pointed on the basis that the "limited" R is half value, which is also about the same as putting the phasers at half value.*

**Klingon:**

E4 80 75

F5 95 100

D6 150 150

D5 165 165

D7 160 170

D5W 185 185

D7C 205 200

FD7 190 195

C7 260 240

C8 295 345

*As a Klingon player, I find these totally reasonable values... there are no ships in the Klingon list I'm not willing to take at these values, and I still don't feel like stacking multiples of any of the command ships given these point values.*

**Federation:**

Callahan 85 85

Burke 95 95

Ramius 115 105

Ortega 120 120

DWD 130 110

Texas 135 130

Kearsage 150 160

Constitution 170 180

CC 200 205

Wolverine 200 180

Prometheus 175 185

Chicago 180 190

NCC 215 220

Manta 210 205

Kirov 265 240

BCJ 250* 215

BCF 255 240

Federation 290 315

DNF 280 310

**Pointed on the assumption that the two extra photon torpedoes are half value as a "limited" weapon. The BCH and BCF values are actually a bit lower than we had decided to put the Kirovs at as a house rule already (we'd been working with 270/245/265).*

Although we haven't played much with the Gorn, Kzin, Orion, and civilian ships, I went ahead and plugged them in, and got some interesting-looking numbers. You might comment on these:

**Gorn:**

Carnosaurus 95 115

Ceratosaurus 120 120

Stegosaurus 135 145

Megalosaurus 135 175

Allosaurus 155 200

Allosaurus-Rex 180 225

Velociraptor 190 210

Epanterias-M 170 210

Epanterias-K 180 195

Albertosaurus 190 240

Tyrannosaurus-Rex 260 325

*Doing these calculations has instilled in me a desire to never play the Gorn in any competitive match pointed with the official values, ever.*

**Kzin:**

Frigate 100 120

Light Cruiser 135 150

War Destroyer 140 150

Medium Cruiser 155 160

New Heavy Cruiser 175 170

New Heavy Cruiser (Command) 210 195

Fast Cruiser 225 195

Battlecruiser 190 200

Battlecruiser (Command Variant) 215 225

Heavy Battlecruiser 240 245

Dreadnought 260 305

**Orion:**

Light Raider 115 95

Raider 125 125

Salvage Cruiser 170 150

*Pointed using drones as the "variable" mounts.*

**Civilian:**

Small Freighter 10 10

Large Freighter 15 20

Free Trader 30 25

APT 10 10

Armed Cutter 45 30

Heavy Freighter 35 30

Prime Trader 45 40

*These were also pointed using drones for "variable" mounts where such existed. We had already identified the armed cutter as having a fairly silly point value.*

Here's the basic idea. We take two components, a measure of offensive capability and a measure of defensive capability. We take the geometric mean of these two factors, or multiply them together and then take a square root; then we multiply by factors related to movement, and adjust for the presence of command.

The idea is simple - something with twice the firepower and half the durability is about as useful. Something with twice the firepower alone isn't actually quite half as useful. And two forces with similar total firepower and total durability are about even, give or take initiative sinking (advantaging small ships) and premature explosion (advantaging larger ships).

Here are the base values I used for "defensive" equipment:

- Add 1 point per hull point.
- Subtract 0.5 points per crippled value (higher crippled values are worse, since it means you're crippled earlier).
- Add 1.333 points per shield (shields prevent crits, so usually a point of shield is better than a point of hull)
- Add 4.667 points per 10 whole shields (assuming shields are on average regenerated once per match)
- Add 0.444 per point and 1.556 per ten whole points if the shields are Klingon double-front shields.
- Add 2 points per tractor beam.
- Add 5 points per point of anti-drone, and per drone for Federation ships.
- Add 1 point for everything else (each point of Marines, Transporters, Shuttles, random special traits aside from Orion stealth, Labs score, everything potentially useful in some scenarios but generally not effective as conventional weapons - it's a bit of a grab bag technique, granted, but seems appropriate).
- For Orions, multiply this total defensive rating by 1.2 for their stealth.

- Disruptors: 6.25 points per AD for 90 degree 15" disruptor. 10/15 points for 90/180 degree disruptors.
- Drones: 15 points per drone.
- Phaser-1s: 10/15/20/25 points for each AD of 90/180/270/360 degree phaser-1s.
- Phaser-2s: 4/6/8/10 points for each AD of 90/180/270/360 degree phaser-2s.
- Phaser-3s: 2/3/4/5 points for each AD of 90/180/270/360 degree phaser-3s.
- Photon torpedoes: 15 points per photon torpedo.
- Plasma-D: 8/12 points for 90/180 degree plasma-Ds.
- Plasma-F: 10/15 points for 90/180 degree plasma-Fs.
- Plasma-G: 16/24 points for 90/180 degree plasma-Gs.
- Plasma-S: 20/30 points for 90/180 degree plasma-Ss.
- Plasma-R: 60/90 points for 90/180 degree plasma-Rs. (This makes sense given the RoyalHawk/NovaHawk trade, even if it's steep.)

Now, modify for movement and cloaking:

- Add 10% of base value if the ship cloaks.
- Add 13.33% of base value if the ship is Agile Turn 3.
- Add 10% of base value if the ship is Agile Turn 4.
- Add 5% of base value if the ship is Turn 4 [not agile].
- Subtract 10% of base value if the ship is Lumbering (which covers everything worse than Turn 6).
- Add 20% of base value if the ship is Fast.
- Subtract 20% of base value if the ship is Slow.

Thoughts?

EDIT: Somehow had the NCC's official point value off by five points. Fixed. Also, data entry errors on the

*Texas*and Kzinti CL, both now calculate at 135 points; C8, data entry error, now calculates at 295 points. Battle Hawk, data entry error, 100 points. KR cruiser, data entry error, now calculates at 150 points. BCF, misread what the plasma torpedoes replaced, 255 points.