Geir
Emperor Mongoose
Since editing my own work gives me a headache, I've been taking a break to design some ships (I suppose I should find a way to post my templates, because they're not entirely useless - though they would require about two pages of instruction to be useful to anyone else, but that's another story.)
Anyway, large bays, what are they good for? (Absolutely nothing! Screams the chorus --um, isolation is getting to me).
Let's compare a 500 ton particle accelerator bay to a Spinal mount and a barbette:
Spinal (baseline):
1000D damage (yes not rolled that way, given a large enough sample size, close enough): 3500 average
35 hardpoints used, 3500 tons used
Bad DMs against smaller ships, so let's call them only useful against ships greater than 10,000 tons.
1000 power = 3.5 damage per power used, per ton used damage=1.0.
Spinals can cause critical hits against all ships.
Very nice is capital ship battles, not very useful against anything smaller than 10k or 5k tons.
Large bay:
8D damage +1 to dice and +4 to hit versus large ships, so let's call it = 8 X (1 +1/3.5) +4/3.5 = 11.42 D or 40 average
5 hardpoints used, 500 tons used
No so bad against smaller ships, but they don't get that +4 to hit, so let's assume a big target (3k tons+), then.
200 power = 0.2 damage per power used, per ton used damage = 0.08
Large bays can cause critical hits against all ships (this may be their only advantage: with a +4 to hit they can cause a critical hit on a capital ship on roll alone, not cumulative damage)
A large bay is also Very Long range versus Long range for a Spinal (why?) so there is some advantage with reach.
Barbette:
4D damage or 14 average
1 hardpoint used, 5 tons used
No critical hits except on cumulative damage to ships greater than 2000 tons
15 power = 0.93 damage per power used, per ton used damage = 2.8
Clearly, if engaged with a large ship at long range or closer, a spinal mount is an effective use of space. It is more than 7 X as powerful as a large bay (87.5 X as much damage), and while 7 large bays may cause more than one critical hit based on good rolls, the spinal will definitely cause them based on damage alone on all but the largest ships.
Against smaller ships, well let's go by hardpoints, so let's say you can only fit 5 barbettes for one large bay:
Large Bay: 40 points damage, 200 power, 500 tons - good against very big ships, bad against small
5 Barbettes: 105 points damage, 60 power, 25 tons - equally effective against all ships, meaning that cumulative damage crits will occur 2.625 times faster.
Barbettes seem like a better use of space. They would require more gunners on either gunner table (either 10 vs 2 or 5 vs 4), but they can attack a wide range of targets and cause more damage over time.
So, the only use I can see for large bays is for ships too small for a spinal mount to have a chance to stand up against capital ships. Not a situation I would like to put myself in. Maybe I need to design the Forlorn Hope class destroyer: 5,000 (or 2999?) tons and a single large particle bay for sniping capital ships at very long range in groups and hoping to score critical hits (kinda already did, see the Dragon-class destroyer for the Monarchy of Lod in the Florian subsector). Otherwise, as a secondary armament on capital ships or against smaller than capital ships, I see no purpose for the large bay at all.
Next, let's look at missile and torpedo bays: Straight scaling: small, medium, large, so other than saving gunners (20 vs 10 vs 2, or 10 vs 10 vs 4), then medium to me makes the most sense: you can call combine multiple bays against one target, and you can target individual bays against different targets. In fact, given the trouble I've had using all available hardpoints on big ships without running out of space or power, then small might make the most sense, since you can break out targeting more. So again, my point: why install a large bay? (except gunners )
I guess my point is that large bay weapons look underpowered for the amount of damage they cause. The GIANT jump in damage to a spinal mount, and the small increase in damage and effect over even a barbette makes me think they should at least cause X10 the damage they actually impart to be of general use. Missile and torpedo bays, I guess it's just a question of gunners and salvo flexibility (is that a real thing, or am I making that up? Not sure if you can split a bay's attack to target different um, targets (never, never use the same word in the same sentence twice… did I mention that I'm getting a little [stir] crazy?))
This all came about when designing a 110,000 flagship. I ran out of space and power and still hard hardpoints left, so I started poking at the design. Once I reduced the large particle bays and replaced them with barbettes, the design became much more efficient.
So does this logic make sense or do I just need to adjust my meds?
Anyway, large bays, what are they good for? (Absolutely nothing! Screams the chorus --um, isolation is getting to me).
Let's compare a 500 ton particle accelerator bay to a Spinal mount and a barbette:
Spinal (baseline):
1000D damage (yes not rolled that way, given a large enough sample size, close enough): 3500 average
35 hardpoints used, 3500 tons used
Bad DMs against smaller ships, so let's call them only useful against ships greater than 10,000 tons.
1000 power = 3.5 damage per power used, per ton used damage=1.0.
Spinals can cause critical hits against all ships.
Very nice is capital ship battles, not very useful against anything smaller than 10k or 5k tons.
Large bay:
8D damage +1 to dice and +4 to hit versus large ships, so let's call it = 8 X (1 +1/3.5) +4/3.5 = 11.42 D or 40 average
5 hardpoints used, 500 tons used
No so bad against smaller ships, but they don't get that +4 to hit, so let's assume a big target (3k tons+), then.
200 power = 0.2 damage per power used, per ton used damage = 0.08
Large bays can cause critical hits against all ships (this may be their only advantage: with a +4 to hit they can cause a critical hit on a capital ship on roll alone, not cumulative damage)
A large bay is also Very Long range versus Long range for a Spinal (why?) so there is some advantage with reach.
Barbette:
4D damage or 14 average
1 hardpoint used, 5 tons used
No critical hits except on cumulative damage to ships greater than 2000 tons
15 power = 0.93 damage per power used, per ton used damage = 2.8
Clearly, if engaged with a large ship at long range or closer, a spinal mount is an effective use of space. It is more than 7 X as powerful as a large bay (87.5 X as much damage), and while 7 large bays may cause more than one critical hit based on good rolls, the spinal will definitely cause them based on damage alone on all but the largest ships.
Against smaller ships, well let's go by hardpoints, so let's say you can only fit 5 barbettes for one large bay:
Large Bay: 40 points damage, 200 power, 500 tons - good against very big ships, bad against small
5 Barbettes: 105 points damage, 60 power, 25 tons - equally effective against all ships, meaning that cumulative damage crits will occur 2.625 times faster.
Barbettes seem like a better use of space. They would require more gunners on either gunner table (either 10 vs 2 or 5 vs 4), but they can attack a wide range of targets and cause more damage over time.
So, the only use I can see for large bays is for ships too small for a spinal mount to have a chance to stand up against capital ships. Not a situation I would like to put myself in. Maybe I need to design the Forlorn Hope class destroyer: 5,000 (or 2999?) tons and a single large particle bay for sniping capital ships at very long range in groups and hoping to score critical hits (kinda already did, see the Dragon-class destroyer for the Monarchy of Lod in the Florian subsector). Otherwise, as a secondary armament on capital ships or against smaller than capital ships, I see no purpose for the large bay at all.
Next, let's look at missile and torpedo bays: Straight scaling: small, medium, large, so other than saving gunners (20 vs 10 vs 2, or 10 vs 10 vs 4), then medium to me makes the most sense: you can call combine multiple bays against one target, and you can target individual bays against different targets. In fact, given the trouble I've had using all available hardpoints on big ships without running out of space or power, then small might make the most sense, since you can break out targeting more. So again, my point: why install a large bay? (except gunners )
I guess my point is that large bay weapons look underpowered for the amount of damage they cause. The GIANT jump in damage to a spinal mount, and the small increase in damage and effect over even a barbette makes me think they should at least cause X10 the damage they actually impart to be of general use. Missile and torpedo bays, I guess it's just a question of gunners and salvo flexibility (is that a real thing, or am I making that up? Not sure if you can split a bay's attack to target different um, targets (never, never use the same word in the same sentence twice… did I mention that I'm getting a little [stir] crazy?))
This all came about when designing a 110,000 flagship. I ran out of space and power and still hard hardpoints left, so I started poking at the design. Once I reduced the large particle bays and replaced them with barbettes, the design became much more efficient.
So does this logic make sense or do I just need to adjust my meds?