RE: Fire Control lock-on musings
From: Oerjan Ariander <oerjan.ariander@t...>
Date: Tue, 28 Jun 2005 18:26:16 +0200
Subject: RE: Fire Control lock-on musings
Jerry Cantrill wrote:
>I want to throw some numbers out to see the empirical effects of a D6
to
>lock-on roll.
>
>In essence, a die roll modifier is applied to a "Break Lock-on"
number.
>If the defender has to roll a 7 or better on a D6, then a Lock-on is
>automatic if the DRM is +0. If the DRM is +2 then the defender will
>break the Lock-on when he rolls a 5 or 6. (However the DRM is
determined
>the result will be what the defender adds to his die roll to compare
to 7+.)
>
>This makes the odds of a Lock-on equal to
1-((1-(6-DRM)/6)^(#FireCons))
Correct so far.
>Comparing a Class-3 Beam and a Pulse Torp, the current odds of a hit
and
>average damage inflicted are...
>
>1 FireCon w/Lock-on DRM: +0 Lock-on odds = 100%
>
>Shielding Level of Target: Unshielded
>Cumulative Odds to Hit at Each Range Band
> Weapon 6mu 12mu 18mu 24mu 30mu 36mu
>Class-3 Beam 0.88 0.88 0.75 0.75 0.50 0.50
>Pulse Torpedo 0.83 0.67 0.50 0.33 0.17
Correct, though the "cumulative odds to hit" is a pretty irrelevant
comparison (unless you're shooting at targets with a single damage point
remaining) since the amount of damage per "hit" is so different for the
two
weapon types.
>Shielding Level of Target: Unshielded
>Average Damage Points Inflicted at Each Range Band
> Weapon 6mu 12mu 18mu 24mu 30mu 36mu
>Class-3 Beam 2.40 2.40 1.60 1.60 0.80 0.80
>Pulse Torpedo 2.92 2.33 1.75 1.17 0.58
Correct.
>Now looking at the odds of a hit and average damage inflicted with a
>Lock-on DRM=+1...
>
>1 FireCons w/Lock-on DRM: +1 Lock-on odds = 83%
>
>Shielding Level of Target: Unshielded
>Cumulative Odds to Hit at Each Range Band
> Weapon 6mu 12mu 18mu 24mu 30mu 36mu
>Class-3 Beam 0.82 0.82 0.69 0.69 0.44 0.44
>Pulse Torpedo 0.78 0.60 0.44 0.29 0.14
...but here you've done something wrong; I just can't identify what it
is.
The B3's hit probability at range 0-12 with 1 FCS against a +1 lock-on
DRM
should be
(5/6)*(1-(1/2)^3) = 0.83*0.88 = 0.73,
not 0.82: of the 83% of the shots that are fired at all (the remaining
17%
don't get a
lock so can't be fired) 88% hit, so the cumulative P(hit) is 88% of 83%
ie.
0.83*0.88 = 0.73. At range 12-24 the hit probability is 0.63, and at
range
24-36 it is 0.42; similarly the P-torp to-hit probabilities with a
single
FCS against a +1 lock-on DRM are 0.69, 0.56, 0.42, 0.28 and 0.14
respectively. All of these are (of course) exactly 83% of the hit
probabilities against a zero lock-on DRM.
>Shielding Level of Target: Unshielded
>Average Damage Points Inflicted at Each Range Band
> Weapon 6mu 12mu 18mu 24mu 30mu 36mu
>Class-3 Beam 2.00 2.00 1.33 1.33 0.67 0.67
>Pulse Torpedo 2.43 1.94 1.46 0.97 0.49
*These* values OTOH are correct.
>Due to the "only" 5/6 chance of the Lock-on roll. The Odds of a Hit
for
>the B3 is lowered by 94% up to 12mu,
You mean "...is lowered TO 94%" (0.82/0.88 =~ 0.94), or "...is lowered
BY 6%".
(If you lower a probability of 0.88 BY 94%, you end up with
0.88*(1-0.94) =
0.053, which
is quite far removed from the B3's hit probability in this case.)
However, the "94%" value is based on the incorrect "0.82" hit rate. The
real value is
0.73/0.88 = 0.83, ie. exactly identical to the lock-on odds.
***
>And the firing ship just has to allocate 1 more FCS then the target
gets
>DRM to have 95% or more change to lock-on.
Which is one of the reasons why this is a game balance problem: it
screws
those ships
which can't *afford* "just 1 more FCS" due to their low Mass - ie. the
escorts, and to
a lesser extent cruisers.
Regards,
Oerjan
oerjan.ariander@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
-Hen3ry