Re: [FT] Yet another suggestion for balancing stinger nodes
From: Kevin Walker <sage@c...>
Date: Sun, 10 Feb 2002 17:44:28 -0600
Subject: Re: [FT] Yet another suggestion for balancing stinger nodes
On Sunday, February 10, 2002, at 03:33 PM, Charles Taylor wrote:
> Well, first a caviet - I havn't actually managed to play Sa'Vas'Ku
yet,
> so this is all highly theoretical, :-)
>
> The suggestion is a varient of an old idea of limiting the power
> throughput of an individual stinger node, but with a twist...
>
> Should a target ship be within the fire arc of more than one stinger
> node, then they can combine their shots into a single attack, for
> example, if we set the maximum power that a single node can handle to
4,
> then, by itself, it has a range of up to 36mu (using 12mu range bands)
>
> Should a target be in arc of two stingers, then up to 8 power may be
> directed at it, increasing the range to 48mu.
This was suggested a while back when discussed amongst some of the
play-testers. At that time IIRC, the value I suggested was 8 PP per
stinger node. I believe the problem with 4pp per node was this severely
handicapped some of the SV ships in FB2, a factor that is very
undesirable for any correction.
Going with 4 PP per stinger the maximum PP each of the following ships
can use for stinger weapons is:
Var'Arr'Sha thru Var'TheeSha - 2/3
Thy'Sa'Teth - 1/4
Shyy'Tha'Var - 1/2
Ann'Var'Teth - 8/15
Sla'Tha'Rosh - 3/4
Vash'Sa'Rosh - 8/10
Vas'Sa'Teth - 4/11
Please forgive me if any small errors are in these quickly calculated
ratios.
At 8 PP per stinger node all the existing designs can use all of their
PP via nodes (as long as most or all of the nodes are still around) but
they still have some arc considerations and it goes a ways to preventing
the big hulks with masses of power generators getting an even bigger
cost break for needing so little a number of stingers to channel all
that power through.
Kevin Walker
Horizon Concepts, Inc.
Macintosh & Windows Development
Miniature Painting & Sculpting