Re: B5-3 Aft
From: Kevin Walker <sage@c...>
Date: Thu, 4 Sep 2003 23:37:25 -0500
Subject: Re: B5-3 Aft
On Thursday, September 4, 2003, at 08:38 PM, Jared Hilal wrote:
> How? You come to raid my infrastructure and win once. Once this
> victory is spread through the fleet, the next time you come to one of
> my systems, I don't go out to meet you, but rather stay at the
> objective and wait for you to come to me. Because you have to enter a
> certain range of the target (for your weapon) and I can detect your
> STL approach into the system, I can position myself to force you to
> engage me before reaching the target, at which point my K-guns smash
> your fragile hull and your stern-chaser armament does squat for you.
If one can out range and out accelerate the defenders and they have to
stay around to guard a resource, the attacker has a winning situation.
Either the defender leaves the resource undefended, attempts to engage
the attacker (which happens at the attackers whim), or the attacker
simply picks the defender to pieces at range. Not fun for the defender
for certain.
> No, it does. The previous discussion has revealed that the cost
> balancing is only correct as written for Cinematic play on larger
> tables. On average size tables, the costing over-rates the larger
> batteries, and vector appears to need some more tweaking to balance
> right.
>
> Holding up examples that work in very specific situations (like this
> ship) but not in general, common situations, and then extrapolating
> general conclusions from the results is not correct. In critical
> analysis, this is called a "straw man argument".
Average sized tables is a bit of a opinionated factor. What is
average? 4 by 6 is common, so is 6 by 8. There is a big difference in
area between the two (double). I've played on 16 by 6 foot surfaces
and then again on 4 by 4 and many others to boot.
If your primary focus in balancing weapons with vector based movement
on a 4 by 6 foot surface is your focal issue, then whether big beam
weapons are worth the cost is not as critical as on a larger playing
surface. With limited space, the smaller beam weapons are more likely
to be in range. So thus it makes sense to have multiples of them.
Nothing really lost is there?
In trying to balance point costs, there is always going to be some
areas where the point costs on different systems (read as ranges and
arcs) will be more or less significant. Factoring mainly for the
smaller playing surfaces leaves the points issue out of sync for larger
play areas, ones which find more use for long ranged weapons. Since
larger batteries have less use on smaller playing areas, it makes sense
that they'd be more of a focus for those playing under those
conditions, unless the larger beam weapons were more cost efficient.
But if the larger ones are more cost efficient in that situation they
are a give'me on larger battle areas. I prefer factoring for larger
surfaces (in this case) since smaller surfaces have less of a reason to
use the larger beam weapons. In my past design and play-test
experiences this is usually a better way to go as it works better in
general for a wider range of applications.
These examples are not meant to be general conclusions, but
illustrations of why costs have to be factored the way they were. This
type of factoring is not a "straw man" as it is hardly imaginary. The
issue of high class beam weapons being king of the battle area came up
years ago and has been factored into current play-testing. When the
costs of larger beam weapons were smaller, I witnessed most designs
involving beam weapons consisting of cramming as many class A beams was
the way to go in most cases (if you wanted more arcs then sometimes the
smaller class B and Cs were okay or 3 class Bs had more dice at 0-12
MUs than did 2 class As).
I'm a little surprised that with your reference to critical thinking
that you've determined what is the typical playing area. Your
preferred or available space may be for you and your
friends/associates, but that does not mean it is such for all of us. I
realize a number of other game systems typically use a 4 by 6 table.
IIRC, this playing area has become more popular in the past decade.
However, that said - a point system for a game meant to be played on
whatever is available needs to take as many factors as possible into
consideration. I feel the system we've had input on has the best
overall considerations for a variety of playing areas.
>> On Thursday, September 4, 2003, at 05:43 PM, Eric Foley wrote:
>>
>>> In the end, fast sniper vessels such as this only really work in a
>>> lark where you're assuming a great many things that don't make a lot
>>> of sense, or in special situations such as commerce raiding where
>>> you're not going to devote any large amount of resources to it, and
>>> where you're prepared to refit the vessels with more sound armaments
>>> once your enemy stops being stupid and develops a countermeasure. It
>>> wins one-off games where you don't think a little outside the box
>>> and project a few military objectives that would otherwise rein in
>>> the impulse to devote precious resources to building such vessels.
>>
> Exactly.
Raiders are a fairly common factor in war. A high speed (the long
ranged weapon is a bonus) ship that works in small numbers or alone,
keeping the enemy forces pinned in protecting valuable resources has
happened a fair amount in past conflicts. In fact, bombers during wars
of the past 70 years took on this role in a round about way. Raiding
of this type helps to keep the enemies production lower, make the
situation more of an unknown for the enemy, and limits the ability of
the enemy to concentrate their forces into large fleets or into massive
and ungodly huge vessels.
This type of ship is hardly more specialized than some other ships
proposed to this list in the pursuit of balancing the cost system. But
that is hardly important to the ongoing debate. Sniper vessels, while
not a mainline fleet design, do come up in play whether as larger
ships, or as smaller escort and raider types - used to take out smaller
ships before they can fire and to destroyed crippled vessels without
forcing allied line fleet units to break formation to go hunting the
cripples down.
The examples given of how effective they can be in certain situations
are important. By suggesting there main weapons should essentially
cost less is paramount to supporting them further, or permitting easier
access to the same systems for less specialized vessels that in turn
can do some similar things while still accomplishing their primary
roles. This leads us dangerously close to the stituation that happened
with beam weapons orginally.
Kevin Walker