Re: B vs K was Re: Classed Weapons
From: Jared Hilal <jlhilal@y...>
Date: Fri, 05 Sep 2003 18:37:04 -0500
Subject: Re: B vs K was Re: Classed Weapons
Oerjan Ohlson wrote:
> Let's look at it in a bit more detail:
>
> If the *firepower* is doubled (eg. you go from 1 die to 2 dice), then
> the combat value increases by the square root of 2. That's straight
> out of Lanchester.
Yep.
> However, the area covered only affects the probability that there will
> be *at least one* target for the weapon to shoot at. If there isn't
> anything to shoot at, the target can't shoot and its effective
> firepower is zero (at least for the moment).
>
> So, when you say that "doubling the area increases the combat value by
> sqrt(2)", you're effectively saying that doubling the area doubles
> the chance that there will be at least one target in its range and
> arc. However, this is only true if the targets are randomly
> distributed throughout the combat area and the ship doesn't
> deliberately manoeuvre to get them into its sight.
>
> Since the targets usually aren't scattered at random (in FT they tend
> to be flying in formations, for example) and the ship itself usually
> doesn't manoeuvre at random either, doubling the area usually
> increases the probability of having a target by more than a factor 2.
I had not considered that, thank you for pointing it out.
> There's another factor to keep in mind as well: the longer-ranged
> weapon can usually fire one or more shots before the shorter-ranged
> weapon gets into range - which means that by the time the
> shorter-ranged weapon *does* get into range, it has already taken
> damage. In Full Thrust, this means that a short-ranged fleet attacking
> a long-ranged one will usually have taken some thresholds and thus
> lost some weapons (or even lost some ships entirely) before they get
> to return fire. Of course this increases the combat value of the
> longer-ranged weapons further still :-/
However, this is where the size of the game area comes into play.
J