Re: [GZG] Screens versus Advanced Screens in Cross Dimensions?
From: Eric Foley <stiltman@t...>
Date: Fri, 22 May 2009 13:37:11 -0400 (EDT)
Subject: Re: [GZG] Screens versus Advanced Screens in Cross Dimensions?
-----Original Message-----
>From: Hugh Fisher <laranzu@ozemail.com.au>
>First, here's the average damage per die and relative effectiveness
>of torpedoes/missiles against advanced screens:
> None Adv1 Adv2
> 3.50 2.50 1.50
> 100% 71% 43%
>
>So while advanced screens are expensive, they really do have quite
>an effect on the damage you take, more than the effect of normal
>screens against beams.
Yes, but it's identical to the effect of normal screens on plasma bolts,
so you can look at the parallelthat way.
>Here's the average damage for K-guns vs advanced screens using my
>proposal of subtracting screen level from K-gun grade. Ignore the
>K1 and K2 for the moment since they're tricky.
>
>Grade Standard Adv1 Adv2
>K 1 1.17 0.00 00% 0.00 00%
>K 2 2.67 1.17 44% 0.00 00%
>K 3 4.50 2.67 59% 1.17 26%
>K 4 6.67 4.50 68% 2.67 40%
>K 5 9.17 6.67 73% 4.50 49%
>K 6 11.00 9.17 83% 6.67 61%
>
>The average effectiveness is 54% and 29% respectively, but these
>are slanted by K1/K2 doing zero. Advanced screens are more effective
>against K3 and K4, less so against K5 and K6.
I guess my main nitpick on this one is that it would encourage people to
start using K-guns that are outside the norm established in the books,
much as a sliding table is going to tempt somebody to start using class
6 beams.
>Using your proposal of deducting screen level from the initial
>grade and chance of doubling, but not the extra double damage if
>the roll succeeds:
>
>Grade Standard Adv1 Adv2
>K 1 1.17 0.00 00% 0.00 00%
>K 2 2.67 1.33 50% 0.00 00%
>K 3 4.50 3.00 67% 1.50 33%
>K 4 6.67 5.00 75% 3.33 50%
>K 5 9.17 7.33 80% 5.50 60%
>K 6 11.00 10.00 91% 8.00 73%
>Average 60% and 36%, again slanted by the special case of K1
>and K2. Against the big K guns, this isn't achieving much.
>(It is of course possible that I screwed up the math somewhere.)
I was figuring that we'd reduce the target number, i.e. any K-gun of
class 5 or larger is only going to get the extra damage on a 3 or lower,
regardless of how much bigger you get. This reduces the damage of K-6s
to 9.0 and 7.0 against level 1 and 2 shields respectively; it's an
improvement over reducing the class for a level 1 shield, a slight
disimprovement for a level 2, but it creates a considerable improvement
for larger K-guns. A K-8 would do 12.8333333 damage against a level 1
shield and 11.0 against a level 2 by your proposal; by mine it would do
12.333333 against a level 1 and 10.0 against a level 2.
I guess at some point it may not make a huge amount of difference, and
it probably would still not be particularly cost effective to go to a
class 8 K-gun just to try to minimize the effect of shielding because
the mass you'd have to crank into that sucker is great enough to create
diminishing returns.
>I prefer my proposal because 1. it's simpler 2. it's more effective
>against the bigger K guns and 3. it's simpler. (I really, really
>like keeping things simple.)
I agree, actually. It's the one thing I didn't like about my own rule
suggestion there, in that Full Thrust's appeal is partly its simplicity,
and breaking that with K-guns against shields is not necessarily
desirable.
>>Hm. So a K-1 would basically not be changed at the 24-30 MU range
>>band at all because this doesn't change from what it normally does,
>>and a Kra'Vak destroyer that's armed with nothing bigger than a K-2
>>would then have every reason to just stay at maximum firing range if
>>it could because approaching any closer wouldn't do it any good?
>>That's kind of a weird set of side effects...
>Well, I'm not too concerned about it being strange. I dislike the
>idea of ships becoming totally invulnerable to a ship to ship
>weapon, and FT does have a general rule that a natural 6 always
>does some damage, even if you're a useless torpedo fighter in a
>dogfight. All I want to do is make the escort vs advanced screen
>combat almost impossible instead of utterly hopeless. And here I
>think it's even more important to keep things simple, there's no
>point in investing complexity on what is very much an edge case.
Well, the extra roll I'm proposing is no different from what a K-gun
would normally be investing in order to determine if it does extra
damage; in this case it would be making the second roll to do the _base_
damage.
>>Here's my counter-idea: if the grade drops below 1, the K-gun rolls
>>its usual to-hit roll, and if it "hits" it rolls an additional roll
>>similar to how another K-gun would roll for a double, except that in
>>this case it's trying to roll to do its _base_ damage. They would
>>have to roll their original grade or lower, with a +1 bonus if it's
>>a level 1 screen. So against a level 1 screen a K-1 would do its
>>one point of damage on a 1 or 2, and against a level 2 it's just on
>>1. A K-2 would get it on 1-3 against a level 1 and 1-2 against a
>>level 2. Still makes life pretty pitiful for the puny escorts, but
>>it takes away the weird side effects where ranges become irrelevant
>>once you're within 30 MU, and makes a difference between whether
>>it's a level 1 or level 2 advanced screen against a K-1 as well.
>But I'll run the numbers on this as well, and may change my mind
>again. Thanks for going into such detail.
Not a problem... I do games for a living myself, so sometimes I
literally get paid to think of stuff like this. Whee. ;)
E/Stilt Man
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