Mica Goldstone
From all postings it is clear that those that have been most involved in battles have reached the conclusion that Photon Weapons are redundant.

They simply do not have the stopping power of the few-day missile ships.
Further, advances in launcher actually make them less accurate at higher mk’s.

Despite PD, the balance is tilted away from Photon Weapons.

To this end it is suggested that along with the changes to Pinning, all Beam Weapons have their base accuracy increased by 4, with further increases of 1 per mk.
Photon Weapons would have +10 at mkI, +11 at mkII etc.

With the bonus to accuracy they can then be used for specific targeting - in most cases (yes it has been noted that space fighters and bombers are designed for this, but they are also used to run cover for torpedoes).
Energy weapons become the rapier to the launcher's sledgehammer biggrin.gif
FLZPD
QUOTE (Mica Goldstone @ Jun 20 2005, 09:40 AM)
From all postings it is clear that those that have been most involved in battles have reached the conclusion that Photon Weapons are redundant.

They simply do not have the stopping power of the few-day missile ships.
Further, advances in launcher actually make them less accurate at higher mk’s.

Despite PD, the balance is tilted away from Photon Weapons.

To this end it is suggested that along with the changes to Pinning, all Beam Weapons have their base accuracy increased by 4, with further increases of 1 per mk.
Photon Weapons would have +10 at mkI, +11 at mkII etc.

With the bonus to accuracy they can then be used for specific targeting - in most cases (yes it has been noted that space fighters and bombers are designed for this, but they are also used to run cover for torpedoes).
Energy weapons become the rapier to the launcher's sledgehammer biggrin.gif

Sounds great! All beam weapons....does that include Tractor Beams too ph34r.gif
Thomas Franz
I think the statement that photon weapons are obsolete is only true for skirmishes where you want to do max damage and retreat.
If you look at battles tat last for more than 2 days you are pretty much screwed without photon weapons since all your logistics start to run out of supplies and photon weapons are what keep you goiing for good.

If you make photon weapons more accurate then you remove the point of having a better than average dodge completly. Photon weapons with +10 acc will either always hit what you want (currently you can hit what you want depending on config) which means you can disable an enemy' engines on day and blast him with torps on day two. Game winner tactic that everybody has to follow.

If you want to increase the standard acc (6) of a standard weapon (e.g. photon gun) then you have to increase the standard max dodge (currently ~6, everything above that value with combat thrust is really hard to get) by the same value. This then again means that all other weapons need adjusting as well...
The system is based around 6 acc and 6 dodge at the moment, if yoyu mess with this then the whole syystem needs rebalancing.

I also completely do not agree with the statement that photon weaponry is obsolete at the moment. It certainly is not the weapon of choice for quick max damage raids, but a fleet without them is not going to last a couple days of combat, constant but low amounts of damage over days is their strenght. If oyu want an energy weapon that is closer to the missile specs then design a variant of the photon gun with more damage but less defence and higher target area (so it gets taken out quicker).
There currently is a problem with missiles designs andd space fighter designs gutting heavy hulled ships too easy (which makes photon weaponry trimmed for certain internals pointless) but this will be addressed according to Mica and David (empty internal space can be hit and damage is applied to hulls again). If this is fixed and you bring decent point defences and space interceptor coverage into battle then photon guns with current stats (over a few days) will be the only way to gut a capital. If oyu allow an easier way to gut a captial wwith high dodge then battles will mean disabling on day 1 and blast or board on day two. Whoever looses on day 1 (whoever has fewer phton weapnry 'disablers') will loose the battle big time since you cannot get disabled ships out of combat (deja vu anybody).

Thomas
Gandolph
Im in the for camp,

the photon weapon is a poor weapon, on its current stats,

one of your arguments against is that ships dodges are difficult to get above 6. i have to disagree on that one.........
Steve-Law
QUOTE (Thomas Franz @ Jun 20 2005, 01:45 PM)
I think the statement that photon weapons are obsolete is only true for skirmishes where you want to do max damage and retreat.
If you look at battles tat last for more than 2 days you are pretty much screwed without photon weapons since all your logistics start to run out of supplies and photon weapons are what keep you goiing for good.

But wasn't one of the arguments against the new pinning proposals that they would allow the resupplying of ammo, thus reducing drastically the only real advantage of photons (they don't use ammo)?

The idea of resupplying pinned ships also came up on a seperate proposal as well.

So for longer battles, your ammo based ships *will be able* to be resupplied with ammo (how practical that will be is another matter). Thus there is very little point in using a very much lesser powered weapon just because it doesn't run out, photons would need another advantage to make them viable.

And as things stand the side with the pinning advantage can already resupply as much ammo as they want. if the defender had photons yes they might be able to keep shooting for longer but would it really make much of a difference to total damage in the end?

ptb
Looks good to me, doesn't make targetting lifeforms easy to do but gives enough bonus to be an intressting alternative to massive damage smile.gif

Of course i'm probably going to have to redesign half my ships now, is there any eta for all the pinning/beam stuff?
Andy
QUOTE (Steve-Law @ Jun 20 2005, 01:43 PM)
But wasn't one of the arguments against the new pinning proposals that they would allow the resupplying of ammo, thus reducing drastically the only real advantage of photons (they don't use ammo)?

The point is not that a ship can get resupplied but actually the logisitcs involved in getting the ships supplied in the first place. It takes alot of cargo ships and production to keep missile / torp ships supplied.

Photon weapon ships will still be the mainstay of any fleet as they are consistent and hit time and again if configured properly. Missile ships may not have the supplies available to hit back. The logisitcs in getting missile ships supplied is horrendous so the photon weapon ship will always be the mainstay of the fleet as you cannot count on having the missile ships firing every day or even every other day if having to break a pin.

Cargo ships can get intercepted etc etc
Mica Goldstone
QUOTE (ptb @ Jun 20 2005, 02:31 PM)
is there any eta for all the pinning/beam stuff?

Soon-ish, but with David's impending holiday, he is coding beyond what is immediately needed as it would be folly to run the new code while he is out of touch irrespective of how much testing has been conducted.

QUOTE
The system is based around 6 acc and 6 dodge at the moment, if yoyu mess with this then the whole syystem needs rebalancing.
Humm, but higher mk's PW do not have an accuracy bonus, but higher mk's launchers do.

We do however see your point and the ability of the lighter weapons to achieve gutting would be problematic.

So:

LPG +6
PG +7
PC +8
PB +10
HPB +12
+1 per mk.

This definitely gives a use for the currently pointless HPB.

David would like to reduce kinetic missile damage to 60.
Thomas Franz
QUOTE
LPG +6
PG +7
PC +8
PB +10
HPB +12
+1 per mk.


That makes a lot more sense, and actually makes the investment in higher mk photon weaponry worth the effort.
I still see the problem with PCs beeing very effectively at disabling enemies ships though, but if the majority wants this then I'm happy to adopt this tactic.



QUOTE
David would like to reduce kinetic missile damage to 60.


Mica, can you please state the reason for this? Personally I think this would make kinetics unusable against heavy hulled and armoured ships as well (just like the missile) and I do not see the reason for this.


Thomas
Thomas Franz
QUOTE (Gandolph @ Jun 20 2005, 01:26 PM)
one of your arguments against is that ships dodges are difficult to get above 6. i have to disagree on that one.........

nope, my argument was that the base dodge drops off around 6 and it is very hard to get over 6 only based on thrust factors (engines).

I never said it is hard to get a dodge of more than 6.




Thomas
Romanov
In my view kinetics are there to soak up the PDs not to deliver damage. Making them cause less damage makes sense and reduces the amount of damage that missile ships can deliver.

Nic
Thomas Franz
QUOTE (Romanov @ Jun 20 2005, 04:45 PM)
In my view kinetics are there to soak up the PDs not to deliver damage. Making them cause less damage makes sense and reduces the amount of damage that missile ships can deliver.

Nic

Yes to an extent, and I think with 80 damage (that currently does not seem to increase on higher mk kinetics) there is little damage dealt already.

60 dmg against 80AR will nearly no damage, not talking about 100 AR and 120 AR.

In ship to ship combat this is not a real problem as you can use missiles alongside torps, but for starbases and platforms that cannot use torps due to 0g combat speed this does not seem right.


Thomas
Nik
QUOTE (Thomas Franz @ Jun 20 2005, 05:30 PM)
QUOTE
LPG +6
PG +7
PC +8
PB +10
HPB +12
+1 per mk.


That makes a lot more sense, and actually makes the investment in higher mk photon weaponry worth the effort.
I still see the problem with PCs beeing very effectively at disabling enemies ships though, but if the majority wants this then I'm happy to adopt this tactic.



QUOTE
David would like to reduce kinetic missile damage to 60.


Mica, can you please state the reason for this? Personally I think this would make kinetics unusable against heavy hulled and armoured ships as well (just like the missile) and I do not see the reason for this.


Thomas

LPGs are designed to be used against light hulled ships which have little combat speed and are easy to hit. Also, given that PCs will very quickly take out engines with a +8 accuracy, isn't it better to have the following (so phoron guns are as they currently are as the basis for things):

LPG +5
PG +6
PC +7
PB +9
HPB +11
+1 per mk.

Will higher mark photon weaponry also have increased damage values as it currently is, or just increased accuracy?

Nik
Nik
QUOTE (Romanov @ Jun 20 2005, 05:45 PM)
In my view kinetics are there to soak up the PDs not to deliver damage. Making them cause less damage makes sense and reduces the amount of damage that missile ships can deliver.

Nic

By this very argument though, changing the stats of a kinetic missile would not make any difference as they do not hit!

Kinetic missiles do not do that much damage against heavy hulled/armoured ships. They do against light hulls/armour, but so does everything else and LPG/LRG/etc are far more effective. There are also a lot better ways to soak up point defence than missiles. If missiles are only used for this reason, then it'd be better to have space fighter ships or more torpedos on a ship and the kinetics become obsolete like missiles.

Nik
Mica Goldstone
QUOTE (Thomas Franz @ Jun 20 2005, 04:30 PM)
Mica, can you please state the reason for this? Personally I think this would make kinetics unusable against heavy hulled and armoured ships as well (just like the missile) and I do not see the reason for this.


Thomas

The argument for dropping the Kinetic Missile to 60.

The balancing comes down to damage to mass ratio weighted against battle length (this is the reload time, not the actual length of the battle).

The original set-up was based on the 5 day battle, thus 20 rounds of missiles. Therefore the launcher required 1 1/3 magazines (10+20/30*50)= 44mu.
Further Kineticsdelivered 70 v 40 armour (bell curve, so approx half standard armour of 80) = 30 * 20 = 600mu.
600/44 = 13.6 damage:mass

Compared with 90mu Cannon v 45 armour + scint = 45 * 20 = 900mu.
900/120 = 7.5 damage:mass

Nearly twice as effective but need to reload.

However at two days the mass of the kinetic missile drops to 24mu (10+ 25*8/15).
30*8/24 = 10 damage:mass
Whereas the PC
45*8/120 = 3 damage:mass

Dropping the battle length means that the balance is shifted in favour of the kinetic.

Dropping the kinetic missile damage down to 60 restores the balance
20*8/24 = 6.7 damage:mass

While a strong argument, my thoughts are that as the kinetic does not increase in damage with mk whereas armour does, dropping this is not as critical as improving the acc of the photon weapons.
Gandolph
i think the need for dropping the kinetic missile strength will diminish as armour strength increases, the natural progression of the game will nullify that to an extent.

so i think as you say the photons may need alteration but not necessarily the kinetic
David Bethel
QUOTE
dropping the kinetic missile strength


Its not critical but it gave a more palitable outcome for the Normal/light with missiles vs Heavy.

CODE
Dmg vs 80AR
10 0.07
20 0.56
30 2.22
40 6.0
50 12.22
60 20.56
70 30.07
80 40
90 50
100 60


CODE
Dmg vs 60AR
10 0.12
20 1.10
30 4.50
40 11.10
50 20.12
60 30.00
70 40.00
80 50.00
90 60.00
100 70.00


CODE
Dmg vs 80AR and weapon AF 8 (a missile)
0 0.00
50 0.14
100 1.01
150 3.64
200 9.53
250 20.62
300 38.61


So currently vs 80AR at missile does ~10dmg and a kinetic does 30 dmg.

So for a light ship attacking with missiles
200 x 10 x 4 round= 8000 dmg (but the is a big variance) ~25% hull dmg ouch but not disaster. If you spit at the attacker (3 missiles) then there is a casscade missile explosion on round 1. 30k production (20k for ship +10k for officer) caused ~10k dmg (0.13x53k + 0.87x4k)

So for a light ship attacking with kinetic missiles
200 x 30 x 4 round= 24000 dmg ~60% hull dmg then very messy. 30k production just caused ~38k dmg (0.64x53k + 0.36x12k)

Mind you the whole thing is messy. I still like the idea that interceptors get to pepper any attacking ships with very low dmg, before each round.
Dan Reed
are these the only issues/ideas with the "standard" weaponry platforms in the game? Right now we're discussing the relative merits of one system against one other. Is this all that is needed, or should we risk looking at each of the main weapon types against each of the others?

I'm hesitant to open up a bunfight in this way, but tweaking one system to "correct" for a perceived imbalance may result in an unforeseen imbalance against another weapon system sad.gif

Dan
Ro'a-lith
Been idly browsing the combat rules myself recently, and my what a can of worms. From what I understand (and have been told), a starbase using primarily beam weaponary can theoretically be flattened from orbit by indirect fire, and stand no chance to damage anything shooting at it.

This based on the 'over the horizon' line of sight business - theoretically the only thing a starbase could fire at a fleet of ships employing missile bombardment would be space fighters/bombers, or missiles of its own - these last of which suffering a -6 accuracy penalty due to being fired from a stationary location, and at moving targets.

The only time a starbase would be able to employ direct line of sight weapons (Tractor beams, photons guns/batteries etc) is when a ship is using the same against it. Doesn't this make it a bit too easy for a missile-using fleet to obliterate a starbase from orbit and not be touched?

Not entirely related to the questions/suggestions in this thread, I know - and please, feel free to correct me if the above assumptions are wrong. However, personally I think this should be addressed at the same time as the accuracy suggestion in the original post. It would certainly make photon weaponary more useful to starbases.
Mica Goldstone
QUOTE (Ro'a-lith @ Jun 21 2005, 09:42 PM)
The only time a starbase would be able to employ direct line of sight weapons (Tractor beams, photons guns/batteries etc) is when a ship is using the same against it. Doesn't this make it a bit too easy for a missile-using fleet to obliterate a starbase from orbit and not be touched?

True - but - sheer size means not always over in a day, cavalry fleet, ability to build rail weapons, massive targeting bonus due to not having space limitiations, space fighters are good, platforms in orbit, planetary shields, point defence, starbase spread means some damage misses.

The defence of a starbase is as good or as poor as the governor makes it. It is up to the players to exploit any chinks in their armour.
Gandolph
you said a starbase has a -6 because it is stationary, are you sure that a missile has a negative modifier when being fired from a stationary position such as a starbase?? only torps would have the problem

David Bethel
QUOTE
you said a starbase has a -6 because it is stationary, are you sure that a missile has a negative modifier when being fired from a stationary position such as a starbase??

Just torps.
Rich Farry
QUOTE (Mica Goldstone @ Jun 22 2005, 07:30 AM)
True - but - sheer size means not always over in a day, cavalry fleet, ability to build rail weapons, massive targeting bonus due to not having space limitiations, space fighters are good, platforms in orbit, planetary shields, point defence, starbase spread means some damage misses.

I was under the impression that that rail weapons could be used as indirect weapons from orbit against ground installations, but that the opposite was not true. Is this wrong?
Jerusalem
For what it's worth, I find my Photon armed ships much easier to run than my missile/torp armed ships. The Missile boats require at least twice as much time input in them to fight them adequately, probably closer to three or four times. Which, for me, is where the big advantage of photon guns resides.
Andy
QUOTE (Rich Farry @ Jun 22 2005, 11:09 AM)
I was under the impression that that rail weapons could be used as indirect weapons from orbit against ground installations, but that the opposite was not true. Is this wrong?

Not tested it yet but I'm pretty sure you can fire rail weaponary from ground at orbital positions even though you are not in line of sight
Ro'a-lith
QUOTE (Mica Goldstone @ Jun 22 2005, 08:30 AM)
True - but - sheer size means not always over in a day, cavalry fleet, ability to build rail weapons, massive targeting bonus due to not having space limitiations, space fighters are good, platforms in orbit, planetary shields, point defence, starbase spread means some damage misses.

Rail, space fighters, missile weaponary, and targetting bonus/capacity conceeded.

Likewise, starbase spread can help admittedly - at the cost of shield/scint depth, and more importantly ground combat tactics.

When a starbase employs starbase shields it can't fire back anyway.

Platforms - again, is there any point in platforms using photon weaponary? Especially when they can be resupplied with missiles by the starbase/ships acting on behalf of the starbase.

Here's another one for you. Heavy Photon Batteries - considering it takes 80 platform hulls to hold just one of these for 1200 damage a round, and in the same space you could have 100 missile launchers firing kinetic missiles for 7000 damage a round, plus a tonne of kinetic missiles and magazines.

Personally, I'd say that batteries and heavy batteries were designed specifically for use at a starbase/outpost - and the line of sight rule makes them next to useless for that purpose.

What I wouldn't give for the good old days of 'if you can see em you can shoot at em'.

Oh well, I'll just go back to building starbase shields and phalanx missiles.