David Bethel
Stick anything youwant to discuss here about the final look of the updates. Its says final, but it means finished, if something is supid then we will have to alter.
Brother Tenor
Is this in addition to the changes in the "summer changes" list? (Weapon accuracy changes, for instance)
Sjaak
QUOTE (David Bethel @ Aug 30 2005, 12:18 PM)
Hiports will be disabled if control is < 100%

I already expressed my concern about this part.

Would it be possible to lower that amount to control < 90%?? Otherwise an series of small GP's attacks can hurt an Starbase more in losing business then during the attack?? I can see people abusing this.
David Bethel
QUOTE
Would it be possible to lower that amount to control < 90%?? Otherwise an series of small GP's attacks can hurt an Starbase more in losing business then during the attack?? I can see people abusing this.


The attack force have to be winning for control, to go below 100%. So someone to do this, they would have to attack with more control factors than you for 1 day and take X10 dmg as the attacker at 100% control. So unless they were planning to take your SB they would be idiots to do it based on what they would lose.

Anyone would has been in ground combat will know that its not trival to drop a SB's control unless it is undefended

QUOTE
Is this in addition to the changes in the "summer changes" list? (Weapon accuracy changes, for instance)

Its the full list of exactly what has been implemented in light of coding the 'summer changes' + anything that will be in the forcoming realease that has nott been mentioned.

For instance this was not mentioned before and it quite important:
Added politcal authorisation to override acces to a position
Order: Issue Authorisation (Use remove option to remove it)


Its allows follow authorisation of a political to do what they are allowed to with your positions, it cuts the need for use of security codes with ppl you 100% trust.
Thomas Franz
QUOTE (David Bethel @ Aug 30 2005, 12:40 PM)
For instance this was not mentioned before and it quite important:
Added politcal authorisation to override acces to a position
Order: Issue Authorisation (Use remove option to remove it)


Its allows follow authorisation of a political to do what they are allowed to with your positions, it cuts the need for use of security codes with ppl you 100% trust.

Thanks for this, this is really really good and much appreciated.


Thomas
FLZPD
QUOTE (David Bethel @ Aug 30 2005, 12:18 PM)
Rail guns will have their accs changed to +0/1/2/6/8

This seems a very large improvement to rail weapons (currently they get increeasing negatives to accuracy); whats the reason for the change on this?
David Bethel
QUOTE
This seems a very large improvement to rail weapons (currently they get increeasing negatives to accuracy); whats the reason for the change on this?

Its to make them more competative with photon guns etc. Its also to make the largest weapons more attractive for fixed positions like platforms. On a platform note, its woth looking at shielding them as their surface area seems to make shields an intereting option.

Its also worth considering that these changes come a long way to simplifying things. GPs are for ground combat, Ships/Platforms for space combat and starbases in the middle. Hopefully this will improve combat when it happens and make it less pissy for those involved.

Also the same time programming was spent on the Industry/Events stuff as the combat stuff. Its just not apparent because one is being finished off and the other is a open can of worms.

Brother Tenor
QUOTE (David Bethel @ Aug 30 2005, 01:28 PM)
QUOTE
This seems a very large improvement to rail weapons (currently they get increeasing negatives to accuracy); whats the reason for the change on this?

Its to make them more competative with photon guns etc.

I don't want to be difficult, but... will it definitely stay like that, or will it change back when somebody's fleet gets mauled by rail runs and they complain they're too powerful?
Jerusalem
Hi.

I'm not sure I understand what - Precombat ISR Stress (replaces pepper effect) - means in practice. All ships will get extra attacks via their engines?

Can somebody give me a simple-language example of it in action please?

Apologies in advance if I'm just being very dense.




ptb
QUOTE (Jerusalem @ Aug 30 2005, 10:45 PM)
Hi.

I'm not sure I understand what - Precombat ISR Stress (replaces pepper effect) - means in practice. All ships will get extra attacks via their engines?

Can somebody give me a simple-language example of it in action please?

Apologies in advance if I'm just being very dense.

It's supposed to make lighter hulled ships less effective so that they fall appart before combat starts. (ie no more missile packed xl hulled single use ships)
David Bethel
QUOTE
Can somebody give me a simple-language example of it in action please?


Before round one of a battle, each ship gets a number of attacks on all hostile ships in the battle via their engines. For instance a 100 hull ship with 10 ISR3's gets 20x10mu attacks on incoming ships.

So if you have a battle with 2 hostile ships against your single 100 hull ISR3 ship then each hostile would get 10 attacks at 10mus dmg each. The dmg is modifed by stress (XL/L/N/H -> x4/x2/x1/x0.5) and is applied to armour, so it hardly effects heavy ships but ripes XLs to bits.
Sjaak
QUOTE (David Bethel @ Aug 31 2005, 08:36 AM)
Before round one of a battle, each ship gets a number of attacks on all hostile ships in the battle via their engines. For instance a 100 hull ship with 10 ISR3's gets 20x10mu attacks on incoming ships.

So if you have a battle with 2 hostile ships against your single 100 hull ISR3 ship then each hostile would get 10 attacks at 10mus dmg each. The dmg is modifed by stress (XL/L/N/H  -> x4/x2/x1/x0.5) and is applied to armour, so it hardly effects heavy ships but ripes XLs to bits.

well, I still don't understand it... maybe I am really dense today..

Does the 100 Light vessels dishes the damage out, or does it receive the damage??? In the latter case, an 10 heavy with one Light Photon Gun could be used to destroy enemy freighter fleets.. I assume that yuo recheck and make sure it can't be abused that way.
Frabby
Good job on the changes David, I like 98% of the stuff I see there.

That said, I stand by my objections regarding the changed weapon statistics as made in the Summer Changes - Discussion thread.

I also feel that it is wrong for Starbases not to be able to form GPs when under attack. This totally removes the ability to launch counter-attacks or mount a mobile defensive. I am strongly against this.

Not sure about the ramnifications of ISR combat maneuvering damage either. Logically this should be worse when ships maneuver to evade combat, and not at all affect fighter carriers.
Perhaps we should plainly return to the old suggestion to restrict weapons to normal and heavy hulls, like ISR drives. Not a satisfactory explanation for banning L/XL fighter carriers either, but still...

Finally, one minor suggestion: It is bound to cause confusion when we have a "Dump Cargo" order and a "Create dumped cargo" order. Would it not be better to combine these orders into one, which works differently based on wether or not the position uses the order when landed.
David Bethel
QUOTE
Does the 100 Light vessels dishes the damage out, or does it receive the damage??? .


All ships in combat dish damage with their engines, against hostile ships. This includes frieghters that are not hostile BUT the targets are only ever hostiles ie they have enemy list etc.

QUOTE
In the latter case, an 10 heavy with one Light Photon Gun could be used to destroy enemy freighter fleets.. I assume that yuo recheck and make sure it can't be abused that way.


It could only destroy _hostile_ frieghter fleets. If the frieghters are just in the battle, they can not be attacked by this mechanism.
David Bethel
QUOTE
I also feel that it is wrong for Starbases not to be able to form GPs when under attack. This totally removes the ability to launch counter-attacks or mount a mobile defensive. I am strongly against this.

Ok removed that restraint and make sure GPs can not jettison while in ground combat.

QUOTE
Not sure about the ramnifications of ISR combat maneuvering damage either. Logically this should be worse when ships maneuver to evade combat, and not at all affect fighter carriers.


Its pure game mechanic - you enter combat you get wacked with pan just to check you are not made of glass. There was lots of options on how to do it but all requires extra x on ships and so engines made sence (+ its vaguly feels right).

QUOTE
Perhaps we should plainly return to the old suggestion to restrict weapons to normal and heavy hulls, like ISR drives. Not a satisfactory explanation for banning L/XL fighter carriers either, but still...


You said i was not allowed to do that, and the ISR stuff is coded. As far as i tested it does not remove light missile ships, it just makes sure that are not taking the piss, they have to be shielded and use magazines.

QUOTE
Finally, one minor suggestion: It is bound to cause confusion when we have a "Dump Cargo" order and a "Create dumped cargo" order. Would it not be better to combine these orders into one, which works differently based on wether or not the position uses the order when landed.


Yep - the Create Cargo dump order is in teh 'creates' tab only so that should ot be too bad ? I will change the Dump cargo orders -> Dump Ships Cargo.
Jerusalem
Right, I understand the ISR manuever thing now. Thank you kindly. Will be interesting to see how it works in practice.
Jerusalem
"When the cargo is dumped all attacking ships are given the debris fields postion number and cargo is scooped by the attackers that have cargo space."


I can practically hear Pirate Large drooling at this one. smile.gif
Jerusalem
Okay, one more thing.

"Battle Generation
When a position arrives at a location it will try to attack anything that are dictated by its enemy lists. It can only stop positions for combat if it is faster than then or they are stationary / stopped by tractor beams. It will pick the fastest target that are is on its enemy lists (position list first) and lock it into combat as a target."


When you say it will pick the fastest target that is on its enemy lists, does that mean the fastest targer that it still has a chance of actually engaging in combat? So if there are a bunch of high-G pinners around, it will ignore them if there is no chance of engaging them in combat, and go for the next fastest target?
David Bethel
QUOTE
When you say it will pick the fastest target that is on its enemy lists, does that mean the fastest targer that it still has a chance of actually engaging in combat? So if there are a bunch of high-G pinners around, it will ignore them if there is no chance of engaging them in combat, and go for the next fastest target?


Its the fastest ships that it can stop for battle (since you have to still be faster than the enemy or they can avoid the battle).
Sjaak
QUOTE (David Bethel @ Aug 31 2005, 10:31 AM)
QUOTE
In the latter case, an 10 heavy with one Light Photon Gun could be used to destroy enemy freighter fleets.. I assume that yuo recheck and make sure it can't be abused that way.


It could only destroy _hostile_ frieghter fleets. If the frieghters are just in the battle, they can not be attacked by this mechanism.

Okay Dave..
An very reasonable change then.. it will remove the Xlight unshielded throw away ship option..

Any chances on getting some more smarter weapons??
If I got an Platform with Fighters and Missile Launchers and got attacked with Normal + Heavy hulled ships, I would prefer to fire my kinetic missiles on the heavy hullers and the fighters on the normal hulled..

I have been thinking about the possibility that we can design Batteries of Weapons.. and that we can assign targets list on those Batteries.
So, Battery 1 of 300 Kinetic Missile Launchers :-> target Captial Ships.
Battery 2 of 200 Fighters -> Target Carriers.
etc etc.
Thomas Franz
QUOTE (Sjaak @ Aug 31 2005, 12:48 PM)
[Any chances on getting some more smarter weapons??
If I got an Platform with Fighters and Missile Launchers and got attacked with Normal + Heavy hulled ships, I would prefer to fire my kinetic missiles on the heavy hullers and the fighters on the normal hulled..

I have been thinking about the possibility that we can design Batteries of Weapons.. and that we can assign targets list on those Batteries.
So, Battery 1 of 300 Kinetic Missile Launchers :-> target Captial Ships.
Battery 2 of 200 Fighters -> Target Carriers.
etc etc.

This would be nice but the existing work around for this isto build multiple platforms. I know it's less efficient due to higher armor requirements atsmaller platform sizes but I think it still is better than firing the wrong weapons at certain ship types.


Thomas
David Bethel
QUOTE
I have been thinking about the possibility that we can design Batteries of Weapons.. and that we can assign targets list on those Batteries.
So, Battery 1 of 300 Kinetic Missile Launchers :-> target Captial Ships.
Battery 2 of 200 Fighters -> Target Carriers.


Its possible because all weapons are fired via a 'weapon package' method, but its unlikely anytime soon.
Dan Reed
QUOTE
When a position enters a location it will be attack by all hostile positions. Hostile positions can only stop your position for combat if they are faster than then or you have been stopped by tractor beams / are stationary.


Will tractor beams be used as part of this check? If you move into range of a static position with a large number of tractors, will they slow your ship down before deciding whether you will be stopped for combat?

QUOTE
Ships and GPs can pickup from the starbase if they are docked.


Will docked positions be able to deliver as well? Will this and the other orders listed in that section of the changes be for any time a base is in combat, or only when it is at less than 100% control?

QUOTE
the turns can now be returned in basic HTML


Will this be displayed inline? The Quest turns are returned as an attachment, which is fine if you have one or two, but a pain with the number of positions some of us get back tongue.gif must say that the improvements to the offlineeditor (upload data/orders/etc.) sounds very useful indeed!

and finally:

QUOTE
Industry


sounds REALLY interesting biggrin.gif

Dan
David Bethel
QUOTE
Will tractor beams be used as part of this check? If you move into range of a static position with a large number of tractors, will they slow your ship down before deciding whether you will be stopped for combat?


Yes - same as they always did with pinning (really no change there), but ther eis no pin as a result.

QUOTE
Will docked positions be able to deliver as well? Will this and the other orders listed in that section of the changes be for any time a base is in combat, or only when it is at less than 100% control?


Yes docked positions can transact as usual.

QUOTE
Will this be displayed inline? The Quest turns are returned as an attachment, which is fine if you have one or two, but a pain with the number of positions some of us get back  must say that the improvements to the offlineeditor (upload data/orders/etc.) sounds very useful indeed!


Yes the display is inline - i am pritty sure anyway. Besides its an option - so try it with care smile.gif on a few positions before you commit smile.gif

QUOTE
Industry

sounds REALLY interesting 


Should be good if it works. Its a bit time consuming though, we will have to see where it goes.


FLZPD
QUOTE (David Bethel @ Aug 31 2005, 09:47 PM)
QUOTE
Will docked positions be able to deliver as well? Will this and the other orders listed in that section of the changes be for any time a base is in combat, or only when it is at less than 100% control?


Yes docked positions can transact as usual.

Regarding docked GPs; will they be able to simply walk out of the base and not be attacked?

I would hope that the GP would be trapped until combat in the base is resolved (unless it has the ability/troops to fight its way out). otherwise, the Sack Employees option being banned doesnt work - you simply have a 1 man GP pick them all up and walk them out the base to safety.

Mark

PS Im also keenly waiting the industry/infrastructure changes biggrin.gif
Ted
Now September is here are the new combat rules in effect?
Such as no more pins and the like?

As some of you know it may be important over the next few days! biggrin.gif
Jerusalem
Actually yes, as Ted says, if somebody has a tentative date for when these changes will come in, I could put it in tomorrows SSS.
David Bethel
QUOTE
Now September is here are the new combat rules in effect?
Such as no more pins and the like?

Just finishing off officers but until the current situation is over (calmed down at least) then nothing that effects combat like we have coded could be released....
Goth
Will shuttle capable troops be able to land on an enemy starbase if the base has a platform still protecting it?

If the troops can land, does the platform/starbase shoot at the landing GP?

Goth
Rich Farry
QUOTE

Also based on battles being run much quicker that the game was originally designed for armours defence will be reduced:

Normal: 2000 -> 1000
Light: 1000 -> 500
Ablative: 500 -> 100


This seems like an attempt to get people to withdraw from combat earlier due to the greater risk of losing ships. Have the following also been considered:

- More ships will potentially be lost due to a quicker reduction in AR, even during shorter battles
- Higher repair bills
Mica Goldstone
QUOTE

This seems like an attempt to get people to withdraw from combat earlier due to the greater risk of losing ships. Have the following also been considered:

- More ships will potentially be lost due to a quicker reduction in AR, even during shorter battles
- Higher repair bills

Yes - players will do what players throughout the universe have always done - used the tactic to give the biggest return for the smallest investment. We are just making sure that the mechanics are appropriate.
Goth
QUOTE (Rich Farry @ Sep 1 2005, 03:23 PM)
QUOTE

Also based on battles being run much quicker that the game was originally designed for armours defence will be reduced:

Normal: 2000 -> 1000
Light: 1000 -> 500
Ablative: 500 -> 100


This seems like an attempt to get people to withdraw from combat earlier due to the greater risk of losing ships. Have the following also been considered:

- More ships will potentially be lost due to a quicker reduction in AR, even during shorter battles
- Higher repair bills

WOW....

Ablative armour has its damage divided by 5, the others only by 2.....

Relatively speaking, the designs I've been building around that armour type now look pretty stupid....

I always thought the regular armour was too high in defense based on the way damage can get through it and not destroy it but with the new numbers it is 10 times the defense of ablative armour....

Based on the cost to build the ablative armour and it's almost non existant ability to survive even small damage, is there any reason to use it any more?

It's probably better just to build more hulls....and forget ablative armour altogether.

Goth
ptb
QUOTE (Mica Goldstone @ Sep 1 2005, 04:37 PM)
Yes - players will do what players throughout the universe have always done - used the tactic to give the biggest return for the smallest investment. We are just making sure that the mechanics are appropriate.

My main concern for this change is your further enhancing the use of missle only weapons in combat.

Perviously the damage done by missile weapons ment against most ships they are the weapon of choice. Technically you could do better with engery werapons against heavy hulled ships with full armour but only because of the pentration values meaning you burn through the hull faster than you could the armour and the hull with missle weapons. Now you've removed that barrier as well as made it easier to rearm missle ships with weapons due to new pinning rules.

QUOTE
Also based on battles being run much quicker that the game was originally designed for armours defence will be reduced


It sounds like this choice is just going to increase the fact battles run quickly.
ptb
QUOTE
Order Editor / Turns
There are 3 major changes - the startup has been much improved to allow ppl to get a feel how the game plays better, the turns can now be returned in basic HTML and the offline order editor has been improved.
Offline changes:


Where do i get the new editor from smile.gif the one on the kjc download page seems to be the old version (at least i see no new orders or update/online bit)
Goth
QUOTE (ptb @ Sep 1 2005, 05:01 PM)
QUOTE (Mica Goldstone @ Sep 1 2005, 04:37 PM)
Yes - players will do what players throughout the universe have always done - used the tactic to give the biggest return for the smallest investment. We are just making sure that the mechanics are appropriate.

My main concern for this change is your further enhancing the use of missle only weapons in combat.

Perviously the damage done by missile weapons ment against most ships they are the weapon of choice. Technically you could do better with engery werapons against heavy hulled ships with full armour but only because of the pentration values meaning you burn through the hull faster than you could the armour and the hull with missle weapons. Now you've removed that barrier as well as made it easier to rearm missle ships with weapons due to new pinning rules.

QUOTE
Also based on battles being run much quicker that the game was originally designed for armours defence will be reduced


It sounds like this choice is just going to increase the fact battles run quickly.

Just think 20 high yeild torpedos blow off 32 ablative armors....
David Bethel
QUOTE
Just think 20 high yeild torpedos blow off 32 ablative armors....


The effect of explosive dmg on armour is limited. The dmg done to the armour is divided by the AF (if the AF >1). So normal missiles are AF 8, so do 200/8->25 dmg per hit to the armour. High yield are even higher AF 10 or something....

Also the dmg done to the armour is only equal to how much they block. So AR 120 will on average only block 60 dmg per hit and can not take more than that dmg onto the armour, so its not as terrible as it may seem.

QUOTE
Relatively speaking, the designs I've been building around that armour type now look pretty stupid....


So for a 100 hulls ship you would would have to be in combat long enough to lose 60 plates before the armour was the same effect as normal armour. Thaty means that the armour would have to sink 6000, and would have to be hit by at least 100 hits of 60+ dmg.

It seems most combat lasts between 2-3 days so its mostly like still going to be effective on day 2 if not on day 3.

QUOTE
It's probably better just to build more hulls....and forget ablative armour altogether.


400 production = 400 defence on heavy hulls (mineral heavy)
50 production = 100 defence on ablative (mineral light)

Better armour on day one also means that you lose less stuff on day 1, so you can do more dmg. Its still worth it, and now it is actually ablative rather than just as good as normal armour.


QUOTE
Perviously the damage done by missile weapons ment against most ships they are the weapon of choice. Technically you could do better with engery werapons against heavy hulled ships with full armour but only because of the pentration values meaning you burn through the hull faster than you could the armour and the hull with missle weapons. Now you've removed that barrier as well as made it easier to rearm missle ships with weapons due to new pinning rules.


I don't see how this is the case. Missiles bounce off heavily armoured ships. 400 kinetics will do 16000dmg to AR80 armour - > 16 armour plates, which is only 8% loss in normal armour plates. Yes that would strip a ablative armoured ship, but thats the point here - the heavly armoured one is still 90% operational. Not to mentioned the point defence issue and the explosive nature of missiles (kinetics were changed to cause 50 dmg when they are hit inside a ship)



David Bethel
QUOTE
Where do i get the new editor from  the one on the kjc download page seems to be the old version (at least i see no new orders or update/online bit)


Nothing is released yet - not allowed to release new mechanics without massive prior warning to players. Everything is unfortuantly tied together - so not new ordereditor yet.
FLZPD
QUOTE
The effect of explosive dmg on armour is limited. The dmg done to the armour is divided by the AF (if the AF >1). So normal missiles are AF 8, so do 200/8->25 dmg per hit to the armour. High yield are even higher AF 10 or something...


Its a good job Im not a ship designer, as I didnt know that ohmy.gif I had always thought the AF is supposed to be a multiplier to damage caused to Armour. In the missile example, what happens to the remaining 175 damage - it all gets through to internals/hulls?

Could you also explain why ablative have been dropped 5x, whilst the others only 2x?

QUOTE
Also the dmg done to the armour is only equal to how much they block. So AR 120 will on average only block 60 dmg per hit and can not take more than that dmg onto the armour, so its not as terrible as it may seem.


This might be my ignorance talking again, but I thought the damage armour (or anything) could take is, on average, half the defence ie ablative will now take on average only 50 damage to destroy (has a 50/50 chance of going boom). meaning a single hit will most likely take out a plate.

Does it not effectively remove normal hulled warships as a possibility - their single layered ablative will be eaten alive; a heavy 100 with 100 Light Rail would strip a 100 normals armour in one round. And kill the ship before the end of the day.

By weakening armour, is also strengthens the positions that dont need it (or can have lots of it) ie starbases, platforms and light ships are comparatively better than before.

Mark
ptb
QUOTE (FLZPD @ Sep 2 2005, 07:07 AM)
QUOTE
The effect of explosive dmg on armour is limited. The dmg done to the armour is divided by the AF (if the AF >1). So normal missiles are AF 8, so do 200/8->25 dmg per hit to the armour. High yield are even higher AF 10 or something...


Its a good job Im not a ship designer, as I didnt know that ohmy.gif I had always thought the AF is supposed to be a multiplier to damage caused to Armour. In the missile example, what happens to the remaining 175 damage - it all gets through to internals/hulls?

The reason you thought this is because the manual states

QUOTE
Certain weapons are designed to damage shields or burn off armour. These have armour factors greater than 1, i.e. they actually multiply up the defence of a tier. They work by imparting more damage into each tier of defence. Proximity warheads for example, are missiles that deliver a huge amount of damage but have high armour factors. They will be absorbed by shields and swiftly reduce the factors remaining.


Which implies, at least to me, the opposite of what David just said, can you just confirm that the manual is wrong beacuse i've based a lot of loadouts on the stuff in the manual.
ptb
QUOTE (FLZPD @ Sep 2 2005, 07:07 AM)
QUOTE
Also the dmg done to the armour is only equal to how much they block. So AR 120 will on average only block 60 dmg per hit and can not take more than that dmg onto the armour, so its not as terrible as it may seem.


This might be my ignorance talking again, but I thought the damage armour (or anything) could take is, on average, half the defence ie ablative will now take on average only 50 damage to destroy (has a 50/50 chance of going boom). meaning a single hit will most likely take out a plate.

My understanding is it's just the amount blocked that averages to 50% of the factors, the damage needed to destroy it is always the full amount, although i guess if more is blocked then more damage is taken. Of course i could be wrong smile.gif
David Bethel
QUOTE
Which implies, at least to me, the opposite of what David just said, can you just confirm that the manual is wrong beacuse i've based a lot of loadouts on the stuff in the manual.


Yes the manual is always fun - it was like that origianlly but it was quickly changed and the manual was not. I am sure one of the editors of the online manual can change it now - if you are interested in doing this iam sure it can be arranged.

QUOTE
In the missile example, what happens to the remaining 175 damage - it all gets through to internals/hulls?


Its all absorbed by the armour BUT the armour only takes 25 dmg. Since the armour is x8 effective vs missiles.

QUOTE
This might be my ignorance talking again, but I thought the damage armour (or anything) could take is, on average, half the defence ie ablative will now take on average only 50 damage to destroy (has a 50/50 chance of going boom). meaning a single hit will most likely take out a plate.


Yes and no. When something is hit there is a dmg/defence chance that it will be destroyed. Statistically that means that 100dmg to the plates causes 1 plate to be destroyed (on average). 1mus of damage may cause 1 plate to be desroyed but by the same token 99mus of dmg may not destroy a plate. However if 100 dmg is done the plate is destoyed and the dmg is passed on to the next item in the damage pool (which in the case of armour is another plate).

For 2 shots 50 dmg hits against armour plates. 50% chance of destroying a plate one each hit (so for each branch its 50% x 50% -> 25%)
25% you kill 1 plates and 1 plate -> 200 dmg
25% you kill 1 plates and 0 plates -> 100 dmg
25% you kill 0 plates and 1 plate -> 100 dmg
25% you kill 0 plates and 0 plates -> 0
So average dmg is 0.25*(100+100+200)=100 dmg

For 3 shots 33 dmg ->
300x.33^3=11.111
200x(.33^2+.66)*3=44.44
100x(.33+.66^2)*3=44.44
So on average 100 dmg

QUOTE
Does it not effectively remove normal hulled warships as a possibility

Not really - they are not ment to front line, take the dmg warships. And has been stated ablative armour does not disappear as easily as is though. Normal hull ships have a bigger surface area that heavy hull ships so they have more armour ro burn off + since there is less armour thickness the armour takes less dmg.

The main issue here is that ablative armour was not ablative and was starting to be used as standard. Better to stamp on it now that leave it until its a major issue. Thats the reason that ablative was /5.
ptb
QUOTE
The dmg from the attacks is modified by the Stress of the ship and armour/shields reduces any dmg done.


What is the Stress factor of a ship?
David Bethel
QUOTE
What is the Stress factor of a ship?


Hull stress is XL/L/N/H -> x.25/x.5/x1/x2

Stress factor =Hull stress x Interigty

Damage cause by ISR = engine dmg (10mus) / Stress factor
ptb
Is stress factor applied to anything else? I remember it being talked about for when ships fire weapons.
Thomas Franz
I agree that ablative armor should not be standard for ships, but with dividing it's defence by 5 are you not making a bad choice for platforms as well?
I wouldnot have a problem with the suggested ablative armor defence value if platforms would not have excess armor burning of quicker than normal as well. Now if ablative armor goes as the name suggests (very quick) and any excess armor plates on platforms go even quicker are you not making ablative armor useless for plaforms as well?

Provided this is the case what use is left for ablative armor?


Thomas
Sjaak
QUOTE (David Bethel @ Sep 1 2005, 11:05 PM)
QUOTE
Just think 20 high yeild torpedos blow off 32 ablative armors....


The effect of explosive dmg on armour is limited. The dmg done to the armour is divided by the AF (if the AF >1). So normal missiles are AF 8, so do 200/8->25 dmg per hit to the armour. High yield are even higher AF 10 or something....

Also the dmg done to the armour is only equal to how much they block. So AR 120 will on average only block 60 dmg per hit and can not take more than that dmg onto the armour, so its not as terrible as it may seem.

Now, I am really getting confused.

I was thinking:
Assume an ship with ablitive armour. 120 thick so 60 on avarge.
An shield with 2500 points, 100 thick, so 50 on avarge.
It get hit by an Normal torp (400 hits AF 10, I recall).
In my thinking it was:

400 hits / AF 10 = 40 hit max for layer 1 -> Shields. Shield thickness is 50 so all damage is going to be absorbed by shields.

So shields will loose 400 hits.
Meaning 2500-400 hits = 2100 hits.


Is this all wrong, and is it really.
400 hits / AF 10 = 40 hits for layer 1.
Shield strength go to 2500-40=2460 and ship will continue to fly happily??

Sjaak
Sjaak
QUOTE (Thomas Franz @ Sep 2 2005, 09:51 AM)
I agree that ablative armor should not be standard for ships, but with dividing it's defence by 5 are you not making a bad choice for platforms as well?
I wouldnot have a problem with the suggested ablative armor defence value if platforms would not have excess armor burning of quicker than normal as well. Now if ablative armor goes as the name suggests (very quick) and any excess armor plates on platforms go even quicker are you not making ablative armor useless for plaforms as well?

Provided this is the case what use is left for ablative armor?


Thomas

How about letting ablative armour regenerate something
David Bethel
QUOTE
Is stress factor applied to anything else? I remember it being talked about for when ships fire weapons.


Combat speed and tractor beam effect

QUOTE
400 hits / AF 10 = 40 hits for layer 1.
Shield strength go to 2500-40=2460 and ship will continue to fly happily??


Not quite:
If the shield absorbs the average of 50 dmg, the shield loses 50 dmg / AF 10->10dmg. So 2500-10=2490, and hardly any change in shields.

The armour then absorbs 40 dmg and takes 40/10 -> 4dmg.

So finally 400-50-40=310 dmg hits the hulls/internals

QUOTE
Now if ablative armor goes as the name suggests (very quick) and any excess armor plates on platforms go even quicker are you not making ablative armor useless for plaforms as well?


We can have a look into platforms and decrease the burnoff.

With 500 defence on ablative armour they were the only choice for mainline battle ships. 400 kinetic only cause 24k dmg to the armour -> so only 48 ablative would have burnt off for a 100hull heavy. So the armour would be 120 AR -> 91AR after 1 day of battle. Still more that standard armour and its unlikly that you would get so much incoming dmg.
Gandolph
i dont like the ablative armour solution at all huh.gif

i have emailed seperately my issues...........
ptb
QUOTE (Sjaak @ Sep 2 2005, 11:08 AM)
QUOTE (Thomas Franz @ Sep 2 2005, 09:51 AM)
I agree that ablative armor should not be standard for ships, but with dividing it's defence by 5 are you not making a bad choice for platforms as well?
I wouldnot have a problem with the suggested ablative armor defence value if platforms would not have excess armor burning of quicker than normal as well. Now if ablative armor goes as the name suggests (very quick) and any excess armor plates on platforms go even quicker are you not making ablative armor useless for plaforms as well?

Provided this is the case what use is left for ablative armor?


Thomas

How about letting ablative armour regenerate something

Acutally looking at the numbers it seem ablative armour is still better for short battles but not for longer ones which makes sense imo smile.gif

QUOTE
Not quite:
If the shield absorbs the average of 50 dmg, the shield loses 50 dmg / AF 10->10dmg. So 2500-10=2490, and hardly any change in shields.

The armour then absorbs 40 dmg and takes 40/10 -> 4dmg.

So finally 400-50-40=310 dmg hits the hulls/internals


Surely you mean the sheild loses 400 / AF 10 -> 40dmg and not the shield strength / af because if this is the case then high af weapons have as good armour piercing as low ones happy.gif

QUOTE
QUOTE
In the missile example, what happens to the remaining 175 damage - it all gets through to internals/hulls?

Its all absorbed by the armour BUT the armour only takes 25 dmg. Since the armour is x8 effective vs missiles.


And if my reading your last post is correct the resulting maths goes

400 damge @ AF 10
Sheild take 400/10 -> 40 damage, hit is still reduced by 400 -> 0
missle is absorbed
Gandolph
Quoted by PTB

Acutally looking at the numbers it seem ablative armour is still better for short battles but not for longer ones which makes sense imo

how will the battles last 2days,

in previous battles incoming fire and outgoing fire (obviously we have them as well) from Torp ships can range from 15000 to 30000 damage, this wouldnt have destroyed a normal hulled vessel with ab plate, it would have given it a kicking granted point defnece pending blah blah etc. but say worsed case.......

BUT NOW, that damage value has the potential of destroying 2 ships per day?

on a 75 normal hull for instance all basic specs,

standard normal hull damage = 100 per hull
alative armour damage = 100 x 102 plates instead of 500 x 102 plates

massive alteration.................
David Bethel
QUOTE
Surely you mean the sheild loses 400 / AF 10 -> 40dmg and not the shield strength / af because if this is the case then high af weapons have as good armour piercing as low ones


yes that was wrong by me - orginal posted edit to avoid confusion


QUOTE
400 damge @ AF 10
Sheild take 400/10 -> 40 damage, hit is still reduced by 400 -> 0
missle is absorbed


yes

QUOTE
in previous battles incoming fire and outgoing fire (obviously we have them as well) from Torp ships can range from 15000 to 30000 damage, this wouldnt have destroyed a normal hulled vessel with ab plate, it would have given it a kicking granted point defnece pending blah blah etc. but say worsed case.......


Torps do more dmg but lots less dmg to the armour. 100 torps do the same dmg as 100 kinetics to the armour. As soon as the armour is breached all weapons AF >1 do the same dmg to the armour.

QUOTE
standard normal hull damage = 100 per hull
alative armour damage = 100 x 102 plates instead of 500 x 102 plates

I think that is slightly misleading - the albative armour is still likly to be operational well after a medium ship is toasted, unless the ship is being attacked by very low powered weapons. As standard weapons will only cause the armour 30dmg per hit.
Gandolph
how is it misleading?

102 plates x 100 is the new value
102 plates x 500 is the old

you have said its a /5 factor, therefore a major shift in how long it takes to destroy the ablative armour plate

mathematics was 51000, now 10200, obviously not quite as cut and dried as that but pretty crappy non the less.
David Bethel
20 torp hits vs 75 hull normal with ablative II

75 AR from mkii ablative - > armour takes 37.5x20dmg ->750 ~ 8 plates (armour total reduced to 69.1AR)

412.5x20 dmg hits the ship. 55x hulls are destroyed and the ships has a 50% chance of falling to pieces.

So the armour is scratched but the ships is crippled (couple more hits and there will not be a ship).

The picture changes as you reduce the dmg of the incoming weapon.
FLZPD
QUOTE (David Bethel @ Sep 2 2005, 11:17 AM)


QUOTE
standard normal hull damage = 100 per hull
alative armour damage = 100 x 102 plates instead of 500 x 102 plates

I think that is slightly misleading - the albative armour is still likly to be operational well after a medium ship is toasted, unless the ship is being attacked by very low powered weapons. As standard weapons will only cause the armour 30dmg per hit.

Perhap a sample battle would prove it, but dont the maths still show a nomral ship will now be destroyed in only 4 rounds? Whether its targetted with 200 Light Rail, Light Photon, Kinetic missiles - they will all see the ablative stripped within the first couple of rounds and the hulls smashed by the end of the day.

These may be small weapons, but if ablative ships are used, then small weapons will be used as the counter.

Mark

FLZPD
QUOTE (David Bethel @ Sep 2 2005, 11:50 AM)
20 torp hits vs 75 hull normal with ablative II

75 AR from mkii ablative - > armour takes 37.5x20dmg ->750 ~ 8 plates (armour total reduced to 69.1AR)

412.5x20 dmg hits the ship. 55x hulls are destroyed and the ships has a 50% chance of falling to pieces.

So the armour is scratched but the ships is crippled (couple more hits and there will not be a ship).

The picture changes as you reduce the dmg of the incoming weapon.

Doesnt this prove that, regardless of weapons size (powerful or small), a normal hulled ship will now die on the first day of combat?

David Bethel
QUOTE
These may be small weapons, but if ablative ships are used, then small weapons will be used as the counter.


Yes and i think thats the point. If ablative survives with np against lots of small dmg, whats the point of normal armour ?

vs 100 kinetics you only lose down to 47 AR, which is still effective.

QUOTE
how is it misleading?


also i said its slightly misleading not you are trying to mislead ppl smile.gif Its not a straight forward effect
FLZPD
QUOTE (David Bethel @ Sep 2 2005, 12:01 PM)
QUOTE
These may be small weapons, but if ablative ships are used, then small weapons will be used as the counter.


Yes and i think thats the point. If ablative survives with np against lots of small dmg, whats the point of normal armour ?

I agree ablative should give problems, but it now means normal hulled ships using ablative are pretty much guaranteed to die in a day - regardless of what weapon hits them; isnt that too extreme?
David Bethel
QUOTE
I agree ablative should give problems, but it now means normal hulled ships using ablative are pretty much guaranteed to die in a day - regardless of what weapon hits them; isnt that too extreme?


Well the example i described did not include the effect for the reduced armour - i just said howmuch the armour would decrease. IE they are going to die anyway under the current system.
Gandolph
theres goes my rattle out of the pram tongue.gif
FLZPD
QUOTE (David Bethel @ Sep 2 2005, 12:13 PM)
QUOTE
I agree ablative should give problems, but it now means normal hulled ships using ablative are pretty much guaranteed to die in a day - regardless of what weapon hits them; isnt that too extreme?


Well the example i described did not include the effect for the reduced armour - i just said howmuch the armour would decrease. IE they are going to die anyway under the current system.

They would die against torps regardless of armour, but under the current system they would survive against small weapons fire for up to 5 days. i agree thats too long, but is dropping it to 1 day for any weapon hit right? it doesnt even give the ship the possibility of withdrawing in the new "escape-from-pin" rounds at the end.

As i said, Im a donkey when it comes to ship design, but if a normal ablative ship is guaranteed to die in 4 rounds, it makes it a disposable ship - which favours either the stupid, or the rich. it also makes it more likely players would switch to light ships even more - you can cram twice as many weapons in and build twice as many for the same production; 4 rounds for normal ships or 1 round of light ships(assuming they get killed straight away) is therefore the same...but 2 light ships use only half the thorlium to build as 1 normal, so tips it towards light ships. A Light Baseship would survive any stress effects from smaller enemies too.
Guest_Howellers
" Leaving ships can not increase their dodge by manoeuvring."

Mmmm.. so normal hulled ablative armoured fighter carriers takes more damage, get damaged automatically round 1, don't fire till round 2 - 3 and basically can't flee even if it doesn't get blown up day 1...

Pete
David Bethel
QUOTE
Mmmm.. so normal hulled ablative armoured fighter carriers takes more damage, get damaged automatically round 1, don't fire till round 2 - 3 and basically can't flee even if it doesn't get blown up day 1...


The damage on round 1 will not effect it, maybe take 1 or 2 armour plates off.
One round 1-4 you will get full man dodge. But if someone is targeting you and you have not fleed/left combat then you get the option to leave combat by running the gauntlet. That means you do not get the x2 dodge that you normally get in combat as you are going in a specified direction (away).

Looking at it from this point of view, maybe the modifier to 'leave battle rounds' should be changed or it may be a case for having slightly increased abalitive defence


QUOTE
As i said, Im a donkey when it comes to ship design, but if a normal ablative ship is guaranteed to die in 4 rounds, it makes it a disposable ship - which favours either the stupid, or the rich.

Its not guaranteed to die after 4 rounds of combat. Everything done has not accounted for shields, PD etc. The whole point was to highlight the effects on armour - not the whole picture.

QUOTE
it also makes it more likely players would switch to light ships even more - you can cram twice as many weapons in and build twice as many for the same production; 4 rounds for normal ships or 1 round of light ships(assuming they get killed straight away) is therefore the same.


35k production for 2 light 100 hullers, 25k production for 1 normal. Also the light hull ships would nodoubt only last 1 round of real fire, vs 4 rounds for the normal huller, assuming the light hullers were not mashed by the ISR engine effects.



Goth
David

I have a terrible mix of manual rules mixed with rules changes in my head with regard to how damage is applied from a hit. Since I love the combat and ship design side of things could you give an example of a photon cannon hit, a kinetic missle hit and a high yeild torp hit on a heavy hulled ship with scintz,shields and regular armour, including the damage applied to hull and internals...

Example:

Kinetic missle hits: x damage to shields, x damage to armour, x damage to hulls, x damage to internals.

I can put it together from the numbers, the manual is actually totally wrong it seems.

(By the way, new players should be warned that the manual is not up to date, I have spent many hours studying the manuals trying to understand things that are very wrong there. What makes it worse is that often times you or Mica will quote the manual as a source of correct information....this makes the manual seem like the last word to a newer player).
Mica Goldstone
After these changes we should pretty much conclude everything in combat. At that time I will rewrite the combat manual and also improve the annotated notes in the forum style rulebook.

I shall also include a new rulebook on the basics of starbase protection and tactics based on what we have seen players do during the game.
David Bethel
QUOTE
(By the way, new players should be warned that the manual is not up to date, I have spent many hours studying the manuals trying to understand things that are very wrong there. What makes it worse is that often times you or Mica will quote the manual as a source of correct information....this makes the manual seem like the last word to a newer player


That is the one line manual

QUOTE
Since I love the combat and ship design side of things could you give an example

Its all roughly the same

Target Weapon on Enemy
Chance to hit = Base acc (3) + Target profile (~3) + Targeting bonus (computers ~3-4) + Officer bonus (0-2) + Weapon bonus (sum of weapon and launcher) -dodge of enemy (~3-6)

So for a photon cannon with against a 100 heavy hull ship (no officer trainign): 3+3+3+8=15

Chance to hit is a bell curve of 0-15 compaired to acc, so for 15 acc its a 100% chance to hit.
Point Defence
After all weapons have fired and checked if they hit or not then point defence is calcualted. Any fighter or missile is subject to point defence. Point defence weapons fire first and if any point defence targets remain phallax missiles are launched.

Resolving damage
Any actaully hits have their damage resloved induvidually in 4 stages
  • Scints: Any energy weapons have an average of AR/2 dmg removed from then. Scints are uneffect by this
  • Shields: All weapons have on average the (Shield depth* Weapon AF)/2 removed from them. The shield factors removed is equal to the dmg absorbed/AF.
  • Armour: All weapons have on average the (Armour * Weapon AF)/2 removed from them. The damage done to the armour is (dmg aborbed * Interigy factor)/AF.
    Intergrity factor = 100/Intergriy, max 10
  • Hulls and internals: The damage is split x(Hulls size)/(Hulls size + cargo size) into hulls, and x(Cargo size)/(Hulls size + Cargo size) into internals. The damage is randomly assigned into items in the internals section of a ship based on the items target area.
  • Any internals that are damaged that have cargo space will have their cargo damaged proportionate to the cargo capacity, similar to hulls.
So for a 100 heavy hull ship swith 20 AR scints, 40AR shields and 80AR Armour hit by the following

[1] Photon cannon:
90 dmg -> 80 dmg (scints) -> 60 dmg (shields) -> 20 dmg (armour)
The shields loses 20 factors and the armour takes 40 dmg

The 20 dmg is split (20*(30/130)=4.6) into internals and (20*(100/130)=15.4) into hulls. If the item hit in the internals is a cargo bay etc , then (4.6*(20/(20+25)=2) goes into cargo and (4.6*(25/(20+25)=2.6) goes into cargo bay. The carog bay has a ((2.6*100)/25=10.4%) chance the cargo bay will be destroyed

[2] Kinetic missiles
60 dmg -> 40 dmg (shields) ->0 dmg (armour)
The shields loses 20 factors and the armour takes 40 dmg

No internal issues

[3] High yield Torp
800 dmg -> (800-20*10)=600 dmg (shields) ->(600-40*10)=200 dmg (armour)
The shields loses 20 factors and the armour takes 40 dmg

The 200 dmg is split (200*(30/130)=40.6) into internals and (200*(100/130)=150.4) into hulls. If the item hit in the internals is a cargo bay etc , then (46*(20/(20+25)=20) goes into cargo and (46*(25/(20+25)=26) goes into cargo bay.

The cargo bay will be destroyed and 1*(blast rdius of weapon=1) dmg will be retargeted to another item in the installed section.
Goth
I really appreciate the example, I know it took a while to sort it all out for me (and other interested parties).

Goth

/Edit pls don't repost someones whole post
Paul
I find the ablative armour changes unsettling and very unhappy about them.

I've been going to the effort of bulding normal hull warships with ablative, getting bp in place setting up mass production , designing and making ship bp's for them now to be useless.

I find the change too radical affecting current in game assets.

I might as well strip them and turn them into feighters now. sad.gif

Ablative protects more but wears out quicker .. thats what is says on the packet.

"They provide considerable amounts of protection against nearly all attacks. While these give better protection than normal armour, they are more readily destroyed."

Goth
QUOTE (Paul @ Sep 3 2005, 01:00 PM)
I find the ablative armour changes unsettling and very unhappy about them.

I've been going to the effort of bulding normal hull warships with ablative, getting bp in place setting up mass production , designing and making ship bp's for them now to be useless.

I find the change too radical affecting current in game assets.

I might as well strip them and turn them into feighters now. sad.gif

Ablative protects more but wears out quicker .. thats what is says on the packet.

"They provide considerable amounts of protection against nearly all attacks. While these give better protection than normal armour, they are more readily destroyed."

I was in the planning stage and ramping up stage (mass producing ablative plate and other needed products) for ships HH and NH based on Ablative.... Had I already built alot of those ships, I would have been pissed....

The problem with sweeping changes that happen quickly is that the designers simply do not know how even one or two of these changes will really effect the game.

I think that based on the fact that a change like this DOES make ablative armored ships kind of silly for real warships. The problem is that unlike other components like weapons and other components that go into a ship, armor can not be removed or changed.

Maybe armor should be a component that can be replaced or changed like any other thing that goes into a Hull. This way if there are rule changes, you are not stuck with obsolete ships (all you have to do is remove and patch along with the changing rules).

Goth
Thali Rahm
QUOTE (Paul @ Sep 3 2005, 01:00 PM)
I find the ablative armour changes unsettling and very unhappy about them.

I've been going to the effort of bulding normal hull warships with ablative, getting bp in place setting up mass production , designing and making ship bp's for them now to be useless.

According to the examples shown by David your normal hulled warships will die long before your armour burns off anyway. No change there...

When building normal hulled warships you must remember that they will not withstand any amount of damage.

I once managed to fight it out among my own warships (a bug wink.gif ) and after 1 day all my normal hulled warships had been destroyed. My heavy hullers barely got damaged.
David Bethel
QUOTE
I find the change too radical affecting current in game assets.


Its not done yet - hence the discussion part. Normal hull warships will not be heavily effected by the changes as they are destroyed long before the armour is burnt off.

QUOTE
The problem with sweeping changes that happen quickly is that the designers simply do not know how even one or two of these changes will really effect the game.


The previous situation with ablative armour made them the only armour to use especially on heavy hulled ships. However on reflection maybe 100 defence is too little, and sightly more would be more approprate based on the leaving combat element.

Also its best to make all the mistakes at once rather than a constant set of mistakes. Thats has been a major complaint in the past.
Goth


David one question on this:
*********
Target Weapon on Enemy
Chance to hit = Base acc (3) + Target profile (~3) + Targeting bonus (computers ~3-4) + Officer bonus (0-2) + Weapon bonus (sum of weapon and launcher) -dodge of enemy (~3-6)
***************

Does the SHOOTER'S acceleration penalty still modify the chance of hitting? (in other words, a ship with a super high dodge has a negative modifier to hit an enemy ship based on its own dodging around)?

Goth
David Bethel
QUOTE
Does the SHOOTER'S acceleration penalty still modify the chance of hitting? (in other words, a ship with a super high dodge has a negative modifier to hit an enemy ship based on its own dodging around)?


yes, any dodge above targeting computers is a penalty
Gandolph
can i now assume that all the new changes are already in effect, seeing as one of these changes has already been bought in.

Ablative armour plate MK II now requires a different product to produce yesterday, than it did friday, so you have made some changes over the weekend. were they all made, ie pinning and everything.
ptb
QUOTE (David Bethel @ Sep 4 2005, 07:43 PM)
Its not done yet - hence the discussion part. Normal hull warships will not be heavily effected by the changes as they are destroyed long before the armour is burnt off.

Surely you lose a plate for ~every 3.3 shots the ship takes on a normal hulled warship, seems to me this means the armour is almost always burnt off a fair bit before the ship loses half it's hulls (i make it ~50% armour from a single day of combat)
hlq-pd chris a
QUOTE (Gandolph @ Sep 6 2005, 01:16 PM)

Ablative armour plate MK II now requires a different product to produce yesterday, than it did friday, so you have made some changes over the weekend. were they all made, ie pinning and everything.

if the build changes are happening would some one care to share the new build requirements plz
Mica Goldstone
QUOTE (Gandolph @ Sep 6 2005, 01:16 PM)
can i now assume that all the new changes are already in effect, seeing as one of these changes has already been bought in.

Ablative armour plate MK II now requires a different product to produce yesterday, than it did friday, so you have made some changes over the weekend. were they all made, ie pinning and everything.

This was a consistency error in the production list. It should never have required thorlium and we have no idea how or even when it slipped in. As the widely available mkIII didn't require it, we were surprised that this was not pointed out sooner. The armour should always have been hydrocarbons and REE.
As REE is invariably in less demand at naval bases than thorlium, this modification seemed reasonable to slip in - however in the unlikely event you have been completely knackered by this, we are prepared to convert an appropriate stockpile.
The thorlium for mkII should be REE.
Sjaak
QUOTE (David Bethel @ Sep 2 2005, 01:53 PM)
QUOTE
Mmmm.. so normal hulled ablative armoured fighter carriers takes more damage, get damaged automatically round 1, don't fire till round 2 - 3 and basically can't flee even if it doesn't get blown up day 1...


The damage on round 1 will not effect it, maybe take 1 or 2 armour plates off.

If fighter bay (in a ship) gets destroyed doesn't it mean that the fighter returns home?? Or is that new rule also cancelled??

If this is still the same then the Normal Hulled Fighter carriers will be an prime target, damage the Ablative armour fast enough to cause some small damage, take out some of the fighter bays and the PointDefense/Interceptors will take care of the remaining attacking fighters.
David Bethel
QUOTE
Surely you lose a plate for ~every 3.3 shots the ship takes on a normal hulled warship, seems to me this means the armour is almost always burnt off a fair bit before the ship loses half it's hulls (i make it ~50% armour from a single day of combat)


So for a 100 hull normal ship that takes say 200 photon cannon hits with mark II ablative:

Thats 60 plates down. Its also ~50x200=10000x100/150=6666 hull damage. So yes, you lose ~1/2 your armour but the ship is shagged as 2/3 of the hulls are gone. Its not relevent that the armour is at 50%, the ship is dead.

Also at 50% of their orginal value they are marginally less effective than normal armour plates. Also as i have said the defence will be more than 100, most likly something more like 150/190/225 for each mark of plate - increase in defence just balancing the fact the each mark of armour takes more dmg into the plates
Paul
I don't know about most ship configs but I'm finding these examples are using the more powerful weapons. ie. Torps and Cannons
You'd have to be fighting a starbase to be hit with 200 photon cannons would you not? Else its a severe amount of ships targetting 1 vessel.

Of course these weapons will have enough power to put damage past armour.

I thought most ships used kinetics, missiles and photon guns.

Would it be possible to see an example as such as I'd find this a more realistic example.
Clay
To add to Pauls' request, can we see the math for the weapon set (say 100 Photon Guns then 100 Kinetic Missiles - no PD) against a 100 Normal Hull ship with standard Armour Plates AND standard Ablative Plates.

I know you're busy David, but this would really help show the difference between the types of plates and their effectiveness. Thanks.
David Bethel
QUOTE
You'd have to be fighting a starbase to be hit with 200 photon cannons would you not? Else its a severe amount of ships targetting 1 vessel.


I was talking over 4 rounds - so only 50 cannons. Also starbses with atmospheres could not do this dmg with cannons unless they were on platforms - do to atmosphereic scintillator effect ~ 30AR.

No sure why photon guns would be the weapon of choice, kinetics are because you can pack a lot more dmg per mus, however that may change when you have to shoot at ppl leaveing the battle.

Also with the fact that any ship can leave battle, heavy hulls become even more important.

QUOTE
To add to Pauls' request, can we see the math for the weapon set (say 100 Photon Guns then 100 Kinetic Missiles - no PD) against a 100 Normal Hull ship with standard Armour Plates AND standard Ablative Plates.


100 kinetics vs Alabitive AR 60, 100 normal hulls:
100x60dmg -> 100x30 dmg -> 2000 hull dmg -> 20% hull dmg, ((150-20)/150=13%) armour dmg AR 52

100 kinetics vs Normal AR 40, 100 normal hulls:
100x60dmg -> 100x40 dmg -> 2666 hull dmg -> 26% hull dmg, ((150-2)/150=1.3%) armour dmg 39.4 AR

ie Ablative is better.

100 photon guns vs Alabitive AR 60, 100 normal hulls:
100x50dmg -> 100x20 dmg -> 1000 hull dmg -> 10% hull dmg, ((150-20)/150=13%) armour dmg AR 52

100 photon guns vs Normal AR 40, 100 normal hulls:
100x50dmg -> 100x30 dmg -> 2000 hull dmg -> 20% hull dmg, ((150-2)/150=1.3%) armour dmg 39.4 AR

but normal hulls are a poor warship

For Heavy hulls:

100 kinetics vs Ablative AR 120, 100 heavy hulls:
100x60dmg -> 100x0 dmg -> 0 hull dmg -> 0% hull dmg, ((200-40)/200=20%) armour dmg -> 96 AR

100 kinetics vs Normal AR 80, 100 heavy hulls:
100x60dmg -> 100x20 dmg -> 1540 hull dmg -> 3.8% hull dmg, ((200-4)/200=1%) armour dmg -> 79.2AR

100 photon guns vs Ablative AR 120, 100 heavy hulls:
100x50dmg -> 100x0 dmg -> 0 hull dmg -> 0% hull dmg, ((200-33)/200=16.5%) armour dmg -> 100 AR

100 photon guns vs Normal AR 80, 100 heavy hulls:
100x50dmg -> 100x10 dmg -> 770 hull dmg -> 1.9% hull dmg, ((200-4)/200=1%) armour dmg -> 79.2AR
ptb
QUOTE
Armour burnoff effect reduced from 10->5


I assume this is something to do with how fast armour is burnt off smile.gif but what? (i really havn't been in that many battles yet)
David Bethel
QUOTE
I assume this is something to do with how fast armour is burnt off  but what? (i really havn't been in that many battles yet)


In platforms where you can put more armour than you can use, the excess armour is burnt off quicker (ie the damage done to teh armour is increased). Before if you had x2 the armour plates you needed the armour took x2 dmg. The maximum dmg modifer was x10.

The effect has now been halved, so having x2 the armour needed it increases the dmg done to the armour by x1.5 (max modifer x5).

This should bring the burnoff of armour roughly what ius ued to be.

Clay
Thanks for those examples David. Makes much more sense now. Ablative is certainly much better while it lasts.... cool.gif
Thomas Franz
I have been looking at the new officer skills and how to train them... and looking at it (I know I probably should have done this before the changes were implemented) it looks to me that experienced naval officers do really get screwed.

With the old system I think there was a linear scale from 0 to +4 on dodge and targetting for 0-100% officer experience.

The new system (all to the best of my understanding) has max. +2 on dodge and targetting.
To train to one skill area (e.g. dodge) to +2 you need 4 skill levels and this costs 15 points (1+2+4+8).
To train to another skill area (e.g. targetting) to +2 you need 4 skill levels again and this costs another 112 (!!!) points (16+24+32+40).

So some examples on what you can convert if you only try to get back to the old values:
25% experience (+1 old bonus on dode and targetting) => 25 points => +1 dodge (1+2 = 3 points) and +1 targetting (4+8 = 12 points) ; leaves 10 points for somethign else, nice deal
50% experience (+2 old bonus on dode and targetting) => 25 points => +2 dodge (1+2+4+8 = 15 points) and +0.5 targetting (16 points) ; leaves 19 points (24 needed for next skill) for something else, already loosing out badly compared to
what he had before
75% experience is screwed really badly

This simply does not sound right to me, I would expect to get my skill levels back to what they were before as it is for up to 25% experienced officers.

On top of that I have quite a few warships that are really screwed without high dodge offier bonus and high targetting officer bonus which they all had before (2+ from at least 50% experienced officers) and now cannot get again unless fighting many many battles (where they won't last long any more or cannot hit decently any more).

Mica/David, are the above examples all correct?


Thomas
Gandolph
can i ask is this update now fully done, ie the pinning rules have changed, and i assume that if you are pinned you change your combat settings to flee, and it will do so under the new ruling or is there a specific order?

basically has the whole list that you put up, been done today? albeit with some problems huh.gif
David Bethel
QUOTE
To train to one skill area (e.g. dodge) to +2 you need 4 skill levels and this costs 15 points (1+2+4+8)
To train to another skill area (e.g. targetting) to +2 you need 4 skill levels again and this costs another 112 (!!!) points (16+24+32+40).


To train skills after 1+2+4+8 is +8 for each lvl. So for +2 dodge and +2 targeting = 1+2+4+8+8+8+8+8=47points. This sounded about right for 50% officers, then 100% officers could do other things

QUOTE
basically has the whole list that you put up, been done today? albeit with some problems

yes

QUOTE
I know I probably should have done this before the changes were implemented

*cough*
Paul
trying to understand the officer thing here from a starbase perspective.
I'm looking to train up my officers that applied their bonuses to a starbase but I seem to be at a loss to see the same benefits I had before.

Does the crew factor option apply to your troops like it did before?
Giving bonuses to control factors etc.

At a bit of a loss here.
ptb
QUOTE (David Bethel @ Sep 14 2005, 10:30 PM)
To train skills after 1+2+4+8 is +8 for each lvl. So for +2 dodge and +2 targeting = 1+2+4+8+8+8+8+8=47points. This sounded about right for 50% officers, then 100% officers could do other things

This makes more sense, Personally i assumed the same as Thomas with the +8 per level wording and the examples provided.

QUOTE
So lvl 3 Navigation + Lvl 2 Leadership costs ([1+2+4]+[8+16])


Even so I still don't like the whole officer thing, personally i'd rather not have to deal with it but then that weakens my forces too much.

Although you realise there aren't actually enough naval skills for some of my offciers happy.gif well assuming i had the kind of cash to train them.
Rich Farry
QUOTE (ptb @ Sep 15 2005, 07:17 AM)
Although you realise there aren't actually enough naval skills for some of my offciers happy.gif well assuming i had the kind of cash to train them.

Training with your conversion exp is free according to the update notes.
ptb
Heh didn't know that, hmmm intressting, and it just uses normal training complexes? or do we have special ones for officers?
Ro'a-lith
QUOTE

Officers will lose their current experience and have it replaced with training points equal to their experience % that can be spend with a training complex visit (existing officers can do this order anywhere + its free).


From the list of updates.

On the same section it does mention basic training complexes for 'new' officers, I think.
David Bethel
QUOTE
On the same section it does mention basic training complexes for 'new' officers, I think.

Yes all existing exp is free to train and requires no troop training complexes. All new exp requires cash and troop training
David Bethel
QUOTE
Although you realise there aren't actually enough naval skills for some of my offciers  well assuming i had the kind of cash to train them.


6x4 (6 naval skills with 4 lvl each)=24 lvls=1+2+4+8x21=175 points

So unless i messed up no officer can be fully trained in naval, currently
ptb
QUOTE (David Bethel @ Sep 15 2005, 10:15 AM)
QUOTE
Although you realise there aren't actually enough naval skills for some of my offciers  well assuming i had the kind of cash to train them.


6x4 (6 naval skills with 4 lvl each)=24 lvls=1+2+4+8x21=175 points

So unless i messed up no officer can be fully trained in naval, currently

6? hmm i miss counted happy.gif ahh well need a few more points
Ted
Does the free training for existing officers have a TU cost?
David Bethel
QUOTE
Does the free training for existing officers have a TU cost?

50Tus - i will correct to zero for free training
Ted
Thanks David.
By the way,a lot of very nice improvements to the game.
Should keep me hooked for another couple of weeks at least! biggrin.gif

Well done mate.
Garg
David, any chance we can get the ability back to change what commands is located where?

Because i want Wait for TU to be in basic <g>
and a few others i want moved away, as its crowded in basic as well.
Dan Reed
You can already do this yourself (assuming you're using the offline editor)

choose "orders" from the database menu, choose the order you want to move or show elsewhere, highlight the new submenu you want it in and click "Save"

NOTE: do not change which position types the order is used on - it won't work ph34r.gif

The only slight pain is, it gets reset when you upissue your orders.cfg file, so you have to do it again.

Dan
Ro'a-lith
"Orders" is no longer on the "Database" menu - is the point Sjaak was trying to get across Dan smile.gif

Very rare I know, but I actually find myself agreeing with him. Any chance we can have this function back, David?
ptb
QUOTE (Ro'a-lith @ Sep 15 2005, 10:50 PM)
"Orders" is no longer on the "Database" menu - is the point Sjaak was trying to get across Dan smile.gif

Very rare I know, but I actually find myself agreeing with him.  Any chance we can have this function back, David?

You can do this yourself still, although it'll probably be forgotten when you update, you just have to change
CODE
Order=2520,"Wait for Tus",0x8,2,0,0x3,0.00;

to look like this
CODE
Order=2520,"Wait for Tus",0x18,2,0,0x3,0.00;

All thats changed is the third option, 0x8, which means show in standing orders. As show in basic is 0x10 then if you change it to 0x18 is will show in both smile.gif

it's the second to last order in the default order.cfg file.

please make a backup before editing this file cause i will take no resposiblity for your planet exploding or something because of it smile.gif
Rich Farry
QUOTE (David Bethel @ Sep 15 2005, 02:27 PM)
QUOTE
Does the free training for existing officers have a TU cost?

50Tus - i will correct to zero for free training

David, could you let us know when this is corrected?
Ted
It hasn't been yet as I did some training on a couple of my ships and it still cost TUs! dry.gif
No great problem though!
Garg
heh, first off, i am not Sjaak, but Dan Larsen smile.gif

Also thanks for explaining how to change the comman, still i would prefer the orders still, because then i can better see which i change where to avoid mistakes <g>

but cheers smile.gif

Dan
Garg
ohh interesting this new update, fighters will now be +10, while beam weapons and rail guns will have their acc increased, does that then also mean fighters will fight round 1 and 4 as well?

From all the changes i have seen, it made me wonder a few point.

It might have escaped your minds that some of us, began with Xlight and Light tech, where light hulls where suppose to be fighter carriers, so since phoenix have lights been reduced in what they can do in combat and now fighters.

Will we be given normal hull tech for free soon, so we can put up the illusion that we actually had warships before? <g>

Another point, i would like to hear the grand plan with fighters and light hulls, whats their future in this game, to be deleted or just made so poor that no one will use either in the near future??????????
Gandolph
bloody hell i hadnt read that Garg,

so will we get help in converting our fleets at all?

all IMP normal hulled carriers, and a major amount of our HH ships within the last month have had the armour reduced massively, the fighters capability reduced, and the manouvering dodge reduced, or removed i assume.

i have just the last month finished converion of the enitre fleet from 1 weapon system to another, now need to convert a load back again.

that would take 3-4 weeks of getting the ships back in rotation doing the alterations maintenance and loads of patch.

not just us obviously, many people.
David Bethel
QUOTE
ohh interesting this new update, fighters will now be +10, while beam weapons and rail guns will have their acc increased, does that then also mean fighters will fight round 1 and 4 as well?

Fighters do not get any penalty from high dodge....so they are still quite valid. Officers should make up for any loss in dodge.

QUOTE
so will we get help in converting our fleets at all?

Always. If there is a change that messes up a plan then you have to be compensated. Its the way it has to work.
Thomas Franz
I think all the changes are ok, I do not paricularly like some aspects of them as they impact our (DTR) fleet in not so obvious areas but they do impact us heavily as well.

Regarding the normal/ablative/fighter design I have to agree that it seems impacted the most. We have just finished building counter measures to this still very powerful design and our counter measures are affected by the changes just as much as the IMP fleet.
However I think the changes are all in all well balanced, the major factor I don't like is the amount of work required to bring the fleet up to new specs. Unfortunately that's what it takes to iron out a the removal of a major problem (pinning).


Thomas
Gandolph
ok, also if its +10 for space fighters, will the better MK's get better accuracy,

IE, MK II (11) MK III (12) MK IV (13)

only i notice on my turns fighters dont tell you what the + factor so i dont know if thats already in place or not.

and as you say Thomas i am seriously concerned about our Normal Hulled designs, the amount of tech, thought, and material gone into these has been a lot, as well as no doubt your counter measures.
Garg
I am more worried about the fact that several affs who did not start with Normal or Heavy hull tech, now are forced to research into this big time or have to pay out of the pocket to just have warships now.

Now its not that i am against changes, but it just a bit strange, how those affs who was to use xlight and light, cant now compete at all, as we cant use light hulls as carriers nor do fighters work as well as before, so all in all, what are we suppose to use?

We do have bps for other kinds of ships, but perhaps not all of those who started with Xlight and Light have sorted that.

Whats the point of keeping well light hull ships in the game? if their only real use now is merchantships, then i cant see the real point for those affs who also have Xlights, could we perhaps get Normal hulls instead of light then?
Rich Farry
I'm not sure that light hulled ships were ever intended to be used as warships, even as carriers. The original combat rules say:

QUOTE

.. especially if normal hulls are opted for instead of heavy hulls. It is strongly advised that the normal-hulled variety of carrier does not enter combat against heavily armed platforms as any illusion of defence offered by defending ships will be swiftly shattered



I'm fairly sure that KJC have been trying for a while (years/months) to hammer home that light hull ships are not suitable warships, and their use as such should be limited.
Garg
if light ships where never to be carriers as well, then why should some affs begin with Xlight and Light tech?

It would have been better then to do this, Xlight - Normal and Light - Heavy.

Mica told me that light ships where to be used as carriers as Xlight was too poor for it, thats why we got them, but now that is not even valid option anymore.

So just asking, if its possible for us, to now get normal hull tech and replace our light stuff. :-/
Avatar
I agree with Dan. Though even the reason they got only light and x-light comes from the characteristics FCN had in BSE, it's not arguable that the 2 light hulls versions are not even remotly reliable as warships.

Perhaps a complete swap of x-L or L for a normal would be in order in the specific case of AFFs that have historically low armor warships, but that are still warships and not hot air ballons.

Anyway i still don't get the need for this new IRS doing damage rule.

FCN getting HH is a bit off their profile though.
Garg
heheh, i was not asking to get HH actually, found the idea of merchant affs getting xlight just fine.

While FCN ships are light weight in BSE, it did not mean they where weak, a Condor could outfight a SOL smile.gif but now they cant outfight anything <g>

Whats the IRS damage you refer too???
Avatar
ISR not IRS:) pre-1st round



Garg
ohh <g>

Well i dont get how combat works anymore, so i guess i need someone to explain it too me in steps, how i am suppose to survive in it and how i can take out enemies.
David Bethel
QUOTE
IE, MK II (11) MK III (12) MK IV (13)

That seems reasonable its mainly the x2 dodge thrust that has thrown a spanner in the works.
Ro'a-lith
Just a quicky David - is training for existing officers now free in terms of TUs as well as stellar cost? I know you were planning to put it in, did you get the chance?
David Bethel
Its not at KJC yet - should be there tommorrow
Thomas Franz
QUOTE (David Bethel @ Sep 21 2005, 10:47 PM)
QUOTE
IE, MK II (11) MK III (12) MK IV (13)

That seems reasonable its mainly the x2 dodge thrust that has thrown a spanner in the works.

I think this will bring up new problems if implemented since it easily allows to get +14 acc (mkIII SFs are quite common I would say and having a +2 targetting officer is not expensive) plus base ACC.
With +14 weapon + officer ACC you can hit everything you like. Removing maneuvering dodge and capping base dodge plus officer dodge bonus to 8 just further increase this problem.

Sapce fighters go up in damage already with increasing MKs, increasing the ACC as well will make them very very powerful.

Inrtial dampers could counter this effect at 50 hulls but they are less effective on bigger ships, space fighters get more effective on bigger ships...


Thomas
Gandolph
they were +12 before, a MK IV fighter can only get to +13, so theres no +14. so its only an extra 1 compared to the old route for the highest MK.

my main concern overall, above and beyond the rest, is the loss of manouvering dodge as you say.
Nik
I just did a whole turn of GPIing:

GPI Sector {8,6}
Scanning for basic ores:
Metals (1) Yield = 83.28 +- 2.25
Basic Elements (2) Yield = 33.67 +- 2.25

Lee Ball (#1) gained experience.


Bit easy don't you think? So how about:

Turn starts
>TU 300: Pickup (v1.3) {xxx} {xxx} {200} {} {Install - No}

>TU 290: Set Combat Options {1} {2} {0} {On Patrol - No} {Summary - No}

>TU 290: Target Preference {2} {11} {2} {2} {Ignore Incoming fire - No}

>TU 290: Leave Orbit

Wein (#1) gained experience.

(2 ships did exactly the same and both gained experience).

Isn't it just a little easy to gain experience doing nothing? As a guess I can sit a fleet of Nebulons over a planet GPIing for a year, get 20 experience points and then +2 dodge for effectively going nothing (apart from protect a big Starbase for example, so hardly useless). If this experience could only be used for trade or GPI then I wouldn't have a problem, but for boosting up combat specs it's far too easy compared to how it used to be.

One final point. Warships in battle gain experience but are not notified of this. However, I've seen that whole squadrons get experience for blowing up a FET scout, so presumably this is a bug??

Nik

Thomas Franz
QUOTE (Gandolph @ Sep 22 2005, 11:00 AM)
they were +12 before, a MK IV fighter can only get to +13, so theres no +14. so its only an extra 1 compared to the old route for the highest MK.

my main concern overall, above and beyond the rest, is the loss of manouvering dodge as you say.

Judging by the amount of experience we have already gaind it'll take me approximately 3 weeks to gain 15 points with a shipcaptain. Ships are not a problem, everybody will be able to muster at least 20 small ships quickly.

The say 30 captains can then have +2 targetting if wanted, and they are cheap and expandale, so I can add them to any space fighter design, which makes any space fighte effectively +2 acc (mkI 10+2, mkII 11+2, mkIII 12+2).

This goes for all other weapons as well, true,but all other weapons with acc around 10+ are _a_lot_ bigger than space fighter so you cannot mount that many. A 100 heavy hulled ship can easily launch 48 space fighters (mkIII), so that's 48 * 30 dmg @0.2 AR and 14 accurracy.
This does damage and due to the +14 accuracy any dodge will not make a differenece as you cannot get it high enoug.

This is all triggered because specialised captains for dodge or targetting have suddenly become very cheap, beforehand a 25% experienced captain was very valuable and not easy to get.


This is not rying to limit the IMP fleet (we have cariers ourselves), it is just to highlight a real problem (at least I think it is one)!


Thomas
Gandolph
i agree, but you havent taken into account point defence, it is possible to lose all your fighters even on round one using SI, photons cannot be affected any where near as easily.

as i say im not overly concerned about the fighters, more the loss of manouvering dodge.

Gandolph
by the looks of the SSS then, is the new loss of dodge rule already in on the last update?
Nik
Just to inform people since this point may have been missed by others (and finding IMP outposts is too easy as it is ;-))

At outposts/starports, there are now 2 sensor profile values, e.g.

Sensor Profile: -98% (10%)

This is due to the following:
[34] Added modified scan profile for starbases that will be shown in brackets on report and in a few months will become the new scan profile

Previously caves etc only needed to cover complexes, this is now not the case. All items, including stored ores, defences etc also will need to be covered by complexes.

Nik

Lord Scrimm
I wonder if there is a way for the parenthetical profile values (say that 10 times!) to be reflected in the Political Report - or am I going to have to do updates for all of my outposts to see how many more RSM's I need to ship the the Capellan biggrin.gif

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Gandolph
would it not be logical for when the update day is programmed in that it makes enough caves to give it the same sensor profile as the day before, (IE that allows the storage of a few materials etc)

because with the amount of changes ive got to make already to other aspects of the game thats changed, i wont be able to do all the other stuff as well.
Nik
Dump Cargo and Flee (Chaff)
When a ship has 'dump caro and flee' set and has been targeted by another ship in space combat it dumps cargo...
The chaff cloud created gives you a 100% chance to leave combat if you have more dumped mass than: ship surface area x 20mu. If you have less then there
is a % chance that you will still get away (proportionate to mass launched).
When you are able to leave combat due to chaff all dmg done to you is ignored/shielded by the chaff. (no actual dmg is done to the chaff as that would
make it pointless for the attacker).
When the cargo is dumped all attacking ships are given the debris fields postion number and cargo is scooped by the attackers that have cargo space. It is random which of the targeting ships gets first dibbs on scooping the cargo.


The attackers are given the automatic ability to collect the dumped cargo - fine. However, if they do not is the dumped cargo assigned a position number or is it lost? It's just in todays battle there were a number of dumped cargos but we have no position numbers to pick up from, assuming the IMP didn't do it first of course.

Nik

Gandolph
we did pick some up Nik, but i thought the fleeing ship didnt get the number, have you got the time to log details of cargo drops when fleeing in a panic. i cant remember if thats right though, but i thought id read it somewhere

i got on my turns the drop cargo numbers on the specific ship turn so not everyone else possibly knows the numbers either, and picked some up as well.

so i think its the ship that has caused the vessel to flee gets to know the number
Gandolph
yes id thought id read it somewhere, and this worked as per what it stated

When the cargo is dumped all attacking ships are given the debris fields postion number and cargo is scooped by the attackers that have cargo space. It is random which of the targeting ships gets first dibbs on scooping the cargo.
HPSimms
One of my ships was trying to engage the dumper and got a cargo number for the dumped, also scooped them up as it had magazine space handy.

Post Battle Summary
-------------------
DTR Death's Head (2779) dumped cargo (27902) in order to flee.
Scooped Items From Debris:
48 Phalanx Missiles (212)


other dumpers:-
DTR Pipestone (xxxx) dumped cargo (yyyyy) in order to flee.

DTR Coral Sea (nnnn) dumped cargo (zzzzzz) in order to flee.

So it looks like engaging ships get the cargo detail. Others probably need to scan the dumps.

Geoff
Nik
QUOTE (Gandolph @ Oct 5 2005, 08:52 AM)
we did pick some up Nik, but i thought the fleeing ship didnt get the number, have you got the time to log details of cargo drops when fleeing in a panic. i cant remember if thats right though, but i thought id read it somewhere

i got on my turns the drop cargo numbers on the specific ship turn so not everyone else possibly knows the numbers either, and picked some up as well.

so i think its the ship that has caused the vessel to flee gets to know the number

I was more just checking that it's correct that the fleeing ship isn't given the dumped cargo number. I would have thought that the ships captain has some idea where he exactly is and more over, can trace back the flight records to go back and see what's there. But I guess this latter point is really going back and scanning for the cargo which means he isn't given the position number.

Nik
Gandolph
as predicted over the last few pages of this, the removal of the man dodge bonus for carriers on top of all the other changes to the normal hulled/ablative blah blah has now had catastrophic result for these types of fleet.

i couldnt be bothered to alter them after spending months altering to those configurations in the first place.

my advice to people, stick with a middle of the road ship, nothing that will stand out, that way you wont spend months, being in loads of battles learning, then getting things right, then having to change them again, to go through the whole process again.

was this top out of dodge and loss of extra dodge for carriers battle tested thoroughly as im not sure................
Thomas Franz
all I can say is that you will never be able to maintain one design that 'sticks out' and purely rely on it as it would be the so often discussed game winner.

the last year of battles (before the so called final changes) highlighted a couple of things to correct, mainly this was pinning but not only pinning. the chnages brought in the need to chnage our fleet from pinning to other tactics, same goes for the imeprials and fighter designs.

Regarding the cap of dodge and removal of maneuvering dodge.
- this affects us in the same way as it affects you. our carriers are not close to invulnerable any more as well.
- with the removal of pinning and cheap +2 dodge captains available why would anybody use any other design than carriers if they still had man dodge and deploy +12 acc weapons? The only viable tactic would have been hit and run with carriers. Previously we were able to pin your carriers and take them down over days, now they could just have ran away day 2 (and not be hit due to dodge).


Thomas
Gandolph
to prove point: 1st one below is a HH carrier with a dodge of 8, note the 63% hit rate from the starbase.

Incoming Fire from DTR Outcasts (1821)
--------------------------------------
Round 2: 265 Missile Launchers (Kinetic Missile mkII)
- 150 hits - 3690 [9750] damage - 63%
- Point Defence shot down 19 Kinetic Missile mkIIs
90 Missile Launcher mkIIs (Kinetic Missile mkII)
- 71 hits - 1804 [4615] damage - 84%
- Point Defence shot down 11 Kinetic Missile mkIIs
Round 3: 197 Missile Launchers (Kinetic Missile mkII)
- 133 hits - 3362 [8645] damage - 74%
- Point Defence shot down 17 Kinetic Missile mkIIs
69 Missile Launcher mkIIs (Kinetic Missile mkII)
- 51 hits - 1290 [3315] damage - 91%
- Point Defence shot down 11 Kinetic Missile mkIIs
Round 4: 152 Missile Launchers (Kinetic Missile mkII)
- 117 hits - 2960 [7605] damage - 84%
- Point Defence shot down 12 Kinetic Missile mkIIs
55 Missile Launcher mkIIs (Kinetic Missile mkII)
- 49 hits - 1124 [3185] damage - 95%
- Point Defence shot down 2 Kinetic Missile mkIIs



this one, is the normal/ab/ reduced dodge (this would have been man dodge 8.2 before the change)

99% hit rate, if it was the same as before this would have lasted until round 4 as it would have been hit with around 100 (average) missiles each round less, not only that the round 3 as you can see below it sticks out like a sore thump........the ablative plate has been removed that much that the damage caused by a significantly reduced amount of wepons is signifactnly more that before.

so all those maths theories that were being slung at us saying that ablative wouldnt be affected that much..........well heres the proof.

Incoming Fire from DTR Outcasts (1821)
--------------------------------------
Round 2: 265 Missile Launchers (Kinetic Missile mkII)
- 242 hits - 6335 [15730] damage - 99%
- Point Defence shot down 19 Kinetic Missile mkIIs
90 Missile Launcher mkIIs (Kinetic Missile mkII)
- 82 hits - 2262 [5330] damage - 100%
- Point Defence shot down 8 Kinetic Missile mkIIs
Round 3: 197 Missile Launchers (Kinetic Missile mkII)
- 187 hits - 7676 [12155] damage - 100%
- Point Defence shot down 10 Kinetic Missile mkIIs
37 Missile Launcher mkIIs (Kinetic Missile mkII)
- 30 hits - 1081 [1950] damage - 100%
- Point Defence shot down 7 Kinetic Missile mkIIs


2.5 years of research into tech and blueprint acquisitions down the drain...........
Gandolph
im not saying that a change wasnt necessary Thomas, but it basically ended our designs which quite frankly is a major proportion of our research and acquisitions have been plyed out for for the last 2 years, and we have a fleet and a background design that is now flawed.

something has got to be done............


and yes i was expecting to take damage from the base, im just pointing out that it is obvious to see mathematically it has made a big change for the normal/ablative/fighter carriers. im not saying we should get away scot free from a starbase attack. but to me thats made my original points correct
brian kreiser
QUOTE (Gandolph @ Oct 20 2005, 10:37 AM)
im not saying that a change wasnt necessary Thomas, but it basically ended our designs which quite frankly is a major proportion of our research and acquisitions have been plyed out for for the last 2 years, and we have a fleet and a background design that is now flawed.

something has got to be done............

We are all suffering from the changes and yes we have done a lot of research just like you that is now obsolete, so I can't see why something should be done. We are all in the same boat.

Brian, DTR
Gandolph
im sorry, i didnt realise you had invested heavily into the 75 and bigger normal hulled carriers like we have.

you must be hiding them as i couldnt see any in Adasmki or Solo.
Mica Goldstone
QUOTE (Gandolph @ Oct 20 2005, 09:31 AM)
to prove point: 1st one below is a HH carrier with a dodge of 8, note the 63% hit rate from the starbase.

Incoming Fire from DTR Outcasts (1821)
--------------------------------------
Round 2:  265 Missile Launchers (Kinetic Missile mkII)
              - 150 hits - 3690 [9750] damage - 63%
              - Point Defence shot down 19 Kinetic Missile mkIIs
          90 Missile Launcher mkIIs (Kinetic Missile mkII)
              - 71 hits - 1804 [4615] damage - 84%
              - Point Defence shot down 11 Kinetic Missile mkIIs
99% hit rate, if it was the same as before this would have lasted until round 4 as it would have been hit with around 100 (average) missiles each round less, not only that the round 3 as you can see below it sticks out like a sore thump........the ablative plate has been removed that much that the damage caused by a significantly reduced amount of wepons is signifactnly more that before.

so all those maths theories that were being slung at us saying that ablative wouldnt be affected that much..........well heres the proof.

Incoming Fire from DTR Outcasts (1821)
--------------------------------------
Round 2:  265 Missile Launchers (Kinetic Missile mkII)
              - 242 hits - 6335 [15730] damage - 99%
              - Point Defence shot down 19 Kinetic Missile mkIIs
          90 Missile Launcher mkIIs (Kinetic Missile mkII)
              - 82 hits - 2262 [5330] damage - 100%
              - Point Defence shot down 8 Kinetic Missile mkIIs
2.5 years of research into tech and blueprint acquisitions down the drain...........

Don't forget the 20mu*75 hulls internal space that the normal hull had over the heavy hull.

If used for gatling lasers this would have been an extra 150. This would have taken out an extra 100 kinetics mkII per round (20% * 10 * 150 / 3). Which happens to be approximately the difference in the HH v NH.
Thomas Franz
I'm sorry, but I was under the impression that we had the 'normal hulled ships are supposed to go bang quickly in combat and were always meant to be like that' discussion a few times already.

Totally unrelaterd to game mechanics, we are targetting for your carriers because we know you have a lot of normal hulled carriers. They do lots of damage and are the easiest to take out.
Wouldn't you do the same if we had normal hulled warships?
Didn't you see this coming when you heavily invested into normal hulled warships?


Thomas
Thomas Franz
QUOTE (brian kreiser @ Oct 20 2005, 10:06 AM)
QUOTE (Gandolph @ Oct 20 2005, 10:37 AM)
im not saying that a change wasnt necessary Thomas, but it basically ended our designs which quite frankly is a major proportion of our research and acquisitions have been plyed out for for the last 2 years, and we have a fleet and a background design that is now flawed.

something has got to be done............

We are all suffering from the changes and yes we have done a lot of research just like you that is now obsolete, so I can't see why something should be done. We are all in the same boat.

Brian, DTR

As David has pointed out before, if a game mechanic change compromises you, you should get compensation, I suggest to talk to Mica about this.

I know its painful to reconfigure a fleet, I have done it a few times due to game mechanic changes as well. I always was not happy about it but there were no other oprions.


Thomas



Gandolph
the internal components and the amounts doesnt alter the figures reagrding the damage values now being taken due to the dodge and plate reduction.

i had fitted differing internal components after the last change, i havent got the will to bring my ships back every time to change the bits cos somethings changed across loads and loads of ships, in my time, the ship TUs and the amount of patch. after the last chage i calculated as the lists above a full 1 month turn around to get my ships back alter stuff do the maint and get them to the exact position they were in.

i cant keep doing that every time a change comes. its not fun tongue.gif
Gandolph
yes Thomas i have said i was expecting damage, AS ABOVE

yes Normal hullers will take more damage no argument

yes i know you will target those...you always do.........

what im saying is the normal hullers will now be taking and have proved to have taken FAR MORE than before.........theres no argument........ its there above in the battle.............


YOU say we should have seen it coming YES WE DID, when we heavily invested into Normal hulled/ablative/fighters, WHAT WE DIDNT SEE COMING, was a massive change to the incoming weapons potential due to a game mechainc change, and not only that the weapons that are incoming get through the plate quicker as well. NOW thats not a great tactical move by you.......and yes its totally unrelated to the game mechanic


Thomas Franz
Gandolph,

as stated numerous times, talk to Mica if you feel compromised (I would in your situation).

I think it's a bit sad to state you are unwilling to reconfigure your ships due to game mechanic changes but complain that they are not performing great under the new mechanics.
Should the game revert back to what is was a month ago (pre final battle changes) so your ships are what they were before or should Mica configure your ships for you? Don't get me wrong, I know it is not fun to reconfigure a warfleet but if you want to stay a powerblock in this game then this is what it takes.
Regarding this everybody is in the same boat, everybody needs to keep thier warships in tune with the battle program.


Thomas
ptb
If you have too many ships to change i'd be happy to take them off your hands smile.gif might even give some back after tongue.gif

HH take a lot to build these days....

Jerusalem
I can only applaud the continued RIP opportunism. smile.gif
Gandolph
im not overly convinced your getting my thread here

changing internal components will not alter the increased amount of enemy fire (thats missiles photons rail guns etc etc) that will hit due to the reduced dodge, and the extra damage that it OBVIOUSLY does to the plate and in turn the hulls and components on the next round of fire. in combination to the increase in the weapons systems accuracy

adding 150 gatling lasers isnt going to change the photons doing the same effect, or adding this or that. im saying i feel STRONGLY that the loss of Manouvering dodge in combination with all the other changes is a step too far.......... have said so from the start.

this was going to be discussed more according to "the management david/Mica" and looked into, has this been done.

changes to the internal components of a ship is just the start, its the whole background of production etc that leads up to that ship in the first place, that is a major change as well in my opinion.

the battle by the way yesterday went how i thought im NOT complaining about that battle, it just highlighted totally for me the difference its made to this mode of weapons system................

and Mr. PTB, if you want my ships ill leave the IMP, you join us take my positions, ill have yours and take the RIP back to how things used to be run by "my old" me ohmy.gif
Romanov
Can I point out that the DTR has built a lot of 50 HH light cruisers designed with the main purpose to pin.

Pinning has been removed.

The DTR has lost out to game changes in a similar manner to the IMP but on a different rule change.

In order to remove the pin routine and not then make the manuveuring carrier the next game-killer, Mica and David removed the manuveuring bonus for carriers.

As Richard pointed out his Hvy Carriers got better dodges than his Normal Carriers. This is correct and as it should be. Note also this damage was from a starbase with a high targetting bonus.

If the normal carriers were in a standard battle they would fair a lot better.

Outcasts vs the IMP fleet was the first time a fleet has attacked a well defended starbase without platforms or ship defense. May be we should ask Mica to re-run the battle with the old rules and tell us how the IMPs faired. I suspect that they would have had similar losses, multiple ships gutted and Outcasts would have seen far fewer missile launchers lost so would have actually inflicted more damage.

COH_Gord
RIP pirates :-) ... nice one Richard.

I agree with Richards points though.

Gordon
Gandolph
Mr Romanov as i stated i am not complaining about the starbase battle results, but the change in NH/ab Armour/dodge has been identified very easily in this battle. this identification will have an effect in all my near future battles ship to ship, where the effect on my ships from photons and other weapons systems will take effect.

anyway you have already partially solved my refitting problem of the current fleet, it does not solve my production and background issues that build that product in the first place.

as i say no probs with the battle, went pretty much as expected, am concerned that the combination of the effects has already gone too far.

on the other note, i didnt get that offer from the RIP, so dont panic theyre not going to be pirates biggrin.gif and i wouldnt know the first thing about piracy anyway.......
Romanov
I realise that you were talking about the changes to Armour and manuveuring and the fact that you had spent time and resource on building these NH ships. This is why I pointed out that the DTR had been affected by the pinning change and we had spent time and resource on building the HH ships.

You seem to miss my point that you cannot have one without the other. Both of us have to reconfigure ships due to the changes.

You need to look at the changes as win one-lose one (pinning removed being a win, manuveuring a loss).
Gandolph
i think thats win one lose two(+ pinning) (-manouvering - ablative amrour plate reduced 6 fold) as far as im aware yours hasnt been reduced on this scale.

also the pinning has benefitted certain types of assaults for the defender. for instance platforms get an extra shot off against moving positions as do starbases, they wouldnt have before.