Aurora 4x

VB6 Aurora => Aurora Suggestions => Topic started by: Charlie Beeler on May 03, 2011, 09:02:55 AM

Title: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 03, 2011, 09:02:55 AM
Lately I’ve been doing some baseline analysis of Aurora and I think some fundamental things could use some updating.

First some outlines of how the game mechanics currently stand.

Mechanics of engines and movement speed
For military ships maximum speed can be calculated as (((base engine power*engines install)/hull spaces)*1000).  Each engine is 5hs and ships have no limitation on the number of engines they may mount.

Gunboat engines are defined as being the same 5hs but 2x the base engine power and limited to a single installation.  GB speed can be calculated as ((((base engine power * 2)*engines install)/hull spaces)*1000).

Fighter engines are defined as being 1hs but 3x the base engine power and limited to a single installation.  FTR speed can be calculated as (((base engine power * 3)/hull spaces)*1000).

Missile engines are 5x the base engine power and that Missile Size Point(MSP) is .05hs.  Missile speed can be calculated as (((((base engine power * .05)*5)*msp of engines install)/msp of missile)*1000).

For purposes of this discussion commercial engines are not included

base engine rating
5
8
12
16
20
25
32
40
50
60
80
100
(5hs) ship engine output
25
40
60
80
100
125
160
200
250
300
400
500
ship speed with 25% mass to engine
1250
2000
3000
4000
5000
6250
8000
10000
12500
15000
20000
25000
(5hs) FAC engine output
50
80
120
160
200
250
320
400
500
600
800
1000
1000t (20hs) FAC Speed
2500
4000
6000
8000
10000
12500
16000
20000
25000
30000
40000
50000
(1hs) Fighter engine output
15
24
36
48
60
75
96
120
150
180
240
300
500t (10hs) fighter speed
1500
2400
3600
4800
6000
7500
9600
12000
15000
18000
24000
30000
base missile engine rating
1.25
2
3
4
5
6.25
8
10
12.5
15
20
25
Max missile speed with 50% mass to engine
12500
20000
30000
40000
50000
62500
80000
100000
125000
150000
200000
250000

Beam Fire Control Ranges
The established baseline is that all beam weapons are restricted to no more than the speed of light(C) limited to a maximum time segment of 5 seconds.  For purposes of discussion I have rounded C to 299,792 kps giving a maximum possible beam range of 1,498,960km.  Also for purposes of discussion maximum effective range is the range at which hit probability drops to 50%.  As it stands Beam Fire Control baseline 50% Range max’s out at 175,000km and with 4x that becomes 700,000km.  This is actually short of the stated baseline by less than 7%.

A lot of people will argue that beam weapons can be designed with ranges far in excess of 1,498,960km, this is true especially with Lasers (Max range of 20,160,000km).  The counter argument is that the beam maximum range is the range at which it will inflict damage without a limit time limitation.

Beam Fire Control Tracking Speeds
The baseline tracking speeds match the equivalent tech level of military ship speed with 25% mass dedicated to engines.  This can be modified to a maximum gain of 4x baseline speeds.  While this does not match missile speeds, it does keep the chance of beam PD in a usable range.

Current fire control speeds
baseline
1,250
2,000
3,000
4,000
5,000
6,250
8,000
10,000
12,500
15,000
20,000
25,000
4x
5,000
8,000
12,000
16,000
20,000
25,000
32,000
40,000
50,000
60,000
80,000
100,000

Turret Tracking Speeds
The baseline turret tracking speeds matchup with the same level baseline fire control tracking speed.  Turret hull space can be calculated as:
((beam hs * # of beams)+(roundup(total beam hs * .1,0)*roundup(requested turret speed/base turret speed,0)))

SUGGESTIONS:
1.   Change fighter engines to 5x instead of 3x of baseline.  The reason being that full size fighters (10hs-500ton) are only capable of 60% of the speed of an equivalent full size gunboat(20hs-1000ton).  At 4x they are 80%, but at 5x they at least match.  Yes this means that fighter engines functionally are at the same power level as missiles with a better fuel curve.  The difference is that missiles have variable engine power for their mass while fighters have a fixed power level, by comparison.

2.   Change the turret tracking speeds to being equivalent to the 4x fire control tracking speed instead the baseline.  This doesn’t seem like much of a change at first.  The main thing this does is it allows turrets to match equivalent level fire controls at the 4x level with only 10% additional mass over the beams mounted instead of 40%.  It incidentally allows for single turreted gauss cannon in a 500ton fighter that matches the fighter fire control speed some fuel and not much else. (I’d really like to see the  Gauss Cannon Size vs Accuracy(tech type 143) changed to .1-1hs instead of the .5-6hs, but I know that’s not going to happen)  ;)

3.   This last one has the highest chance of being unbalancing.  Change the beam fire control ranges to allow 4x range to match the equivalent level max range of lasers.  The current binding restriction is about the only Einsteinium/Newtonian restriction to game mechanics.  Until the later tech levels it’s not much of a change.  Since active scan functionally gives realtime tracking to anything within range, and the systems are all trans-newtonian it’s not that much of a leap.

Current                 Proposed
baseline
10,000
16,000
24,000
32,000
40,000
48,000
60,000
75,000
100,000
125,000
150,000
175,000
4x
40,000
64,000
96,000
128,000
160,000
192,000
240,000
300,000
400,000
500,000
600,000
700,000
   
   
   
   
   
   
   
   
   
   
   
   
baseline
3,750
10,000
22,500
50,000
100,000
180,000
280,000
400,000
720,000
1,200,000
1,760,000
2,520,000
4x
15,000
40,000
90,000
200,000
400,000
720,000
1,120,000
1,600,000
2,880,000
4,800,000
7,040,000
10,080,000

I’ve been playing with a database with suggestions 1 and 2 lately under the v5.42 program.  So far I have not found these changes to be unbalancing or causing any error propagation.  I do not advise others to make these changes since there is still a strong possibility that I’ve introduced issues that I haven’t identified yet.  These are not changes that can be made under the SM Mode, they require the database password.  Nor will I distribute modified databases.

Suggestion 3 is just that, a thoroughly untested suggestion.

Word of warning to others that may try #1, fighter engines (tech type 130) cannot be changed by itself.  There is either a table control entry I haven’t found or hardcoding that force the ShipDesignComponents table entry to be a full 5hs engine at 5x power instead of a 1hs engine and requires manual intervention on the table as well.
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 03, 2011, 12:00:03 PM
A couple of thoughts on your proposals.
1.)  Moving the fighter engine multiplier.  You used the 10hs fighter as your baseline, most fighters I have seen were in the 5-6hs area.  At that size fighters have a good turn of speed, and they are not all powerfull.  You have to make some significant design choices and that is something that I think that Steve wants. 
2.)  As for changing the tracking speed for turrets there is one thing that helps keep the turret size down.  The reasearch cost for a given turret tracking speed is 1 step lower than for the same fire control tracking speed.  For me that means that my turret tracking speed tends to be higher than my fire control tracking speed.  For many turrets the hull space penalty is more like 32% than 40%.  This is still significant, but turrets are a large mass penalty item in real life.  As for the fighter part of the idea, I rarely use turrets for gauss cannon on fighters, not because of the mass needed, but because such fighters tend to be small and fast already with there own speed aproaching the x3-x4 base tracking speed.  This effectivly makes turrets unnessasary for fighters.

3.)  The weapon tracking beyond the light speed barrier has been discussed before, and Steve has considered this.  I never got the feeling that he was convinced one way or the other so it is probably a good time to bring this up again.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 03, 2011, 01:44:32 PM
A couple of thoughts on your proposals.
1.)  Moving the fighter engine multiplier.  You used the 10hs fighter as your baseline, most fighters I have seen were in the 5-6hs area.  At that size fighters have a good turn of speed, and they are not all powerfull.  You have to make some significant design choices and that is something that I think that Steve wants.
 

True, most fighter examples are in the 5-6hs range.  The reason for using 10hs in the example was for comparative purposes to the largest gunboat at 20hs.  It was also to illistrate that not only are they slower than the gunboats, but that they are also only 20% faster military ships with 25% mass to engines.  If a military ship dedicates 50% to engines they are actually faster.  An alternative is to remove the single engine restriction (both fighters and gunboats) while retaining the max hs restrictions.  Both have trade offs.

Quote
2.)  As for changing the tracking speed for turrets there is one thing that helps keep the turret size down.  The reasearch cost for a given turret tracking speed is 1 step lower than for the same fire control tracking speed.  For me that means that my turret tracking speed tends to be higher than my fire control tracking speed.  For many turrets the hull space penalty is more like 32% than 40%.  This is still significant, but turrets are a large mass penalty item in real life.  As for the fighter part of the idea, I rarely use turrets for gauss cannon on fighters, not because of the mass needed, but because such fighters tend to be small and fast already with there own speed aproaching the x3-x4 base tracking speed.  This effectivly makes turrets unnessasary for fighters.

Thank you for pointing out development cost, it is too low.  Instead of being a step cheaper it should be more inline with the fire control. 

The driving force behind this one is Quad Gauss Cannon point defense turrets.  At 4x the turret gear is actually over 60% because to the rounding(39hs for 24hs of beam).  And that is before adding armor to the turret.  The point the turrets is to be able to use the greater tracking speeds of the 2x-4x fire controls.  I'd have much less of an issue with that same turret being 27hs under the proposal.

On that same vein fighter fire controls start at 4x ship fire contol tracking speeds.  The problem here is that you can't mount any turreted beam that has a tracking speed to match the fire control and have a really usable range.  First level of tech would look something like this 10cm laser (3hs) + turret gears (4hs) + 1hs for engine + 1hs for power plant (assuming 5 sec rof) + .5hs for short range ftr fire control + .5 max for fuel.  Use the power plant can be small for a slower cyclic rate, and other minor tweeks.  The result is the same, you'll get better mileage out of using the resources for ship mounts.  With the proposed change the laser turret drops to a total of 5hs vs 7hs giving you 2hs of flexability.   

The Gauss Cannon, as it stands, is the only starting beam system that cannot be 4x turreted in a fighter (10hs).  With the change it is can be done, barely.

Quote
3.)  The weapon tracking beyond the light speed barrier has been discussed before, and Steve has considered this.  I never got the feeling that he was convinced one way or the other so it is probably a good time to bring this up again.

Brian
This last one was mainly to restart the discussion around beam ranges.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 03, 2011, 02:16:17 PM
Overall I am trying to give fighters a little more teeth(turret change) and make "heavy fighters" a viable option(fighter engine change).  Compared to warships fighters are fragile and should stay that way.  But they should be a segnificant threat if allowed to close to knife ranges, more so than a warship.
Title: Re: Proposal for TechSystem table updates
Post by: EarthquakeDamage on May 03, 2011, 04:02:31 PM
I don't like the beam range suggestion for two reasons:
Title: Re: Proposal for TechSystem table updates
Post by: UnLimiTeD on May 03, 2011, 05:00:53 PM
I don't think fighters need any more teeth.
I'm all for lifting the number restrictions, why shouldn't one use multiple? One meson hit and the whole ship is fireworks, and you need massive amounts of fuel, thats drawbacks enough.
But the average 6 HS fighter is indeed significantly faster than the average military ship, while being hard to detect and cheap to replace.
No one needs a fighter with a turreted Gauss cannon, thats what FCs are for.
A good fighter design shouldn't need a turret to blast missiles. Sure it'll hit only every 10 seconds, but they are cheap and disposable and if in question, build more of them.

Hell, my average missile fighter would be able able to go 4x as fast my average ship of the same tech level, while still loading a massive payload.

The main strength of fighters is their cloak, not their firepower.

On beam ranges, I'd say they are rather on the long side, but I'd say the same for missiles.
Though I'd love a super long range firecontrol with no tracking, to attack bases.
Title: Re: Proposal for TechSystem table updates
Post by: Thiosk on May 03, 2011, 05:52:22 PM
While I agree from a gamey and economic standpoint, related to the cheapness of the fighter and what not, I dislike the idea of disposable fighters.

Theres pilots in there.
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 03, 2011, 07:02:53 PM
I don't like the beam range suggestion for two reasons:
  • Lasers are popular enough already.  Allowing beams to fire beyond 1400k km would give lasers an even greater advantage over the other weapon types.  To stay competitive, particle beams would need vastly increased range, either by improving existing tech levels (giving them a huge advantage early on) or adding further tech levels (requiring several orders of magnitude more research, or tweaking RP costs -- not necessarily a bad thing).  Railguns would desperately need better velocity tech.  As is, they only get a x9 range multiplier compared to the laser/meson/microwave x12.  Plasma Carronades would become little more than a joke.  Gauss Cannons would be unaffected since they're only useful for PD, really.  It'd technically still hurt them since offensive gauss ships would spend more time outside their own range but within the enemy's kill zone (since hit % is determined by actual range relative to max FC range).
Quote
A couple of things to think about.  Plasma Caronades are already a joke as far as range goes.  By even a few tech levels of research they are horribly short range.  Their advantage is that they are DIRT cheap compared to lasers.  Both for research and to build.  Railguns are another cheap weapon system.  They are not really supposed to compete against the other beam weapons at high tech.  They are significantly cheaper to research than lasers at the mid to upper levels and they are more damaging in close.  Large railguns are also fairly long range.  A 50cm rangex9 has a max range of 1.8m km and has a faster rate of fire than the 50cm laser does.  Rp cost difference is 495000 rp vs 505000 rp, and the railgun has an extra size in there that the laser does not.  (45cm)  Also the max damage for the laser is 64 points and the railgun is 80.  The railgun will still have a place if the ranges are doubled, maybe even if they are trippled.  Your point about the particle beam is however valid, and if the ranges are increased then they need to have longer ranges.  Probably more at higher tech but that is a different discussion.

Brian[/list]
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 03, 2011, 07:46:11 PM
This is an interesting analysis, and I do agree that it sometimes seems like FACs can often be faster than fighters.  However, I am confused as to why we are even talking about turreted gauss cannons in fighters.  That does not make any sense to me. Why is that a baseline that is useful for comparison? Isn't the whole purpose of beam fighters that they don't need turrets to track fast-moving targets?

On the rest of the stuff, I'm also not clear as to why turrets need to be significantly smaller. It seems that if turrets with PD-capable tracking were not much larger than a normal beam, then normal beams would be completely obsolete.  That would in turn make beam weapons that cannot be turreted pretty much obsolete. I'm not clear on what the game design advantage of this is?
Title: Re: Proposal for TechSystem table updates
Post by: EarthquakeDamage on May 03, 2011, 08:10:41 PM
That would in turn make beam weapons that cannot be turreted pretty much obsolete.

To be honest, I don't know why more weapons can't be turreted.
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 03, 2011, 09:05:06 PM
To be honest, I don't know why more weapons can't be turreted.
The weapons that can not be turreted currently are Railguns, Particle beams, and plasma caronades.  Of these systems the railgun should not be turreted.  If it was then it would become the single best pd weapon, even better than the gauss cannon as two 10cm railguns get 8 shots and only the highest tech gauss cannon could get more than that.  Plasma carronades could be turreted without any real effect in game terms as they are effectivly short range lasers.  Particle beams are the only beam weapon where turreting would make for an interesting choice.  Their long range could be used as an outer intercept zone against incomming missiles or small craft.  The trade-off of course would be less of them on board a ship.  Particle beams are also fairly massive as compared to equal tech lasers or mesons.  The smalles size particle beam (pb) is 5hs where a 10cm laser is only 3hs in size.  Personally I think it is more of a flavor choice of Steve's.  Weapons that are basically for shooting at enemy ships are not turreted.  Those that seem to be more dual purpose or point defense nature are turreted.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 03, 2011, 10:23:20 PM
Minor correction, max damage for lasers is 168 from the 80cm.

Fighters are far from cheap.  They only look that way until you add in the logistics support they need.  The only thing that burns through fuel faster hull space for hull space is a missile.  Beam armed fighters (meson, laser, etc) are very slow(for fighters) and easy targets for gunboats to run down.  The intent of the high fuel consumption was to offset the percieved higher speed when compared to other ships and that only exists with the light fighters that cannot carry beams.  And a fighter, any fighter, that can't outrun an equal tech gunboat is a balance issue.

Turrets were introduced to mount a limited number of weapon types(lasers and meson cannon) for the purpose of point defense.  Gauss Cannon were introduced much later and I had not until recently looked into why they so much larger in quad turret mounts than the others.  I have a real problem the best point defense weapon needs 60% for tracking gears and weapons intended for ship-to-ship only need 40% to fill the same role.  That's a balance issue.

I really was not looking to place a turreted GC when I started the turret research.   But it does allow for something that hasn't been available, functional missile defense for fighter squadrons.  The ability to seed some specialist fighters into missile fighter strikegroups is needed since 1 thing that has not made it into Aurora, yet, is a functional fighter missile defense. (chaff?, flares?)

I had been looking at suggesting increasing the baseline fire control tracking speeds. But my analysis showed me it really wasn't needed.  That is when I really looked at the gulf between beam weapon ranges that we've always talked about.  There really isn't much a effective spread to range since they are all limited to the fire control range which caps at 1.4m km and your only rarely going to see a max of 240k km since anything above that is only going to be seen in campaigns that either run a very long time or someone starts with very high populations to boost starting RP's.  Even Plasma Carronades can reach that at level 4.  This is all moot if beams are to retain the range limitation of 5 light seconds.  I'm fine with that 1.4m of 20m km are still knife fighting ranges when the fire controls finally atain them when compared to the corresponding missile ranges at the same tech levels.  It's not really a balance issue.

Can any of these suggestions be exploited to unbalance a game, yes.  Can the unbalance be countered with other exploits, yes. 
Title: Re: Proposal for TechSystem table updates
Post by: wilddog5 on May 04, 2011, 12:45:08 AM
I once found a weapon called a hyper laser in a web comic this could be applied with the firecontrol (hyper-firecontrol) this would be bigger than the normal firecontrol, require hyper engine tech, and have a minim range that can be reduced through tech (makes the compromise of do i have a super long range laser to kill ships or a standard laser for PD) maybe add a hyper emitter to the laser to allow it to work and prevent people switching between the FCs as the range drops
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 04, 2011, 01:41:34 AM
Gauss Cannon were introduced much later and I had not until recently looked into why they so much larger in quad turret mounts than the others.  I have a real problem the best point defense weapon needs 60% for tracking gears and weapons intended for ship-to-ship only need 40% to fill the same role.  That's a balance issue.
Are you sure about this? I have never noticed that Gauss cannons require a larger percentage of their size allocated to turret gearing.  They're larger than most other turreted weapons, sure, but percentage wise I thought everything worked the same. There's the rounding problem, yes, but that just means you pick the mount multiple that rounds the best and work with that. I can't understand how you're getting from 40% to 60% turret gear for the same tracking speed with two different weapons.

One thing I would like to see is turrets not round to the nearest HS.  We have plenty of other components that work on the 0.5, 0.1 and even 0.05 scales (although that's just one slightly odd component of size 0.25).  If turrets rounded to the nearest 0.1 HS, the rounding problem is essentially a non-issue.
Title: Re: Proposal for TechSystem table updates
Post by: EarthquakeDamage on May 04, 2011, 02:37:51 AM
Of these systems the railgun should not be turreted.  If it was then it would become the single best pd weapon, even better than the gauss cannon as two 10cm railguns get 8 shots and only the highest tech gauss cannon could get more than that.

The only problem with that is relative size.  Aside from turrets, a 10cm railgun (potentially, at max tech) outperforms a gauss cannon in nearly all respects.  At high tech levels, the gauss has higher damage output (up to 8 shots) but still pitiful range.  I suggest either reducing gauss size (maybe 3 hs which IIRC matches a 10cm railgun), increasing the size of railguns and/or all other beam weapons (awful idea), or perhaps, heretical as it may sound, eliminate gauss entirely and use railguns instead.  They're conceptually and functionally (high ROF, low damage) similar anyway.  If you think that'd make PD too easy, add a railgun ROF tech line (up to 4 shots;  replace the Advanced Railgun line with a ruin-only 5th shot).

Really, a 10cm railgun (1 damage) has the same range as a gauss cannon until you reach the higher tech levels (velocity multiplier x7+), so it's not much different from gauss on the PD front besides size.

On a completely unrelated note, there's an interesting sort of specialty beam weapon we're missing:  ignore shields but not armor.  We have ignore armor but not shields (microwave;  also electronics-only, but whatever).  We have ignore both (mesons).  We have ignore neither.  We're just missing the one combination.  We don't really need a new weapon type, but here's a suggestion:  Plasma Carronades.  Aside from their low cost (apparently -- never noticed, myself), they're otherwise inferior to lasers in nearly every way.  If they ignored shields, they'd offer an interesting alternative.  Consider also that they have the same shallow damage template as missiles, unlike every other beam weapon.  Just food for thought.

Alternately, particle beams could go that route, but they already fill a role (long range at low calibers).  The benefit there is their relatively low damage, so they might not punch straight through a hull.
Title: Re: Proposal for TechSystem table updates
Post by: dooots on May 04, 2011, 04:06:01 AM
The problem with fighter engines is that they are only 1 hs, this means a fighter bigger then 4 hs is going to have less then 25% engines which is the minimum for a fac so they seem slower then facs.  I think all that needs to change is fighter engines need to let you enter their size like you do with missiles.  It would be nice to be able to put more then one engine on a fighter but 1 hs increments is really just too big even for a heavy fighter.

Also what do people think of changing the fuel usage for fighters from 100x per hs to 80x per hs?  This would mean a 5 hs fighter using 25% engines would use 100x fuel.  To me it seems like a reasonable change given that 4 hs fighters are too small for most jobs.  I chose 25% because it is the minimum for facs.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 04, 2011, 08:28:14 AM
Are you sure about this? I have never noticed that Gauss cannons require a larger percentage of their size allocated to turret gearing.  They're larger than most other turreted weapons, sure, but percentage wise I thought everything worked the same. There's the rounding problem, yes, but that just means you pick the mount multiple that rounds the best and work with that. I can't understand how you're getting from 40% to 60% turret gear for the same tracking speed with two different weapons.

One thing I would like to see is turrets not round to the nearest HS.  We have plenty of other components that work on the 0.5, 0.1 and even 0.05 scales (although that's just one slightly odd component of size 0.25).  If turrets rounded to the nearest 0.1 HS, the rounding problem is essentially a non-issue.

I hate assumptions, and I really hate it when I find myself basing an agrument on an assumption.  

The method of rounding and locations in the calculation of turret hs are skewing the total.  My assumption was that the higher starting hs of the GC was creating a higher percentage when compared to the lower starting hs of Lasers and Mesons, I was wrong it actually favors them.


Laser
Meson
Gauss
beam hs
3
3
6
# beams
4
4
4
subtotal beam hs
12
12
24
10%
2
2
3
turret base speed
1250
1250
1250
turret speed
5000
5000
5000
turret hs  multiplier
4
4
4
total gear hs
8
8
12
gear % of beam hs
67%
67%
50%
total turret hs
20
20
36

I will have to rethink this one, I was trying to have a simple table entry change that didn't require a coding change to support it.
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 04, 2011, 08:37:55 AM
I think we can all agree that a rounding function should not play such a large role in ship design decisions - I know I base all my turrets on the most advantageous rounding situation, and that's kinda odd. I would very much like to see 0.1HS rounding on turrets, that would be awesome and save a lot of headaches!
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 04, 2011, 09:45:59 AM
I think we can all agree that a rounding function should not play such a large role in ship design decisions - I know I base all my turrets on the most advantageous rounding situation, and that's kinda odd. I would very much like to see 0.1HS rounding on turrets, that would be awesome and save a lot of headaches!
I often add a little extra tracking speed to my turrets to get them to the next full hull space.  Sometimes this is not much, but early in the game I find it is often around 1/2 way to the next tech tracking speed.  This way the ships the turrets are mounted on can have a fairly small upgrade of just the fire control and this will allow for an upgraded tracking speed.  While not as good as replacing the turrets also, it is usually doable in a short time frame, and does not cost as much.  In addition the extra tracking speed on the turret is a fairly small increase in the cost wheras replacing the entire turret is much more expensive.  This has been my way around the rounding issue.

Brian 
Title: Re: Proposal for TechSystem table updates
Post by: Yonder on May 04, 2011, 05:05:55 PM
My two cents:

I think that a few smaller changes would be almost as successful in giving beam fighters some more loving.

1. Instead of base aiming speed (can't remember what it's actually called, the value for the weapon not the fire control) being "Max(ship speed, turret speed, base fire control)" it should be "Max(ship speed + turret speed, base fire control)". This change wouldn't effect the larger, slower ships too much, but it would be a huge boon to the fighters. Right now it's impossible to make a small turret to help fighters a little bit, you either have to give them a really big turret (half of which's gear is wasted) or go without.
2. I also think that we should remove the "one engine per" restriction for FACs and Fighters. I don't think that it should be based on ship size either. If you want to build a 20kton ship with 100 fighter engines then go for it.

This would require some balancing tweaks though, I already think that the enormous fuel cost of the smaller engines would make that strategy less workable than you'd think, but we'd probably want to do a couple other things to penalize it a bit further. One possibility would be to further lower small engine efficiencies, but that would harm current fighters too, as would lessening the effect of the efficiency research on small engines, or giving small engines their own separate efficiency research (that adds paperwork in general).

What I would do it increase the failure rate of the smaller engines. It should bother the existing ships too much, because they aren't high endurance craft anyways. Fighters especially spend most of their time in hangars without increasing their maintenance clock.

In addition to an all around failure rate increase, we could have a failure rate penalty for multiple engines. Say two small engines on a ship gives both of them a 20% increased failure chance, etc etc. I'd probably cap that value though, say a five-fold failure rate at ten engines or more.

Heck, if you wanted to you could also give a single exploding engine a bonus chance to spread to other engines.

That way we have the ability to make really really fast ships of all sizes, but they would be fuel-guzzling fiends that are a maintenance nightmare.
Title: Re: Proposal for TechSystem table updates
Post by: EarthquakeDamage on May 04, 2011, 06:15:38 PM
In addition to an all around failure rate increase, we could have a failure rate penalty for multiple engines. Say two small engines on a ship gives both of them a 20% increased failure chance, etc etc. I'd probably cap that value though, say a five-fold failure rate at ten engines or more.

AFAIK failure rate for an engine, regardless of size/type, is fixed.  So 5 fighter engines is substantially more failure-prone than 1 military engine.  Besides, your suggestion would greatly penalize large ships, and I don't see the need to only apply a penalty to GB/FTR engines, either, since they're already more than balanced by fuel usage IMO.

Heck, if you wanted to you could also give a single exploding engine a bonus chance to spread to other engines.

Cascade explosions are already quite possible.  If the explosion destroys another engine, that engine may explode.  GB/FTR engines have a greater explosion chance than standard military engines, so further explosions would already be more likely.
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 04, 2011, 07:59:15 PM
My two cents:
>>>snip<<<
What I would do it increase the failure rate of the smaller engines. It should bother the existing ships too much, because they aren't high endurance craft anyways. Fighters especially spend most of their time in hangars without increasing their maintenance clock.
Maybe instead of a better chance for the engine to explode with damage, up the maintenance cost of the engine above the actual cost of the engine.  This would have little effect on fighters as they are going to be in hangers a lot and their base failure rate is so low.  For bigger ships using these engines it makes them very short ranged in general time wise as well as fuel wise.  Currently it is not a problem to put small ships on sentry duty near jump points if they have good mainenance on board.  If the engines take up a significantly larger portion then they will not be able to stay on station anywhere near as long, or they will have to put more tonnage into maintenance suplies which detracts from their combat ability.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 05, 2011, 08:16:37 AM
I could be wrong (imagine that :o ) but I don't recall any of us that were involved in the original discussions about fighter changes for v2.6 (over 3 years ago http://aurora2.pentarch.org/index.php/topic,998.0.html (http://aurora2.pentarch.org/index.php/topic,998.0.html)) doing any kind of analysis of the speed vs military or gunboat engine usage (much less fuel usage for said speed).  So far I've only done a basic analysis and published it with a suggestion to change the base value to be more in line with what I perceived to the original intent.  

That discussion also was the impetus for introduction of the Gauss Cannon. http://aurora2.pentarch.org/index.php/topic,1000.0.html (http://aurora2.pentarch.org/index.php/topic,1000.0.html)

I stand by my assertion that fighters (even 500t ones) are too slow for their fuel consumption rate.  Because of the limitation of a single engine fighters cannot  be built with power to weight ratio's that favor high speed with effective weapons loads.  If the single engine restriction is retained then to power output should be increased to 5x over military engine power as I outlined in the OP or drop the engine count limitation(In which case the limitation should also be dropped from gunboat engines).  In either option there is coding that needs to be changed, but the max hs to qualify to the engine type usage should be retained.  increased explosion chance does not need changing since it's already significantly higher and most fighters that take internals are usually destroyed anyway.

I not sure one way or the other about changing maintenance/failure rates.

I don't recall when turrets were introduced, but it was way before v2.6 when GC's were added.  But I do recall that they were specifically added for the point defense roll.  At the time none of us noticed, or at least posted that I can find, that roundup for the gears was skewed to actually much higher percentages.  I'm sure that it was in place to make sure that a minimum of 1hs was added when turreting a laser or meson cannon.  When GC's were added to the mix I did notice the significant increase for quad mounts but failed to really look into the reason at the time.  I stand by my suggestion that turret tracking speeds should match the 4x value of the same tech level beam fire control tracking speed.  I will amend the suggestion by adding the caveat that the gear hs calculations should be changed as well.  Base track gears should be 20% or 30%, the code to calculate the % should only round nearest whole hs (minimum 1hs) not roundup.

As far as a smaller GC goes, I highly doubt that it will happen.  Quite awhile back I did a fairly detailed suggestion for it and the final outcome was no change(except for the introduction if CIWS).  I started to make a new detailed analysis and suggestion for this and decided, based on the last discussion, that it was a wasted effort.  http://aurora2.pentarch.org/index.php/topic,1629.195.html (http://aurora2.pentarch.org/index.php/topic,1629.195.html) starts at reply #205

The last suggestion, changing beam fire control ranges, actually has the broadest impact on game balance and has gotten the least discussion.  By intent and design the various energy weapons have a wide set of differences in range and capability.  After the first few tech levels range becomes effectively equal because of the 5 light second range limitation on the beam fire control.  If we stick with the concept that trans-newtonian particles are limited to Einstienian physics for speed then the suggestion is moot.  
Title: Re: Proposal for TechSystem table updates
Post by: EarthquakeDamage on May 05, 2011, 09:06:39 AM
the code to calculate the % should only round nearest whole hs (minimum 1hs) not roundup.

If I understood your explanation earlier, the rounding is done for every weapon added to the turret.  Perhaps only the final turret size should be rounded?  Every weapon would still have additional mass, but the rounding would add at most 1 hs instead of 4.

If we stick with the concept that trans-newtonian particles are limited to Einstienian physics for speed then the suggestion is moot. 

With the sole exception of hyperdrives (technically also sensors and communication), motion in Aurora is limited by light speed.  Also, most beam weapons (exception:  the unspecified Particle Beam) use ordinary non-TN particles like photons, mesons, presumably ordinary plasma, and metal slugs for rail/gauss.  Those slugs are assumed non-TN because otherwise they'd probably have a mineral ammunition/firing cost and might ignore atmosphere (the latter because ships already ignore it :P).
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 05, 2011, 09:41:38 AM
If I understood your explanation earlier, the rounding is done for every weapon added to the turret.  Perhaps only the final turret size should be rounded?  Every weapon would still have additional mass, but the rounding would add at most 1 hs instead of 4.

Not per beam added, but both at the 10% gear calculation and the hs addition for speed above tech reseached.

Quote
With the sole exception of hyperdrives (technically also sensors and communication), motion in Aurora is limited by light speed.  Also, most beam weapons (exception:  the unspecified Particle Beam) use ordinary non-TN particles like photons, mesons, presumably ordinary plasma, and metal slugs for rail/gauss.  Those slugs are assumed non-TN because otherwise they'd probably have a mineral ammunition/firing cost and might ignore atmosphere (the latter because ships already ignore it :P).

Maximum possible beam ranges:

Laser
Partical Beam
Meson Cannon
Railgun
Plasma Carronade
High Powered Microwave
Gauss Cannon
20,160,000
 1,200,000
 10,080,000
 1,800,000
 1,680,000
 10,080,000
 60,000

Functionally only Lasers, Mesons, and HPM would benefit from the change.  Yes, Railguns and Plasma Carronade max range is beyond 5LS but only at the last tech level.  Partical Beams and Gauss Cannons are not an issue with the exception of what the change would do to TOHIT percentages for ALL BEAMS, that's the real game changer and why I'm dubious able actually implementing it.
Title: Re: Proposal for TechSystem table updates
Post by: Yonder on May 05, 2011, 11:21:44 AM
Besides, your suggestion would greatly penalize large ships, and I don't see the need to only apply a penalty to GB/FTR engines, either, since they're already more than balanced by fuel usage IMO.

Sorry, I meant that this maintenance penalty would only apply to fighter/FAC engines, military and commercial engines would be unaffected.

It's possible that the fuel usage already balances them, but I don't know. Since Steve hardcoded in a single one of those engines per craft it's possible that he didn't think multiple ones would be balanced, which is why I'm trying to come up with alternate ideas that would penalize a large ship with a bunch of fighter engines.
Title: Re: Proposal for TechSystem table updates
Post by: sloanjh on May 05, 2011, 02:31:44 PM
Sorry, I meant that this maintenance penalty would only apply to fighter/FAC engines, military and commercial engines would be unaffected.

It's possible that the fuel usage already balances them, but I don't know. Since Steve hardcoded in a single one of those engines per craft it's possible that he didn't think multiple ones would be balanced, which is why I'm trying to come up with alternate ideas that would penalize a large ship with a bunch of fighter engines.

The general argument Steve makes about "special small-craft" equipment (engines, beam weapons, etc.) is "If you can put one on a small craft, you should be able to put a bazillion on a large craft, and that must not imbalance the game".  At the time GB were introduced, I think you're right - the fear was that the higher power curve would introduce imbalance by allowing GB-engined warships.  I don't know if the implications of the fuel consumption were fully appreciated at the time.  My point of view is that the fuel consumption is sufficiently balancing (especially for fighter engines) that the 1-engine limitation (or a max hull size limitation) is probably unnecessary - this is especially true if these engines suck more fuel during training.  I have no idea if Steve will agree.

One side note:  When GB and fighters were first being advocated, I (and I think a lot of others) thought that the primary way they would stay alive while closing to range would be through speed.  In other words, they'd be so quick (actually "agile") that they would be hard to hit.  It didn't work out this way.  In reality, it's size that's the primary survival trait for GB/fighters - if you can't see them, then you can't shoot at them.  This is what led to the change in the active-sensor range formula a few releases ago - Steve felt that size was too imbalancing a factor (and it probably was).  What that says to me is that back when GB engines were being introduced, we all thought speed was more imbalancing than it actually was.  This leads me to hope that Steve will agree that lifting the 1-engine restriction won't be excessively imbalancing.

John
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 05, 2011, 05:06:03 PM
There is a problem with the beam weapons table.  You were only looking at the max tech stuff.  In reality most weapons currently can reach the  max range of similiar tech fire control. At the 100,000 rp mark max range is 480,000km.  Particle beams have a range of 400,000km, and are the only weapon that can not reach this range.  Railguns (40cm) reach 840,000km and 60cm Carronades 640,000km.  Mesons and HPM are over 1m km while lasers are 2.24m km.  This is important as most of these weapons would probably stay the same.  The one exeption is the particle beam which is designed as a long range beam weapon.  If fire control ranges are extended then particle beam ranges also need to be extended.  Currently most heavy beam weapons can reach the max fire control range at any given level of tech.  Lasers however can mostly have the medium weight weapons also reach the same max range.  Heavy lasers have an amazing ability to penetrate armour at their max ranges and this is one of their primary abilities.  At the tl I used here 35cm lasers are the heaviest you can build and they are doing 4 points of damage at max range.  15cm lasers have a max range of 420,000km and 20cm max it out but are only doing 1 point of damage at this range.  All of the other weapons have their own advantages and disadvantages.  Caronades are heavier caliber for a given tech than any other beam weapons, Railguns get more shots and have a higher max damage output, HPM do 3 points of damage to shields and once through they blind the target ship, ect.  All of these are tradeoffs that the designer needs to take into account.  If you up the max fire control ranges then most of this will stay the same.  The big difference will be that the railgun and carronades no longer reach the max range of the comparable fire control.  They still will have thier uses in close combat which is where they are better anyway.  The meson and hpm will probably still reach the max range of the fire control, but will need a larger caliber than currently which is probably a good thing.  Particle beams are the only weapon that will be severly impacted without any changes, and their change should be fairly easy to implement.  Currently the particle beam ranges are based on what Steve wanted for a given fire control range, so it shouldn't change his attitude towards them to extend their range as well.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: ardem on May 05, 2011, 05:57:13 PM
Jumping in here around fighter 'BEAM' weapon size, I think steve made the mistake that reload factor is the thing impacted by reducing the size of the gun, what should of happened is the range and accuracy should of been reduced. The reload factor should have no bearing on reducing the size of the gun for firing, perhaps even damage down 1 point.

Also I would not be opposed to doubling the range of normal beam weapons, to allow beam fighters in many respects if your fighters or ships are not missile enabled you are at a great disadvantage.

-------

My other thought is manuvuerability, starships cannot rolls, zig and zag to avoid fire and missiles, I think in general fighters should be harder to hit, not just based on Speed like other starships but based on an additional maneuver bonus and also perhaps commander bonuses, I think its just as easy to hit a fighter now as it is to hit a starship travelling at the same speed.

Also some Flares or other countermeasures for missiles would be great, the other thing is when you catch a veseel the fighter reduces it speed to match, I think this is unfair, a fighter should strafe and twist and turn meaning it is always at its maximum speed. All these things would make a fighter a little bit more useful then a missile carrier that majority of player employee them as.


Also there should of been a tech tree on AI, to reduce crew numbers, you put in AI systems into the fighter and you could reduced the crew number to lessen the weight.

Sorry it was off topic but I thought I add my two cents to the discussion

Edit: to make it clear about which weapon sizes i was talking about as I was refering to the post above this that also talks about beam weapons
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 05, 2011, 09:44:55 PM
Jumping in here around fighter weapon size, I think steve made the mistake that reload factor is the thing impacted by reducing the size of the gun, what should of happened is the range and accuracy should of been reduced. The reload factor should have no bearing on reducing the size of the gun for firing, perhaps even damage down 1 point.

My other thought is manuvuerability, starships cannot rolls, zig and zag to avoid fire and missiles, I think in general fighters should be harder to hit, not just based on Speed like other starships but based on an additional maneuver bonus and also perhaps commander bonuses, I think its just as easy to hit a fighter now as it is to hit a starship travelling at the same speed.
A couple of thoughts in response.  Your analogy to shortening the barrel of a gun is not what is going on here.  Missiles fly at the speed the missile has and the launch platform makes no difference.  The size of the launcher is more about the mechanism for moving the missile from the magazine.  The larger the missile the more space it takes internally, and the more you need to do to get it to the launcher quickly.  The miniturization is more about reducing the mechanisms that move the missile from the magazine to the launcher.  Hence the box launcher which is only slightly larger than the missile it contains, but it has no real method of reloading it without outside help.

As for the issue of fighter manuvuerability I do agree with you in general.  There is one thing you can do to help keep them alive.  Set a very short distance that the fighter is offset from the target, ie 1000km.  This way the fighter is still counted as flying at full speed, even though it is keeping pace with the target ship.  Overall however you are correct a fighter in close to a warship has a very short lifespan indeed.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: ardem on May 05, 2011, 10:08:06 PM
I am talking about not missile launchers above but beam weapons, the mechanics around reduction of these components would not be the reload factor for the next short but the amount of power generated, and the smaller mirrors, gear systems, barrels which would affect accuracy, power density and range.

Missile launching system I totally agree  is a totally different issue around size reduction this definitely would affect reload times, but when your talking about the build up of energy and the firing of energy that is all in the capacitor system, not the actual beam weapon. The size of the weapon it more around the amount of power and range it can generate. Example.

Say the laser light you create is fired and it has a 3 to 4 metre trail behind it, this create the melting force into the armour. Making a smaller version would reduce the trail or power density of that pulse of light, which would reduce damage and range.

Title: Re: Proposal for TechSystem table updates
Post by: EarthquakeDamage on May 05, 2011, 11:10:42 PM
The only beam weapons that can be reduced in size are lasers and gauss (IMO the rest should have the same option as lasers).  For various reasons (e.g. damage dropoff with range, integer values instead of floating point or whatever), it's better for reduced-size lasers to increase the power requirement than to decrease damage.  I suppose lasers could follow the gauss model and reduce accuracy, and that'd probably be fine.  It'd be more consistent, especially if the option were available to all beam weapons.
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 05, 2011, 11:16:36 PM
Making a smaller version would reduce the trail or power density of that pulse of light, which would reduce damage and range.
The option already exists to do this.  Just use a lower calibre laser and you get less damage and less range.

The gauss cannon is a kinda special case in that it already has minimal damage and minimal range, so some other kind of tradeoff is needed, thus accuracy.  But for everything else there's reducing calibre.
Title: Re: Proposal for TechSystem table updates
Post by: ardem on May 05, 2011, 11:35:07 PM
My point was about reality the 'miniaturization' of a laser weapon does not decrease the reload speed, but the power and accuracy.

Yes the reduction of Focal point decreases the size, but this is about making something for fighter that why you have miniaturize tech ability.

The smallest 12cm focal laser is without miniaturization is already too heavy for a fighter, that why this 50% decrease was included. You are correct you could get rid of this all together and add a 6cm or 8cm focal point for lasers.
Title: Re: Proposal for TechSystem table updates
Post by: dooots on May 06, 2011, 02:41:01 AM
I think slower reload was chosen to keep point defense from being too powerful and keeping the weapon useful.  The accuracy drop on gauss cannons is not that bad because of the rate of fire, but a laser could go a long time with out scoring a hit with a base 50% hit rate.

Adding a normal 6cm laser could make early to mid game point defense too strong.  Depending on stats they could compete with medium level gauss cannons for best point defense beam weapon.

On the agility what if fighter and gun boat engines gave the ship an agility rating.  It could either reduce the hit percent like ecm does to beam weapons but for all weapons or be a multiplier to the speed in the chance to hit formula.

For the ecm option it could be something like sqrt(speed/10) for fighters and sqrt(speed/20) for gun boats.  I was going to go with hs * 2 for fighter and just hs for gun boats but 4 hs fighter would become invincible with max techs.

The agility rating being a multiplier for speed in the chance to hit formula would probably be a better choice.  It could just be flat multiplier the engine gives, say 2 for gun boats and 3 for fighters.  Those are just really rough guesses but it gives something to start with.
Title: Re: Proposal for TechSystem table updates
Post by: EarthquakeDamage on May 06, 2011, 04:23:24 AM
Adding a normal 6cm laser could make early to mid game point defense too strong.  Depending on stats they could compete with medium level gauss cannons for best point defense beam weapon.

A 6cm laser would deal either 1 or 2 damage.  At max tech (i.e. range multiplier x12) a 1 pt laser would have twice the range of max tech gauss, but fire only one shot compared to 8 for gauss.  Suppose 6cm lasers weigh in at 2 HS.  Further suppose it has 50% size reduction but you can still achieve a 5 sec firing rate with max tech capacitors.  So 1 HS, 1 dam, 100% accuracy.  Six of these has the same size as a 6 HS, 1 dam, 100% accuracy gauss cannon.  The difference:  gauss gets 8 shots, laser gets 6 shots and double range (still useless for anything but final fire).  Without 50% size reduction, the laser only gets 3 shots for the same hull space.  So gauss remains the superior PD choice (since both deal 1 damage, missile armor doesn't matter).

If the 6cm laser dealt 2 damage, it'd give gauss a run for its money at 2 HS.  IIRC 10cm lasers are only 3 HS, so a 2 pt laser would need to be 2.5 HS or 3 HS for balance.  At 3 HS, why bother?  At 2.5, you don't gain anything substantial, so again why bother?

So no, I don't think there's anything to be gained by adding smaller lasers.  They certainly wouldn't outperform gauss on the PD front.

On the agility what if fighter and gun boat engines gave the ship an agility rating.  It could either reduce the hit percent like ecm does to beam weapons but for all weapons or be a multiplier to the speed in the chance to hit formula.

I think agility/maneuvering is already implied in the "speed makes you hard to hit" calculation.  If gunboats/fighters need an extra dodge bonus (and IMO they don't), their size should be the reason.  Maybe add an accuracy penalty against ships below a certain size?  That size could be, say, 10-20% of the firing ship's size.  But then specialized anti-fighter turrets/fire controls (you know, with high tracking speed) would perform poorly.  This would also make PD horrible, since missiles are in some sense tiny ships (20 MSP = 1 HS).

Personally, I'm satisfied with the way it's handled now.  Fire controls with high tracking speed are heavier and probably don't have the same range (since range and speed scale independently, and you probably don't want 16 HS fire controls).  Your tracking speed is the minimum of your FC and your weapon.  Standard weapon tracking speed is the maximum of ship speed (high for GBs/fighters) and base tracking speed tech (the FC one, not the turret one -- either way, it's poor against GBs/fighters).  Turreted weapons with high tracking speed are heavy.  So full size warships shooting at small craft have heavy weapons, low accuracy, or both.

The only defense a fighter needs is high speed.  I like the OP's suggestions here:  x5 mult instead of x3 and/or no engine limit.  They make fighters more competitive against GBs speed-wise (but not firepower- or armor-wise), and heavy fighters (10 HS) become viable.  GBs/fighters do not need a magic agility rating to add moar evasion.  Remember:  They're cheap and quick.  Cheap means they shouldn't match a larger ship's firepower and durability.  Quick means they're great for pursuit, harassment (hit-and-run), and keeping your larger, more expensive ships out of harm's way.
Title: Re: Proposal for TechSystem table updates
Post by: ardem on May 06, 2011, 05:26:50 AM
You could make the 6cm and 8cm fighter only, this would be the easy solution if your worried about point defence, and also these options come available as a substitute to the 25 and 50% reduction instead.

As for your speed opinion, and manuvuerability for a 7500 ton ship going at 10,000km/s has the same percentage to be hit has a 500 Ton fighter at 10,000 km/s, also a fighter rolls and has a general higher standard of movemen,t where as a 7500ton frigate cannot, because there is too much energy expanded needed for it to complete those manoeuvres.

So I disagree a fighter and perhaps a gunboat should have a percentage manoeuvres bonus.

Also when on 'follow' a fighter and gunboat should retain 100% speed always.

I am actually happy with the current fighter speeds, otherwise if you change them you will need to change missile tech, to increase theses speeds.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 06, 2011, 08:07:09 AM
Gentlemen,  reduced size beam mounts is a bit off topic.  It's a good topic in it's own right though.  Erik,  can we get those responses split to thier own thread?
Title: Re: Proposal for TechSystem table updates
Post by: dooots on May 06, 2011, 08:25:41 AM
I think agility/maneuvering is already implied in the "speed makes you hard to hit" calculation.  If gunboats/fighters need an extra dodge bonus (and IMO they don't), their size should be the reason.  Maybe add an accuracy penalty against ships below a certain size?  That size could be, say, 10-20% of the firing ship's size.  But then specialized anti-fighter turrets/fire controls (you know, with high tracking speed) would perform poorly.  This would also make PD horrible, since missiles are in some sense tiny ships (20 MSP = 1 HS).

Size already plays a roll, you can't shoot what you can't see.  This works perfectly fine against a fleet lacking point defense but as you said missiles are much smaller then fighters.

Personally, I'm satisfied with the way it's handled now.  Fire controls with high tracking speed are heavier and probably don't have the same range (since range and speed scale independently, and you probably don't want 16 HS fire controls).  Your tracking speed is the minimum of your FC and your weapon.  Standard weapon tracking speed is the maximum of ship speed (high for GBs/fighters) and base tracking speed tech (the FC one, not the turret one -- either way, it's poor against GBs/fighters).  Turreted weapons with high tracking speed are heavy.  So full size warships shooting at small craft have heavy weapons, low accuracy, or both.

I seem to be missing your point.  Any fleet that plans on using beams for PD will be using a FC and turret that will have no issue tracking a fighter/fac.

The only defense a fighter needs is high speed.  I like the OP's suggestions here:  x5 mult instead of x3 and/or no engine limit.  They make fighters more competitive against GBs speed-wise (but not firepower- or armor-wise), and heavy fighters (10 HS) become viable.  GBs/fighters do not need a magic agility rating to add moar evasion.  Remember:  They're cheap and quick.  Cheap means they shouldn't match a larger ship's firepower and durability.  Quick means they're great for pursuit, harassment (hit-and-run), and keeping your larger, more expensive ships out of harm's way.

I don't think its magic.  I look at like the engines of some modern fighters that can change the direction of the thrust to improve agility.  I agree fighters and facs should go down easier then normal ships but currently they are slow missiles with a bit of armor making them fairly easy targets for PD.
Title: Re: Proposal for TechSystem table updates
Post by: sloanjh on May 06, 2011, 08:51:51 AM
*SNIP*
I don't think its magic.  I look at like the engines of some modern fighters that can change the direction of the thrust to improve agility.  I agree fighters and facs should go down easier then normal ships but currently they are slow missiles with a bit of armor making them fairly easy targets for PD.

And this ("slow missiles") is the thing that you have almost zero chance of getting changed.  One of Steve's core principles (which has led to some very good game effects) is trying to develop as set of "physical laws", and then pushing them to their logical conclusion.  This means that GB/FTR are small ships with reduced crew requirements because they don't have to stay on station longer, and missiles are really small ships with no crew requirements because the computer can handle their limited tasks.  This means GB/FTR are caught between a rock and a hard place - Steve will insist that any "hard to hit because they're agile" bonuses applied to them also be applied to missiles, and that will wreck PD.  That's why there's hope of getting the single-engine requirement removed - it's breaking the "one set of physical laws for everyone".

So the trick is to figure out a way to justify why GB/FTR should get a bonus that neither ships nor missiles get.  This will obviously be very difficult, since missiles are smaller/more agile than ships.  Just about the only factor I can think of is that there are humans on board GB/FTR and not on missiles - if you can think of some hand-waving that will take advantage of that you might get a change through....

John

Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 06, 2011, 09:06:54 AM
I agree with John on this, special target handling for smallcraft is not needed.

With the last round of changes to active sensors has had a segnificant impact on fighter operations, Brian has touched on this already.  It used to be that hull cross sections that didn't match the active sensor resolution thier detection was severly degraded.  This allowed a bit of 'gaming' the rules and allowed fighters to close to very close ranges without being detected if the defending fleet did not have at least 1 sensor suite dedicated to thier detection.  The change has allowed missile detection sensors to see fighters and gunboats at fairly extended ranges. 

This leads to another suggestion that I haven't as yet researched enough to make a detailed proposal on, changes to small craft counter-measures.  Basicly change the prerequisite techs to allow them to be introduced much earlier.
Title: Re: Proposal for TechSystem table updates
Post by: dooots on May 06, 2011, 06:46:19 PM
And this ("slow missiles") is the thing that you have almost zero chance of getting changed.  One of Steve's core principles (which has led to some very good game effects) is trying to develop as set of "physical laws", and then pushing them to their logical conclusion.  This means that GB/FTR are small ships with reduced crew requirements because they don't have to stay on station longer, and missiles are really small ships with no crew requirements because the computer can handle their limited tasks.  This means GB/FTR are caught between a rock and a hard place - Steve will insist that any "hard to hit because they're agile" bonuses applied to them also be applied to missiles, and that will wreck PD.  That's why there's hope of getting the single-engine requirement removed - it's breaking the "one set of physical laws for everyone".

So the trick is to figure out a way to justify why GB/FTR should get a bonus that neither ships nor missiles get.  This will obviously be very difficult, since missiles are smaller/more agile than ships.  Just about the only factor I can think of is that there are humans on board GB/FTR and not on missiles - if you can think of some hand-waving that will take advantage of that you might get a change through....

John



Well part of the way I look at is any counter measures I can come up with will be ineffective vs PD beams and coming up with hand waving to say why they work would be no worse then the agility.  Now that may not be the greatest reason to support agility but it is a valid point imo.

Like you said the missile are computer controlled and for now no computer can be truly random.  Given computers that can instantly process all the sensor data you would be getting I don't think it would be far fetched for them to quickly brute force the algorithm the missile is using to dodge so it mostly becomes a problem of hitting a small fast target with a bit of uncertainty on where it will go.

Also I said earlier the fighter and fac engines could be designed to improve agility.  As to why missiles would not have the same engine design it could be a size issue or to keep costs down or that missiles are replaceable and humans are not.  Normal ships would not use said engines to keep costs down, reduce wear and tear, and conserve fuel.  As for what the designs would be to improve agility would depend on how strongly you want to stick to how the game is implemented.  If you go purely by game rules the only real option I can think of is something similar to after burners that increases the ships max speed for a short burst.  If you are willing to relax on the infinite acceleration that opens up the ability to improve the ships ability to change direction.  Also with the one engine limit a fighter and GB engine could actually be several smaller engines setup in such a way that they improve agility.  This would not be possible at the engine design level for normal engines as they are used in different numbers depending on ship requirements.

Hopefully that shows that extra agility is not that far fetched.  In the end all I'm looking for is a way to make beam armed fighters/facs harder targets to kill now that they can be seen at much longer ranges by the sensors that are used for either PD or seeing normal ships.
Title: Re: Proposal for TechSystem table updates
Post by: wilddog5 on May 07, 2011, 12:41:48 AM
i don't use fighters so i don't really care if this changes but fighters have people who are intelligent (?) want to live and have been trained in these things, a missile just wants to get to the target and declare itself god to the enemy

so fighters could have the extra evasion and missiles not because of the limits of programing (new techline? missle AI)
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 07, 2011, 07:25:13 AM
Well part of the way I look at is any counter measures I can come up with will be ineffective vs PD beams and coming up with hand waving to say why they work would be no worse then the agility.  Now that may not be the greatest reason to support agility but it is a valid point imo.

Like you said the missile are computer controlled and for now no computer can be truly random.  Given computers that can instantly process all the sensor data you would be getting I don't think it would be far fetched for them to quickly brute force the algorithm the missile is using to dodge so it mostly becomes a problem of hitting a small fast target with a bit of uncertainty on where it will go.

Also I said earlier the fighter and fac engines could be designed to improve agility.  As to why missiles would not have the same engine design it could be a size issue or to keep costs down or that missiles are replaceable and humans are not.  Normal ships would not use said engines to keep costs down, reduce wear and tear, and conserve fuel.  As for what the designs would be to improve agility would depend on how strongly you want to stick to how the game is implemented.  If you go purely by game rules the only real option I can think of is something similar to after burners that increases the ships max speed for a short burst.  If you are willing to relax on the infinite acceleration that opens up the ability to improve the ships ability to change direction.  Also with the one engine limit a fighter and GB engine could actually be several smaller engines setup in such a way that they improve agility.  This would not be possible at the engine design level for normal engines as they are used in different numbers depending on ship requirements.

Hopefully that shows that extra agility is not that far fetched.  In the end all I'm looking for is a way to make beam armed fighters/facs harder targets to kill now that they can be seen at much longer ranges by the sensors that are used for either PD or seeing normal ships.
Your overlooking a critical point, Aurora engines are not thrust/DeltaV/interia drives so the afterburner analogy doesn't apply.  Brian's point is that if an option is added for smallcraft to use agility/advanced manouvering/etc to degraded targeting them then it has to be added for all ship types for internal consistancy.  This has been something that Steve, and a lot of the orginal core players, have not wanted to introduce to the game and the code.
Title: Re: Proposal for TechSystem table updates
Post by: sloanjh on May 07, 2011, 10:41:40 AM
*SNIP*

Hopefully that shows that extra agility is not that far fetched.  In the end all I'm looking for is a way to make beam armed fighters/facs harder targets to kill now that they can be seen at much longer ranges by the sensors that are used for either PD or seeing normal ships.

*EDIT*  Rereading the thread, it looks like I'm zeroing in on an off-the-cuff comment you made.  So please consider the below a treatise on "Background Thoughts for Those Who Would Like Agile, Beam-Armed Fighters" in the context of the post I quoted. :)

First, let me say that although it might not sound like it, I would love for beam-armed fighters to be survivable enough to close to beam range like an X-Wing above the Death Star.  The problem is that, as near as I can tell, from the beginning of Aurora Steve has been strongly against this idea because he feels it would be too unbalancing in favor of fighters.  I think part of the problem is something called (IIRC) the "Fighter Laser" in Starfire.  This was a weapon that basically jammed a laser turret onto a very hard-to-hit fighter (without any performance penalties), and let a fighter wing sit in close contact with a squadron of battleships and chew them up with unlimited shots (if you've read Steve's Rigellian Diary you'll know what I mean).  I think that the thing that offended Steve's sensibilities about this was that, just because beam-armed fighters are cool, the game allowed you to put super-powered (considering the size constraints) beam weapons onto a fighter resulting in an imbalance towards fighters.  The experience of those of us who'd love to have X-Wings over the Death Star has been that we have to have rock-solid arguments as to why changes in that direction make sense from a game mechanics point of view, and why they won't be imbalancing.  FAC actually resulted from one such set of arguments.

To put it a different way, Steve seems to prefer having fighters be a standoff missile-launch platform, rather than being short-ranged beam fighters.  If you want that to change (like I do), you'll have to convince him that such a change would be good.  This is different from making the argument "I'd like X to be in the game, and X is not far fetched."  The other problem is that the reason that sensors were improved to see GB/FTR at longer ranges is that the game was imbalanced in favor of these systems - trying to make them more powerful is going to be an uphill slog.  The one glimmer of hope here is that the game is currently balanced against knife-fighters, so you don't have to fight the imbalance argument for them.  The problem then becomes "How do I help knife-fighters without making missile-fighters impossible to hit?" because otherwise you're pushing against the imbalance that caused the sensor change.

So my message is not that I don't like what you're trying to do, but that I don't think your arguments are compelling enough to get the change you want.  And, given the rate at which computers are advancing, the argument "humans will be better at dodging incoming fire than computers" just doesn't seem to hold up (as much as I would like it to).  So it all comes back to the question "How do I design a mechanism that will make GB/FTR harder to hit but won't crush defense against missiles or missile-fighters?".  Think of it as making a DARPA proposal:  "using the Aurora set of technology/physical rules, I could make something that would do X, but the game doesn't let me do it."  Just saying it's plausible almost certainly won't be enough.

John
Title: Re: Proposal for TechSystem table updates
Post by: ardem on May 07, 2011, 04:02:14 PM
My point of view around fighters being harder to hit, whether it is missile or beam fighter, does not come from game design. It comes from reality. I will spell it out very simply

Smaller craft like the space shuttle can be moved with thrusters faster and easier then a large ship, which creates a harder target to hit. Simple physics.

Fighters have a smaller cross section, making it harder to hit

If I recall Missile Do currently have an evasion/manuverability bonus, with the Agility score already, whereas a fighter does not have this bonus that I can see, or ability to modify this bonus, unlike missiles. The argument missile code would have to change is flawed as the code is already in for missiles.

On follow when it slows down the speed of the fighters is where the target enemy has the best ability to shoot down the fighter, whereas in reality it is the opposite close into the guns the fighters buzzing around are harder to hit with minimum windows of opportunity to target as it crosses the in and around the vessel.

Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 07, 2011, 04:07:54 PM

If I recall Missile Do currently have an evasion/manuverability bonus, with the Agility score already, whereas a fighter does not have this bonus that I can see, or ability to modify this bonus, unlike missiles. The argument missile code would have to change is flawed as the code is already in for missiles.
The agility bonus is to the missile chance to hit its target.  Base agility is 10% times the missile speed and compared to the target speed.  If the missile is ten times as fast then it has a 100% hit chance.  If it is four times as fast then it is only a 40% chance to hit, ect.  Additional points put into agility give the missile a higher chance to hit.  The points are however divided by the size of the missile so it is hard to get a big missile to be as agile as a small missile.  An agility score of 20% would give you twice the chance to hit of an agility 10 score assuming the same speed missile.  At no time does the agility bonus of a missile make it harder to hit the missile itself.  It is strictly an offensive bonus not defensive.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: sloanjh on May 07, 2011, 06:05:23 PM

Smaller craft like the space shuttle can be moved with thrusters faster and easier then a large ship, which creates a harder target to hit. Simple physics.
Trans-Newtonian drives are inertia-less, so large craft can jink just as well as small craft.  Steve made a concious design decision to abstract away jinking by assuming that fast ships are better at jinking than slow ships, with an effect proportional to the speed ratio.
Quote
Fighters have a smaller cross section, making it harder to hit
For a moment, I thought this might be a winning argument (at least for beam fire), but then I realized that it would kill point-defense beams.  The problem is that a 5HS fighter is ~16x larger than a size-6 missile.  Even if you throw in a power of 2/3 to take area vs. volume into account, this means that anything you do to significantly reduce the odds of a weapon hitting a fighter will completely kill the odds for that weapon hitting a missile.  The same argument applies for missiles. 
Quote
If I recall Missile Do currently have an evasion/manuverability bonus, with the Agility score already, whereas a fighter does not have this bonus that I can see, or ability to modify this bonus, unlike missiles. The argument missile code would have to change is flawed as the code is already in for missiles.
As Brian said, this is an offensive bonus - defensive agility is considered to be already taken into account because of speed.  Any change to this would probably imbalance in favor of missile agility.
Quote
On follow when it slows down the speed of the fighters is where the target enemy has the best ability to shoot down the fighter, whereas in reality it is the opposite close into the guns the fighters buzzing around are harder to hit with minimum windows of opportunity to target as it crosses the in and around the vessel.

Now this one I REALLY like, although if there were other ships besides the followed ship you'd have to consider follow mode to be "zero range", i.e. the distance between the fighter and the followed ship would need to be small compared to the radius of the followed ship, otherwise the escorts could simply shoot the fighter off.  The problem here is that point-blank range is 10,000 km, which it takes a typical fighter a second or so to cross (forever in computer time).  So the idea (it sounds like) is that the fighter closes to zero range, at which point the target ship's weapons can't bear and escorting ships' weapons can't fire for fear of misses hitting the target ship.  The really fun part here would be to allow the escorts to fire at the fighter, but to have a probability of misses hitting the target ship, based on the target ship's size.

Another nice thing about this idea is that it doesn't affect missile balance - once missiles are at zero range, they'll simply attack, so they can't take advantage of it.  And another one is that the benefit should be bigger for big target ships - it gives the "gnat-like fighters vs. lumbering behemoth" feel.

I also like (and hope Steve will) the aspect that it doesn't make fighters harder to hit while closing.  So even though you're giving them a "safe zone" once they're up close, they'll probably still take heavy casualties on the way in.

Finally, the effect isn't a "fighters-only" thing - a destroyer could use it too against a super-dreadnaught.  The important part is the size ratio and speed advantage between follower and followee.

As a sanity check, I wonder how this would change Star Swarm Attacks.

John
Title: Re: Proposal for TechSystem table updates
Post by: jseah on May 07, 2011, 06:47:14 PM
o.O  Follow mode to get below the firing arcs of weapons and make misses from other ships hit the target ship... good idea!

And if it works with FACs vs large ships like freighters, it really plays up the "swarm of bees" feel for star swarm

Just an extension to the idea, CIWS should be able to target the following ships.  CIWS was practically made for this. 


And just to throw out some numbers: - Just something to manipulate

"Blindsiding" a ship requires the tailing ship to be 5x smaller and 2x as fast as the target ship.  At this exact ratios, the effect is 0 but increases from here. 
Of course, doing this requires closing to 0 range. 

Blindsiding a ship makes weapons on the followed ship have a weapon tracking speed penalty.  The ratio of the following ships' size to 1/5th the size of the followed ship is the penalty to tracking speed.  (at 1/10th the size, the tracking speed penalty is 50%)
This penalty only applies to weapons and turrets and simulates the increased angles the weapon has to turn to track the following ship.  Firecontrols can track them with no problem. 
 - Allows the creation of specialized anti-fighter turrets that are huge and have insane tracking speeds far above the firecontrols

Speed of following ship / 2x speed of followed ship - 1, minimum 0 is the chance that misses from other ships' beam weapons damage the followed ship.  This simulates how well the following ship can hug the surface of the followed ship.  At 4x the speed of the followed ship, all misses hit the followed ship. 

Missiles that miss never detonate.  For missiles that hit, there is a chance that any damage that spills over one side of the armour is applied to the followed ship instead of wrapping around.  This happens with the same chance of an energy weapon miss damaging the followed ship.  This simulates the use of nuclear warheads in very close proximity. 
Title: Re: Proposal for TechSystem table updates
Post by: ardem on May 07, 2011, 09:05:20 PM
Trans-Newtonian drives are inertia-less,

Damn I keep forgetting this, you are correct. Although I never truly wrap my head around inertia-less.

On missile my apologies, I thought they were both attacking and defensive benefits, if that is the case that rating is fairly useless as you put the same points into speed which increases the hit ratio anyway.

Trans-Newtonian drives are inertia-less, missiles should never miss, funny concept but I think we have inertia-less some mixed in inertia parameters, I understand why though just sometimes plays with my head. <smile>
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 07, 2011, 09:58:45 PM
On missile my apologies, I thought they were both attacking and defensive benefits, if that is the case that rating is fairly useless as you put the same points into speed which increases the hit ratio anyway.
Agility gives a significantly larger bonus to hit than increased speed does. For ASMs it is a tradeoff - hit more vs be harder to hit with AMMs.  For AMMs, though, agility is great, as raw speed is less useful than to-hit chance.

On the subject of close-in targets being hard to see, remember the ranges that we're talking about. The 0km range band is really a sphere 5000km in radius, not exactly hull-bumping range.

I really like the idea of beam-fighters, but it does seem like active missile defences will always be able to hit them.  One possible approach is to give fighters 3-4 layers of armour, at which point they should be able to take more than a few AMMs without exploding. Or you can go the Star Swarm route and make fast beam-armed gunboats with quite a few (6-8) layers of armour.  Since active missile defence is such a big part of this game I just can't see close-in fighters being able to dodge them.  It's possible that mechanics could be developed to make fighters tougher rather than faster, though. They are a lot bigger than most missiles, so they should be significantly more difficult to blow up.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 07, 2011, 09:59:16 PM
This is getting way off topic.  I ask that we keep the discussion on the game benefits and potential issues of the 3 primary suggestions:

1)Changes to fighter engines that allow for increased total engine power while staying within the constraints of 10hs/500tons.  Either increasing fighter engine power multiplier from 3 to 5, or removing the single engine restriction(also gunboat FAC engines).  

2)Changing the Turret tracking speed from matching the same tech level baseline beam fire control tracking speed to matching the 4x tracking speed.

3)Removing the beam fire control range 5 light second limitation and having each tech level of beam fire control range be 50% of the max range of lasers for that same tech level(beam fire control range is actually the 50% tohit range and actual max range 2x that)

The first is consistant with the concept that all fighters for a given tech level of engine power should be faster than gunboats/FAC, currently this is not true.

The second is an attempt to address the heavy mass penalty of point defense turrets.  The original concept, as I understood it anyway, was that each level of tracking speed would be at the cost of an addition 10% hull space.  The reality is that most turrets at the 4x level are actually paying a 60% penalty do to roundup functions in the gear percentage calculation.

The third really should be withdrawn, it has a great potential of unbalancing the game.
Title: Re: Proposal for TechSystem table updates
Post by: Erik L on May 07, 2011, 10:24:25 PM
3)Removing the beam fire control range 5 light second limitation and having each tech level of beam fire control range be 50% of the max range of lasers for that same tech level(beam fire control range is actually the 50% tohit range and actual max range 2x that)

I believe this one is in place because otherwise your weapons are firing at speeds greater than c.
Title: Re: Proposal for TechSystem table updates
Post by: jseah on May 07, 2011, 10:29:26 PM
In that case we obviously need to have a weapon based off the Ion Engine tech.  After all, I've heard that ion engines can be coverted to weapons. 

Make it cost fuel to shoot or something.  =P
Then we can stick hyperdrives on it to make it go past the 5 second limit. 

EDIT:
Come to think of it, that's basically what a particle beam is. 

Perhaps particle beams can have hyperdrives on them to make them shoot further than 5 lightseconds.  Follow the hyperdrive tech line for weight increase?
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 07, 2011, 10:31:16 PM
2)Changing the Turret tracking speed from matching the same tech level baseline beam fire control tracking speed to matching the 4x tracking speed.
As I said before: If turreting a weapon only adds about 10% to its mass, all weapons will be turreted.  There will be no reason not to do so.  That would be terrible for game balance and ship design diversity. This suggestion would be even worse for game balance than removing the 5 light second range cap.

A much more interesting suggestion was made up thread: Add the ship speed to the turret speed to determine total tracking. It's sensible, realistic and seems balanced.  Also, rounding turrets to 0.1HS rather than 1HS.  These two proposals address the same issues as your ideas, but seem less unbalancing.
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 08, 2011, 05:13:39 AM
On missile my apologies, I thought they were both attacking and defensive benefits, if that is the case that rating is fairly useless as you put the same points into speed which increases the hit ratio anyway.
Also at higher tech levels the benifit of the agility really does get to be huge.  By the 6 agility tech I am starting to see agility ratings around 40-45%.  By the 10th tech it is more like 100% and still having a decent speed, warhead, and range.  Like a lot of things in the game the lower tech levels have less effect but the cumulative reasearch really does make a difference.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 08, 2011, 09:00:46 AM
Quote from: Erik Luken
I believe this one is in place because otherwise your weapons are firing at speeds greater than c.

Ah, the proposal is to remove the C restriction.  I really don't think Steve will go for it since it's been a fundamental principal since inception. 

Quote from: Narmio
As I said before: If turreting a weapon only adds about 10% to its mass, all weapons will be turreted.  There will be no reason not to do so.  That would be terrible for game balance and ship design diversity. This suggestion would be even worse for game balance than removing the 5 light second range cap.

A much more interesting suggestion was made up thread: Add the ship speed to the turret speed to determine total tracking. It's sensible, realistic and seems balanced.  Also, rounding turrets to 0.1HS rather than 1HS.  These two proposals address the same issues as your ideas, but seem less unbalancing.

I'm not sure you understand how beam weapons tracking speed is determined.  Non turreted beams have max potential of the ships speed or the baseline beam fire control speed, whichever is the greater.  Turrets are the means to use the fire control speeds that are greater than baseline.  With turreted weapons the lesser of either the fire control or the turret is used.  Fighters have specialized fire control available that starts at the 4x the ship type fire control.

Changing the mass requirements for turrets is much less game changing than removing the 5LS range restriction.  Allowing the greater ranges ramps up the short range to-hit numbers by a significant amount.

I think that Steve will be much more willing to change how and where rounding occurs than actually matching the turret speed with the max fire control speed within a tech level.


One reason I posted this as mainly being a TechSystem table change is that those veterans with the database password can make test copies of the database so that they may make similar changes and evaluate the results.
Title: Re: Proposal for TechSystem table updates
Post by: sloanjh on May 08, 2011, 11:03:18 AM
Quote from: Narmio
As I said before: If turreting a weapon only adds about 10% to its mass, all weapons will be turreted.  There will be no reason not to do so.  That would be terrible for game balance and ship design diversity. This suggestion would be even worse for game balance than removing the 5 light second range cap.

A much more interesting suggestion was made up thread: Add the ship speed to the turret speed to determine total tracking. It's sensible, realistic and seems balanced.  Also, rounding turrets to 0.1HS rather than 1HS.  These two proposals address the same issues as your ideas, but seem less unbalancing.
I'm not sure you understand how beam weapons tracking speed is determined.  Non turreted beams have max potential of the ships speed or the baseline beam fire control speed, whichever is the greater.  Turrets are the means to use the fire control speeds that are greater than baseline.  With turreted weapons the lesser of either the fire control or the turret is used.  Fighters have specialized fire control available that starts at the 4x the ship type fire control.

I don't understand why you think Narmio's post indicates a lack of understanding of tracking speed.  I believe that the point he is trying to make is the following.  Let's say you've got 4000kps turret tracking, and a ship that has a speed of 10000kps, and a fire control with a tracking speed of 16000kps.  This setup will have an overall un-turreted tracking speed of 10000kps, limited by the ship's speed.  In order to get an overall tracking speed that matches that of the fire control, you'd need a 40% turret.  The point is that the first 25 of those 40 percentage points are "wasted" - all they're doing is catching up with the 10000kps ship's speed.  The proposal  changes the trackings speed of a turret to be (ship speed+speed from turret percentage), so in this case you'd only need a 15% turret (with no wasted mass).  Your proposal effectively cuts the turret mass penalty by 4x, so in your case this would be a 10% turret, even for a lumbering (e.g. 4000kps) behemoth.  The differences between the two proposals are 1) that yours is more aggressive (10% vs. 15% in the example, even more so for higher speeds) and 2) the overall tracking speed of the same turret on the behemoth is only 10000kps (4000 speed + 6000 from the turret) - it would require a 30% turret to bring the behemoth up to 16000kps.

What Narmio is saying (I think) is that, with your proposal, it would be VERY cheap to turret the main battery on a BB, so effectively you've removed ship's speed from the tracking speed equation - it's almost no cost to put enough turret mass in to beat the ship's speed.  This means that all turretable beam weapons effectively become dual-use turrets, because the dual-use penalty is too small.  The (ship+turret vice max(ship,turret)) proposal, in contrast enhances the "faster ships have a better chance of hitting fast targets" effect, especially when coupled with bumping up the max possible fighter speed by removing the single-engine restriction (I don't think Steve will go for a change in the power ratio).  This fulfills the stated goal of giving fighters better tracking speed, while having a much smaller effect on slower combatants.  BTW, this "wasted points" issue has been something that's been bothering me for a loooooong time.

So in summary, I think I agree with Narmio:
1)  Turrets add to ship's speed, rather than replacing it for tracking calculations.
2)  Round turret size to the nearest 0.1 (or even 0.05).  Steve said he was planning to rework weapon design, so I assume he'll do this.
3)  Remove the single-engine restrictions from GB/FAC, or even better allow variable mass engine designs (with no max size restriction).

John

PS - It feels like these proposals might be intended to correct a perceived imbalance.  At present, I think it's very difficult to design a fleet that can go up against a missile-armed opponent with only beam point-defense.  Is the goal of your original suggestions to shift that balance so that beam-only PD is an effective strategy?

Title: Re: Proposal for TechSystem table updates
Post by: UnLimiTeD on May 08, 2011, 11:30:36 AM
Sloanjh sums it up perfectly, and I agree with all of Narmios proposals.
That'll really allow for more diversity, and it's not even a lot of changes.
Well, I don't know about the tracking, I can't really tell if it's a lot codewise.
Now we just need to be able to buy multiple engine types, and I might need to find a free weekend again to play a real campaign.
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 08, 2011, 12:56:26 PM
In response to your comment about how hard it is for a pure beam pd to work against missile attacks.  I have done this.  If you put the points that would otherwise be going into missile reasearch then you can do it.  The key is to push the beam tracking speed, and to have all of your ships mount decent point defense.  Either lasers, or mesons in turrets, or alternately lots of 10cm railguns.  I prefer an all laser armament for this as this keeps my weapons research down to 1 track total.  I even turreted my big lasers (35cm iirc) to help in thickening up the point defense.  Also use shields heavily as these will recharge between salvo's.  If their math is off and the use to few missiles to take a ship out then by the time they come back to shooting at you, your shields will be back to full strength.  The only thing that worked against me was being either massivly outmassed, or mass salvo's from box launchers.  In this case they are giving up any future attacks until they get back to a planet for one massive salvo.  Even then the couple of times that this happened I was able to shoot down enough that they didn't kill many of my ships.  I won't say it was an easy setup to play, but it is doable, and has its own rewards - not having to build munitions reduces the cost of my fleet in a big way.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: sloanjh on May 08, 2011, 01:08:14 PM
In response to your comment about how hard it is for a pure beam pd to work against missile attacks.  I have done this.  If you put the points that would otherwise be going into missile reasearch then you can do it.  The key is to push the beam tracking speed, and to have all of your ships mount decent point defense.  Either lasers, or mesons in turrets, or alternately lots of 10cm railguns.  I prefer an all laser armament for this as this keeps my weapons research down to 1 track total.  I even turreted my big lasers (35cm iirc) to help in thickening up the point defense.  Also use shields heavily as these will recharge between salvo's.  If their math is off and the use to few missiles to take a ship out then by the time they come back to shooting at you, your shields will be back to full strength.  The only thing that worked against me was being either massivly outmassed, or mass salvo's from box launchers.  In this case they are giving up any future attacks until they get back to a planet for one massive salvo.  Even then the couple of times that this happened I was able to shoot down enough that they didn't kill many of my ships.  I won't say it was an easy setup to play, but it is doable, and has its own rewards - not having to build munitions reduces the cost of my fleet in a big way.
What did you do for planetary defense?  Lots of orbital platforms?

John
Title: Re: Proposal for TechSystem table updates
Post by: jseah on May 08, 2011, 06:39:56 PM
Offense is it's own defence?

I tend to neglect planetary defence, mostly relying on mobile fleets to handle anything that comes along. 

----------------------------------------------------------------------------------------------------------------------------
My main problem with beam-only PD is that mass for mass, a salvo from 33% size launchers will mostly overwhelm beam PD. 
Especially if they have adapted their missile design for this scenario (ie. small size 3 missiles in 33% size launchers), one 6kton frigate will chuck out upwards of 30 missiles every five minutes. 

A single full salvo will overwhelm the equivalent PD and still deal enough to damage to destroy or cripple the ship unless you have alot of armour (say 6 or 7 layers even), even then the ships can carry at least three salvoes and that will easily demolish even a 3v2 tonnage fleet. 

And the whole thing gets a whole lot worse if the enemy uses a carrier fleet. 


Last I saw, while missiles are expensive, ships are even more expensive. 
In the a design experiment I did just now, a full salvo of 122x of (WH4, 60mkm, 40kkm/s) size 3 missiles costs ~408BP.  The 6kton ship it can destroy costs roughly 3 to 4 times that.  The delivery platform of a missile frigate is ~1200BP. 
IE. 1 missile frigate + 1 load of missiles = 1 pure beam frigate


I'd say that given the relative ease of updating missile designs vs the updating of ship design would place the advantage, even strategically, firmly on the pure missile side than the pure beam side. 
Hybrids might take the cake though. 
Title: Re: Proposal for TechSystem table updates
Post by: Brian Neumann on May 08, 2011, 08:17:30 PM
For defense of planets with a pure beam pd setup I use 10cm mesons, or 15cm lasers if the atmosphere is thin enough. 

Most of my games have been solitaire pc vs the npr that the computer puts together.  Computer designed ships rarely have reduced size launchers and I have not come up against that sort of thing.  A lot also does depend on how good your passive defense setup is.  If you can get up to carbon composite armour then having a destroyer (5-6000 tons) with 6 points of armour is not to hard.  Help that along with epsilon shields for 20-30 points of shielding and it does take a lot of missiles to put them out of action.  While I have had a succesful pure beam game, my preference is to have some pd missile to back up the beam weapons.  In this configuration I will have a very few pure missile pd ships with lots of ammo and 10 launchers.  Thier job is to thin out large salvo's so the beam weapons don't get overloaded.  I will usually put them at 1v1 setting.  If they take out 20% of an incomming swarm it makes a big difference.  My pd missiles are not as high tech in general as the rest of the fleet with .2msp for warhead, .01msp for fuel .5engine (which is at max engine tech available) and the rest agility.  Agility is usually around 20-30%.  This is not a great missile but it does work against comparable tech oponents fairly well for what I want.  Against lower tech it rocks of course.
In general game terms I think the hybrid fleet definately had some advantages.  It works really well against a large oponent as you are not constantly having to build missiles to keep up with combat usage.  If you do run out of ammo, then your beam ships are still fairly strong, especially at jump point defense.  Missiles on the other hand definatly have the range advantage, and you can easily update an older fleet by giving them new missiles.  Also the combination works well at system offense or defense, where beam weapons are best suited to holding jump points and missiles are quite weak for this purpose.

Brian
Title: Re: Proposal for TechSystem table updates
Post by: jseah on May 08, 2011, 11:54:36 PM
I have contemplated creating a missile based jump point defence however. 

Consisting of no reduced launchers but involving size 3 "sprint mode" missiles optimized for speed and having only 10mkm range. 
Even at internal confinement, it's trivially easy to get missiles that travel at 60kkm/s if you don't want range.  AMMs have incredibly poor hit rates against those. 

And if you want beam range missiles, at internal confinment, I can make my missile go at 72kkm/s with 1mkm range.  For a size 3 launcher + 2 magazines, IE. the size of a good single laser turret, this is not actually too bad considering that shooting these down will be a horrendous task and they basically never miss. 
Normal Size 3 launchers reload at beam weapon rates too so it's more or less a beam weapon at that point. 


Jumppoint assaults are probably the one that missiles are weak at though. 
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 09, 2011, 09:08:30 AM
I'm not sure you understand how beam weapons tracking speed is determined.  Non turreted beams have max potential of the ships speed or the baseline beam fire control speed, whichever is the greater.  Turrets are the means to use the fire control speeds that are greater than baseline.  With turreted weapons the lesser of either the fire control or the turret is used.  Fighters have specialized fire control available that starts at the 4x the ship type fire control.


I don't understand why you think Narmio's post indicates a lack of understanding of tracking speed.  I believe that the point he is trying to make is the following.  Let's say you've got 4000kps turret tracking, and a ship that has a speed of 10000kps, and a fire control with a tracking speed of 16000kps.  This setup will have an overall un-turreted tracking speed of 10000kps, limited by the ship's speed.  In order to get an overall tracking speed that matches that of the fire control, you'd need a 40% turret.  The point is that the first 25 of those 40 percentage points are "wasted" - all they're doing is catching up with the 10000kps ship's speed.  The proposal  changes the trackings speed of a turret to be (ship speed+speed from turret percentage), so in this case you'd only need a 15% turret (with no wasted mass).  Your proposal effectively cuts the turret mass penalty by 4x, so in your case this would be a 10% turret, even for a lumbering (e.g. 4000kps) behemoth.  The differences between the two proposals are 1) that yours is more aggressive (10% vs. 15% in the example, even more so for higher speeds) and 2) the overall tracking speed of the same turret on the behemoth is only 10000kps (4000 speed + 6000 from the turret) - it would require a 30% turret to bring the behemoth up to 16000kps.

What Narmio is saying (I think) is that, with your proposal, it would be VERY cheap to turret the main battery on a BB, so effectively you've removed ship's speed from the tracking speed equation - it's almost no cost to put enough turret mass in to beat the ship's speed.  This means that all turretable beam weapons effectively become dual-use turrets, because the dual-use penalty is too small.  The (ship+turret vice max(ship,turret)) proposal, in contrast enhances the "faster ships have a better chance of hitting fast targets" effect, especially when coupled with bumping up the max possible fighter speed by removing the single-engine restriction (I don't think Steve will go for a change in the power ratio).  This fulfills the stated goal of giving fighters better tracking speed, while having a much smaller effect on slower combatants.  BTW, this "wasted points" issue has been something that's been bothering me for a loooooong time.

So in summary, I think I agree with Narmio:
1)  Turrets add to ship's speed, rather than replacing it for tracking calculations.
2)  Round turret size to the nearest 0.1 (or even 0.05).  Steve said he was planning to rework weapon design, so I assume he'll do this.
3)  Remove the single-engine restrictions from GB/FAC, or even better allow variable mass engine designs (with no max size restriction).

John

PS - It feels like these proposals might be intended to correct a perceived imbalance.  At present, I think it's very difficult to design a fleet that can go up against a missile-armed opponent with only beam point-defense.  Is the goal of your original suggestions to shift that balance so that beam-only PD is an effective strategy?



I stand corrected.  For some reason I was seeing that the ship speed was added to the fire control speed not the turret tracking speed.  The problem I see is that you don't know the speed of the ship you intend to mount the turret at turret design time.  

Yes, I think there is an imbalance where turrets are concerned and not driven by a beam only tech track. I've had a suspection for quite a while that turrets were too large in hull space cost for their game effect, and until a couple of weeks ago I hadn't done any analysis of what the real calculations were.  My assumptions of what the calculations were vs what I found matched what the programs results are significantly different.  

Assumed calculation was something like this: A + roundup((A*.1)*(B / C)) minimum gear hs of 1

Calculation I found to match program results: A + ((roundup(A*.1)*(roundup(B/C))

A = hs of beams added to turret
B = turret tracking speed built
C = turret tracking speed researched

This results in turrets built to use maximum potential of a ships fire control at the 4x level require 50% to 60% more hs to gears vs 40%.  

I have to agree that changing the turret baseline to 4x for a tech level is too aggressive...if the gear calculation is changed to eliminate the 2 internal roundup functions to a single external (to the gear hs portion of the turret calculation) roundup.  In this case the turret baseline speed should be equivalent to 2x the fire control tracking speed.  
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 09, 2011, 08:09:23 PM
The problem I see is that you don't know the speed of the ship you intend to mount the turret at turret design time.  
I don't think that is necessarily the case.  I know what fleet speeds I'm shooting for when I'm designing components, even if I haven't designed any hulls yet.  Any competent R&D office is going to know that sort of stuff. Some players may have to adjust some habits, maybe even design more turrets than they currently do to equalise tracking speeds across different speed ships, but that's certainly not a significant point against the idea.

Quote
Yes, I think there is an imbalance where turrets are concerned and not driven by a beam only tech track. I've had a suspection for quite a while that turrets were too large in hull space cost for their game effect, and until a couple of weeks ago I hadn't done any analysis of what the real calculations were.  My assumptions of what the calculations were vs what I found matched what the programs results are significantly different.  
Quote
I have to agree that changing the turret baseline to 4x for a tech level is too aggressive...if the gear calculation is changed to eliminate the 2 internal roundup functions to a single external (to the gear hs portion of the turret calculation) roundup.  In this case the turret baseline speed should be equivalent to 2x the fire control tracking speed.  
I am still missing the reason why turrets are too large for their effect. The rounding situation is one thing, but you keep saying that the base speed needs to be increased.  I haven't seen an argument for significantly increasing the effectiveness of turrets.  I'm not saying there isn't one, just that this thread jumped straight into massively boosting turrets without explaining why.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 10, 2011, 07:51:20 AM
I don't think that is necessarily the case.  I know what fleet speeds I'm shooting for when I'm designing components, even if I haven't designed any hulls yet.  Any competent R&D office is going to know that sort of stuff. Some players may have to adjust some habits, maybe even design more turrets than they currently do to equalise tracking speeds across different speed ships, but that's certainly not a significant point against the idea.

My point is that you know what you intend, but... the program does not.  Even if a function is added to turret design, designs change, get upgraded, etc etc.  And lets face it history is full of "competent R&D" being way off real world implementation, been there done that and refused the t-shirt.


Quote
I am still missing the reason why turrets are too large for their effect. The rounding situation is one thing, but you keep saying that the base speed needs to be increased.  I haven't seen an argument for significantly increasing the effectiveness of turrets.  I'm not saying there isn't one, just that this thread jumped straight into massively boosting turrets without explaining why.

Effectiveness is not being changed, only the mass dedicated to the gimble/gears to support the turret.  When I talk about weapons effectiveness I'm referring to hit probability only and the hull space requirements have an indirect impact here.

Under the current calculation and with the turret speed matching the baseline fire control and the turrets built to the FC 4x speed a quad 10cm laser turret is 20hs, same for a 10cm meson, and a quad gauss cannon turret is 36hs.  With just the calculation changed that becomes 16hs for the laser and meson turrets, and 32hs for the gauss cannon.  Considering that these turrets can expect to see missiles that have speeds that are at least 5x faster than their tracking speeds the effectiveness is only 40%(if...you have a FC that is at 100% for the 10k to hit) per shot before any modifiers are applied, and that is only if the the missiles are from an equal tech level.  That's a lot of mass for, what I consider, a sub-par effectiveness.

And with both the calculation and the turret baseline changed to equal the FC 2x speed the same turrets are 14 and 28 hull spaces.  With the turrets matching the FC 4x speeds the hull spaces change to 13 and 26 not a huge change from 2x but significantly better that current and effectiveness (per turret) hasn't changed.  I consider these values to be more in-line with game effectiveness. 
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 10, 2011, 08:09:02 AM
Effectiveness is not being changed, only the mass dedicated to the gimble/gears to support the turret.  When I talk about weapons effectiveness I'm referring to hit probability only and the hull space requirements have an indirect impact here.
Smaller gears = smaller turret = more turrets per ship = extra hit probability and extra damage per second.  To me that sounds like a change in effectiveness.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 10, 2011, 09:05:43 AM
Smaller gears = smaller turret = more turrets per ship = extra hit probability and extra damage per second.  To me that sounds like a change in effectiveness.

Correct, the effectiveness of the individual turret is not being changed.  What the player uses the freed hull space for is wide open. 
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 10, 2011, 08:44:43 PM
Correct, the effectiveness of the individual turret is not being changed.  What the player uses the freed hull space for is wide open. 
OK, this is kinda a silly semantics debate at this point, but it's important to understanding why you're proposing these changes.  A ship component that performs a certain task and takes a certain hull space has a certain effectiveness.  An component that performs the same task and takes less hull space is more effective! The ship can be lighter, or can have more of that component, or more other components, or whatever, but that freed hull space is of value whatever you do with it.  Having that free space is tangibly better than not having it.

To use a bit of reductio ad absurdum, would a 100% accuracy gauss cannon that only took one hull space be more effective than one that took 6? What about a 1HS jump drive for a 20,000 battleship? Smaller parts make your ship more effective.

This is not the discussion that we should be having.  You want to make turret-bearing ships more effective than they currently are. Let's talk about why, rather than talking about what "effective" means. A HS-to-HS comparison of AMM systems versus beam PD systems, perhaps? Show us why PD turrets are so much worse.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on May 11, 2011, 07:39:29 AM
OK, this is kinda a silly semantics debate at this point, but it's important to understanding why you're proposing these changes.  A ship component that performs a certain task and takes a certain hull space has a certain effectiveness.  An component that performs the same task and takes less hull space is more effective! The ship can be lighter, or can have more of that component, or more other components, or whatever, but that freed hull space is of value whatever you do with it.  Having that free space is tangibly better than not having it.

To use a bit of reductio ad absurdum, would a 100% accuracy gauss cannon that only took one hull space be more effective than one that took 6? What about a 1HS jump drive for a 20,000 battleship? Smaller parts make your ship more effective.

This is not the discussion that we should be having.  You want to make turret-bearing ships more effective than they currently are. Let's talk about why, rather than talking about what "effective" means. A HS-to-HS comparison of AMM systems versus beam PD systems, perhaps? Show us why PD turrets are so much worse.

Reduction to absurdity or proof by contradiction is a waste of time, the game is not modelling to a detail level to make the effort worthwhile.

At this point if you've read all the posts in this topic and followed and read the links to previous discussions and still do not understand what I'm driving at, further detailing will not help. 

Steve will either act on the suggestions or he won't.  I don't expect him to implement any of it whole cloth.  Never have, never will. 
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 11, 2011, 08:38:05 AM
Reduction to absurdity or proof by contradiction is a waste of time, the game is not modelling to a detail level to make the effort worthwhile.

At this point if you've read all the posts in this topic and followed and read the links to previous discussions and still do not understand what I'm driving at, further detailing will not help. 

Steve will either act on the suggestions or he won't.  I don't expect him to implement any of it whole cloth.  Never have, never will. 
I didn't mean for this to turn so cold...  I was just saying you're proposing making something better and I don't feel you've explained why it needs to be better. Forgive me the reductio ad absurdum, that was a little flippant on my part, but I really wasn't expecting you not to concede that making something smaller = making it better.

Please explain - or quote from your previous explanations if I've missed something - why point defence turrets need to be better. You telling me I don't understand and therefore the discussion should cease isn't helping. I like the idea of discussing relative point defence system balance, and I want to know your take on it.  I'm not at all opposed to the idea of improving turrets, nor am I trying to threadcrap with talk about what constitutes "effectiveness".  I just want to talk about the game design rationale for the proposed suggestion.
Title: Re: Proposal for TechSystem table updates
Post by: sloanjh on May 11, 2011, 10:27:26 AM
Reduction to absurdity or proof by contradiction is a waste of time, the game is not modelling to a detail level to make the effort worthwhile.

At this point if you've read all the posts in this topic and followed and read the links to previous discussions and still do not understand what I'm driving at, further detailing will not help. 

Steve will either act on the suggestions or he won't.  I don't expect him to implement any of it whole cloth.  Never have, never will. 

Attempting reset:

Here's the original comment that started the "effectiveness" digression:

I am still missing the reason why turrets are too large for their effect. The rounding situation is one thing, but you keep saying that the base speed needs to be increased.  I haven't seen an argument for significantly increasing the effectiveness of turrets.  I'm not saying there isn't one, just that this thread jumped straight into massively boosting turrets without explaining why.
Here's what Narmio probably should have said:

I haven't seen an argument for significantly increasing the effectiveness of an equal mass of turrets.

Can we assume Narmio phrased it that way and go from there?

I would like to end up with a consensus opion that we can post back in the main suggestion thread.  I would like that consensus opion to be "Turret speed should add to ship speed, rather than replacing it, when calculating the total tracking speed of a weapons mount." 

I think we also need to put in a consensus "PLEASE fix the rounding of turrets so that it uses increments of 0.1 HS".  I think it's safe to assume that Steve will agree to and do this (at some point in time :) ).

The reason I prefer the "add speed" proposal to the original suggestion (of cutting the mass penalty/turret speed ratio by 4x) is that it keeps turrets expensive as compared to standard mounts while eliminating the current discrimation against putting turrets on fast ships (due to wasted turret mass).  You (Charlie) have expressed concern about not knowing the ship's speed when designing the turret.  I don't understand why this would be an issue.  I expect that one would either design a set of standard turrets (e.g. 4K, 8K, 12K speed) and incorporate the best one into a ship one's designing, or (at worst) spend a week or two designing a custom turret for a particular new ship class before laying it down.

Note that this proposal does not preclude changing the mass penalty/turret speed ratio; that could still be done as a separate correction.  I think it is a good thing to try as a first step, however, since I think it's much more likely to be adopted by Steve (since it's a change in game physics that seems to make sense and corrects a problem with high-speed ships, rather than a tuning of the effectiveness of a particular weapons system.)

So the question is: "Can you agree to this concensus proposal?"  If you can't, then I'd like to hear your new proposal (since IIRC you agreed that 4x is probably too aggressive an improvement).

Based on what you've said, I think that you feel that beam point defense is too weak, i.e. it costs too much mass to get a hit on a single missile, and that this is why you proposed changing the mass penalty/turret speed ratio.  If this is correct, and if you feel the "add speed" proposal won't solve the problem, perhaps the discussion should be taken to a new "should we and how do we improve beam point defense" break-out thread (since this one has become a bit cluttered)?

John
Title: Re: Proposal for TechSystem table updates
Post by: Narmio on May 11, 2011, 07:49:29 PM
Can we assume Narmio phrased it that way and go from there?
Thanks, sloanjh. Yeah, that's pretty much what I meant.  Also, I'm on board with the "Add turret speed to tracking" and "round to 0.1HS" suggestions.  As an aside, they will improve* turrets quite a bit anyway - both suggestions make the turret you need smaller.  Probably by about 5-10% depending on fleet doctrines, but fast escorts could, for example, be saving about 50% of their gear space. Gunboats could add turrets with only 10% gears and do PD duty.  I like it, but I'd also like to see what people do with it before we do anything else.

* Let's not go through this again! By "improved" in this case I explicitly mean "able to do the same thing while being smaller".
Title: Re: Proposal for TechSystem table updates
Post by: jseah on May 11, 2011, 08:18:26 PM
I like the idea of deploying fighters as missile defence. 

It gives beam fighters a very useful role. 

---------
EDIT: I do like the 0.1HS rounding (would prefer a smaller rounding, like 0.01HS) and the adding ship's speed. 
Title: Re: Proposal for TechSystem table updates
Post by: ollobrains on August 20, 2011, 03:31:33 AM
How about new weapons classes.
Title: Re: Proposal for TechSystem table updates
Post by: Charlie Beeler on August 20, 2011, 09:51:51 AM
This topic is post the discussion points and is being locked.