From: Hugh Fisher <laranzu@o...>
Date: Wed, 7 Mar 2012 22:46:21 +1100
Subject: Re: Core hits and striking the colours (LONG!)
> Tom B wrote:
TL;DR version: the chance of a ship being destroyed by a core hit on the 2nd
threshold is 22% for escorts, 15% for cruisers, and 10% for capitals. Striking
the Colours is much nastier.
I've done some number crunching to try and get an idea of what
kind of difference striking the colours and/or core systems make
to the game. Maybe it will be useful in deciding points adjustments.
These are notepad calculations, not from a massively detailed computer model.
All percentages have been rounded off to the nearest whole integer. For Full
Thrust I believe this is still accurate, because all threshold checks get made
only 3 times per ship per game at most. If FT were like, say, ACTA where a
"critical hit" can occur with every shot, this would be misleading because
even small fractions add up over tens or hundreds of rolls.
As the basis for calculations I've used Fleet Book 1. Unless you design your
ships on radically different principles (10% hulls?) the results aren't going
to vary significantly.
Both core system hits and striking the colours can cause Bad Things to happen
on threshold checks. First step, what can happen normally?
I've defined the worst thing that can happen on a threshold as being fight
disabled, unable to shoot at other ships, for at least one turn. Sure, in some
circumstances it might be disastrous to lose your screens, or drive; but
remember the aim here is to get an approximation and being unable to shoot is
almost guaranteed to be a Bad Thing. It's very nearly a core bridge hit.
Without core systems this can happen in two ways: either you lose all your
FireCons on the threshold and can't repair any, or you lose all your weapons
and can't repair any.
On the first threshold, chance of losing a single FC or weapon
is 1/6, or 17%. The chance of losing two is 1/6 x 1/6, or 3%.
Chance of losing three is under 1% and therefore ignored.
Chance to repair any one system is 1, 2, or 3 / 6 depending on
how many damage control parties the ship has left.
(Repeating, I am not saying that you can't lose 3 FireCons or 3 weapons on a
threshold check, just that the chance of doing so is sufficiently low that
it's an act of $DEITY for any game without dozens of ships per side.)
The very small escorts in FB1, mass 14 or less, can have a 28% chance of being
disabled. For escorts up to mass 20 it's around 16% to 13%. This seems high,
but these are ships that can be annihilated by a single torpedo. Being hit by
anything can be catastrophic.
Heavy frigates and destroyers mostly have 2 or more weapons so are primarily
at risk of losing their one and only FireCon. Percentages are 11% or 8% for
these bigger escorts, except for an NSL missile destroyer which only has 2
weapons and thus goes up to 16%.
Cruisers, and a couple of small battlecruisers with only 2 FireCons, have a 1%
chance of being disabled, as they all have lots of weapons and also more DCPs.
The only exception is an NSL escort cruiser with a single FC which has an 8%
chance.
Capital ships (ignoring carriers) don't get disabled on the first threshold.
On to the second threshold. Here it gets a bit more complicated, because some
systems might have been lost on the 1st and not yet repaired.
For simplicity, I've assumed best case for FireCons, that any lost on the
first have been repaired; and worst case for
weapons, none repaired. So FireCons have a 2/6 = 33% chance of
being lost after this second threshold and weapons have a 3/6 =
50% chance. There's now a 1% chance or better of losing 4 FireCons or 6
weapons.
As before, there's a 1, 2, or 3 in 6 chance of being able to repair at least
one FC or weapon, ignoring multiple attempts which are possible with bigger
ships.
The really tiny escorts are dead at this point. Corvettes and light frigates
have a 48% to 33% chance of being disabled. Heavier frigates and destroyers
have a 38% to 31% chance, most often 33%.
Cruisers and 2 FireCon battlecruisers have a 11% to 6% chance of being
disabled, except for the previously mentioned NSL escort cruiser on 24%. Most
are 9% or 6%.
Capitals (again, other than carriers) are no longer immune. There's a 2%
chance for the smaller ones under 180 mass, and 1% for the superdreadnoughts.
(And this is overstating, because these ships can make multiple repair
attempts even after losing two hull rows.)
To sum up, unless I've made some serious mistakes in my math (please tell me)
the chance of being disabled for at least one turn without Core Systems or
Striking the Colours is:
Frigate or smaller: 28% to 13% on 1st, 48% to 33% on 2nd. Large escort: 11% to
8% on 1st, 38% to 31% on 2nd. Cruiser: 1% on 1st, 11% to 6% on 2nd. Capital:
none on 1st, 2% or 1% on 2nd.
OK, now let's add Core Systems. On the second threshold there's now a 30%
chance of 1 core hit, 3% chance of 2, and once again all 3 is an act of $DEITY
which I'll ignore. (Plus, if you've got both life support and power core hits,
bridge problems don't seem so bad.)
Resistance to core hits is number of DCP, or mass. Because FT has "super"
destroyers with mass over 40 and "super" cruisers with mass over 80, the
biggest escorts are as good as cruisers and the biggest cruisers as
battlecruisers. Escorts <= 40 mass have 1 DCP on the 2nd threshold, super
destroyers and most cruisers <= 80 2 DCP, super cruisers and capitals <= 100 3
DCP, capitals <= 180 4 or 5 DCP, and the superdreadnoughts all have at least 6
DCP.
Escorts, cruisers, and small capitals don't have enough DCP to repair both a
core hit and other systems, so the chance of being
disabled by FC/weapon loss goes up. I'm not going to include
these calcs because core system failures are much more dangerous: if the power
core blows up, it doesn't really matter how many FireCons you have.
A bridge hit can mission kill the ship on a 6. This is the only FT "critical"
that the defending player doesn't have a chance to negate.
When doing calculations for core systems, I often use an F for
failure term. If the chance of repairing a system is N/6 where N
is 1, 2, or 3 DCPs, the chance of failing is F/6 where F = 6 -
N.
For bridge hits the chance of being disabled on the next turn is
5/6 x F/6. (Any bridge roll other than 6.) I won't go into the
chances of being disabled for 2, 3,... because the previous calculations have
only looked one turn ahead.
So ships are killed 3% of the time (6 then 6). The chance of being disabled
for 1 or more turns is: escorts with 1 DCP 12%,
cruisers with 2 DCP 9%, super cruisers and up with 3+ DCP 7%.
If you don't try to repair straight away, say because your ship only has 2 DCP
left and you got the 3% chance of a double core system, it's 14% chanced of
being disabled next turn. This only happens to escorts and cruisers, including
super and battle cruisers, but battleships and up are pretty safe.
Aside from the 3% chance of a mission kill, bridge hits are less dangerous to
escorts and cruisers than the existing odds of losing all your weapons or FC.
For capitals, the chance of being disabled is higher, but still less than 10%.
A life support hit will kill the ship if it isn't repaired. The number of
repair attempts you get is equal to the number rolled on the die, and one
success is enough. So in T turns the ship is
killed only if every attempt fails, which is (F/6) ^ T (raised
to power T). T is from 1 to 6, each value of T has a probability
1/6, and there's a 1/6 probability of a life support hit to
begin with. Final result is
(F/6)^1 + (F/6)^2 + ... (F/6)^6
------- ------- -------
36 36 36
As a sanity check, if you make no attempt to repair then F = 6,
the result is 1/36 + 1/36 ... + 1/36 = 6/36, or 1/6 chance.
Final probability of a kill from life support is: escort 9%, cruiser 5%, super
cruiser and up 3%.
Lastly, power core (or "reactor") hits are the trickiest to
calculate. On the first turn, there is a DCP/6 chance of
successful repair. If that fails, there's a 2/6 chance of
explosion. The tricky part is the second and subsequent turns: the chance of
having to roll again is equal to the chance of neither exploding nor repairing
until then.
Explosion = F/6 x 1/3 = F/18
Repair = DCP/6 = (3 x DCP)/18
Chance of neither = 1 - (F + 3 x DCP) / 18
Since F = 6 - DCP,
Chance of neither = 1 - (F + 18 - 3F) / 18,
= (18 - F - 18 + 3F) / 18
= 2F/18 = F/9
So the probability of exploding on any turn T is F/6 x 1/3 x
((F/9) ^ (T-1)) Again, plugging in F = 6 for no repair attempts
gives a 1/3 chance of exploding at T = 1, 2/9 for T = 2, which
looks right to me.
Since there's no duration, it is possible but very, very, unlikely that this
can go for many turns. The actual chance of exploding falls below 1% quite
rapidly, in just 4 turns if you've got 3 DCP on the job, so the probability
(not certainty) of being destroyed converges on a limit.
Final probability of a kill from power core is only a little bit worse than
life support: escort 10%, cruiser 7%, super cruiser and up 4%.
Adding bridge rolls of 6, life support, and power core all together, the
probability of being destroyed on the first threshold is:
Escort: 22% Cruiser: 15% Super cruiser and up: 10%
My head hurts, so I'm not going to repeat this for the 3rd row threshold
checks.
What does all this mean? Well, it sucks to be an escort and bigger is better,
but we already knew that.
The odds of a "critical" destroying the ship are reasonably low in Full Thrust
(compared to, say, ACTA B5) and only after the ship has already taken 50%
damage. Me, I wouldn't remove them. Sometimes a shell hits the magazine, the
circuit breakers pop in the brand new battleship, a fighter crashes into the
bridge of the super star destroyer.
On the other hand, I can see the merits for some kind of crew quality factor.
I suggest rather than taking out core hits
altogether, give better quality crews a "+1" on their damage
control effectiveness. That is, 1 DCP counts as 2, 2 as 3, and 3 as 4. Also
replace the Bridge hit 6 result as "6 turns disabled" rather than permanently
out of action. This would make a big difference to escorts, both on regular
thresholds and core systems, and push the chance of bigger ships being
destroyed on the first threshold down under 5%.
Striking the Colours, though, is really nasty. There's now a 17% chance of
being destroyed on the first threshold, and 33% chance on the second, far
worse than before. So without giving an exact figure, I suggest that the
points reduction for such ships needs to be a double digit percentage.
If anyone is still awake and wishes to criticize or comment, please do!
cheers,