[DS] Capacity, Points - Trying to put it all together. Long post.

9 posts · Apr 9 2002 to Apr 12 2002

From: Adrian Johnson <ajohnson@i...>

Date: Tue, 09 Apr 2002 04:56:20 -0400

Subject: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

Hi all,

Ok let's try this again. I spent a while typing out a nice long message,
and my email software crashed and I lost it all, when I was maybe 1/2
way through. Hate it when that happens... The upside is it made me think about
it all again.

This is rather a long post. I hope you have fun though, and don't get bored:)

I've been thinking about the DS2 "points system" discussion.

The two main "schools of thought" can be summarized, roughly, as follows:

1) Capacity/size is irrelevant.  What matters when comparing vehicles is
how well they act on the battlefield. This is their "Tactical Value" and when
comparing two forces, it is the only thing that matters. How the Tactical
Value is achieved is irrelevant. So, a large tank with a big low tech gun but
with stealthing (and reduced size class) having the SAME
COMBAT EFFECTIVENESS as a small vehicle with a higher-tech and more
effective gun doing the same damage, should both cost the same number of
points when building a force.

My observation: This makes some sense, but *only* if using the "type A" points
I talked about last week. That is, the points system accounts for how
effective the vehicle is in ONE battle, right here right now. It does not
account for "economic costs" and "strategic costs" which are both different.

2) Capacity/size is relevant.  First, we want to be able to know that
there is some degree of WYSIWYG on the battlefield. Second, we want to be able
to know how many of X vehicle we can fit in a dropship, whether the bridge
will hold the vehicle, whether it can fit down that street, etc. Also, there
should be some *sensible* limits on what people can achieve in terms
of tech ie the unicycle-with-noisy-cricket is just silly.

My observation:  Sure.  There is always the "this is silly" test - that
is, if your opponent is doing something dumb, you leave. But beyond that,
there is something to be said for reasonable limits. However, I agree with the
idea that individual battle balancing in a points system should account for
TACTICAL value, primarily. Stuff like miniaturization, stealthing
effectiveness, etc., is a function of the tech level of the setting, and
unless everyone is working to the same set of assumptions, there will be
problems. No points system is going to account for every possible tech
assumption - it just isn't possible.

SO, what to do? I would like to see a points system that does two things. It
would model the combat effectiveness of a given combination of systems, such
that I can use points to compare my force to your force and use that as a
rough basis for game balance. Yes, beyond that there are lots of other
factors, such as mission conditions, terrain setup, etc., but at least this
would be a good starting point. I would also like to see a construction system
that provides some reasonable limits on what you can
stick in a single hull, and allows for some variation in technology -
i.e.
miniaturization and stealthing, for example. It would be really nice to see
some kind of system that was better at enabling campaign play, too (and this
means modeling relative economic values, which is a much tougher and difficult
issue).

How about this:

Vehicles are created in the following way:

Each has a Size Class. The size classes provide a basic Signature level
(SIG), and a Capacity (TOTAL CAP) rating - how much stuff you can stick
in and onto it (and this includes not just internal volume, but also, to some
degree, mass/weight/etc...).  The signature level would be able to be
modified by stealthing later - i.e., you can pay more to have a lower
signature.

Armour:  Armour classes have a TACTICAL points value (TAC) - a
reflection
of how effective the armour is at protecting the vehicle in combat - and
a
CAPACITY (CAP), which is how much space/weight the armour takes up.  The
TAC value and CAP values change, depending on what type of armour is used on
what size class vehicle. Hypothetically: Assuming size 1, 2 and 3 vehicles
that have, respectively, 6, 12 and 18 capacity spaces. Size 1 vehicle with
armour 1 spends 0 CAP, with armour 2 would spend 1 CAP, and with armour 3
spends 2 CAP. Size 3 vehicle with armour 1 spends 0 CAP, with armour 2 spends
3 CAP, and armour 3 spends 6 CAP. The idea here is
that armour 1 takes no capacity, armour 2 takes 1/4 capacity, and armour
3
takes 1/3 capacity (I've just arbitrarily decided on these values - the
relative values don't really matter, just the idea that more armour takes
more space/weight, and the relative space/weight increases as the
vehicle
size increases - so armour class 1 is not a fixed weight for all vehicle
sizes, but a proportion of the vehicle size). Why would armour have CAP at
all? CAP is not just a rating of internal space, but also a rating of total
carrying ability. If you have a jeep and you load it down with armour, it
doesn't matter how much internal volume you have, you're still going to only
be able to carry a limited amount of stuff 'cause it won't move otherwise.

Weapons: Each weapon has a TAC rating (how effective in battle it is, this of
course based on your game combat mechanics) and a CAP value.

Stealthing/Signature:  Signature/Stealth is a modifier to TAC value.
Stealthing reduces the signature, but increases the TAC value - so a
vehicle with stealth and thereby a lower signature than is standard for its
size would have a higher Signature/Stealth TAC modifier than an
unstealthed vehicle of the same size.

Each size class would have a base signature and a base
signature/stealthing
TAC modifier value. Smaller size (and thereby lower signature) vehicles
would have a HIGHER base stealth/signature TAC modifier value (so, a
size 1
vehicle would have the highest stealth/signature TAC modifier - being
small IS a benefit in combat, because you're harder to see and harder to hit).
So, a size 1 vehicle would have a larger TAC modifier for
signature/stealth
than a size 5 vehicle would. Adding stealth systems to a vehicle (and thereby
lowering the signature) would add tactical value to the vehicle, and the
changes to TAC would be modified on a scale similar to mobility and armour
(i.e. it costs less to add 1 level of stealth to a size 2 vehicle than it
would to add 1 level of stealth to a size 5 vehicle). A size 3 vehicle with
stealthing such that it has the same signature as a size 2
vehicle would have a higher total TAC modifier for signature/stealth
than an unmodified size 2 vehicle would.

Mobility: Each mobility type has a TAC value. They also have CAP values. The
CAP values scale in a similar way to Armour. Hypothetically: Assuming
one motive type (wheeled) and two speed classes (fast and slow) - a size
1 slow vehicle spends CAP 1 on movement. A fast size 1 vehicle spends CAP 2 on
movement. A slow size 4 vehicle would spend CAP 4 on movement, and a fast size
4 vehicle would spend CAP 8 on movement. It takes more space to make an engine
powerful enough to move a big vehicle fast. This of course would be variable
depending on additional motive types and engine tech types.

Misc: Troop carrying capability would cost CAP, for example.

So far, we have a system that:

a) Takes into account reasonable limits on things like weapons and armour
for different vehicle sizes - for example, eventually the armour CAP
costs would increase beyond the CAP capacity of a given vehicle size, and thus
the system is self limiting.
b) Provides a measure of both COMBAT VALUE (TAC) and size/weight (CAP).

BUT, what happens when we introduce MINIATURIZAION. AND, what happens if I
want to take into account things like ECONOMIC costs, so I can plan campaigns.

This is where things get a bit more complicated.

I'm proposing that we add a THIRD measure to the system. That is a ECO rating.
This is a rating of the ECONOMIC costs of the various systems.

Each item would have an ECO rating, usually based on how effective it is and
how BIG it is. (BUT this is also relative to the tech assumptions of the
universe. We provide a baseline in the basic rules, and this changes for
different tech assumptions). Thus, the ECO rating for armour would scale
depending on the size of the vehicle, the same way mobility and armour CAP
values scale. So, putting Armour 3 on a size 1 vehicle would
cost less absolute ECO than putting Armour 3 on a size 3 vehicle -
obviously, if type 3 armour costs X ECO for 1 square meter, then a size 3
vehicle will use more square meters than a size 1 vehicle.

Miniaturization would work into this NOT as a factor modifying TAC cost, but
would modify the CAP and ECO costs. And miniaturization would be able to be
applied to ANY system, including armour, engines, etc.

EXAMPLE:

"RULES" FOR BASELINE TECH

*****Please don't take me to task over the actual numerical values and the
relative balances - I'm not trying to create an actual working model,
just demonstrating the overall ideas. Leave it to someone who actually can do
the math to work out "real" values for all this sort of stuff*****

SIZE CLASSES:

size 1 hull = 6 TOTAL CAP, 4 ECO size 2 hull = 12 TOTAL CAP, 8 ECO size 3 hull
= 18 TOTAL CAP, 12 ECO

(assuming that the cost to produce larger hulls is linear)

WEAPONS:

laser class 1 = TAC 1, 2 ECO, 1 CAP laser class 2 = TAC 2, 4 ECO, 2 CAP

(assuming laser 2 is twice as effective as laser 1, so has double the TAC
value and double the ECO cost - again, the ECO cost is part of the
baseline universe tech assumptions)

ARMOUR (ARM) CLASSES:

Size 1 Hull: ARM 1 = 1 TAC, 0 CAP, 2 ECO ARM 2 = 2 TAC, 1 CAP, 4 ECO ARM 3 = 4
TAC, 2 CAP, 8 ECO

(assuming that armour 2 is twice as effective as armour 1, and costs double
the ECO)

So, a size 1 vehicle with armour 1 and a class 1 laser costs 6 ECO points and
has a TAC value of 2. It has 4 CAP left for other systems, dismount infantry,
etc.

A size 1 vehicle with armour 3 and a class 2 laser costs 16 ECO points and has
a TAC value of 6. It has 2 CAP left over for other systems.

When calculating the OVERALL TAC-value of a given vehicle, we would use
the same sort of formula that Oerjan has mentioned several times. I forget
exactly what it is, but it would provide the final TAC value of a given
vehicle by including certain factors as multipliers (I think it went
something like  (armour+weapons)*(mobility)*(signature) or something
like that).

Then we add in MINIATURIZATION. Miniaturization would be a function of the
tech assumptions of the universe setting.

Example:

BASELINE MINIATURIZATION, LEVEL 1:

WEAPONS - CAP * 0.5, ECO * 2

ARMOUR - CAP * 0.75, ECO * 3

In this example, they have perfected the ability to make weapons smaller, but
have a harder time making lighter armour. So, reducing armour CAP costs more
than reducing weapon CAP.

Limits: CAP cannot be reduced below 1 for any system. The same sorts of
effects would apply to stealthing systems, mobility, etc. The baseline
miniaturization factor would reduce them by a certain amount similar to the
effect on armour and weapons.

SO, for my Jeep above - Size 1 jeep with miniaturized class 2 laser and
miniaturized class 3 armour would have 3.25 CAP left over (and the.25 might be
relevant later for adding in other miniaturized systems) but have an ECO cost
of 36.

HOWEVER, the TAC value would not have changed. In game terms, the Jeep
(ARM 3, LAS 2) from the first example, and the Jeep (ARM 3, LAS 2 -
miniaturized) from the second example would have the same TAC values, as the
overall combat effectiveness has not changed. The ECO value has changed
dramatically, though.

What's the point? Well, in my example, the relative ECO cost differences for
miniaturization are surely greater than the benefits, and that is something
that would need to be thought about carefully. BUT, when you look at the total
range of possible sizes for weapons, mobility (engines), armour, etc., it
means that you can get a weapon or combination of weapons into a small hull
that you would not be able to otherwise, for example. Or you could create, if
you wanted, a large vehicle with a hugely disproportionate amount of weapons,
armour, etc. Or combination of weapons, troop capacity, etc etc etc.

Now, this is working with the, as I pointed out, "Baseline Miniaturization".
There could be a couple of levels of miniaturization in the baseline.

*All* of the ECO costs, CAP values, and the effects of miniaturization are
a product of the technological assumptions that go into the setting -
the assumptions that make up the baseline.

These can be changed. SO, for different settings with different technological
or economic assumptions, we could change the values.

The Basic System would have a set of CAP and TAC values. This makes up the
Basic Rules, and works from a set of assumptions about technology that could
be mentioned in the introduction. There would then be ECO values. There could
be a set of these in the basic system, as "suggested values" working within
the same tech assumptions.

Then we could provide alternatives. These would be different sets of a) ECO
values b) effects of miniaturization on CAP and ECO c) other basic
limits/assumptions of the system.

We could provide several examples of alternative settings. One for WWII, one
for the Mecha genre, with perhaps different CAP values for stuff and
different max sizes so you can get bigger vehicles mounting more/bigger
weapons, etc.

One might ask at this point "why bother separating TAC from CAP at all -
just construct vehicles based on CAP points, and have higher tactical value
systems cost more CAP. Then you only have ONE set of values to account for."
There are several reasons for this (hopefully obvious from my discussion):

a)It allows more flexibility in the system - gives the designers more
"wriggle room" to model variability between systems.

b)It provides the ability to compare units based on tactical value, but not
directly based on size and capacity. Thus, when you have different vehicles
with the same OVERALL COMBAT CAPABILITY, they get the same (or at least
closely to the same) "points value."

c) Finally, it enables different technology assumptions to be modeled
independently re capacity vs. tactical value vs. economic value. For
example, a standard Class-3 laser might cost x ECO, y CAP and have z TAC
value. If you allow lasers to be miniaturized in your setting, then it
might have x*2 ECO, y/2 CAP, but still maintains the z TAC value.  If
your points system only used capacity points to compare tactical value, then
it
would inaccurately model miniaturization - a miniaturized Class-3 laser
would have a lower capacity rating and thereby a lower points cost, which
clearly doesn't make sense.

CONCLUSIONS:

This sort of system, if the actual numbers for the Baseline were well thought
through, would (hopefully) enable the following:

1. Ignoring ECO values all together, we can have pure tactical value to
tactical value comparisons of fighting forces.

2. There are basic reasonable limits on vehicle construction (built into the
TOTAL CAP of different sizes and CAP values of various systems), but capacity
is not linked *directly* to tactical value. Larger vehicles mounting more
armour and greater weapons will have a higher TAC value, but because of the
combined effect of the weapons and armour and NOT the size itself. However,
there is an inherent limit to how much you can cram into a given hull.

The "simple form" of creating a force is not *that* much more complicated than
the existing DS system. You choose a hull, add systems, and calculate the TAC
values. Each side gets a force of X TAC points. You play. If you want to play
in a campaign, you add ECO values to your calculations, and each player builds
their forces including to an ECO value rather than a TAC value. Then you still
play TAC value based battles. Not that much more complex.

3. Alternative tech assumptions can be made about the universe setting, and
these can then be accounted for in the system. For example, you could include
the introduction of some degree of miniaturization (a simple version of which
would be an optional rule in the Basic rules).

4. An economic model, such that campaign games can be planned with players
building their overall armies based on ECO value rather than TAC values. Then,
when actual battles are fought, the players would pick their forces based on
TAC value. If someone wants to purchase a very high tech force, then they'll
get less stuff overall than the guy who purchases the low tech force. But,
when you talk about a 500 point battle, that refers to the tactical value
(TOTAL TAC) of each unit and NOT the economic investment in the battle,
directly (though one could, of course, fight battles based on economic
investment rather than direct TAC comparisons this could be quite
interesting). The economic model provided would, of course, be entirely
dependant on its baseline tech assumptions, but these could be clearly stated.
If one was adventurous, alternative economic models could be provided showing
the different ECO values for stuff using different
assumptions - for example in a MECHA setting, in the GZGverse, etc.

If one were *really* adventurous, the alternative sets of tech assumptions
could include not just different ECO values, but different effects of
miniaturization, different CAP vs. TAC values, etc. This would be for someone
with lots of time, BUT if the rules set were to provide, for
example, THREE sets of these (one as the BASELINE - based in the
GZGverse
which is a pretty good near-future Sci-Fi setting, one for LOWER tech,
and
one for HIGHER tech - i.e. a mecha/anime setting) and some general
comments on how one would go about changing the ECO values to accommodate
different tech assumptions, then that would give the reader PLENTY to work
from. And, of course, lots of advice to NOT mess about with this stuff until
the players are experienced or be aware that balance will get thrown out the
window.

If one was going to be REALLY insane, you could add in a STRATEGIC value
(STRAT) for stuff, so that you could model the effect of stuff like wheeled
mobility vs. grav mobility in a strategic situation... Then you could model
your campaign on ECO and STRAT values, though that would be a bit nuts:)

What do these ideas NOT address?

1. The actual relative balance between the various vehicle systems (mobility,
weapons, armour, etc), in terms of all these values (ECO, TAC, CAP). I'm just
proposing the overall structure, not the *actual* values per se. That would
need to be figured out by someone who can do the math (Oerjan...:). The
important thing for the basic rules would be the CAP vs. TAC balance.

2. This system does NOT account for HUGE variations in tech assumptions played
in a single battle. Allowing many levels of miniaturization and a wide variety
of tech types (ie WWII vs. MECHA) will still be hugely difficult, if not
impossible, to account for in any points based system. That kind of situation
should be scenario specific, controlled by a GM who
knows what he/she is doing, and in that case, points don't matter.

As such, the assumptions going into the BASIC rules should be clearly stated:
"We assume THIS level of general technology. Some miniaturization is
available, but only in limited amounts and at great cost. In game terms, it is
an optional rule." Then if alternative versions of the assumptions are
provided, they will be mostly for relative ECO effects of stuff like
miniaturization (unless, as I suggested above, one were really adventurous and
provided, say, 3 sets of values with the rules and you included different TAC
vs. CAP values also). Making available too great a variety (particularly in
the effects of miniaturization) in the basic rules will cause the relative
balance of TAC vs. CAP to change, and the greater the variety, the greater the
chage and thereby the greater the opportunity for the balance to be buggered
up, so alternative sets of values would need to be thought out very well. It
would be MUCH easier to just provide
alternative ECO values - and when it comes down to it, that would be
simple to customize to any given setting. It would be much more difficult to
provide alternative TAC vs. CAP balancing, other than the relatively small
range provided by the basic miniaturization rules in the "Baseline" setting.

3. This does NOT address the "but I can't make this WWII vehicle legally in
the system because the system doesn't let me have more than 1 main weapon, etc
etc" problem. That is one of those "there is perfection in the details" items
that I wasn't trying to look at. Personally, I would want to work things
something like this (in general): A fire control unit costs 1 CAP,
irrespective of how big the vehicle is. Each FC can operate one gun in a fire
action. If you have four main guns, and you buy four FC, then they should all
be able to fire in the same turn. If you have 2 FC and four different weapon
systems, then you can fire two of them. Each FC represents either an AI, or a
crewman and targeting system. FC's could be rated in terms of levels of
effectiveness, and this would change their ECO and TAC values, but they would
always have a CAP of 1. Again, though, this is "fiddly detail" stuff that I
wasn't really intending to deal with in this <frighteningly long monologue...>

Anyway, I've run out of steam.

Hope those of you who read this to the end found some value in it!!:)

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Tue, 09 Apr 2002 11:41:39 +0200 (CEST)

Subject: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

Adrian Johnson schrieb:
> This is rather a long post. I hope you have fun though,

Interesting post, and well thought out.
> Armour: Armour classes have a TACTICAL points value

I would like to see, at least as an optional rule, the possibility to define
each face of the armour individually (front, left, right, top, bottom [against
mines], rear) There have been all kinds of odd vehicles where this was quite
unbalanced, e.g.front armour only gun carriages or
trucks, open-topped vehicles, self-propelled guns with open rear etc.
And I don't think the asymmetric M3 Grant had the same armour on the left and
right side.

Greetings

From: Indy Kochte <kochte@s...>

Date: Tue, 09 Apr 2002 09:52:09 -0400

Subject: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

> KH.Ranitzsch@t-online.de wrote:

Concur. And I would like to try working with designs based on
contemporary high-tech tanks (such as Oerjan's estimation of
their having 8/2/1 front/side/rear armour values).

From: Laserlight <laserlight@q...>

Date: Tue, 9 Apr 2002 12:44:12 -0400

Subject: RE: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

<snip Adrian's dissertation>

I don't think this is needful, because: a) economic variables will differ by
background, but also by nation within the background. Example: the Alarishi
economy demands that the army have the lowest possible manpower but they make
up for it with bleeding edge tech; the Islamic Fed could misplace a few
battalions and not notice but doesn't have the tech. Country A has the
resources to build aircraft but doesn't have a production line set up for
ground vehicles. Country B has a prohibition against AIs which means that GMS
cost double. You'd have to recalculate the Econ values for every nation.

b) therefore I'd just provide tactical points and let people play around with
the economics as they wish. You might make suggestions like "high
tech countries pay -40% on electronics gear, +100% on crew costs" or
"whoever does not own a balonium mine pays double for HEL, fire controls and
battlefield comms", but I don't think you need more than suggestions.

c) for size points, why not just say "for the GZGverse, up to 100 points =
size 1, 200 points = size 2" etc and give people the option to go up or down a
size at a rebate or cost. If you want to avoid a hard
breakpoint, say "design it and add 2d10 to the points total--if result
is over 100, it's size 2". (I'm pulling "100 points" out of the air, I don't
have a feel for DS costs). And people who want ubertanks or mini tanks can
change the points brackets to suit themselves.

From: Alan and Carmel Brain <aebrain@w...>

Date: Wed, 10 Apr 2002 19:02:46 +1000

Subject: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

From: "Indy" <kochte@stsci.edu>

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Thu, 11 Apr 2002 01:30:26 +0200

Subject: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

> Alan Brain wrote:

> > And I would like to try working with designs based on

Unless your vehicle is very long and narrow, shots which hit the side with an
angle of attack of 60 degrees or more count as hitting the front anyway due to
the "Angle of Attack" rule on p.32...

Later,

From: Alan and Carmel Brain <aebrain@w...>

Date: Thu, 11 Apr 2002 18:50:55 +1000

Subject: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>

From: John Atkinson <johnmatkinson@y...>

Date: Thu, 11 Apr 2002 18:56:01 -0700 (PDT)

Subject: RE: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

--- "laserlight@quixnet.net" <laserlight@quixnet.net>
wrote:
> <snip Adrian's dissertation>

Side note:

The most obvious example is light vs. armored.

The Parumphian People's Front can raise 1500 points worth of of light infantry
(about a large company's
worth) easily, but cannot produce a 300-point tank
under any circumstances whatsoever.

An NRE Corps Commander executing a planetary invasion has maybe 1,000 tanks at
his disposal (13 batallions of 54 ea (total just over 700), plus 3 companies
of heavies, plus armored cav units), but practically no light infantry,
excepting those SOF forces attached
(perhaps a total of 3-5 batallions).

Nuclear weapons are part of the combat load of every NRE heavy artillery
battery, but they are not produced on New Serbia (and if they are, they kept
very much
hidden--NRE will break any prince that gets that
froggy).

Lots of further examples, and that's just in my corner of the universe.

From: Glenn M Wilson <triphibious@j...>

Date: Thu, 11 Apr 2002 22:52:39 EDT

Subject: Re: [DS] Capacity, Points - Trying to put it all together. Long post.

Welcome to Tractics, no thanks!

On Wed, 10 Apr 2002 19:02:46 +1000 "Alan and Carmel Brain"
> <aebrain@webone.com.au> writes: