Okay using Schoon's (Ave Damage)(ARCs)/Mass
(I did ave damage as sum of ave damage over all ranges / no. of range
bands)
I'm also comparing number of p-torp "dice" (shots) to the number of beam
dice. Also all number rounded to two decimal places.
HBW Dice Ave Damage 1 1.56 2 3.11 3 4.67 4 6.22
ptorp dice Ave Damage 1 1.75 2 3.5 3 5.25 4 7.00
For the example i'll do 3 arc systems. HBW have two system design choices.
With the HBW's arcs all capable of equal emmisions strength. Option A. Be able
to fire the BPS's capacity. ie. class 2 BE and class 2 BPS. (maximum 4 dice in
one turn) Option B. Be able to fire the BPS's recharge. ie.class 1 BE and
class 2 BPS. (maximum 2 dice in one turn)
Dice Opt A. Opt. B
1 6 6
2 12 9 3 18 15 4 24 18
this makes the Schoon average.
Ptorps Dice 1 0.875 2 0.875 3 0.875 4 0.875
HBW Opt. A Opt. B 1 0.78 0.78 2 0.778 1.037 3 0.778 0.934 4 0.778 1.037
So the two options are very different from one another. Options A gives less
bang for your buck, but has the option of rolling less dice at the initial
longer so it can roll them for the later shorter ranges. Option B. on the
other hand has no heavy strike option, but has more bang for your buck.
The main thing with HBW's is their versatility. A Class 3 beam battery, is
always a class 3 battery. But an options A. class 3 HBW can choose to be a
class 1 or 2 hbw for a while so it can be a class 4 or 5 or 6 hbw later on.
Two options i've thought about is either a: limit the ship to one BPS b: some
sort of damage penalty for thresholds on BE's or BPS's or both.
> Option A. Be able to fire the BPS's capacity. ie. class 2 BE and class
I see and agree with everything so far, but you lost me here. Can you explain
Opt. A and B better for me.
One BE could not be attached to 2 BPSs as my vesion of the rules currently
read.
> The main thing with HBW's is their versatility. A Class 3 beam battery,
Agreed, and that's why I like the flavor.
> a: limit the ship to one BPS
I was thinking of the other way around; limit BEs attached to any given BPS
> b: some sort of damage penalty for thresholds on BE's or BPS's
This was being discussed, and currently the second threshold failure causes a
number of damage points equal to the EPs stored in the system.
> Option A. Be able to fire the BPS's capacity. ie. class 2 BE and class
I see and agree with everything so far, but you lost me here. Can you explain
Opt. A and B better for me.
One BE could not be attached to 2 BPSs as my vesion of the rules currently
read.
> [quoted text omitted]
Okay take a class 4 BPS. per turn it produces 4 "energy points" but can store
up to 8 energy points. Now attach a class 4 BE. The beam emmitter can use up
to 8 energy points. therefore can fire the full capacity of the BPS in one
turn. The total system weighs 16 (Option A)
On the other hand if i chose to only attach a class 2 which can use 4 energy
points. Therefore can only fire the same amount the BPS charges each turn, but
the system now only weighs 14 (Option B)
So option A has the variety. (ie. variable dice) whereas Option B has the mass
effieciency but is almost garunteed to have max energy points stored when its
BPS gets taken out by the good ole threshold check.
One slightly related idea is how about, instead of purchasing extra arcs for
the BE, purchasing extra storage for the BPS.
> The main thing with HBW's is their versatility. A Class 3 beam battery,
Agreed, and that's why I like the flavor.
> [quoted text omitted]
Know what you mean. Can just picture this HBW gunner armed with two buttons.
One marked "sun tan" the other marked "crispy fried" :-)
> So option A has the variety. (ie. variable dice) whereas Option B has
I get it now.
> One slightly related idea is how about, instead of purchasing extra
The simple answer would be to buy a bigger BPS. I think that it would be very
difficult to properly balance extra storage.