From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Thu, 14 Sep 2000 19:15:55 +0200
Subject: Re: Range and arc effects on cost
> Charles Stanley Taylor wrote: > So, looking at it, as a general rule, if you multiply range by 'n' Basically yes - at least n^2 gives the upper limit of what the weapon is worth - which means that you probably want to cost it somewhat higher than this to be on the safe side! <g> Note that it only applies as long as you *only* change the size of the range bands and not the damage inflicted in each band, or start adding more bands (eg. B2 and B3 batteries have different numbers of range bands), or use sensor rules to cap the maximum theoretical weapon ranges etc. 'Course, the long range of a weapon is only worth this much if you actually *use* its range. If you play on a cramped table where shorter-ranged weapons can pin you against the edge, or you park your ship close to the enemy to use your other weapons, or something like that - then you won't get the full value out of your long-ranged weapon. > Hmm.. so MASS is proportional to area covered, hang on! what about This is where it starts getting interesting :-) * If the locations and facings after movement were completely random for all ships, a weapon's value would be linearly proportional to the number of arcs it could fire into. However, the locations and facings aren't random - they are fairly predictable, of course depending on the movement system used, the ships' thrust ratings and the players' skill levels - and so extra arcs have a diminishing return value. The more maneuverable your ship is and the better you are at manuver it, the less important it becomes to have wide fire arcs. In Vector you can always rotate to point the fire arc of your choice towards where you think the enemy will end up, even if you only have thrust-1. * The value of extra arcs also depends on the weapon's range - it is easier to keep a single-arc weapon trained on the target at long ranges than at short ranges, whereas having a 6-arc field of fire pays off better at point-blank range than at long range. My rule of thumb - for Cinematic; I don't have one for Vector yet - is that 1:3:6 arcs is worth 1:1.5:2 cost (or slightly more; the beam batteries - B2 and up - are 1:1.5:2.25 in order to avoid having fractional Mass ratings). Judging from the relative popularities of 1-, 3- and 6-arc weapons this undervalues the 3-arc weapons and overvalues the 1- and 6-arc ones - for beams at least; in the designs in my archive B2-3s occur about 5 times as often as B2-6s while B3-3s are used almost 10 times as often as B3-1s (or B3-4s, -5s and -6s taken together). However, if you look at P-torps the 1-arc version is used almost exactly as often as the 3-arc one, and the P-torps have the same Mass progression for extra arcs as the B3s... I have no idea why, though. My playtest results gives a somewhat different picture. In my Cinematic FB2 playtests (and a bunch of other battles since then as well), I kept track of the number of shots each weapon fired (as well as how many turns the weapon was intact when the ship fired, whether or not the weapon had any target to shoot at - this latter is what I refer to as "weapon-turn" below). The sample is only 22 battles which is too little to draw any real conclusions, and most of them were played in my group (the rest are various PBeMs I've lurked in and remembered to save all posts from) which means that our gaming style biases the results, but with these caveats I'll draw some conclusions: Looking different numbers of arcs for weapons with identical range, we found that: * PC-6s (Pulser/C, 6-arc) and B1-6s fired (ie., had targets within both range and arc) 1.4 times as often as PC-3s, and 8 (!) times as often as PC-1s. * PM-6s and B2-6s fired 1.3 times as often as PM-3s and B2-3s, and 4 times as often as PM-1s * PL-6s fired 1.4 times as often as PL-3s and B3-3s, and 2.3 times as often as PL-1s and B3-1s. So the 1:1.5:2.25 scheme used for the beam weapons (Mass ratio between 6- and 3-arc weapons is 1.5) makes the 6-arc weapons slightly overpriced compared to the 3-arc ones, while the 1:1.5:2 scheme (Mass ratio 1:33 between 6 and 3 arcs) used for the Pulsers seems to make the 6-arcers slightly underpriced instead. The extremely low shot/weapon-turn ratios for the PC-1s and PM-1s in these battles is largely due to the fact that they weren't the main armament - there weren't very many of them, so we usually didn't really attempt to point them in the right direction since it wouldn't significantly increase the firepower we could pour into the target anyway. When we used ships where significant percentages of the armament was single-arc (ie., when playtesting the Kra'Vak and also when flying FB1 NAC ships), the results were markedly different. Here we can directly compare K1-6s with the bigger, single-arc K-guns since they have the same ranges, and also 3- and 1-arc P-torps; all of these have the same range and hit probabilities. We found that: * K1-6s got to fire only 1.13 times as often as the 1-arc K-guns (compare this to the 8, 4 and 2.3 ratios between 6- and 1-arc Pulsers!). The main reason for this was that when the 1-arc K-guns weren't pointing at anything (during the turn-arounds between the attack runs), the KV ships were usually out of range entirely so their K1s couldn't fire either. Some of the other FB2 playtesters reported that K1-6s got to fire 2-3 times as often as the K#-1s; I believe that this was because they fought on smaller tables ( => lower speeds so they didn't get out of K1 range between their attack runs), and probably also because they weren't used to flying ships with mostly single-arc weapons (some of them complained about being "spoiled by using 3-arc weapons" <g>, and they also seemed to get more and more use out of the single-arc K-guns as they learned how to use the KV maneuverability to full effect). * The deliberate attempts to aim the K-guns, coupled with Kra'Vak maneuverability, meant that 1-arc K-guns got to fire about 1.4 times as often as the (longer-ranged) PL-1s, *4* times as often as the (slightly shorter-ranged) PM-1s, and almost exactly as often as PM-6s, PL-3s, PT-3s and PT-1s. (The PT-1 values - mostly from NAC ships - are a bit misleading; while it *seems* that they got to fire about as often as the K#-1s in spite of the lower human maneuverability this is largely an effect of the PT-1-armed ships being destroyed during their initial attack run... very few PT-1s fired more than one shot before dying, and several didn't even manage that much :-/) All in all, the 1:1.5:2(-ish) scheme holds reasonably true in our Cinematic games, as long as your ships aren't capable of making 3pt turns or better (preferrably much better <g>). If they can turn this sharply, they don't benefit nearly as much from having wide-arc weapons (particularly not all-arc ones). Later,