Sa'Vasku balancing (made ya flinch)

2 posts ยท Jul 21 2000 to Jul 21 2000

From: John Card II <jcardii@a...>

Date: Fri, 21 Jul 2000 00:36:05 -0600

Subject: Sa'Vasku balancing (made ya flinch)

Hey everybody,

Ideas have appeared half formed in my mind that might help to balance the
Sa'Vasku, and might instead make everything more complex than playable.

The following have not even been played out on paper yet, and I still don't
know if the SV really are unbalanced.

First the PSB. Stinger nodes doing multiple dice of damage fire for a longer
period of time during the turn than "normal" beams.

A) Fire from a single stinger node will use a split damage resolution,
1/2
of the dice (rounded up) when initiative calls for it, 1/2 at the end of
the turn after other ships have resolved damage. A1) This means increased
record keeping. A2) Maybe the ratio should be different. Every third die
waits, or every fourth.

B) At "long" ranges, at least one point of energy must be allocated to the M
pool (some of which is used for "micromaneuvers") to keep stinger nodes on
target. This energy point may be used for acceleration or maneuvers as normal.
If at least one M point is not allocated, the 2nd half damage resolution will
be skipped. B1) If multiple stinger nodes are available, then at long ranges,
energy can be split between nodes for more effective fire, and to be able to
skip the 2nd half damage. B2) Maybe at least one point of thrust needs to be
generated instead of one point in the M pool. B3) Maybe this applies only to
ships over a certain mass; eg ships with a PP cost of greater than 1 for 1
thrust. B4) Exactly where "long" ranges start is unclear to me. 10"? 12"? 18"?
30"?

C) Any hull damage done to the firing ship subtracts from the energy in the
second damage resolution phase. On a 1 for 1 basis, one point of damage will
subtract one point of energy allocated to every stinger node in the 2nd phase.
C1) Maybe this should only apply to damage done from natural 6's or other
penetrating damage (eg big KV guns)?
C2) Maybe the ratio should be higher, 1-3 points subtracts one energy,
4-6
subtracts 2, etc? C3) Maybe instead of this mechanism, an additional threshold
check is required for beams which are "on target" to remain on target for the
2nd half resolution. (i.e. if a threshold check is passed for a stinger node
that might do 2nd half damage, a second threshold check must be passed for
that node to keep the energy focused and continue firing.)

D) If a firing stinger node is destroyed during the turn before the 2nd half
damage phase, the 2nd half damage is not applied. D1) If a different, unfired
stinger node is available in arc, maybe the 2nd half fire can be shifted to
the different node. Or maybe not.

E) If a power generator is lost during the turn, the SV ship must immediately
subtract the generated energy from any combination of pools (rebalance the
energy). This may mean there is not enough energy for a 2nd half firing.
(Someone else in an earlier message suggested that power should be rebalanced
during the turn.)

An example: The Fo'Vur'Ath (heavy destroyer) "Mooncrater" allocates 7 points
of energy to the A pool, 1 point to the R pool, and 1 point to the M pool.
During the "ships fire" portion of the turn sequence, a range 20 shot is
declared against a human frigate. Since there is only one stinger node that
bears on the frigate, the SV player decides to use all 7 points of energy for
this shot. At range 20, 2 points of energy are required per die of damage, so
3+
dice are available. The SV rolls half rounded up (2 dice) immediately. A
little later, the Mooncrater takes a 3 points of damage. The 2 points of armor
on the Mooncrater are destroyed, and 1 hull hit is taken. At the end of the
turn, the energy for the 2nd half firing (7 points, less the 4 already
resolved) is reduced by 1. There is still enough energy for the range 20 shot,
so it is immediately resolved.

Any feedback before I go and try this out? Will this address the situations
where the SV are apparently undercosted/over powerful? What are those
situations?

From: Brian Bell <bkb@b...>

Date: Fri, 21 Jul 2000 07:05:46 -0400

Subject: RE: Sa'Vasku balancing (made ya flinch)

I would prefer a solution that (A) Has no (or VERY little) bookkeeping (B)
Does not change existing rules (C) Does not break existing designs (D) Is
simple.

With respect, your solution below is very complicated and adds a lot of
bookkeeping. First you add another turn phase. You must record how many dice
are moved to the second phase (is this before or after rolling? I assume that
is if before rolling, to save argurments about which result is delayed). But
you don't do this if the target is both at long range and movement is
allocated (utilized). Then damage is written down to reduce dice
in the second fire phase. So, 5 new rules (and 2-5 sub-rules), 3 extra
instances of bookkeeping and a new turn phase.

I feel that the SV are already one of the most complicated fleets to run
(having to keep track of power allocation). I think your solution just adds to
this. But try it out and let us know how it worked out (I suggest you try
it using 8+ ships per player (1xSla'Tha'Rosh, 2xShyy'Tha'Var,
2xVar'Kiir'Sha, and 3xFo'Sath'Aan). Be sure to try your solution with both
concentrated fire and with divided fire from the larger constructs. I think
that you will find that your solution is overly complicated and severly
handicaps the smaller SV ships.

I still believe that the situation can be resolved by 2 new rules:
  (1) SV constructs of 91+ mass must have at least 1 screen node.
(2) SV constructs with one or more screen node must power one of them unless
using FTL..

-----
Brian Bell bkb@beol.net
http://members.xoom.com/rlyehable/ft/
-----

> -----Original Message-----
[snip]

> A) Fire from a single stinger node will use a split damage resolution,
[snip]

> Any feedback before I go and try this out? Will this address the