From: Michael Sarno <msarno@p...>
Date: Fri, 03 Sep 1999 09:43:05 -0400
Subject: Sa'Vasku Point Value
How do you determine the point value of Sa'Vasku bioships using the Fleet Book rules? Thanks.
From: Michael Sarno <msarno@p...>
Date: Fri, 03 Sep 1999 09:43:05 -0400
Subject: Sa'Vasku Point Value
How do you determine the point value of Sa'Vasku bioships using the Fleet Book rules? Thanks.
From: Tim Jones <Tim.Jones@S...>
Date: Fri, 3 Sep 1999 14:59:10 +0100
Subject: RE: Sa'Vasku Point Value
There are some work on this in the archives > How do you determine the point value of Sa'Vasku bioships using the 2 schemes if IIRC. Here is a repost of an original by Imre A Szabo (IAS) <repost> Here are a few ideas for the Sa'Vasku... Ships: Use MT rules, but with the following exceptions. Cost, 4 points per mass. Drone capability, 25% of a bioship's power factors can be replaced with drone storage. This is the physical space need to store 6 drones, cargo, etc. Bio-ships without this ability can not generate drones. The PF's replaced by drone storage don't count for capacitors, but do count for FTL jumps, movement, etc. In campaign games, bioships regenerate damage at a rate of one box per current power factors per strategic turn. Bioships never need supply. Bio ships are "grown." Bioship grow at a rate of 10 mass per strategic turn. Note that fully grown bioships can grow larger, but they must spend one strategic turn doing nothing but cocooning themselves. The cocoon costs zero points. Then the bioship can grow 10 mass per strategic turn. They can emerge from the cocoon at any time, but don't grow that turn. Bioships with drone storage can carry cargo. In Stellar Conquest, I suggest 1 population unit or 20 industrial points per drone storage point. Drone Pods: The only changes from MT are, they cost 4 points of power each, special drones can be constructed during a battle, they cost as many extra power points as those option cost regular points. All drones at start are standard. Drones Pods are notorious for kamikaze attacks; they can ram enemy ships at any time and do 1d6 damage each, being destroyed in the process. Heavy drone pods do 1d6+1 damage each. BioSpaceStations: They are built just like bioships, but have only positional thrusters. They can rotate, but not move. The cost of increasing or decreasing rotation by 60 degrees equals the cost of 1 point of thrust for a bioship with the same mass. BioSpaceStations can have upto 50% of thier power factors in drone storage. They also have 1 point of armor for every 10 mass. BioSpaceStations can have more then module, one core module and several smaller modules. The total mass of all smaller modules can not be greater then the mass of the core module. Each module is treated as an individual unit, but they can share power. They can double the ammount of power some module have by transfering it from others. Note that this can double the regeneration rate for biospacestations. IAS </repost>
From: Imre A. Szabo <ias@s...>
Date: Mon, 06 Sep 1999 09:42:28 -0400
Subject: Re: Sa'Vasku Point Value
Hi Tim, I didn't think people took any of my ideas serriously... I've made a few minor changes to my Sa'Vasku rules... Drone Storage has capacitors to store power, but do not generate power. Growth rates for BioShips is 10 mass or 10% of current mass, whichever is greater. It costs 4 points per mass, and takes one turn in which the ship can do nothing. BioArmor for BioSpaceStations can be regernerated during play. It costs 3 points of power per BioArmor circle regenerated and the BioSpaceStation can not have more BioArmor than its current Power Factor. This is done in the Orders Phase.
From: Tim Jones <Tim.Jones@S...>
Date: Mon, 6 Sep 1999 14:53:29 +0100
Subject: RE: Sa'Vasku Point Value
> Hi Tim, In a world of blind men a one eyed man is king ;-/ Thanks for the update.
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Mon, 6 Sep 1999 18:40:48 +0200
Subject: Re: Sa'Vasku Point Value
> Imre A. Szabo (BTW, is Szabo a common Hungarian name?) wrote: > I didn't think people took any of my ideas serriously... Haven't had time to look at them, I'm afraid. Playtesting - sorry, test shooting - at work has kept me too busy for that. > I've made a few minor changes to my Sa'Vasku rules... [snip] > Growth rates for BioShips is 10 mass or 10% of current mass, Um... does this mean that a ship can grow by tens of tons in ten minutes? That's *lots* of energy, that is... at least if the old E=mc^2 applies to the SV :-/ > BioArmor for BioSpaceStations can be regernerated during play. It Hm. Depending on how large BSSs can become, this may or may not be a problem. Brian Burger proposed counter-varying HP and energy (fragile hulls had *lots* of energy) and regenerative abilities, which meant that a stronger-hulled ship was pretty much unable to kill a weaker-hulled one unless it did so in a single salvo... otherwise the weaker-hulled ship out-regenerated the stronger-hulled one. As I said I haven't looked at your rules, but it's something to watch out for. Regards,
From: Imre A. Szabo <ias@s...>
Date: Mon, 06 Sep 1999 15:54:43 -0400
Subject: Re: Sa'Vasku Point Value
> Um... does this mean that a ship can grow by tens of tons in ten This is a strategic turn, not a tactical turn. > Hm. Depending on how large BSSs can become, this may or may not be a My idea makes the BioStarbases tougher, but it is very limited. Your concern is mitegated by two things. 1. The maximum BioArmor is limited to the same way energy capacitors work. This means after the first row of hull boxes have been destroyed, that BioStarbase loses 1 BioArmor... The second limitation is the energy cost to regenerate armor. At 3 points of power per BioArmor, it is not cheep. If the BioStarbase rebuilding all of its BioArmor every turn, then it won't have much power for beams, drone pods, etc...
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Mon, 6 Sep 1999 22:31:41 +0200
Subject: Re: Sa'Vasku Point Value
> Imre A. Szabo wrote: > > Um... does this mean that a ship can grow by tens of tons in ten <whew> [On regenerating] > My idea makes the BioStarbases tougher, but it is very limited. Your > first row of hull boxes have been destroyed, that BioStarbase loses 1 This may help, yes. > The 3 points of power per BioArmour *is* cheap. It depends of course on which range band you're fighting in, but an SV ship needs on average 1.25 EP per range band to inflict 1 point of damage against an unscreened target - so 3 points per regained armour box is *less* than it takes to knock that box out from band 3, and not much more than it takes to knock it out from band 2. IIRC Brian used on average 4 EP per box regained in his later SV drafts, and that was *still* too little for balancing differently-hulled SV against one another in any meaningful way. However, his weak-hulled high-energy ships were able to keep the range open (so they could spend less energy on regenerating damage than their opponents had to spend on inflicting the same damage); the BSS is (hopefully) incapable of movement allowing its enemies to close to point-blank range and hit it hard before it can regenerate. Regards,
From: Imre A. Szabo <ias@s...>
Date: Mon, 06 Sep 1999 20:49:24 -0400
Subject: Re: Sa'Vasku Point Value
> 3 points of power per BioArmour *is* cheap. It depends of course on I don't have a problem with this because BioArmor is only on Sa'Vasku Starbases. This means the attacker gets to choose the range... Also remember that they can only regenerate BioArmor, not BioHull during the tactical turn. Any damage you do to the hull is "permament" for that battle... If you are using regeneration for ships, you probably better charge at least 4 EP a box. Also remember that Sa'Vasku beams use a shorter range band than human races.