Why big ships.../modular ships

2 posts ยท Dec 12 1996 to Dec 12 1996

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

Date: Wed, 11 Dec 1996 23:12:40 -0500

Subject: Re: Why big ships.../modular ships

-------------------- Begin Original Message --------------------
"if I take a 100 ton ship and give it one c battery, it has the same
offensive punch as an 8 ton ship with a C-batt. so their offensive
ability should cost the same amount in points regardless of the fact that the
larger ship has the potential to mount greater weaponry...

where the larger ship IS better (to account for costing more) is in the
ability to take damage...

better explaination?"
-------------------- End Original Message --------------------
If your take a 100 ton ship and give it a movement of 4,10 C batteries and 10
level 1 screens, it has the same offensive punch as 10 10 ton frigates with a
movement of 4, one C battery and 1 level screen each. The 100 ton ship will
win
every time. A balanced system would provide a 50-50 chance for each
side.

Also check out my web page below for rules for modular superships.

From: db-ft@w... (David Brewer)

Date: Thu, 12 Dec 1996 05:50:39 -0500

Subject: Re: Why big ships.../modular ships

In message <961212041239_103311.1205_IHH67-4@CompuServe.COM> Brian Bell
writes:
> -------------------- Begin Original Message --------------------

I see no reason why a points system should necessarily be balanced for such
ludicrously extreme examples as these. Both these ship designs are silly, and
would get beaten to a pulp by real designs.

A points system is obliged to balance around a certain "normal" force, and as
designers stray from the norm to designs optimised around particular tactics
they should be charged *above* the odds. If they can dictate the tactics of
the battle, they will suceed... but they must be obliged to make this gamble.

Suckers do not deserve an even break.

When the extreme designs are not charged above the odds or can always dictate
their prefered tactics, then the game is broken.