• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

High Guard 3

Originally posted by BillDowns:
:confused:
How do you tables to line up correctly?
Try using the "code" tags. You may/will have to fuss with tabs and spacings (the preview function is good for seeing things before you post them) but you can get tables to line up a lot better if you enclose them in the "code" tags.

When I'm doing tables for CotI I like to make them up in Notepad first (any plain text editor will do) and then copy and paste into CotI. I then look at them in the preview and if things haven't lined up right I make changes to the Notepad version and then copy and paste again. I do this over and over until it looks right in CotI, although it often winds up looking funny in Notepad.
 
Originally posted by BillDowns:
:confused:
How do you tables to line up correctly?
Try using the "code" tags. You may/will have to fuss with tabs and spacings (the preview function is good for seeing things before you post them) but you can get tables to line up a lot better if you enclose them in the "code" tags.

When I'm doing tables for CotI I like to make them up in Notepad first (any plain text editor will do) and then copy and paste into CotI. I then look at them in the preview and if things haven't lined up right I make changes to the Notepad version and then copy and paste again. I do this over and over until it looks right in CotI, although it often winds up looking funny in Notepad.
 
Originally posted by BillDowns:
Sigg, do we really need to know whether a weapon is turret or bay? The whole point of USP ratings is that the resolution does not matter. Before altering the USP - and I am not gainst that - maybe we ought to figure out how combat will be affected?
IMHO yes, we do need to know the difference for High Guard 3 so that bay weapons can be different to massed turret batteries.

I'd like to see more of a rock - paper - scissors thing going on with the weapon mounts.

Turrets good vs smallcraft and missiles - mediocre vs escorts/destroyers - useless against capital ships
Bays useless vs smallcraft and missiles - good vs escorts/destroyers - mediocre vs capital ships.
Spinal mounts useless vs smallcraft and missiles - mediocre vs escorts/destroyers* - good vs capital ships.

* mediocre from a hit probability point of view, since a spinal hit on anything less than a capital ship will usually be a mission kill.
 
Originally posted by BillDowns:
Sigg, do we really need to know whether a weapon is turret or bay? The whole point of USP ratings is that the resolution does not matter. Before altering the USP - and I am not gainst that - maybe we ought to figure out how combat will be affected?
IMHO yes, we do need to know the difference for High Guard 3 so that bay weapons can be different to massed turret batteries.

I'd like to see more of a rock - paper - scissors thing going on with the weapon mounts.

Turrets good vs smallcraft and missiles - mediocre vs escorts/destroyers - useless against capital ships
Bays useless vs smallcraft and missiles - good vs escorts/destroyers - mediocre vs capital ships.
Spinal mounts useless vs smallcraft and missiles - mediocre vs escorts/destroyers* - good vs capital ships.

* mediocre from a hit probability point of view, since a spinal hit on anything less than a capital ship will usually be a mission kill.
 
Originally posted by BillDowns:
Here is a first draft at bay batteries. Basic rule is to use the same rating method for batteries as for turrets. Meson Guns and Repulsors do not have turrets, so use the progressions for PAW and Missles, respectively.
One of the things I'd like to see in a High Guard 3 would be the full tech tree up to TL20. Which means that meson turrets and repulsor/manipulator turrets canonically exist (depending on if you take GT as canon or not ;) )

Example 1: TL9 100-ton PAW
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">USP Rating Number of Bays
---------- --------------
6 1
7 2
8 4
9 6
A 8
B 10
C 12 ??</pre>
Example 2: TL12 100-ton Missle
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">USP Rating Number of Bays
---------- --------------
9 1
A 3
B 6
C 12
D 18
E 30</pre>[/QUOTE]What do you think?
[/quote]Looks good.
 
Originally posted by BillDowns:
Here is a first draft at bay batteries. Basic rule is to use the same rating method for batteries as for turrets. Meson Guns and Repulsors do not have turrets, so use the progressions for PAW and Missles, respectively.
One of the things I'd like to see in a High Guard 3 would be the full tech tree up to TL20. Which means that meson turrets and repulsor/manipulator turrets canonically exist (depending on if you take GT as canon or not ;) )

Example 1: TL9 100-ton PAW
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">USP Rating Number of Bays
---------- --------------
6 1
7 2
8 4
9 6
A 8
B 10
C 12 ??</pre>
Example 2: TL12 100-ton Missle
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">USP Rating Number of Bays
---------- --------------
9 1
A 3
B 6
C 12
D 18
E 30</pre>[/QUOTE]What do you think?
[/quote]Looks good.
 
Originally posted by BillDowns:
:confused:
How do you tables to line up correctly?
If you "quote" reply to my last post you'll see where I put
Code:
[/code} tags to preserve formating.
Note that the last } should be a ] but then the meaning of the message would be lost.

HTH  [img]smile.gif[/img]
 
Originally posted by BillDowns:
:confused:
How do you tables to line up correctly?
If you "quote" reply to my last post you'll see where I put
Code:
[/code} tags to preserve formating.
Note that the last } should be a ] but then the meaning of the message would be lost.

HTH  [img]smile.gif[/img]
 
Okay, I dig it. Thanks
 
Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by BillDowns:
Sigg, do we really need to know whether a weapon is turret or bay? The whole point of USP ratings is that the resolution does not matter. Before altering the USP - and I am not gainst that - maybe we ought to figure out how combat will be affected?
IMHO yes, we do need to know the difference for High Guard 3 so that bay weapons can be different to massed turret batteries.

I'd like to see more of a rock - paper - scissors thing going on with the weapon mounts.

Turrets good vs smallcraft and missiles - mediocre vs escorts/destroyers - useless against capital ships
Bays useless vs smallcraft and missiles - good vs escorts/destroyers - mediocre vs capital ships.
Spinal mounts useless vs smallcraft and missiles - mediocre vs escorts/destroyers* - good vs capital ships.

* mediocre from a hit probability point of view, since a spinal hit on anything less than a capital ship will usually be a mission kill.
</font>[/QUOTE]Okay, I can see that. Something like a DM table (and I get a chance to do the code thing):

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Turret DM to Hit
Ship Size DM
--------- --
0 +2
1-9 +1
A-J 0
K-Q -1
R+ -2</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Bay Weapon DM to Hit
Ship Size DM
--------- --
0 -2
1-5 -1
5-9 0
A-J +1
K-Q +2</pre>[/QUOTE]Something like that?
 
Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by BillDowns:
Sigg, do we really need to know whether a weapon is turret or bay? The whole point of USP ratings is that the resolution does not matter. Before altering the USP - and I am not gainst that - maybe we ought to figure out how combat will be affected?
IMHO yes, we do need to know the difference for High Guard 3 so that bay weapons can be different to massed turret batteries.

I'd like to see more of a rock - paper - scissors thing going on with the weapon mounts.

Turrets good vs smallcraft and missiles - mediocre vs escorts/destroyers - useless against capital ships
Bays useless vs smallcraft and missiles - good vs escorts/destroyers - mediocre vs capital ships.
Spinal mounts useless vs smallcraft and missiles - mediocre vs escorts/destroyers* - good vs capital ships.

* mediocre from a hit probability point of view, since a spinal hit on anything less than a capital ship will usually be a mission kill.
</font>[/QUOTE]Okay, I can see that. Something like a DM table (and I get a chance to do the code thing):

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Turret DM to Hit
Ship Size DM
--------- --
0 +2
1-9 +1
A-J 0
K-Q -1
R+ -2</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Bay Weapon DM to Hit
Ship Size DM
--------- --
0 -2
1-5 -1
5-9 0
A-J +1
K-Q +2</pre>[/QUOTE]Something like that?
 
Originally posted by szurkey:
I've been looking at modifying High Guard. What I want to do is to replace the piece-wise formulas with a single formula valid for TL's from 7 to 25. This I could build the ships and fight war of Ancients. I don't have much done with this regards, but I do have a couple of tentative formulas.

For Armor per tech level:
f(x) = 21700 / 81 * x^(-2) -1697 / 324 * x^(-1) + 91 / 324
where x := TL

To adjust for configuration, use 1/2 the price modifier. If no configuration price modifier, treat as 1.

To put it all together:
Armor in dTons = f(x) * 0.01 * Armor Value * Configuration Price Modifier / 2 * Hull dTons
Price of armor is MCr 0.3 + 0.1a

I'm also looking at requiring a minimal armor value = to G-Rating.
szurkey, I'm always a lover of somewhat complex formula, how did you come up with this one in particular? I assume you are looking to tabularize this and/or base design off of a spreadsheet or program. If so, otehr power relationships with respect to TL could be used.

Have you also thought of maximum armor based on size or a non-linear relationship based on size? For example, 1 meter of armor on a 100 dton ship should take a lot less % wise than 1 meter of armor on a 15 dton vessel.

Just some thoughts.
 
Originally posted by szurkey:
I've been looking at modifying High Guard. What I want to do is to replace the piece-wise formulas with a single formula valid for TL's from 7 to 25. This I could build the ships and fight war of Ancients. I don't have much done with this regards, but I do have a couple of tentative formulas.

For Armor per tech level:
f(x) = 21700 / 81 * x^(-2) -1697 / 324 * x^(-1) + 91 / 324
where x := TL

To adjust for configuration, use 1/2 the price modifier. If no configuration price modifier, treat as 1.

To put it all together:
Armor in dTons = f(x) * 0.01 * Armor Value * Configuration Price Modifier / 2 * Hull dTons
Price of armor is MCr 0.3 + 0.1a

I'm also looking at requiring a minimal armor value = to G-Rating.
szurkey, I'm always a lover of somewhat complex formula, how did you come up with this one in particular? I assume you are looking to tabularize this and/or base design off of a spreadsheet or program. If so, otehr power relationships with respect to TL could be used.

Have you also thought of maximum armor based on size or a non-linear relationship based on size? For example, 1 meter of armor on a 100 dton ship should take a lot less % wise than 1 meter of armor on a 15 dton vessel.

Just some thoughts.
 
Sigg, BillDowns, to jump in a little late with an idea:

How about one more level, a four level "rock-paper-scissors" with 4 classes of weapons:

Spinal-Fixed-Turret-Point

The advantages/disadvantages as described with the following modifications/observation:

Fixed consume less vol. than turret weapons of the same rating. Bay weapons are fixed weapons. If you back some numbers of of the HG2 tables you'll find bays comsune about 75% of the space of a comparably rated turret battery.

Turrets are the standard. Turrets counter fighters.

Point weapons very fast targeting weapons of lower lethality and/or much shorter range than turret weapons. Point weapons counter missiles.
 
Sigg, BillDowns, to jump in a little late with an idea:

How about one more level, a four level "rock-paper-scissors" with 4 classes of weapons:

Spinal-Fixed-Turret-Point

The advantages/disadvantages as described with the following modifications/observation:

Fixed consume less vol. than turret weapons of the same rating. Bay weapons are fixed weapons. If you back some numbers of of the HG2 tables you'll find bays comsune about 75% of the space of a comparably rated turret battery.

Turrets are the standard. Turrets counter fighters.

Point weapons very fast targeting weapons of lower lethality and/or much shorter range than turret weapons. Point weapons counter missiles.
 
Originally posted by BillDowns:

Okay, I can see that. Something like a DM table (and I get a chance to do the code thing):
[snip]useful tables[/snip]
Something like that?
Yep, something just like that


Thanks.

I was thinking of modifying the ship size DM table for the different weapon types. And I think I've posted before that I don't think bay weapons should be subject to the +6 DM on the damage tables.
 
Originally posted by BillDowns:

Okay, I can see that. Something like a DM table (and I get a chance to do the code thing):
[snip]useful tables[/snip]
Something like that?
Yep, something just like that


Thanks.

I was thinking of modifying the ship size DM table for the different weapon types. And I think I've posted before that I don't think bay weapons should be subject to the +6 DM on the damage tables.
 
Back
Top