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.Originally posted by BillDowns:
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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.Originally posted by BillDowns:
![]()
How do you tables to line up correctly?
IMHO yes, we do need to know the difference for High Guard 3 so that bay weapons can be different to massed turret batteries.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.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?
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 notOriginally 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.
Example 2: TL12 100-ton MissleExample 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>
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 notOriginally 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.
Example 2: TL12 100-ton MissleExample 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>
If you "quote" reply to my last post you'll see where I putOriginally posted by BillDowns:
![]()
How do you tables to line up correctly?
[/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]
If you "quote" reply to my last post you'll see where I putOriginally posted by BillDowns:
![]()
How do you tables to line up correctly?
[/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]
IMHO yes, we do need to know the difference for High Guard 3 so that bay weapons can be different to massed turret batteries.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.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?
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.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.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.
Yep, something just like thatOriginally 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 thatOriginally 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?