• 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

Oz, thanks for the comments.

Can you edit your damage tables?
Somehow, they got off. I suggest removing the extra Die roll columns - they are repeated from the first one.
 
Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors?
I was hoping we could get a bunch of people to agree on some HG extensions on the theory certain people might listen and adapt.

Grouping bay weapons into batteries does not preclude the use of larger bays. THere could always be room for that, too. Do you have some samples of the larger bays?

Or should we focus on the "hits to damage" concept?
 
Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors?
I was hoping we could get a bunch of people to agree on some HG extensions on the theory certain people might listen and adapt.

Grouping bay weapons into batteries does not preclude the use of larger bays. THere could always be room for that, too. Do you have some samples of the larger bays?

Or should we focus on the "hits to damage" concept?
 
Originally posted by BillDowns:
Actually, this got started on another thread and I moved the discussion over here. The original proposal was to group bay weapons into batteries like turrets are. See my earlier post on page 11 (I think, maybe 10). Of course, this will create bay batteries with ratings up in the spinal mount range. To me, this makes sense in several ways; I don't particularly like spinal mounts as a concept for large ships. I fell that the reality would have very limited firing angles and the ship captains would be constantly trying to aim the whole freaking ship!
Fair enough. My own view on "HG3" spinals, is the central placement (the ship is built around them) means they are not figured into the % of ship dedicated to weapons. That is they don't decrease your number of hard points. A limit should be set on how big they can be, and they should be hard to aim. In the end it would be a matter of fleet build philosophy (and combat mechanics) whether these big exspensive guns should be built. On bay weapons i'll say a little more later as I work through the thread. Geez a guy works a few days and a topic explodes. ;)


Originally posted by Ptah:
Is this about the point-defense topic? See, the existing turrets are extremely small. An Oto Melara 76mm/62 calibre mount has 2 parts - (1) a half-sphere about 3m diameter, with (2) a below decks housing about 3x3m that contains the rotation mechanism and reloading. That's 3 dtons for a single mount. The US Mk45 mount is larger - about 4.5m in place of the 3m. That works out to 6.5 to 7 dtons (more or less). A Phalanx install is about 2m square and close to 3m high.
Yep. Don't disagree with the size thing. I personally these days follow the heresay of 1 weapon mount per turret (at least of the HG level of power). It's more from the angle of not letting turrets do double duty and force the design of point-defense escort vessles. The point defense weapons being of the same size but specifically designed for "close in" (what 100 kilometers in space ;) ) role.
 
Originally posted by BillDowns:
Actually, this got started on another thread and I moved the discussion over here. The original proposal was to group bay weapons into batteries like turrets are. See my earlier post on page 11 (I think, maybe 10). Of course, this will create bay batteries with ratings up in the spinal mount range. To me, this makes sense in several ways; I don't particularly like spinal mounts as a concept for large ships. I fell that the reality would have very limited firing angles and the ship captains would be constantly trying to aim the whole freaking ship!
Fair enough. My own view on "HG3" spinals, is the central placement (the ship is built around them) means they are not figured into the % of ship dedicated to weapons. That is they don't decrease your number of hard points. A limit should be set on how big they can be, and they should be hard to aim. In the end it would be a matter of fleet build philosophy (and combat mechanics) whether these big exspensive guns should be built. On bay weapons i'll say a little more later as I work through the thread. Geez a guy works a few days and a topic explodes. ;)


Originally posted by Ptah:
Is this about the point-defense topic? See, the existing turrets are extremely small. An Oto Melara 76mm/62 calibre mount has 2 parts - (1) a half-sphere about 3m diameter, with (2) a below decks housing about 3x3m that contains the rotation mechanism and reloading. That's 3 dtons for a single mount. The US Mk45 mount is larger - about 4.5m in place of the 3m. That works out to 6.5 to 7 dtons (more or less). A Phalanx install is about 2m square and close to 3m high.
Yep. Don't disagree with the size thing. I personally these days follow the heresay of 1 weapon mount per turret (at least of the HG level of power). It's more from the angle of not letting turrets do double duty and force the design of point-defense escort vessles. The point defense weapons being of the same size but specifically designed for "close in" (what 100 kilometers in space ;) ) role.
 
Originally posted by BillDowns:
....
Ptah, have you considered basing your formula on tonnage of drive, whihc might be a way to calculate Oz's factor?
....
That would work as well. It doesn't matter where the number comes from IMO, rather that the numbers being dealt with span orders of magnitude (e.g., 100 to 1,000,000; 1 to 100,000 etc.) the input T can be scaled by a constatn, c, before being put into the equation, you want to avoid 1 for example, and have cT=10 be the bottom of the scale.

I haven't thought of whether basing off of drive tonnage is double dipping. For example, say my J2 takes 20 tons for my 100 ton ship, and J1 takes 10 tons for a 100 ton ship. It would be harder to damage the J2 drive if based on drive tonnage. But it would also be harder to disable the ship, it has two J ratings to loss. So in a sense a J2 drive is 4 times harder to destroy that a J1 on this hypothetical ship. Which may be desired. Does that makes sense? This reasoning doesn't apply of course to components that are not a % of the ship displacement.
 
Originally posted by BillDowns:
....
Ptah, have you considered basing your formula on tonnage of drive, whihc might be a way to calculate Oz's factor?
....
That would work as well. It doesn't matter where the number comes from IMO, rather that the numbers being dealt with span orders of magnitude (e.g., 100 to 1,000,000; 1 to 100,000 etc.) the input T can be scaled by a constatn, c, before being put into the equation, you want to avoid 1 for example, and have cT=10 be the bottom of the scale.

I haven't thought of whether basing off of drive tonnage is double dipping. For example, say my J2 takes 20 tons for my 100 ton ship, and J1 takes 10 tons for a 100 ton ship. It would be harder to damage the J2 drive if based on drive tonnage. But it would also be harder to disable the ship, it has two J ratings to loss. So in a sense a J2 drive is 4 times harder to destroy that a J1 on this hypothetical ship. Which may be desired. Does that makes sense? This reasoning doesn't apply of course to components that are not a % of the ship displacement.
 
Originally posted by The Oz:
...snip...
Example: a 100,000 ton ship can take 3 drive hits before it loses one drive rating. It can take 3 Fuel-1 hits before it loses 1 percent of total fuel capacity. It can take two bridge hits before it loses one Bridge and has only one Bridge. It has one backup computer, nuclear damper and meson screen. It also has 10 crew units (and so 10 damage control parties).
How do you handle keeping track of the hits? Do you track them on a ship card for example and when you get three reduce the drive by one and erase the markings? Just wondering if this adds much extra book keeping since it is a way I'd like to do it versus a weighted odds all-or-nothing kind of roll.
 
Originally posted by The Oz:
...snip...
Example: a 100,000 ton ship can take 3 drive hits before it loses one drive rating. It can take 3 Fuel-1 hits before it loses 1 percent of total fuel capacity. It can take two bridge hits before it loses one Bridge and has only one Bridge. It has one backup computer, nuclear damper and meson screen. It also has 10 crew units (and so 10 damage control parties).
How do you handle keeping track of the hits? Do you track them on a ship card for example and when you get three reduce the drive by one and erase the markings? Just wondering if this adds much extra book keeping since it is a way I'd like to do it versus a weighted odds all-or-nothing kind of roll.
 
Originally posted by BillDowns:
(Responses requested)

Summary - please note if you agree or disagree.

1) Bay weapons can be grouped into batteries using the same ratios as turrets for the same weapon type.

2) Revised USP format -call v2.0 or even v3.0 I don't care
. Suggested format:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> USP v2.0 or 3.0
AA-0000000-0-111111-222222-333333-444-555
777ff 666666-666666-666

group "0000000-0" is tonnage-configuration-jump-acceleration-power-cpu-storage-crew
group "777" is hit points to damage (by 1) USP
group "ff" indicates fibre optic backup
group "111111" is armor-sand-meson screen-dampers-force field-repulsors
group "222222" is laser-energy-paw-meson-disintegrator-missle turrets
group "333333" is laser-energy-paw-meson-disintegrator-missle bays
group "444" is paw-meson-disintegrator spinals
group "666666-666666-666" are computer-based DM to hit for each battery
group "555" is fighter-attack-support smallcraft</pre>
[/quote]My "votes"

(1) I'm actually in favor of removing batteries. Instead, focus on mounting (which potentially has weapon volume, cost and chance to hit implications) and total the power of all the weapons of a certain type and mounting. This does remove a level of detail but here is how I'd suggest getting it back.

Have the weapon rating reflect an exponential scale, which it does already in HG2 in large measure. So x tons of weapon for rating 1; 2x tons for rating 2; 4x tons for rating 3, etc. You list the highest rating you can achieve for that given weapon and mounting type, say it is 5. In combat you can use this 5 how you wish, as one attack at 5, two attacks at 4, one attack at 4 and two at 3, etc. One may wish to limit the number of attacks and/or add negative to hit modifiers as you increase the number of attacks. Also one may only allow one attack per target, not two attacks at 4 on the smae target just one attack at 5. Or two attacks at 4 but each on a different target. Also a way to "stream" fire over small craft that are not grouped.

How the actual weapons are mounted on the ship, e.g., 16 small turrets, or all in one big turret that divides its firing time up, is below the level of resolution. Likewise, I'd remove batteries bearing if assuming a 20 minute long combat turn. All my view of course, and maybe to far afield from HG2.

But to answer the original question, I'd like bays to group into batteries if turrets can.

(2) Like the code structure. A thought on the 555 portion, since it looks so lonely without a second line ;) , how about its second line being the number/rating of craft that can be launched/recovered in a turn.
 
Originally posted by BillDowns:
(Responses requested)

Summary - please note if you agree or disagree.

1) Bay weapons can be grouped into batteries using the same ratios as turrets for the same weapon type.

2) Revised USP format -call v2.0 or even v3.0 I don't care
. Suggested format:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> USP v2.0 or 3.0
AA-0000000-0-111111-222222-333333-444-555
777ff 666666-666666-666

group "0000000-0" is tonnage-configuration-jump-acceleration-power-cpu-storage-crew
group "777" is hit points to damage (by 1) USP
group "ff" indicates fibre optic backup
group "111111" is armor-sand-meson screen-dampers-force field-repulsors
group "222222" is laser-energy-paw-meson-disintegrator-missle turrets
group "333333" is laser-energy-paw-meson-disintegrator-missle bays
group "444" is paw-meson-disintegrator spinals
group "666666-666666-666" are computer-based DM to hit for each battery
group "555" is fighter-attack-support smallcraft</pre>
[/quote]My "votes"

(1) I'm actually in favor of removing batteries. Instead, focus on mounting (which potentially has weapon volume, cost and chance to hit implications) and total the power of all the weapons of a certain type and mounting. This does remove a level of detail but here is how I'd suggest getting it back.

Have the weapon rating reflect an exponential scale, which it does already in HG2 in large measure. So x tons of weapon for rating 1; 2x tons for rating 2; 4x tons for rating 3, etc. You list the highest rating you can achieve for that given weapon and mounting type, say it is 5. In combat you can use this 5 how you wish, as one attack at 5, two attacks at 4, one attack at 4 and two at 3, etc. One may wish to limit the number of attacks and/or add negative to hit modifiers as you increase the number of attacks. Also one may only allow one attack per target, not two attacks at 4 on the smae target just one attack at 5. Or two attacks at 4 but each on a different target. Also a way to "stream" fire over small craft that are not grouped.

How the actual weapons are mounted on the ship, e.g., 16 small turrets, or all in one big turret that divides its firing time up, is below the level of resolution. Likewise, I'd remove batteries bearing if assuming a 20 minute long combat turn. All my view of course, and maybe to far afield from HG2.

But to answer the original question, I'd like bays to group into batteries if turrets can.

(2) Like the code structure. A thought on the 555 portion, since it looks so lonely without a second line ;) , how about its second line being the number/rating of craft that can be launched/recovered in a turn.
 
I agree with grouping large weapons into batteries. I strenuously dislike the USP format as a rule.

MT and T20 reflect a more useful format.

I agree with Ptah about Batts Bearing... to a point. If one assumes that a turn-battery-round is not a "Full Turn of Continuous fire", then batteries bearing matters not. If, however, one assumes that a turn's fire is the weapons involved firing on the target for almost all the round, then only some will be brought to bear long enough to count for full fire value.

If, however, one presumes a 10% or less firing rate (less than 10% of the time the weapon needs to be aimed on target), then batteries bearing becomes immaterial. But we then need to look at the rates of weapon fire, and what constitutes a turn-battery-round, and how-many could be fired.

Note: Given the vehicular rules in MT, I've found that, even with the generous Hits modifier in the DGP MT Ref's Screen, a few good hits are lethal even to escorts. And the ROF given is good for several shots per turn.
 
I agree with grouping large weapons into batteries. I strenuously dislike the USP format as a rule.

MT and T20 reflect a more useful format.

I agree with Ptah about Batts Bearing... to a point. If one assumes that a turn-battery-round is not a "Full Turn of Continuous fire", then batteries bearing matters not. If, however, one assumes that a turn's fire is the weapons involved firing on the target for almost all the round, then only some will be brought to bear long enough to count for full fire value.

If, however, one presumes a 10% or less firing rate (less than 10% of the time the weapon needs to be aimed on target), then batteries bearing becomes immaterial. But we then need to look at the rates of weapon fire, and what constitutes a turn-battery-round, and how-many could be fired.

Note: Given the vehicular rules in MT, I've found that, even with the generous Hits modifier in the DGP MT Ref's Screen, a few good hits are lethal even to escorts. And the ROF given is good for several shots per turn.
 
1) Yes
2) Yes

Provided tonnages are worked out before play, I see no problem with basing damage on component tonnage. With the limited components available in HG, it's easy enough to have record cards for each ship. Battletech, anyone?
 
1) Yes
2) Yes

Provided tonnages are worked out before play, I see no problem with basing damage on component tonnage. With the limited components available in HG, it's easy enough to have record cards for each ship. Battletech, anyone?
 
Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors? I suggested this elsewhere as a option.
I also think that having both options is the way to go.
But then, I still think that the spinal mount can be made a % based component - final tonnage and TL would then dictate maximum EP and cost, not to mention weapon factor.

That said, I won't cry if "grouped" bay weapons are adopted; I just won't use them IMTU.

That's how I feel about things too. I'll take the bits I like, but it's useful to have all the options.

I like the suggested USP with room for ships to have turret, bay, and spinal weapons of the same type. Something like that is long overdue.
Couldn't agree more.

I don't know why T20 keeps this artificial division either, since it has a ship format that lends itself to any types of weapons in any mounts.
 
Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors? I suggested this elsewhere as a option.
I also think that having both options is the way to go.
But then, I still think that the spinal mount can be made a % based component - final tonnage and TL would then dictate maximum EP and cost, not to mention weapon factor.

That said, I won't cry if "grouped" bay weapons are adopted; I just won't use them IMTU.

That's how I feel about things too. I'll take the bits I like, but it's useful to have all the options.

I like the suggested USP with room for ships to have turret, bay, and spinal weapons of the same type. Something like that is long overdue.
Couldn't agree more.

I don't know why T20 keeps this artificial division either, since it has a ship format that lends itself to any types of weapons in any mounts.
 
Originally posted by The Oz:
By the way, here's my suggested revised Damage Tables for HG, along with the descriptions of the hits.

NEW DAMAGE CHARTS FOR HIGH GUARD
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Surface Explosion Die Radiation Die Interior Explosion
(2D) Damage Table (2D) Damage Table (2D) Damage Table
2 Critical 2 Critical 2 Critical
3 Interior Explosion 3 Crew-2 3 Critical
4 Interior Explosion 4 Computer-4 4 Critical
5 Maneuver-2 5 Crew-1 5 Crew-1
6 Fuel-3 6 Computer-3 6 Computer-2
7 Weapon-3 7 Crew-1 7 Screens-3
8 Maneuver-1 8 Screens-2 8 Jump-2
9 Fuel-2 9 Computer-2 9 Power Plant-2
10 Weapon-2 10 Weapon-4 10 Crew-1
11 Maneuver-1 11 Computer-2 11 Computer-1
12 Fuel-1 12 Weapon-3 12 Screens-2
13 Interior Explosion 13 Screens-1 13 Jump-1
14 Weapon-1 14 Weapon-2 14 Power Plant-1
15 Weapon-1 15 Computer-1 15 Computer-1
16 Fuel-1 16 Weapon-2 16 Screens-1
17 Weapon-1 17 Weapon-1 17 Jump-1
18 Weapon-1 18 Screens-1 18 Power Plant-1
19 Fuel-1 19 Weapon-1 19 Screens-1
20 Weapon-1 20 Weapon-1 20 Jump-1
21 Weapon-1 21 Weapon-1 21 Power Plant-1
22 No Effect 22+ No Effect 22+ No Effect


Die Critical Hit Result
2 Ship Vaporized
3 Jump Drive Disabled
4 Maneuver Drive Disabled
5 One Screen Disabled
6 Frozen Watch/Ship's Troops Dead
7 Bridge Hit
8 Hanger/Boat Deck Destroyed
9 Computer Destroyed
10 Power Plant Disabled
11 Spinal Mount/Fire Control Out
12 Fuel Tanks Shattered</pre>
EXPLANATION OF DAMAGE RESULTS (where different from regular High Guard)
</font>
  • Crew-1: One crew unit (including one damage control party) killed. If all crew units are killed the ship is completely helpless; unable to jump or maneuver (Agility-0), fire any weapons, use any screens or launch/retrieve any other craft.</font>
  • Fuel-n: One hit is taken to the fuel tanks per "n".</font>
  • Jump-n: One hit taken to the jump drive per "n".</font>
  • Power Plant-n: One hit taken to the power plant per "n".</font>
  • Maneuver-n: One hit taken to the maneuver drive per "n".</font>
  • Weapon-n: One factor of spinal mount weaponry, or nine factors of other weaponry, is lost per "n". This can mean the lost of several small batteries of bay/turret weapons, even weapons of different types. If possible all weapon batteries lost to a single die roll should be the same type. The firing player chooses which weapons are lost but damage must be divided up as evenly as possible between all weapons actually present on the target.</font>
  • Bridge Hit: One hit is taken to the ship's bridge. If all bridges are destroyed, the ship may not maneuver or jump, is treated as Agility-0 and all weapons fire as if the computer is half its actual factor (rounded down).</font>
[/quote]Consider this stolen ;)
 
Originally posted by The Oz:
By the way, here's my suggested revised Damage Tables for HG, along with the descriptions of the hits.

NEW DAMAGE CHARTS FOR HIGH GUARD
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Surface Explosion Die Radiation Die Interior Explosion
(2D) Damage Table (2D) Damage Table (2D) Damage Table
2 Critical 2 Critical 2 Critical
3 Interior Explosion 3 Crew-2 3 Critical
4 Interior Explosion 4 Computer-4 4 Critical
5 Maneuver-2 5 Crew-1 5 Crew-1
6 Fuel-3 6 Computer-3 6 Computer-2
7 Weapon-3 7 Crew-1 7 Screens-3
8 Maneuver-1 8 Screens-2 8 Jump-2
9 Fuel-2 9 Computer-2 9 Power Plant-2
10 Weapon-2 10 Weapon-4 10 Crew-1
11 Maneuver-1 11 Computer-2 11 Computer-1
12 Fuel-1 12 Weapon-3 12 Screens-2
13 Interior Explosion 13 Screens-1 13 Jump-1
14 Weapon-1 14 Weapon-2 14 Power Plant-1
15 Weapon-1 15 Computer-1 15 Computer-1
16 Fuel-1 16 Weapon-2 16 Screens-1
17 Weapon-1 17 Weapon-1 17 Jump-1
18 Weapon-1 18 Screens-1 18 Power Plant-1
19 Fuel-1 19 Weapon-1 19 Screens-1
20 Weapon-1 20 Weapon-1 20 Jump-1
21 Weapon-1 21 Weapon-1 21 Power Plant-1
22 No Effect 22+ No Effect 22+ No Effect


Die Critical Hit Result
2 Ship Vaporized
3 Jump Drive Disabled
4 Maneuver Drive Disabled
5 One Screen Disabled
6 Frozen Watch/Ship's Troops Dead
7 Bridge Hit
8 Hanger/Boat Deck Destroyed
9 Computer Destroyed
10 Power Plant Disabled
11 Spinal Mount/Fire Control Out
12 Fuel Tanks Shattered</pre>
EXPLANATION OF DAMAGE RESULTS (where different from regular High Guard)
</font>
  • Crew-1: One crew unit (including one damage control party) killed. If all crew units are killed the ship is completely helpless; unable to jump or maneuver (Agility-0), fire any weapons, use any screens or launch/retrieve any other craft.</font>
  • Fuel-n: One hit is taken to the fuel tanks per "n".</font>
  • Jump-n: One hit taken to the jump drive per "n".</font>
  • Power Plant-n: One hit taken to the power plant per "n".</font>
  • Maneuver-n: One hit taken to the maneuver drive per "n".</font>
  • Weapon-n: One factor of spinal mount weaponry, or nine factors of other weaponry, is lost per "n". This can mean the lost of several small batteries of bay/turret weapons, even weapons of different types. If possible all weapon batteries lost to a single die roll should be the same type. The firing player chooses which weapons are lost but damage must be divided up as evenly as possible between all weapons actually present on the target.</font>
  • Bridge Hit: One hit is taken to the ship's bridge. If all bridges are destroyed, the ship may not maneuver or jump, is treated as Agility-0 and all weapons fire as if the computer is half its actual factor (rounded down).</font>
[/quote]Consider this stolen ;)
 
On the subject of batteries and batteries bearing, High Guard first edition based its USP factors on all of the weapons of a type carried by a ship, it didn't group them into batteries.

Is there any mileage in reworking weapon factors along first edition lines so that you could have:

primary weapon factor - spinal mount

secondary weapon factors(s) - bay weapons (one factor for each weapon type of course)

tertiary/point defence factor - turret weapons (one factor for each weapon type)
 
Back
Top