Mica Goldstone
GP’s and starbases will have incoming damage implementation modified.

Incoming fire will be applied directly to active naval weaponry and fighter bays first. These items will not get any dispersion bonus.

Each round items launched from fighter bays will be adjusted in line with active fighter bays.
Romanov
The rules clearly state that explosive ammo like missiles and HE need to be used to do damage to GP/starbases due to the dispersal. With no layering and actual direct fire against active space weapons, we will have the BSE situation that colonies naval will be wiped out very rapidly leaving the colony very open to attack.

If affiliations attack GPs with space fighters rather than missiles then there is no need to change the rules to compensate for poor weapon selection.

Switching the rules to reduce the space fighters as fighter bays reduce again heads back to BSE where blown up carriers stopped firing immediately. While sometimes frustrating I like the current setup compared to what you are suggesting. Space fighters only get two rounds of damage then need something in their favour.
Nik
Mica, please explain why this is necessary as I cannot see any valid reason. It's a bit like saying that space bombers are great against medium armoured heavy hulled ships which is unfair so lets put a 10x damage modifier to kill of this tactic.

There are clear disadvantages to using GPs if people decide to think of a way to take them out. If this, I'm sorry to say, knee jerk idiotic decision making is going to continue happening then I see little point in continuing to play Phoenix.

Nik
Mica Goldstone
QUOTE
The rules clearly state that explosive ammo like missiles and HE need to be used to do damage to GP/starbases due to the dispersal.  With no layering and actual direct fire against active space weapons, we will have the BSE situation that colonies naval will be wiped out very rapidly leaving the colony very open to attack.

Naval only, no effect on ground weaponry - yes this does open the starbase to a ground assault once the space weaponry has been taken out. This is an improvement. This is as it should be.
As we said at the time of conversion, starbases should not have naval weaponry, they should have shields and platforms in orbit. This merely emphasises what should already be the norm.
QUOTE
If affiliations attack GPs with space fighters rather than missiles then there is no need to change the rules to compensate for poor weapon selection.

Sorry, simply not true. A 50k ship will be destroyed round 3 a 50k GP will loose a couple of its 400 fighter bays. We tested it, it stinks.
QUOTE
Switching the rules to reduce the space fighters as fighter bays reduce again heads back to BSE where blown up carriers stopped firing immediately.  While sometimes frustrating I like the current setup compared to what you are suggesting.  Space fighters only get two rounds of damage then need something in their favour.

Then the problem remains - a 50k GP can take out two 50k ships in one day!
Mica Goldstone
QUOTE (Nik @ Jun 23 2005, 12:02 PM)
Mica, please explain why this is necessary as I cannot see any valid reason. It's a bit like saying that space bombers are great against medium armoured heavy hulled ships which is unfair so lets put a 10x damage modifier to kill of this tactic.

There are clear disadvantages to using GPs if people decide to think of a way to take them out. If this, I'm sorry to say, knee jerk idiotic decision making is going to continue happening then I see little point in continuing to play Phoenix.

Nik

---------------------------------Battle Summary---------------------------------



PIRATE Missile Ship (39231) - Ship

Sol Missile Ship Class Capital Ship {Heavy Armour}

Armour: 75.4

Hull Damage: 100.0%

BLOWN UP!

Retreated from battle

IND Fighter GP (92371) - Ground party

Retreated from battle

------------------------PIRATE SHIP Missile Ship (39231)------------------------



Shields are down

Scint Coverage: 10

Armour protection: 80



Targeting IND Fighter GP (92371):

Locked Target



Attacking IND Fighter GP (92371)

--------------------------------

Round 1: 50 Missile Launchers (Missile)

- 50 hits - 2504 [10000] damage - 100%

10 Torpedo Launchers (Torpedo)

- 10 hits - 400 [6000] damage - 100%

Round 2: 50 Missile Launchers (Missile)

- 50 hits - 1700 [10000] damage - 100%

10 Torpedo Launchers (Torpedo)

- 10 hits - 100 [6000] damage - 100%



Incoming Fire from IND Fighter GP (92371)

-----------------------------------------

Round 1: 1200 Space Fighter mkIIIs

- on attack vector

Round 2: 1200 Space Fighter mkIIIs

- 1196 hits - 26439 [35880] damage - 99%

Round 3: 1200 Space Fighter mkIIIs

- 1200 hits - 26448 [36000] damage - 100%



Post Battle Summary

-------------------

We attempted to leave the battle since we could not target.

Ship exploded on round 3



----------------------IND GROUND PARTY Fighter GP (92371)-----------------------



Shields are down

Launched 1200 Space Fighter mkIIIs



Targeting PIRATE Missile Ship (39231):

Returning fire.



Attacking PIRATE Missile Ship (39231)

-------------------------------------

Round 1: 1200 Space Fighter mkIIIs

- on attack vector

Round 2: 1200 Space Fighter mkIIIs

- 1196 hits - 26439 [35880] damage - 99%

Round 3: 1200 Space Fighter mkIIIs

- 1200 hits - 26448 [36000] damage - 100%



Incoming Fire from PIRATE Missile Ship (39231)

----------------------------------------------

Round 1: 50 Missile Launchers (Missile)

- 50 hits - 2504 [10000] damage - 100%

10 Torpedo Launchers (Torpedo)

- 10 hits - 400 [6000] damage - 100%

Round 2: 50 Missile Launchers (Missile)

- 50 hits - 1700 [10000] damage - 100%

10 Torpedo Launchers (Torpedo)

- 10 hits - 100 [6000] damage - 100%



Post Battle Summary

-------------------

We attempted to leave the battle since we had no targets.

10 troops promoted to veteran.

Military Damage: 2 Human Mercenaries (504)

Civilian Damage: 47 Fighter Bays (238)

Gandolph
Nik, you fail to see the point,

a game that makes a 100 HH ship a waste of time to build, as for the same TU cost you can build a GP that can deliver 40 times the weaponary to a battle than the ship, is wrong.

we will all shift production into GP's rather than ships, as damage isnt calculated the same. put a few hundred gatling lasers in etc etc as you are not confined to space.

you are saying these Knee jerk re-actions and people will leave the game, have you thought from the other side of the fence, that every time a situation looks as though things arent going very well, well bring in a querk of the rules to rectify our current problem and turn the battle to a success. do you think the players on the receiving end will stay in the game then???

you are also focusing on space fighters, thats only the start, its not to rectify fighters is it??? what if the GP is loaded up with missile launchers, or for instance my point for the removal of your own platforms in D7, 1500 torpedo launchers and 6000 torps. im fairly sure you would soon be complaining that for the cost of 1 x 100HH ship i could virtually remove your platforms at D7. in an assault. they would hit the platform as it isnt moving, and that amount of torps along side fighters rounds 2 and 3, thats about that platform cleaned out.

instead of building platforms, build GPs etc etc the list goes on..........
Mica Goldstone
Being generous this time, only Fighter mkI - oh goody, the ship survived

---------------------------------Battle Summary---------------------------------

PIRATE Missile Ship (39231) - Ship
Sol Missile Ship Class Capital Ship {Heavy Armour}
Armour: 75.4
Hull Damage: 62.0%
Targeted by IND Fighter GP (92371) - 29083 [47520] Damage
Pinning IND Fighter GP (92371) - 5008 [25800] Damage
IND Fighter GP (92371) - Ground party
Pinned by PIRATE Missile Ship (39231) - 5008 [25800] Damage
Attacking PIRATE Missile Ship (39231) - 29083 [47520] Damage
------------------------PIRATE SHIP Missile Ship (39231)------------------------

Shields are down
Scint Coverage: 10
Armour protection: 80

Targeting IND Fighter GP (92371):
Locked Target

Attacking IND Fighter GP (92371)
--------------------------------
Round 1: 60 Missile Launchers (Missile)
- 60 hits - 2302 [12000] damage - 100%
Round 2: 60 Missile Launchers (Missile)
- 60 hits - 2006 [12000] damage - 100%
Round 3: 9 Missile Launchers (Missile)
- 9 hits - 700 [1800] damage - 100%

Incoming Fire from IND Fighter GP (92371)
-----------------------------------------
Round 1: 1200 Space Fighters
- on attack vector
Round 2: 1200 Space Fighters
- 1177 hits - 14120 [23540] damage - 98%
- Point Defence shot down 1 Space Fighter
Round 3: 1199 Space Fighters
- 1199 hits - 14963 [23980] damage - 100%
Round 4: 1199 Space Fighters
- returning to base

Post Battle Summary
-------------------
We attempted to leave the battle since we could not target.
Ship started manoeuvring on round 4
Ship attempted to flee on round 4
Ammo Expended: 129 Missiles (209)
1 troops promoted to veteran.
Naval Damage: 15 Gatling Lasers (215)
97 Missiles (209)
60 Missile Launchers (205)
10 Scintillators (125)
20 Sensors (103)
16 Targeting Computers (107)
1 Torpedo (220)
Military Damage: 60 Human Crew (505)
Civilian Damage: 1 AI Combat Navigator (920)
17 Bunks (98)
20 Combat Engines (164)
10 ISR Type 4 Engines (155)
1 Jump Drive (175)
1 Jump Drive - Backup (176)
32 Magazines (135)
10 Thrust Engines (160)
Ship hulls have taken 6202 damage (62%)

----------------------IND GROUND PARTY Fighter GP (92371)-----------------------

Shields are down
Launched 1200 Space Fighters

Targeting PIRATE Missile Ship (39231):
Returning fire.

Attacking PIRATE Missile Ship (39231)
-------------------------------------
Round 1: 1200 Space Fighters
- on attack vector
Round 2: 1200 Space Fighters
- 1177 hits - 14120 [23540] damage - 98%
- Point Defence shot down 1 Space Fighter
Round 3: 1199 Space Fighters
- 1199 hits - 14963 [23980] damage - 100%
Round 4: 1199 Space Fighters
- returning to base

Incoming Fire from PIRATE Missile Ship (39231)
----------------------------------------------
Round 1: 60 Missile Launchers (Missile)
- 60 hits - 2302 [12000] damage - 100%
Round 2: 60 Missile Launchers (Missile)
- 60 hits - 2006 [12000] damage - 100%
Round 3: 9 Missile Launchers (Missile)
- 9 hits - 700 [1800] damage - 100%

Post Battle Summary
-------------------
12 troops promoted to veteran.
Military Damage: 4 Human Mercenaries (504)
Civilian Damage: 50 Fighter Bays (238)
Gandolph
Yes Mica, now try it with 3000 missile launchers and 12000 kinetics and gatling lasers etc, thats less Mu cost than a HH ship, see what happens, obviously some battle computers 50, and sensors 50
FLZPD
QUOTE
Naval only, no effect on ground weaponry - yes this does open the starbase to a ground assault once the space weaponry has been taken out. This is an improvement. This is as it should be.
As we said at the time of conversion, starbases should not have naval weaponry, they should have shields and platforms in orbit. This merely emphasises what should already be the norm.


Does this meant hat if a starbase set up a GP in orbit with space weaponry, it would work better than the starbase could work itself (in orbit so all weapons work as direct line on enemy - like a platform). If not, then it means every single starbase needs a massive platform just to retain what it can currently do.


QUOTE
Then the problem remains - a 50k GP can take out two 50k ships in one day!


To be honest I dont see a problem with that - its an immobile GP that is made of pure weaponry - its not 50k mass versus 50k mass; its 50k of weapons against 2k, so the GP should rule. You send 2 ships (that appear to have only Mk1 armour) against a huge Mk 3 space fighter wielding GP with little PD and no interceptor support you should expect to get creamed. Has this battle been rerun with the planned changes? Id be surprised if the results were any different.

Mark
Gandolph
why would you build HH ships then?? if all they can deliver is 2k of weapons to the field when a GP that takes less effort to build can deliver more than that and be harder to destroy???
FLZPD
QUOTE (Mica Goldstone @ Jun 23 2005, 12:43 PM)

Oops, forgot to put sensors and targeting computers into the GP - still, worked well.

DOesnt this imply the problem is with GPs and bases being able to launch any naval weaponry, rather than just space fighters? ie. prevent them from anything other than defensive actions - PDs, etc.

If you want to cause space damage, its got to come from a hull (platform, haevy or whatever)?

Mark
Ro'a-lith
QUOTE (FLZPD @ Jun 23 2005, 02:01 PM)
If you want to cause space damage, its got to come from a hull (platform, haevy or whatever)?

Mark

That'd feel more honest than the current set-up.

Edit: Seeing as starbases can only realistically use missiles and fighters vs ships, anyway.
Mica Goldstone
This is more like it:

---------------------------------Battle Summary---------------------------------

PIRATE Missile Ship (39231) - Ship
Sol Missile Ship Class Capital Ship {Heavy Armour}
Armour: 64.2
Hull Damage: 100.0%
BLOWN UP!
Retreated from battle
IND Fighter GP (92371) - Ground party
Retreated from battle
------------------------PIRATE SHIP Missile Ship (39231)------------------------

Shields are down
Scint Coverage: 10
Armour protection: 80

Targeting IND Fighter GP (92371):
Locked Target

Attacking IND Fighter GP (92371)
--------------------------------
Round 1: 60 Missile Launchers (Missile)
- 0 hit - 0 [0] damage - 100%
- Point Defence shot down 60 Missiles

Incoming Fire from IND Fighter GP (92371)
-----------------------------------------
Round 1: 2000 Missile Launchers (Kinetic Missile)
- 1889 hits - 57615 [132230] damage - 95%
- Point Defence shot down 13 Kinetic Missiles

Post Battle Summary
-------------------
Ship exploded on round 1

----------------------IND GROUND PARTY Fighter GP (92371)-----------------------

Shields are down

Targeting PIRATE Missile Ship (39231):
Returning fire.

Attacking PIRATE Missile Ship (39231)
-------------------------------------
Round 1: 2000 Missile Launchers (Kinetic Missile)
- 1889 hits - 57615 [132230] damage - 95%
- Point Defence shot down 13 Kinetic Missiles

Incoming Fire from PIRATE Missile Ship (39231)
----------------------------------------------
Round 1: 60 Missile Launchers (Missile)
- 0 hit - 0 [0] damage - 100%
- Point Defence shot down 60 Missiles

Post Battle Summary
-------------------
We attempted to leave the battle since we had no targets.
Ammo Expended: 2000 Kinetic Missiles (210)


This is the GP.

| Surface Area: 609 Embarking Size: 39000 mus |
| |
|-Inventory--------------------------------------------------------------------|
| |
| 800 Gatling Laser (215) - 10 mus |
| 3000 Human Crew (505) - 1 mus |
| 1000 Human Mercenary (504) - 1 mus |
| 6000 Kinetic Missile (210) - 1 mus |
| 2000 Missile Launcher (205) - 10 mus |
| 50 Sensor (103) - 10 mus |
| 50 Targeting Computer (107) - 10 mus |
HPSimms
This all first came to light at the recent(ish) Straddle battle when my supply GP picked up some fighter bays. crew/marines and SF amongst other debris and immediately joined the battle with them. This GP was relatively small - about 6-7K with the debris it had recovered and it took about three days, after the main battle, to finally destroy it. Richard's had also picked up some ablative armour from debris and took longer.

Well done the DTR for spotting the potential shown by this incident, we did not wink.gif

However it is a battle buster for the reasons clearly illustrated above. Had it remained unchanged I would have concentrated on GP materials and cloaking ships to deliver them to a battle site, a lot cheaper than HH ships.

My own solution would be a bit more draconian in as much as I would have made it necessary to supply adequate life support in the form of shuttles (any type) for the troops needed to man the weaponry in addition to the changes listed above.

As a side issue, how come a outpost or GP on a planet with no sensors always spots every ship that comes into orbit (except cloaked ones)?

Geoff
Nik
well if you actually think to use the corect weapons and ships (perhaps 100HH is not be best type) then perhaps you'll find the solution.

Gandolf, GPs have no combat speed so you think torpedos will be useful?

You think of the transport costs involved to move a GP somewhere outside of a planetary orbit? The fact that GPs can be pinned rather easily so once you're at a location, unless it is over your base, then it is rather difficult to get it out again.

Nik
Gandolph
torpedos against a platform will be yes. and why worry about getting the GP out, for the cost of 100 HH you have destoyed something far bigger. Bargain..........and theres bugger all you could do about it.

it also wouldnt take long for people to shift production onto xlight hulls would it, so it wouldnt take much effort at all to move big gp's about.
FLZPD
QUOTE (Mica Goldstone @ Jun 23 2005, 01:08 PM)
This is more like it:


Would the suggested changes alter any of these results though? It doesnt seem they would (since the ships arent even capable of doing minimal damage to the GP).

A couple of ideas could be :

- only hull-based position can use offensive space weapons.

- GPs and bases Naval weapons can only return fire, never initiate it; ends up giving the GPs and bases more protection too (a "real GP - with ground forces - wouldnt be targetted by enemy positions in case it was full of space weapons).

Mark
Nik
QUOTE (Mica Goldstone @ Jun 23 2005, 01:18 PM)
QUOTE
The rules clearly state that explosive ammo like missiles and HE need to be used to do damage to GP/starbases due to the dispersal.  With no layering and actual direct fire against active space weapons, we will have the BSE situation that colonies naval will be wiped out very rapidly leaving the colony very open to attack.

Naval only, no effect on ground weaponry - yes this does open the starbase to a ground assault once the space weaponry has been taken out. This is an improvement. This is as it should be.
As we said at the time of conversion, starbases should not have naval weaponry, they should have shields and platforms in orbit. This merely emphasises what should already be the norm.
QUOTE
If affiliations attack GPs with space fighters rather than missiles then there is no need to change the rules to compensate for poor weapon selection.

Sorry, simply not true. A 50k ship will be destroyed round 3 a 50k GP will loose a couple of its 400 fighter bays. We tested it, it stinks.
QUOTE
Switching the rules to reduce the space fighters as fighter bays reduce again heads back to BSE where blown up carriers stopped firing immediately.  While sometimes frustrating I like the current setup compared to what you are suggesting.  Space fighters only get two rounds of damage then need something in their favour.

Then the problem remains - a 50k GP can take out two 50k ships in one day!

Trouble is that you cannot have vast amounts of shields at a starbase due to the amount of crew factors involved, irrespective of the planetary shield effect. And once you've used all your crew/marines on a platform to defend the starbase then things are even worse.

We've built some quite large platforms which have effectively been taken out in 1 day. If you do it such that starbases cannot fire back, then the starbase will be flattened before the cavelry arrives, at effectively no cost.

Nik
Andy
Having reviewed the topic I have a couple of points :

1. Naval GPs must be stopped otherwise they will ruin the game.
2. I don't like the idea of starbases having their naval sections cleaned out :

Day 1 naval is cleaned out
Day 2 uber fleet enters orbit and pounds the starbase to oblivion.

Is this not what we have been trying to avoid? Starbases should be hard to take - if you take out their naval it become much much easier - they will be pounded to oblivion as opposed to ground assault.

Platforms are useful but can be disabled very easily as they have a zero combat speed. The only way to combat a massive torpedo / missile strike is having it hull of point defence and that kind of defeats the object.

In my opinion starbases should be allowed to have naval weaponary hit at the same rate as any other item ie have spread taken into account.

The DTR has some platforms but by no means enough to defend against this. Alot of other affiliations are much worse off and have just become very vulnerable to this change. If you want to do this ok, but at least give everyone six months to a year to get their houses in order first. This is a game killer.

3. Even with these rules changes you can still use the one hit wonder naval gp that is designed to fire on round 1 only, destroying big platforms or starbases. The only way to stop this is to not allow any GP from firing naval at all. If these are used in the future we may as well pack up and go home now.

Andy
Mica Goldstone
QUOTE
Trouble is that you cannot have vast amounts of shields at a starbase due to the amount of crew factors involved, irrespective of the planetary shield effect. And once you've used all your crew/marines on a platform to defend the starbase then things are even worse.

Only ships require crew factor to run thier shields.
Nik
QUOTE (Andy @ Jun 23 2005, 02:30 PM)
Having reviewed the topic I have a couple of points :

1. Naval GPs must be stopped otherwise they will ruin the game.
2. I don't like the idea of starbases having their naval sections cleaned out :

Day 1 naval is cleaned out
Day 2 uber fleet enters orbit and pounds the starbase to oblivion.

Is this not what we have been trying to avoid? Starbases should be hard to take - if you take out their naval it become much much easier - they will be pounded to oblivion as opposed to ground assault.

Platforms are useful but can be disabled very easily as they have a zero combat speed. The only way to combat a massive torpedo / missile strike is having it hull of point defence and that kind of defeats the object.

In my opinion starbases should be allowed to have naval weaponary hit at the same rate as any other item ie have spread taken into account.

The DTR has some platforms but by no means enough to defend against this. Alot of other affiliations are much worse off and have just become very vulnerable to this change. If you want to do this ok, but at least give everyone six months to a year to get their houses in order first. This is a game killer.

3. Even with these rules changes you can still use the one hit wonder naval gp that is designed to fire on round 1 only, destroying big platforms or starbases. The only way to stop this is to not allow any GP from firing naval at all. If these are used in the future we may as well pack up and go home now.

Andy

With the ability to cloak in GPs (didn't think of that one), yep, then these naval GPs are too powerful. So I have to agree with Andy here. GPs cannot use naval equipment, any including point defences which makes sense I guess as there is nothing to attach it to. Starbases stay the same otherwise Starbases will be flattened very quickly.

Nik
FLZPD
QUOTE (Nik @ Jun 23 2005, 01:22 PM)

We've built some quite large platforms which have effectively been taken out in 1 day. If you do it such that starbases cannot fire back, then the starbase will be flattened before the cavelry arrives, at effectively no cost.

Nik

If active naval weapons are to receive the attacks, then it would make sense that a bases shields would only need to protect them - far less to protect, so the shield depth should be changed to be far greater.

Do AIs work at starbases??

Mark
Thali Rahm
QUOTE (Andy @ Jun 23 2005, 01:30 PM)
destroying big platforms or starbases. The only way to stop this is to not allow any GP from firing naval at all. If these

A simple way to avoid this is to forbid GPs to fire offensive naval weaponry. You could presume that naval weaponry are static weapons standing on big concrete platforms making it impossible for GPs to fire them. You also need to wire it all to targetting computers and that can only be effectively done in ships/platforms and starbases, not GPs.
FLZPD
QUOTE (Nik @ Jun 23 2005, 01:37 PM)


Andy [/QUOTE]
With the ability to cloak in GPs (didn't think of that one), yep, then these naval GPs are too powerful. So I have to agree with Andy here. GPs cannot use naval equipment, any including point defences which makes sense I guess as there is nothing to attach it to. Starbases stay the same otherwise Starbases will be flattened very quickly.

Nik

But isnt the tactic of bringing a GP to a space battle repeatable with an outpost/starbase as well? Simply costs an extra 1kmu to put a complex down. Since you cant deliver for the first day, its not quite as good but virtually the same problem?

Mark
finalstryke
QUOTE (Thali Rahm @ Jun 23 2005, 02:41 PM)
[QUOTE=Andy,Jun 23 2005, 01:30 PM] You also need to wire it all to targetting computers and that can only be effectively done in ships/platforms and starbases, not GPs.

wire it to the targetting computers!!!

wireless nework?

I agree that the thought of a 'Ground Party' being armed with fighter bays just sounds plain silly - stop GPs from firing Naval weapons.

GPs should be for recon / scouting etc, not stuck in orbit with no life support going toe-to-toe with warships.

Ro'a-lith
QUOTE (Thali Rahm @ Jun 23 2005, 02:41 PM)
A simple way to avoid this is to forbid GPs to fire offensive naval weaponry. You could presume that naval weaponry are static weapons standing on big concrete platforms making it impossible for GPs to fire them. You also need to wire it all to targetting computers and that can only be effectively done in ships/platforms and starbases, not GPs.

Agreed.

QUOTE
Do AIs work at starbases??

Mark


Nope.
Thali Rahm
QUOTE (Ro'a-lith @ Jun 23 2005, 01:47 PM)
QUOTE
Do AIs work at starbases??

Mark


Nope.

Do they work in platforms?
Ro'a-lith
QUOTE (Thali Rahm @ Jun 23 2005, 02:49 PM)
Do they work in platforms?

Nope, only in ships.
Gandolph
[QUOTE=FLZPD,Jun 23 2005, 02:45 PM] [QUOTE=Nik,Jun 23 2005, 01:37 PM]

Andy [/QUOTE]
With the ability to cloak in GPs (didn't think of that one), yep, then these naval GPs are too powerful. So I have to agree with Andy here. GPs cannot use naval equipment, any including point defences which makes sense I guess as there is nothing to attach it to. Starbases stay the same otherwise Starbases will be flattened very quickly.

Nik [/QUOTE]
But isnt the tactic of bringing a GP to a space battle repeatable with an outpost/starbase as well? Simply costs an extra 1kmu to put a complex down. Since you cant deliver for the first day, its not quite as good but virtually the same problem?

Mark [/QUOTE]



yes its exactly the same problem, i suppose for every certain amount of MU's of firing weapons and the gatling lasers and the battle computers etc, you need a firing control complex, that way it wouldnt be a simple matter of putting an outpost in. trouble is it may still be cheaper than building a platform, it would need looking into
Andy
QUOTE (FLZPD @ Jun 23 2005, 01:45 PM)
But isnt the tactic of bringing a GP to a space battle repeatable with an outpost/starbase as well? Simply costs an extra 1kmu to put a complex down. Since you cant deliver for the first day, its not quite as good but virtually the same problem?

I'd have thought the 1 complex base would get killed pretty quickly before the GP had a chance to deliver to it - wouldn't it?

Certainly the starbase would open fire on the GP coming into orbit and as the GP ain't firing back it would get reduced considerably or at least should do.

andy
FLZPD
QUOTE (Andy @ Jun 23 2005, 02:05 PM)


QUOTE

I'd have thought the 1 complex base would get killed pretty quickly before the GP had a chance to deliver to it - wouldn't it?


would a 1 complex outpost be spotted?



Gandolph
yes andy your right, but it doesnt stop you putting them in your own orbits instead of platforms and building them up that way, you have all the time in the world.
Steve-Law
Ground Parties are not actually Ground Parties are they, they are more like Hull-less Portable Platforms or something only better in some ways. They have no size limit, reduced crew requirements, no limitation on location (i.e. no life-support like ships or starbases - either their own life-support or life-support on any ship that carries them), can be self-propelling (with enough shuttles etc) or picked up and moved (if they are two big to move in one lump they can be split up and moved in smaller lumps). Etc.

They can be clearly abused in many ways (apart from the combat side, you don't ever really need to build life carriers - for a reasonable fee you can bundle all your livestock into a GP - which automatically gives them some kind of environmental space suit - cute on those crabs - and pop them in a standard cargo freighter).

Probably not helping this thread, but just my little rant on GPs - as I'm getting a bit fix-blind. Totally agree fixes are needed if they are needed, but my head is spinning, I've completgely lost track of what's broken, and what's being done to fix it (and how they might even impact on each other).

Let's declare the DTR the winners and start again. ;p (not entirely in jest smile.gif
finalstryke
QUOTE (Steve-Law @ Jun 23 2005, 03:36 PM)
Let's declare the DTR the winners and start again. ;p (not entirely in jest smile.gif

Same teams as last time or pick again?
dry.gif
Nik
QUOTE (Andy @ Jun 23 2005, 03:05 PM)
QUOTE (FLZPD @ Jun 23 2005, 01:45 PM)
But isnt the tactic of bringing a GP to a space battle repeatable with an outpost/starbase as well? Simply costs an extra 1kmu to put a complex down.  Since you cant deliver for the first day, its not quite as good but virtually the same problem?

I'd have thought the 1 complex base would get killed pretty quickly before the GP had a chance to deliver to it - wouldn't it?

Certainly the starbase would open fire on the GP coming into orbit and as the GP ain't firing back it would get reduced considerably or at least should do.

andy

The problem is that you cloak into the battle location, build a stealth complex of some sort and then the next day all your ships cloak and deliver to the outpost which then fires.
Since the outpost is on disperse spread, it's difficult to take enerything out quickly even if you were lucky to have the correct ships in place.
Mica has confirmed to me that shields do not use crew factors in Starbases or platforms so I guess it is possible to defend them OK.
What would be useful is allowing platforms to use AI. If platforms are expected to have most of the naval weaponry then the overhead is exhorbitant on crew factors. You cannot expect to have 10000 troops on a platform to man the equipment as the Starbase will be taken on the ground too easily.

Nik
Andy
Shields are good for smaller bases and platforms but as soon as you get a large base on open or normal spread you can forget using shields as even a load of shields gives you very little coverage.

Not a complaint really as it is how it should be. Just your comment Nik of "I guess it is possible to defend them OK" made me laugh.

"Now where did I put those 2000 factories for shield production to produce for the next 10 years to get a shield depth of 5"

No big base is ever going to have enough shield coverage so taking away naval capacity is just wrong.
Ro'a-lith
QUOTE (Andy @ Jun 23 2005, 05:03 PM)
No big base is ever going to have enough shield coverage so taking away naval capacity is just wrong.


Maximum starbase shields instantly add a shield depth of 200 to the base, as well as increasing your shield factors and shield regen by x5. Well, I say instantly but it takes 4 weeks to charge. Plus you can't shoot back (not as though that really matters from a starbase, unless you have a tonne of missile launchers handy).
Romanov
Obvious the size of GP has been effected by the 4xhull multiplier that was added to hvy hulls several months back if the original hull costs had been included in Mica's battle calculations then the ship vs GP may have had a different outcome. I guess that Emergency Fix was not thought through.....

I still dont like the major and significant change to the idea of spread. Effectively a whole section of the rules have been thrown out

Some thoughts

Could we not state that only shuttle based GPs can use space weapons. This effectively doubles the MUs needed to create a naval GP.

Could we introduce significant modifiers to targeting with naval weapons in GPs due to spread (poor targetting due to poor communications). Then bring back selected spread. Say 0 for packed, -2 for close, -4 for normal etc. You can have a difficult to damage dispersed GP but you then will not have a hope of hitting the enemy.

If outposts in space/orbit can only ever be packed then that reduces the options for starbases
Andy
QUOTE (Ro'a-lith @ Jun 23 2005, 05:08 PM)
Maximum starbase shields instantly add a shield depth of 200 to the base, as well as increasing your shield factors and shield regen by x5. Well, I say instantly but it takes 4 weeks to charge. Plus you can't shoot back (not as though that really matters from a starbase, unless you have a tonne of missile launchers handy).

Andy slams his head against the wall to remind himself to read the rules properly!

Thankyou, and I promise less of the sarcasm next time - cough splutter biggrin.gif
Dan Reed
QUOTE (Romanov @ Jun 23 2005, 05:13 PM)
Could we not state that only shuttle based GPs can use space weapons.  This effectively doubles the MUs needed to create a naval GP.

...or introduce a need for some kind of weaponry hardpoint item (similarly vehicle based) to attach space weaponry to?

Dan
David Bethel
There are 2 competing effects
[1] GPs should not be easily destroyed by orbital bombardment
[2] Naval attacks from GPs should be a final resort and not anywhere near as effective as ship attacks

We seems to have [1] about right but [2] is totally screwed. We will mostly likly have to implement the naval equipment gets targeted first + requirement of sufficent support material to be sensible.

We will modify the combat efficiency of positions based on their 'Naval Support Capacity' which will be determined by complexes, hulls or vehicles.

A normal hull ship requires ~200 mu for 50 mus of naval and since GPs are not supposed to be super effective its likely that a 100mus vehicle will beable to support 20mus of naval weapons. We may take this opertunity to change the naval support of a light hull to ~40 mus.

Complexes and vehicles will be added that are ment for 100% Naval support roles which will be slightly better than normal items.
Brother Tenor
How about a cap on GP accuracy bonus to something very low, to represent lack of stable firing platform etc?
HPSimms
Personally I think the "GPs can't fire Space Battle weaponry" would be the best solution. It makes a lot of sense and moves GPs back to their intended purpose - Ground Parties to do things on the ground. A bit of travel through space if shuttle capable is fine, fighting a battle againt ships designed to operate in space is not.

Geoff
Sjaak
QUOTE (Mica Goldstone @ Jun 23 2005, 01:08 PM)
This is the GP.

| Surface Area: 609 Embarking Size: 39000 mus |
| |
|-Inventory--------------------------------------------------------------------|
| |
| 800 Gatling Laser (215) - 10 mus |
| 3000 Human Crew (505) - 1 mus |
| 1000 Human Mercenary (504) - 1 mus |
| 6000 Kinetic Missile (210) - 1 mus |
| 2000 Missile Launcher (205) - 10 mus |
| 50 Sensor (103) - 10 mus |
| 50 Targeting Computer (107) - 10 mus |

We are talking about an 38kmus GP thats is able to take out an 100 heavy huller.

I think this is quite reasonable.

Please be noted that such an GP is an fixed position, as you need huge amounts of shuttles to be able to move it. Which also costs an huge amount of crews.

Building such an GP is an expense of 720 factories running for an week. An 100HH is an expense of 1060 factories. The weekly expense is about 4000 for the GP (wages) and 100 for the ship.


Sjaak
QUOTE (HPSimms @ Jun 23 2005, 07:22 PM)
Personally I think the "GPs can't fire Space Battle weaponry" would be the best solution.  It makes a lot of sense and moves GPs back to their intended purpose  - Ground Parties to do things on the ground.  A bit of travel through space if shuttle capable is fine, fighting a battle againt ships designed to operate in space is not.

Geoff

The 38kmus GP which was mentioned by Mica was an nice weapon of war, but its stuck in one place and the only way to move is by using XLights.

Mica complains that such an GP is able to take out that 100HH, but thats the way it should be done. It consts of almost 100% weapons!!!, try to stash the same amount of weapons in a ship and then do it again... You will see that the GP is destroyed.

Using Starships means lots of overhead (like armour plates, heavy hulls etc) but what you gain is the fact that you can move that weapon to any place instantly AND without the risk its destoryed on route.

If an GP is such an wonderweapon like Mica its claiming to be so, why don't we see them more often?? The weapon against such an wonder weapon is another GP armed with battle tanks, that will take that little uber GP out.
Gandolph
what you on about sjaak, for less than 100HH production, Mica was showing what 1 GP would do to one ship, it can actually destroy 4 per day and more. with missiles it took 1 round.

also why extra lights, i could shift a GP anywhere i like with ships smaller than that, just more ships.

im pretty sure you would soon rear up if you had just built up a fleet of 10 ships and had them totally knackered by 1 gp, that is easier to produce than 1 ship, doesnt cost as much thorlium and hardly gets dented due to the way damage is issued???
Sjaak
QUOTE (Mica Goldstone @ Jun 23 2005, 12:35 PM)
Post Battle Summary
-------------------
12 troops promoted to veteran.
Military Damage: 4 Human Mercenaries (504)
Civilian Damage: 50 Fighter Bays (238)

Okay, I see 50 dead Fighter Bays.

The GP launched 1200 fighters, that means 300 Fighter bays (=also 1125 crews needed!). So the next day the GP will be able to launch 1000 fighters. What happened with the 200 fighters who lost their homie?? Are they able to land again?? And in what??

If I also look at the rest of the combat, I can also see that this ship was able to take out 1 single fighter.. maybe the problem is not the number of damge those fighters can do but more the fact that they are so hard to take out.

Can anyone tell me if they managed to take out an decent number of fighters in an battle??
Sjaak
QUOTE (Gandolph @ Jun 23 2005, 09:54 PM)
what you on about sjaak, for less than 100HH production, Mica was showing what 1 GP would do to one ship, it can actually destroy 4 per day and more. with missiles it took 1 round.

also why extra lights, i could shift a GP anywhere i like with ships smaller than that, just more ships.

im pretty sure you would soon rear up if you had just built up a fleet of 10 ships and had them totally knackered by 1 gp, that is easier to produce than 1 ship, doesnt cost as much thorlium and hardly gets dented due to the way damage is issued???

The trouble with this "emergency fix" is that it might solve one problem, but this new fix will only create new problems.

And the idea of Mica that starbases should hide behind platforms is totally NUTS. We all know that an Platform can be destroyed easily. Its just an big fat sitting target... and it even can't use torps to do an punch back.

STATIC defenses are always going to be relative easy pickings.
The only good things static defenses have, are huge amount of weapons so that they can do an big number of hits.

That Example ship that died that had 60 launchers, ofcourse it would die against an enemy with 1200 fighters.. It SHOULD die.

Another small question, what would have been the result if the attacker just use an GP with 200 soldiers and 100 battle/assault tanks instead of an warship??
Paul
Sjaak your mad smile.gif
It so scares me I might be fighting side by side with you one day :S

my contructive comment of the day!

I think the simple soultion is don't let gp's use naval weapons.
No integrity loss, no hull damage.

Just imagine IMP hit small DTR fleet, DTR respond with their usual shock and awe and send in a lot of ships.
Except the IMP have left the mother of all GP's waiting for them on route.
can you imagine the carnage?
Ro'a-lith
Leaning towards the "Stop GPs from firing Space Combat Weaponary and leave starbases alone" angle here myself, as well - considering the line of sight rules for starbases, and their relative lack of counter-punch from a planetary surface.

Any chance of a poll to this effect?
Clay
*throws stuff into the pot for kicks and giggles*

Is there not a sufficient 'physics' excuse for saying that GPs can not fire space weapons unless landed? Equal and opposite reactions etc? As the fighter tries to launch, the launch bay is sent hurtling through space... Landed how ever would not be an issue. Even powerful Beam weapons would produce reaction - maybe only enough to screw up targetting over a large distance, but space is a large distance!

Would this not get around the 'tactic' of deploying a GP in orbit/space for the big hit/little damage thingy? Once combat has started, getting a GP onto the planet could be difficult - and would have the same limitations as Starbases when it comes to direct/indirect fire.

Ro'a-lith
QUOTE (Clay @ Jun 24 2005, 01:47 AM)
*throws stuff into the pot for kicks and giggles*

Is there not a sufficient 'physics' excuse for saying that GPs can not fire space weapons unless landed? Equal and opposite reactions etc? As the fighter tries to launch, the launch bay is sent hurtling through space... Landed how ever would not be an issue. Even powerful Beam weapons would produce reaction - maybe only enough to screw up targetting over a large distance, but space is a large distance!

Would this not get around the 'tactic' of deploying a GP in orbit/space for the big hit/little damage thingy? Once combat has started, getting a GP onto the planet could be difficult - and would have the same limitations as Starbases when it comes to direct/indirect fire.

A good idea Clay - the same could then apply to orbital outposts, killing that problem off too.
Brother Tenor
If I've understood this proposal, I think there's an unintended consequence nobody's mentioned yet. If damage is applied to naval weapons first, does that not make missile launchers (or whatever) a kind of cheap ablative armour?

If I wanted to get, say, troops and shuttles onto a starbase intact, could I not load the GP with many cheap naval weapons?
Clay
Loading the GP with 'cheap' weapons would mean you can't move it, right? You'd need enough cargo space to transport all those weapons. So while you're right to some extent, I can't see it being a problem. dry.gif
Nik
I think you have a good point here which was indirectly mentioned by Geoff - the fact that it took us 3 days to takeout a couple of armour plates shows that it would make attacking GPs pretty hard to take out if you only can target weapons in the first instance. So if this was changed as proposed by Mica, then you just carry along a few armour plates and the GP is in effect immune to LR fire.

GP's not firing space weapons still appears to be the way to go here. Doesn't really make sense anyway that they can fire space weapons. Yes, you can send in a tank based GP to ground assault the GP with MLs etc, but this would be (at the earliest) the day after the ML GP has taken out loads of 100HH. The damage taken/received would still be terrible biased to one side.

However, there is still the problem of building a space station in a battle location and using that to take out ships. Maybe what would be best here is a setting such that ships can target certain sections of a Starbase (aka BSE) so that you can choose whether to attack all/naval/ground/complex/ore/life/etc. You may need certain accuracy modifiers on hitting as there are on targeting parts of ships.

You then have a certain chance of hitting the section you aim for. E.g. based on % mass of that section vs. total Starbase mass. This means that small Starbases with 100% naval weaponry get the naval weapony targetted all the time and thus taken out quickly, but large Starbases with 10% weaponry still have plenty to fire back a few days later.

Thoughts?

Nik
Sjaak_At_work
Okay, maybe another idea (this only applies to GP in space or in orbit).

At this moment those GP's in space or in orbit with space enemy set act like an sort of Platform, so why not treat them like one??? It walks like and duck, talks like an duck and acts like an duck so treat it like an duck <g>

So, you will need crewfactors for Targettings, shields and other stuff. Spread type is set to Packed etc etc etc. It also needs magazines otherwise an lucky shot would destroy the GP.

Such an GP iwll be easy to build, but because it don't have Hulls and Armour plates to protect itself it would be easier to destroy.

If someone can afford to use 28kmus of weapons (2000 launchers and 8000 missiles) plus the needed targettings but can't afford to build the needed platform hulls, then okay.. but he shouldn't have the advantage of being in an GP.
Mica Goldstone
QUOTE (Sjaak_At_work @ Jun 24 2005, 07:43 AM)
Okay, maybe another idea (this only applies to GP in space or in orbit).

At this moment those GP's in space or in orbit with space enemy set act like an sort of Platform, so why not treat them like one??? It walks like and duck, talks like an duck and acts like an duck so treat it like an duck <g>

So, you will need crewfactors for Targettings, shields and other stuff. Spread type is set to Packed etc etc etc. It also needs magazines otherwise an lucky shot would destroy the GP.

Such an GP iwll be easy to build, but because it don't have Hulls and Armour plates to protect itself it would be easier to destroy.

If someone can afford to use 28kmus of weapons (2000 launchers and 8000 missiles) plus the needed targettings but can't afford to build the needed platform hulls, then okay.. but he shouldn't have the advantage of being in an GP.

Nope, doesn't work. A platform's capability is Limited by hulls. The protection is incidental.
Mica Goldstone
Truly draconian would be reduce a GP down to its cargo size, shelling off the excess mass into a debris field or deleting. Even on the ground, if it cannot be used/moved, it is not considered part of the GP - you can always go back for it later, if it is still there.
You can also cap the internal mass of a starbase based on the number of complexes/vehicles etc - everything else is a huge debris field in the sector. It will sort out those 5 complex outposts with over half a million mu's of ore - they will be anyones for the taking.
Somehow I can't see this being a popular solution. laugh.gif
Steve-Law
Another probably tangential thought (though not entirely). What keeps GPs (without enough vehicles to contain them) together in space? Wouldn't they just drift apart (especially as mentioned through the momentum of weapons fire (even personal/short range weapons)? Or do their production-free space suits have built in thrusters as well as life-support?

(Edit: Hmm, posted while Mica was posting the above - would this drift relate to the "draconian" debris field?)
Steve-Law
QUOTE (Mica Goldstone @ Jun 24 2005, 08:59 AM)
Truly draconian would be reduce a GP down to its cargo size, shelling off the excess mass into a debris field or deleting. Even on the ground, if it cannot be used/moved, it is not considered part of the GP - you can always go back for it later, if it is still there.

That sounds more sensible than draconian to me? (If it's not already the case - each lifeform should be given a built-in cargo capacity (1 or 2 mus) the rest would have to come from extra vehicles/equipment). Why should they be able to carry more equipment than they can, erm, carry.

Starbases/outposts shouldn't really have capacity limitations imo, though again, I personally wouldn't complain, it makes some sense. Although if they are ground based they do kind of have the whole ground around them available (so unless another starbase is nearby any capacity would be almost irrelevant.)

QUOTE (Mica Goldstone @ Jun 24 2005, 08:59 AM)
It will sort out those 5 complex outposts with over half a million mu's of ore - they will be anyones for the taking.

In most cases they really are anyone's for the taking already - it would just require a relatively small GP to take the outpost and load up the freighters...
FLZPD
QUOTE (Mica Goldstone @ Jun 24 2005, 07:59 AM)
Truly draconian would be reduce a GP down to its cargo size, shelling off the excess mass into a debris field or deleting. Even on the ground, if it cannot be used/moved, it is not considered part of the GP - you can always go back for it later, if it is still there.
You can also cap the internal mass of a starbase based on the number of complexes/vehicles etc - everything else is a huge debris field in the sector. It will sort out those 5 complex outposts with over half a million mu's of ore - they will be anyones for the taking.
Somehow I can't see this being a popular solution. laugh.gif

Im with Steve on this - its more sensible than draconian :-)

GPs are abuse positions - they circumvent most of the rules that specialised positions need; in combat, in moving lifeforms in shipping (a 1 man GP in orbit can move all your resource needs around between the planets outposts). They even make great observation/spy position too!

I think a GP overhaul is long overdue - they need life support facilities, must have shuttles for cargo and any space weaponry must be be on some sort of firing base (the 100 mu item per 20 mu weapon suggested by David).

As long as you can build Warehouses - or plastic covers biggrin.gif then starbase item limits is fine too; as long it doesnt overcomplicate running bases even more :-)

Mark
Steve-Law
An overhaul yeah, add it to the list sad.gif

The problem still remains how do we sort this out for any currently exploitative GPs while waiting for David to overhaul GPs (and pinning, and, and...)?
Thomas Franz
I do not think it is a good idea to make starbases weapons easy to take out. Yes, everybody should have platforms to protect their starbases but when will that be the case? This will take years, and also it means (in my opinion) every orbit of a starbase that you want to defend needs at the very least 1/4 of the total hulls of the enemy fleet, provided you got a fleet of the same size as the enemy since you need to send it in and defend the starbse/platforms on day2 of an attack.

It will take a looong time until everybody even has a chance of adequately defending all locations that are currently well defended. It simply seems wrong taking away one tactic of starbase defence (tons of weapons at the base to shred a fleet) without _providing_ a replacement.
Also even if everybody had a lot of platform hulls right away (and platform were abel to use the crew factors from the uplinked starbase) then it would mean a lot more work to properly maintain a starbase. currently all weapons are in the starbase in one location, spreading them across one or multiple platforms is somethng that needs to be done on a regular basis. I know this sounds silly but this will be forgotten etc and just complicates things again.

How about adding naval bunkers (complex, no manhours) to the game as an add on to the current emergency fix. Everybody should get enough naval bunkers for free to cover their current naval weapons at starbases. The naval bunkers should (just as firing wepaons) be the 1st layer that is hit by incming fire (protecting naval weapnry) and of course not receive any spread benefits.
This would allow everybody to _choose_ between using starbase shield complexes in combination with platforms or using the starbase as a naval base without getting naval wiped instantly. Of course you can combine the two tactics as well, first use shield complexes until your platform are gone and then open up fire with the starbase.
This also means you have to build naval bunkers or platform hulls from now if you want to extend your naval capabilites (or ships of course). If the building cost of naval bunkers matches the cost for platform hulls then it will not be a problem to build outposts in space, it will cost the same to properly protect your naval weaponry. Of course you can put more weapons on an outpost in space than you have naval bunkers capacity, but these weapons will get wiped very easily. Also outpsots in space are easier to 'board' since they no max boarders restriction.

Thomas
finalstryke
Do we need to tar all bases with the same brush?

Would it not be easier for everyone if new rules were intoduced which applied to SB / outposts which were in OQs, leaving the planetary ones alone?
Sjaak_At_wrok
QUOTE (Mica Goldstone @ Jun 24 2005, 07:50 AM)
QUOTE (Sjaak_At_work @ Jun 24 2005, 07:43 AM)
Okay, maybe another idea (this only applies to GP in space or in orbit).

At this moment those GP's in space or in orbit with space enemy set act like an sort of Platform, so why not treat them like one??? It walks like and duck, talks like an duck and acts like an duck so treat it like an duck <g>

So, you will need crewfactors for Targettings, shields and other stuff. Spread type is set to Packed etc etc etc. It also needs magazines otherwise an lucky shot would destroy the GP.

Such an GP iwll be easy to build, but because it don't have Hulls and Armour plates to protect itself it would be easier to destroy.

If someone can afford to use 28kmus of weapons (2000 launchers and 8000 missiles) plus the needed targettings but can't afford to build the needed platform hulls, then okay.. but he shouldn't have the advantage of being in an GP.

Nope, doesn't work. A platform's capability is Limited by hulls. The protection is incidental.

The good part of an GP is the fact that the SPREAD is protecting it.

Take that extra protection away and you simply got an bunch of items in sapce without an realistic armour...

An Platform is stationary, an GP with this mass is also stationary.
But players doesn't see much problems taking out an 1500 huller platform. (which can carry 75kmus of items) even if it means they need to destroy the armour plates and the platform hulls also. Assuming 3000 armour plates we are talking
about an position of 375kmus.

So why have people no problems killing an 375kmus platform but have huge problems with GP's..

The GP DOESN"T have that protection of amrour or hulls. So, if we got an equally size gp/platform then the gp should die much faster. In an GP the weapon mass ratio is much higher then in an Platform.. but it seems to be harder to kill. thats basically wrong... it should be easier to kill.

If we block people from using GP's this way, we will get people using Xlight for the same job. just an 100 XLight with no thrust or other engines.. just sitting in space and shooting everyone;
Mica Goldstone
Overcomplication appears to be a bad move, so the best thing appears to be a ban on all space weaponry (can have but cannot use) for space stations and ground parties.

If you have a space station and are now concerned, talk to the GM.
Steve-Law
QUOTE (Sjaak_At_wrok @ Jun 24 2005, 10:42 AM)
So why have people no problems killing an 375kmus platform but have huge problems with GP's..

Because there's a problem with GPs when used in this way. Hello?

The problem is, to probably simplify, you can't blow the GP up (it's too hard to hit). Xlight ships, against anything, will go pop quicker than a Heavy ship against a GP.
Thomas Franz
QUOTE (Mica Goldstone @ Jun 24 2005, 09:47 AM)
Overcomplication appears to be a bad move, so the best thing appears to be a ban on all space weaponry (can have but cannot use) for space stations and ground parties.

If you have a space station and are now concerned, talk to the GM.

but that would still allow construction of 1 complex outposts on a planet, set it to dispersed and deliver a lot of weapons to it, right?


Also a question, when you say space station you are talking about an outpost in open space (not on an astroid that has an orbit around it)?


Thomas
Sjaak_At_Work
QUOTE (Steve-Law @ Jun 24 2005, 09:51 AM)
QUOTE (Sjaak_At_wrok @ Jun 24 2005, 10:42 AM)
So why have people no problems killing an 375kmus platform but have huge problems with GP's..

Because there's a problem with GPs when used in this way. Hello?

The problem is, to probably simplify, you can't blow the GP up (it's too hard to hit). Xlight ships, against anything, will go pop quicker than a Heavy ship against a GP.

Make it easier to hit then..
Andy
QUOTE (Mica Goldstone @ Jun 24 2005, 09:47 AM)
Overcomplication appears to be a bad move, so the best thing appears to be a ban on all space weaponry (can have but cannot use) for space stations and ground parties.

What about allowing defensive weaponary like gatling lasers and phalanx missiles in a GP?
Steve-Law
Sjaak, have you read this thread?
Andy
QUOTE (Thomas Franz @ Jun 24 2005, 10:08 AM)
but that would still allow construction of 1 complex outposts on a planet, set it to dispersed and deliver a lot of weapons to it, right?

First you have to get the outpost setup in the first place on the same planet as the starbase you are attacking.

With the correct platform configurations it will be very difficult to set these outposts up as they get targetted immediately.

Getting huge amounts of space weaponary through planetary defences is going to be hugely problematic as well.

If you manage to do it then the planetary owner deserves everything he gets particularly as a disperse spread makes the outpost very visable.

Persoanly I think this is a tactic that can be used as it is difficult to do and therefore not a game winner.

Andy
ptb
QUOTE (Mica Goldstone @ Jun 24 2005, 10:47 AM)
Overcomplication appears to be a bad move, so the best thing appears to be a ban on all space weaponry (can have but cannot use) for space stations and ground parties.

If you have a space station and are now concerned, talk to the GM.

Assuming you mean space station as in an outpost/starbase thats not landed, then that makes sense to me.
Steve-Law
What was actually wrong with David's suggestion above? ("Naval Support Capacity") It sounded like a more reasonable and sensible solution than a "GPs can't fire space weapons".
Thomas Franz
QUOTE (Andy @ Jun 24 2005, 10:23 AM)
QUOTE (Thomas Franz @ Jun 24 2005, 10:08 AM)
but that would still allow construction of 1 complex outposts on a planet, set it to dispersed and deliver a lot of weapons to it, right?

First you have to get the outpost setup in the first place on the same planet as the starbase you are attacking.

With the correct platform configurations it will be very difficult to set these outposts up as they get targetted immediately.

Getting huge amounts of space weaponary through planetary defences is going to be hugely problematic as well.

If you manage to do it then the planetary owner deserves everything he gets particularly as a disperse spread makes the outpost very visable.

Persoanly I think this is a tactic that can be used as it is difficult to do and therefore not a game winner.

Andy

Sneaking this in on an enemy planet will be verydifficult.

But what about using htis tactic on planets you are already on with a big base? Either just setting them up as firebases in case somebody come attacking you or if oyu share the planet (and don't want to) you setup one of them and attack other starbases with it (receiving very little damage due to dispersed spread).
In both scenarios the main starbase would have active planetary shield complexes...

Thomas
Steve-Law
Aren't we lucky there's always some players actively looking for exploits... sad.gif

Why don't Mica David and the DTR just go and sit in a room for three months. Mica and David can suggest fixes/improvements to the game while the DTR come up with new exploits/ways to "win" to which Mica/David will come up with a revised fix. Repeat until everyone gets fed up and dies of boredom.

I'm about ready just to throw in the towel myself.
Nik
QUOTE (Steve-Law @ Jun 24 2005, 11:46 AM)
Aren't we lucky there's always some players actively looking for exploits... sad.gif

Why don't Mica David and the DTR just go and sit in a room for three months. Mica and David can suggest fixes/improvements to the game while the DTR come up with new exploits/ways to "win" to which Mica/David will come up with a revised fix. Repeat until everyone gets fed up and dies of boredom.

I'm about ready just to throw in the towel myself.

This is hardly new, it was done a lot in the days of BSE. But thanks for the comment Steve, most appreciated.

Nik
Nik
QUOTE (Andy @ Jun 24 2005, 11:18 AM)
QUOTE (Mica Goldstone @ Jun 24 2005, 09:47 AM)
Overcomplication appears to be a bad move, so the best thing appears to be a ban on all space weaponry (can have but cannot use) for space stations and ground parties.

What about allowing defensive weaponary like gatling lasers and phalanx missiles in a GP?

I'd say no space weaponry at all. GPs have as their defence the disperse spread as default, so is more really required?

Nik
Nik
QUOTE (Mica Goldstone @ Jun 24 2005, 10:47 AM)
Overcomplication appears to be a bad move, so the best thing appears to be a ban on all space weaponry (can have but cannot use) for space stations and ground parties.

If you have a space station and are now concerned, talk to the GM.

What's wrong with being able to target sections of a Starbase which I suggested earlier? Far more elegant a solution than space stations not being allowed to fire weapons (still have problems with this in the orbit as Thomas has mentioned) and bunkers which I can see causing problems - you can still have a 50% naval/50% bunker space station which would be difficult to take out.

Nik
Pride_Motnahp
just want to add my opinion,

i always saw GP'as a ground assalt tool used for attacking other GP's, outposts and starbases. the thought of a GP taking on warships in orbit:
a)never occoured to me and
b) seems silly.

i like the ides that GP's cant use space offensive weaponry too me it just makes more sense.
i also like the way starbases are at the momment and don't think they need changed.
and as for GP's in orbit they should be blasted to bits by any ships very quickly with the minimum of fuss.



Nik
QUOTE (Andy @ Jun 24 2005, 11:23 AM)
QUOTE (Thomas Franz @ Jun 24 2005, 10:08 AM)
but that would still allow construction of 1 complex outposts on a planet, set it to dispersed and deliver a lot of weapons to it, right?

First you have to get the outpost setup in the first place on the same planet as the starbase you are attacking.

With the correct platform configurations it will be very difficult to set these outposts up as they get targetted immediately.

Getting huge amounts of space weaponary through planetary defences is going to be hugely problematic as well.

If you manage to do it then the planetary owner deserves everything he gets particularly as a disperse spread makes the outpost very visable.

Persoanly I think this is a tactic that can be used as it is difficult to do and therefore not a game winner.

Andy

20 TU cloaking device on a 100 (x)light hulled ship can deliver a lot of naval weaponry. Once you have the tech to research the BPs, then you can build (within limitations) as many cloaking devices as you like and thus loads of ships to enter orbit to deliver whatever. Building a stealth base in an OQ would be easy and it probably wouldn't be seen so you start to have a problem. Provided that you can target weapons and that the chance hit is based on the ratio of weapons mass to total Starbase mass (possibly with some modifier on both sides of the equation), then small 100% weapons space stations will be taken out quickly whilst large, established Starbases are as safe as they are today.

Nik
Thali Rahm
QUOTE (Pride_Motnahp @ Jun 24 2005, 11:01 AM)
cool.gif seems silly.

That's exactly what I think as well. biggrin.gif

Although I do not prefer the suggestion that space station won't be able to fire naval weaponry. I like the idea of massive battle stations defending places. But starships firing at orbital/space stations should get massive targetting bonuses as it is relatively easy to fire at a sitting duck. Only allow them to use packed setting to make it easier to hit. They are space stations after all - packed seems like the way to go.

Firing at landed starbases should stay as is. Could be explained by the fact that it require some hard manouvering inside the orbit to get away good shots. Doing battle manouvres inside an orbit seem harder than doing them in space.
Steve-Law
QUOTE (Nik @ Jun 24 2005, 11:53 AM)
This is hardly new, it was done a lot in the days of BSE.

It might actually be helpful if some players didn't also keep harping back to BSE and whatever problems/great things it had. This isn't BSE, BSE is dead. BSE is not going to return (not here anyway). Many of the phoenix players either never played BSE or played it so briefly they have no idea what you are talking about.

And so what if it was done in BSE? It wasn't good then and it isn't good now. As Motnahp says, GPs, for example, are Ground Parties. Yes okay obviously if you know the rules and their restrictions/loopholes inside out then you can make them very effective space weapons platforms, but why would you? Just because you knew you could or just to win? It goes against common sense first and foremost but it also goes against fair play in my opinion.

A lot of players might have discovered or heard of some "exploits" but do they all use them? No, we do not.
finalstryke
QUOTE (Steve-Law @ Jun 24 2005, 12:53 PM)
A lot of players might have discovered or heard of some "exploits" but do they all use them?  No, we do not.

Everyone only moves lifeforms via proper Cyro facilities?

I've only ever done it that way myself, but would be quite shocked to learn that lots of players were not using the 'add to GP and embark onto cargo ship' exploit to ship lifeforms around the peripheries.
Steve-Law
QUOTE (finalstryke @ Jun 24 2005, 01:00 PM)
QUOTE (Steve-Law @ Jun 24 2005, 12:53 PM)
A lot of players might have discovered or heard of some "exploits" but do they all use them?  No, we do not.

Everyone only moves lifeforms via proper Cyro facilities?

I've only ever done it that way myself, but would be quite shocked to learn that lots of players were not using the 'add to GP and embark onto cargo ship' exploit to ship lifeforms around the peripheries.

And I've only done it with life carriers myself, even though I've known about it for quite some time. So that proves my point. Not *everyone* is using exploits.
Garg
i know about the move lifeforms as GP inside a ship, but i have never done it, also when i was KRL, i did alot of lifeform trading, 1 ship i had was cryo, but remaining few was actually quarter ships for that.

I was told several times to ignore doing it this way and just use normal cargo ships and GPs, but i totally disliked the idea, so prefer doing it the right way.

Perhaps its time for lifesupport items for GPs, nomatter location, they need air, food and supplies afterall smile.gif
Ro'a-lith
QUOTE (Steve-Law @ Jun 24 2005, 01:08 PM)
And I've only done it with life carriers myself, even though I've known about it for quite some time. So that proves my point. Not *everyone* is using exploits.

Ditto. Have known about that particular exploit for months, and never used it. Only time I've had GPs embarked on a ship, they've had sufficient shuttles to cover the necessary cargo space.
Mica Goldstone
QUOTE (Steve-Law @ Jun 24 2005, 10:46 AM)
Aren't we lucky there's always some players actively looking for exploits... sad.gif

Why don't Mica David and the DTR just go and sit in a room for three months. Mica and David can suggest fixes/improvements to the game while the DTR come up with new exploits/ways to "win" to which Mica/David will come up with a revised fix. Repeat until everyone gets fed up and dies of boredom.

I'm about ready just to throw in the towel myself.

While it seems a big deal, in truth the issue is rather trivial. It is a minor event involving a couple of players.

Most players either have no idea what all the fuss is about or more likely don't really give a monkeys anyway and will let those that do get on a sort it out.

A rapidly growing thread however can appear to blow the whole thing out of proportion but in truth, it is simply a handful of comments, some good, some not so good that point out the failings of suggestions. Together these allow us to produce a better game so it can't be all that bad.

These things arise simply because the game is so sophisticated.
ptb
QUOTE
Perhaps its time for lifesupport items for GPs, nomatter location, they need air, food and supplies afterall smile.gif


I agree, (espeically as i'm probably one of the few players using cyro ships happy.gif) groundparties should need more requirements, life to ship their lifeforms, personal shuttles to be in space (or startroopers) and not being able to use massive (a light photon gun is ten times the mus of a marine) weapons wihtout them being mounted in some way (ie platform hulls).

QUOTE
We will modify the combat efficiency of positions based on their 'Naval Support Capacity' which will be determined by complexes, hulls or vehicles.

A normal hull ship requires ~200 mu for 50 mus of naval and since GPs are not supposed to be super effective its likely that a 100mus vehicle will beable to support 20mus of naval weapons. We may take this opertunity to change the naval support of a light hull to ~40 mus.


Solves the problem to my mind, i must have missed that post before steve metioned it. Although i'd say that current starbases (and maybe outposts) should get some of these naval speciality complexes free to balance things.
Steve-Law
QUOTE (Mica Goldstone @ Jun 24 2005, 01:20 PM)
While it seems a big deal, in truth the issue is rather trivial. It is a minor event involving a couple of players.

Yes that's true, and I apologise for finger waggling, but the thing is it just seems to be one thing after another. I'm sure I'm not the only getting a bit fed up with it all.

But then again, if it so trivial why does it call for an emergency fix?
Thomas Franz
QUOTE (Steve-Law @ Jun 24 2005, 10:46 AM)
Aren't we lucky there's always some players actively looking for exploits... sad.gif

Why don't Mica David and the DTR just go and sit in a room for three months. Mica and David can suggest fixes/improvements to the game while the DTR come up with new exploits/ways to "win" to which Mica/David will come up with a revised fix. Repeat until everyone gets fed up and dies of boredom.

I'm about ready just to throw in the towel myself.

I'm sorry if this appears to you that all we (DTR) are doing to actively find exploits. This is not the case, all I (for example) do is try to think any suggestion through to all possible extends. Now if there is something obvious that should not be possible (means possible exploit) then I am going to mention it, I think this is in everybodies interest and only fair. It would be unfair to shut up and pull the exploit later if convenient, hell I am sure I could even start using the exploit on small enough scales for ages without anybody noticing in many cases.

If you for some reason do not like this approach I am taking then I would be happy to hear these reasons.


Thomas
Gandolph
you will be surprised Mica how 1 trigger point, has major reactions, we know what we have had to do, to move and sort out for the last few nights, a position where victory was all but assured, to a position where a battle is swung using this method.

a lot of us have put in a few hours each night moving stuff to get things sorted on our side of the lines, so sometimes these affiliations dont feel its trivial.
Mica Goldstone
QUOTE (Steve-Law @ Jun 24 2005, 12:23 PM)
But then again, if it so trivial why does it call for an emergency fix?

Because it needs prompt action before somebody gets it into their heads to exploit it on a massive scale forcing the GM to slap heads, remove damage and fix the situation, still damage prevention is better than a cure. biggrin.gif
Mica Goldstone
QUOTE (Gandolph @ Jun 24 2005, 12:46 PM)
a lot of us have put in a few hours each night moving stuff to get things sorted on our side of the lines, so sometimes these affiliations dont feel its trivial.

You will find no argument with me on that score. Sitting here spending hours on the phone to David while my workload builds up feels anything but trivial.
Gandolph
QUOTE (Mica Goldstone @ Jun 24 2005, 01:56 PM)
QUOTE (Gandolph @ Jun 24 2005, 12:46 PM)
a lot of us have put in a few hours each night moving stuff to get things sorted on our side of the lines, so sometimes these affiliations dont feel its trivial.

You will find no argument with me on that score. Sitting here spending hours on the phone to David while my workload builds up feels anything but trivial.

im glad its not just me then tongue.gif
Steve-Law
QUOTE (Thomas Franz @ Jun 24 2005, 01:32 PM)
If you for some reason do not like this approach I am taking then I would be happy to hear these reasons.

I didn't say I do not like your approach, I didn't actually say I didn't like anything, but I did intimate that I didn't like how the DTR are always finding exploit/loopholes/small advantages here, there and everywhere. I also apologised for "waggling the finger" at the DTR, it just seems sometimes that he DTR are the best at finding/looking for them.

It is lucky in game terms that someone can always think of these things, it takes a certain approach that many of us would never be able to do (we think of GPs as Ground Parties and thus would never think of using them as a space weapon platform). But it is annoying that these exploits/"tweaks" keep getting found and there's always a new one despite the fix. It's also annoying that so often they are *not* discussed in public but just used.

Mostly though I probably just need a holiday.
Thomas Franz
QUOTE (Steve-Law @ Jun 24 2005, 01:44 PM)
Mostly though I probably just need a holiday.

yeah, wouldn't it be nice to take vacation in phoenix (no batles possible for your posiitons...) :-)

... would be so nice...
Guest
where the dispersed spread of a surface based starbase works to create open space so less chance of doing damage, the structure is given rigidity by the supporting fixing structure or ground.

wouldn't a dispersed structure lacking this support be more susceptible to damage so in theory working in opposite to how damage dispersion works normally.
working along the same lines of how a x-light is weaker than heavy hulls.

this would almost certainly force all free floating installations to be packed?

I'm not keen on the damage clearing out naval weaponary of a base, this seems the same as specific targetting without the negative modifiers.

platforms/ships/bases are limited by either install space or combat factors/efficiency, they can also be baorded to take control, ships suffer from integrity loss and hull damage which leads to break down or explosion and the end of its part in combat.
it seems GP's have all the good things in combat yet none of the restrictions.

A gp you can deliver use then dismantle move away ... be used again
setting up a firebase in space you have to leave the fixed platform so not quite as versatile plus I don't think you can prebuild, deliver and then deliver more to it the same day at best a 2 day operation.

FLZPD
QUOTE (Steve-Law @ Jun 24 2005, 01:44 PM)
It is lucky in game terms that someone can always think of these things, it takes a certain approach that many of us would never be able to do (we think of GPs as Ground Parties and thus would never think of using them as a space weapon platform). But it is annoying that these exploits/"tweaks" keep getting found and there's always a new one despite the fix. It's also annoying that so often they are *not* discussed in public but just used.

I try to look on this sort of thing positively - to me it shows the depth of the game, that playes can be innovative and imaginative in what they do. It might give Mica headaches (and some players too<g>), but for me I like the fact that you can find things that others havent thought of and use them to your advantage; if its ruled wrong then the GM fixes it, fair enough. but if its ruled as fair game...well, everyone starts doing it biggrin.gif

If its the DTR who happen to find these things the most, then good on 'em - and if they want to join my team they're welcome biggrin.gif

Mark

HPSimms
QUOTE (Nik @ Jun 24 2005, 11:55 AM)
QUOTE (Andy @ Jun 24 2005, 11:18 AM)
QUOTE (Mica Goldstone @ Jun 24 2005, 09:47 AM)
Overcomplication appears to be a bad move, so the best thing appears to be a ban on all space weaponry (can have but cannot use) for space stations and ground parties.

What about allowing defensive weaponary like gatling lasers and phalanx missiles in a GP?

I'd say no space weaponry at all. GPs have as their defence the disperse spread as default, so is more really required?

Nik

As much as I dislike agreeing with Nik biggrin.gif I would support this solution as well.

Geoff
Goth
Pheonix is a great game and Mica is right that a sophisticated game like this will have loopholes and things that need to be fixed.

I am a relatively new player and most of my information about the game came from the actual rulebooks....

My "feel" about a ground party vs ships were that a GP should have almost no chance.... The "feel" of infantry being shelled by battleships in WWII.

The Starbase or outpost would "feel" more like a city being bombed (lots of antiaircraft and fighter defenses but some damage getting through).

Mica is right, simplicity is the only good fix.... Sophisticated solutions lead to more loopholes.

Go by the "feel" and of course playability: Make GPs unable to fire at orbiting space ships but starbases and "real" outposts can. Make bunkers provide protection to all items in a starbase not just civilians. Simple and easy to impliment.

Goth
MasterTrader
Having just got back from holiday, and so only just picked up this thread...

I think that there are only two solutions mentioned here that are workable, without completely screwing starbases.

One would be the ban on GP's and outposts/starbases located in space being able to fire space weapons. This is probably the easiest to implement, but does have a bit of a rough feel to it.

The other is the need for "naval support capacity" - or the extension of this. Mica's examples had a 38 kMU GP, which had no shuttles or anything, and thus no indication of how it was able to dodge incoming fire, provide air for the troops involved, or even stay together as a coherent force given the recoil from the weapons used... Likewise, I can have a space station building up hundreds of thousands of mass units of (trade) goods or weapons, with no need to expend any construction on cargo bays or support struts. This is fine for starbases on the ground (I just have piles of ores in between my complexes!), but makes little sense for space stations. So I think that a need for the proper support infrastructure for positions in space (whether hulls, shuttles, support struts/cargo hangars, or whatever) is the best solution, although obviously significantly more complicated to implement!

I also join the growing number of people who are aware of the GP bug that allows transport of lifeforms without any life support capacity, but has never had any intention of using it.

GP's really need to be sorted out so that they have to have the required transport capability, life support capacity, and so on. Any GP that doesn't should be nothing but a tightly packed sitting duck (although there is still a purpose for said tightly packed sitting ducks, it just isn't anywhere near combat!)

Richard
AFT
ptb
Plus naval support complexs would be another use for military modules smile.gif
Brother Tenor
I like the idea of requiring some kind of naval support complex/item for things that don't have hulls.

Changing the "bug" of GPs not needing lifeform capacity would be wrong, I think. GPs clearly have life support of their own, as they can survive in space - why not in a cargo hold? To me, you're paying them extra so they put up with the discomfort of not having proper quarters.

Edit

How about something like this?

Naval Powerplant (25 MUs)

Provides the necessary support to space weapons that is provided by hulls in ships and platforms. Insufficient powerplants reduces the combat efficiency of the position.

Supports: 500 MUs (of space weapons)
Defence: 50 MUs
Jon, KRL
I must admit I didn't know about the bug for moving GP's without life support - I assumed they needed it like everyone else - and won't be using it now I know...

What's the definition of 'Space Station' though? Not sure if I need to worry about this or not.
Ro'a-lith
QUOTE (Jon, KRL @ Jun 25 2005, 11:59 AM)
What's the definition of 'Space Station' though? Not sure if I need to worry about this or not.

An outpost or starbase not located on a planetary body - IE: In orbit of a planet, or in an orbital quad, or orbitting a stargate/wormhole, etc etc.
Brother Tenor
QUOTE (Jon, KRL @ Jun 25 2005, 10:59 AM)
I must admit I didn't know about the bug for moving GP's without life support - I assumed they needed it like everyone else - and won't be using it now I know...

What's the definition of 'Space Station' though? Not sure if I need to worry about this or not.

I'll continue using it, because I don't consider it as a bug. The alternative would be a logistical nightmare - you'd have to decide in advance what proportion of troops and equipment you want in an assault GP and build ships accordingly, or assemble the GPs at the combat site. It'd be absurd.

A space station is a starbase just like any other, except not landed on a planet.
Sjaak
Why not introduce an option to target Complexes?? And make an rule that without an complex the outpost will be gone with the next update??
MasterTrader
QUOTE (Brother Tenor @ Jun 25 2005, 10:54 AM)
Changing the "bug" of GPs not needing lifeform capacity would be wrong, I think. GPs clearly have life support of their own, as they can survive in space - why not in a cargo hold? To me, you're paying them extra so they put up with the discomfort of not having proper quarters.

I feel that this is an error. The whole idea of GP's "having life support of their own" is, to my mind, wrong. Why should you be able to get free life support for a mere 100 stellars per week? If the crew on a ship had insufficient life support, they'd get dumped in the starport before the ship could take off! Yet suddenly because they're in a ground party, with no extra mass or equipment, they are alright...

And why on earth is it absurd that when planning a GP, you have to consider the shuttles etc required to carry the equipment involved?

Richard
AFT
Guest
As far as I can see there are two reasonable options:
1. Presume all GP's are life, not cargo as life transport is not as efficient.
or
2. Simply double the embarking size of a GP if is not shuttle capable? This presumes some makeshift use of air processing accounts for the rest of the space.

Neither appear to be as complicated as judging the amount of life to cargo in order to pick up a GP.
Steve-Law
QUOTE (MasterTrader @ Jun 25 2005, 01:02 PM)
Why should you be able to get free life support for a mere 100 stellars per week?

And before someone answers "space suits" or something along those lines, apply your answer to a GP filled with trade lifeforms. Does it seem quite so sensible now? (I can never remember what is life trade and trade lifeforms, or I'd give some examples.)




OPS_Swarm_Lord
QUOTE (Brother Tenor @ Jun 25 2005, 11:05 AM)

I'll continue using it, because I don't consider it as a bug. The alternative would be a logistical nightmare - you'd have to decide in advance what proportion of troops and equipment you want in an assault GP and build ships accordingly, or assemble the GPs at the combat site. It'd be absurd.

I think setting up GPs should be a logistical nightmare or certainly more of a problem than is currently the case. GPs should be subject to similar tactical advantages and disadvantages as any combat position otherwise there is a danger that game balance will swing wildly in their favour.
Romanov
QUOTE (Steve-Law @ Jun 25 2005, 06:05 PM)
And before someone answers "space suits" or something along those lines, apply your answer to a GP filled with trade lifeforms. Does it seem quite so sensible now? (I can never remember what is life trade and trade lifeforms, or I'd give some examples.)

Since there are plenty of non-oxygen breathing lifeforms in the game and these quite happily live in oxygen environments, you have to assume that all lifeform items come with their own breathing systems so this makes the GP loophole viable (but also makes cryopods/quarters completely unnecessary, hmmm).

Nic
J'ron-P'to

I have been following the discussion on this topic for sometime and I want to make a contribution on the subject of spacestations.
At present there are no limits to what a spacestation can contain and that has lead to an imbalance that Mica is rightly trying to correct.
However it is my opinion that the game would lose some of its charm without armed spacestations.
Therefore I am putting forward the following suggestion:


A suggestion for the introduction of the Naval Spacestation.

The naval spacestation would combine aspects of the outpost and the platform.
The suggestion is that in a naval spacestation the dome complex would be replaced by the new naval spacestation hull complex.
This the naval spacestation hull complex would enclose at most 10000 mus in its higher MK’s but is likely to be limited to only 5000 mus at MKI.
The construction of a naval spacestation hull complex would require 50 modules.
I propose 20 structural, 10 transport and 20 military modules.
The structural modules for the structure transport for lifts etc and the military modules for the hard points on which spaceweapons can mount.
All complexes, sensors, targeting computers and weapons have to fit with in the enclosed space of the total of naval spacestation hulls to be active.
In this suggestion I am taking as my premises that every complex provides the housing necessary to house the employees that operate it.
To house the troops that operate the naval spacestations weapons a new complex named the barrack would be needed.
This complex would be build using 15 basic modules and 10 military modules and would house 500 mus of troops.

As this suggestion creates a new type of position in the game and will require some extra work by Mica and David, I would further propose that it has a fixed maintenance day and weekly printout with turn price somewhere between outpost and starbase.
Maybe around a pound?
unsure.gif
Brother Tenor
QUOTE (MasterTrader @ Jun 25 2005, 12:02 PM)
And why on earth is it absurd that when planning a GP, you have to consider the shuttles etc required to carry the equipment involved?

If you're planning to just drop the GP on a planet surface, why should it need shuttles?
ptb
QUOTE (J'ron-P'to @ Jun 26 2005, 10:04 AM)
A suggestion for the introduction of the Naval Spacestation.

Isn't what your describing essetially just going to replace platforms?

The point of having naval support complexes in a starbase/outpost would be to make it less efficent to use one of these instead of a platform. Creating an enterially new position seems exessive
J'ron-P'to
QUOTE (ptb @ Jun 26 2005, 07:50 PM)
The point of having naval support complexes in a starbase/outpost would be to make it less efficent to use one of these instead of a platform. Creating an enterially new position seems exessive


The idea is that a naval spacestation can contain maintenance, recreation and research complexes at the expense of space for weapons.
Something which a platform can not do.

As I understand it the reason that the existing spacestation outpost will not be allowed to carry weapons any more is that there is no limit to the amount of weapons that can be installed.
At the moment it is possible to place over 800 fighter base, thousands of missile launchers and thousands of photon weapons in an outpost of under a 100 complexes.
With my proposal it would be possible for Mica to allow armed spacestations as they will be limited in strength.
The size of the spacestation and its content will be limited and if necessary a limit can set for the amount of naval spacestation hull complexes that can be used in one spacestation.
Also as with an outpost or a starbase no amour plates can be installed.

The naval spacestation is meant as small fleet support base.
The cost of producing such a spacestation would also be more in line with the cost of building ships to counter that base.

All aspects of my proposal would of course be subject to adjustment by Mica should the proposal have merits

finalstryke
QUOTE (J'ron-P'to @ Jun 26 2005, 10:04 AM)
However it is my opinion that the game would lose some of its charm without armed spacestations.

Build your space station and then give it 2*3000 hull platfroms?

MasterTrader
QUOTE (Brother Tenor @ Jun 26 2005, 12:07 PM)
QUOTE (MasterTrader @ Jun 25 2005, 12:02 PM)
And why on earth is it absurd that when planning a GP, you have to consider the shuttles etc required to carry the equipment involved?

If you're planning to just drop the GP on a planet surface, why should it need shuttles?

If it's going to a planetary surface, it doesn't. If it's going into space at all it does. If it's going to a planetary surface, it probably does need transport jets, APCs or whatever to carry those items that cannot move under their own steam. Hence the "etc" after the word "shuttles" smile.gif
ptb
QUOTE (J'ron-P'to @ Jun 26 2005, 09:26 PM)
The naval spacestation is meant as small fleet support base.
The cost of producing such a spacestation would also be more in line with the cost of building ships to counter that base.


But again why bother with the new position, have naval support complexes by all means but have them just in normal outposts and starbases, I see no need to add yet another position when we already have everything it can do covered but either an outpost or a starbase or a platform.

I agree that we don't want to lose weapons from starbases as i think this will cause more problems than it solves.
Steve-Law
It's Monday 27th, what action (if any) has been/will be taken?
Steve-Law
QUOTE (Romanov @ Jun 25 2005, 07:49 PM)
Since there are plenty of non-oxygen breathing lifeforms in the game and these quite happily live in oxygen environments, you have to assume that all lifeform items come with their own breathing systems so this makes the GP loophole viable (but also makes cryopods/quarters completely unnecessary, hmmm).

I thought the game assumed all lifeforms required oxgen, thus you need domes for any non-oxygen environment (regardless of race - i.e. you can think of/describe yourselves as methane-breathing aliens, but you're not in "reality" (in game terms)).

Do you mean the non-oxygen lifeforms can survive in oxgygen environments (and vice versa?) when not part of a GP?

And yes, the whole concept makes ship lifesupport, and domes, pointless. Why not just issue everyone with these wonderful massless, productionless breathing/temperature control/protective (of harmful atmospheres/radiation) systems?


ptb
QUOTE (Steve-Law @ Jun 27 2005, 02:01 PM)
And yes, the whole concept makes ship lifesupport, and domes, pointless. Why not just issue everyone with these wonderful massless, productionless breathing/temperature control/protective (of harmful atmospheres/radiation) systems?

The first simple solution, to my mind, to this would be to assume an extra mu of cargo for every mu of life in the party, other than what the parties own transportation could hold. This would make quarters on par with cargo bays for holding lifeforms. This extra mass would acount for atmospheric protection, food, water, air supplies etc etc. Granted it would me equipement that appeared and vanished as needed but anything more complicated would be having to produce enivroment suits / chambers etc etc.

The simplest alternative solution would be to treat GP as all life rather than all cargo, so you'd be filling your quarters with shuttles smile.gif

The best solution would be to have seperate life and cargo embarkment sizes for a gp, modified for the parties own transportation (ie shuttles can carry stuff even when in a ship) you'd also want to make so non-protected groundparties couldn't be dropped on dangerous atmosphered planets or in space, this of course would be a whole load of work and hassle for both players and kjc.
Thomas Franz
From SSS:

************************
Emergency Fix - Monday 27th June 2005, Damage mod to Ground Parties and Starbases.

Changes
-Space Stations + GP do not fire space weapons
-Launched Fighters are returned to base as bays are destroyed
-Damage to SB goes into naval weapons first if firing space weapons and then rest of damage is handled with spread included.

Damage with spread:
GPs/SBs damage hits based on: Spread Effect=sqrt(0.01*AF + spread)*100 %
-There is a Spread Effect % chance that a weapon will hit first time, additional damage is checked if it hits again.
-If weapon misses then its dmg is modified by Spread Effect and it is checked if the weapon hits again.
-This process goes on until there is no damage.
Again, discussion is underway on the forum to address this issue. ************************

So we have GPs and space stations not beeing able to launch space wepaons now which is a definitive stopper for this exploit.

I still think the all 'incoming damage to active weaponry' is a very drastic step that is too extreme. I still suggest something like naval bunkers seeded into starbases to cover present weaponry, without this there is a huge amount of starbases out there just waiting to be pounded.


Thomas
FLZPD
QUOTE (Thomas Franz @ Jun 27 2005, 02:13 PM)

-Launched Fighters are returned to base as bays are destroyed
-Damage to SB goes into naval weapons first if firing space weapons and then rest of damage is handled with spread included.


I think both of these are not needed - surely the change in GPs being able to fire has solved the issue?

I dislike the "fighters return to base" because

- it weakens fighters; their bay could be destroyed before they even do any damage...surely they have enough PD (including interceptors, etc) to fight through already?

- it also weakens Interceptors; they are specialised "PD" that only operate on 2 rounds, but now can also have their bays destroyed so cant flight. Just as bad they become somewhat redundant as normal weapons can effectively do the same job. Normal weapons can take out the bay (and thus immediately the fighter), fire every round and cause other damage too...with beam weapon accuracy improved this is even more an issue (easier to target enemy).

regarding the Naval weapons, i assume this includes the fighter bays as weapons? If so, then what if you have more bays than fighters? Say I built 100 bays but only half of them where full; if they get targetted, then its effectively making them into armour for your base. It will also mean bases will go for the bigger weapons (heavy batteries) as they are harder to destroy.

Also, if bases in Phoenix where never meant to have Naval weapons and this was supposed to be in Platforms - then why, on conversion, didnt this happen? Every base should have gotten a platform commenserate with its old BSE naval secotr.

Mark
Garg
Damage with spread:
GPs/SBs damage hits based on: Spread Effect=sqrt(0.01*AF + spread)*100 %

now explain this to a dummy please? smile.gif

i have really no idea of what this means nor what effect it will have, so please can someone explain me this in normal words <g>
Sjaak
QUOTE (Garg @ Jun 27 2005, 05:29 PM)
Damage with spread:
GPs/SBs damage hits based on: Spread Effect=sqrt(0.01*AF + spread)*100 %

Well, the bottem line should be.

Military bases (lots of weapons and not much else).. no change. If your base consists of 75% weapons it doesn't matter if its hits most of the time anyway.. as there is not much else... and those starbases are most of the time smaller then the other starbases... so the shieldthickness is bigger.

If you got an big base with relative few weapons, then if you are attacked then you are screwed.
Your few weapons will be taken out and the fact that it is an big starbase will make sure that your shield thickness is relative low. In the past you could compensate with using an disperse or open spread, making your items much harder to be hit. Now you are stil stuck with the low shield thickness without the benefit of it.

I was under the impression that starbases are big and nasty and have an huge fighting power. So, that destroying an starbase is an pretty big thing. Now I feel that the new rules are counteracting this idea...

Ofcourse whats the point on running bigger bases if you can't defend them properly??
Brother Tenor
QUOTE (Sjaak @ Jun 27 2005, 09:50 PM)
Military bases (lots of weapons and not much else).. no change.

Not true. They're likely to be screwed too, because they get no spread bonus. Basically, as far as I can see, get building platform hulls as quickly as you can otherwise you're screwed.
Minotaur
Am I right in saying that any space station previously built (eg the one I have from circa 5 years ago) is now defunct?

There are positions in the game built purely to defend given locations, eg orbits of stargates where there are no planets to build starbases. Hence, space stations were built in BSE to defend these locations as at that time platforms did not exist.

Mark
Sjaak_At_Work
QUOTE (Brother Tenor @ Jun 28 2005, 06:02 AM)
QUOTE (Sjaak @ Jun 27 2005, 09:50 PM)
Military bases (lots of weapons and not much else).. no change.

Not true. They're likely to be screwed too, because they get no spread bonus. Basically, as far as I can see, get building platform hulls as quickly as you can otherwise you're screwed.

Or concentrate on easier to defend starbases... give me an nice excuse to scrap some stellar loosing starbases :-)
Mica Goldstone
We have learnt a lot while watching the Janth battles and the UNK encounter. Currently scorched-earth policy is far to powerful.

It has been proved in the recent battles that any serious assault on a starbase in order to capture it results in a pile of rubble, created either by the attacker or the owner. Even if you do everything right, you end up with nothing! It would be a shame if the GM felt obliged to use these tactics after players have spent months of preparation against NPC positions.

Therefore, while these changes have come in quite fast, they do in fact support changes that have already come in and ones still to be implemented.

The ship arms race has been curtailed by the requirement to support existing ships. This limit to fleet size must be balanced in naval combat against starbases or we have a point where more and more starbases will become unassailable.

In order to capture a starbase, you must be able to hold the orbit. Prior to the upgrade the only way to hold the orbit was to blow the starbase to pieces in a bid to take out its weapon systems.

Along with the changes to the targeting routines we will be upgrading the restrictions on a starbase under assault. It will not be allowed to deliver using its shuttle ports. Positions will not be able to pick up from it via shuttle ports and teleporter complexes. Interaction via its hiport will not be possible. It will not be able to dismantle complexes and jettison items. This will not however prevent it from receiving deliveries, even combat deliveries made from the orbital quadrant (new order to come in).
Further, it will not be able to deliver non-moveable items to a GP while in combat.

Why? Effort on both sides need to be rewarded. blink.gif

We would rather see starbases loose their weapon systems relatively swiftly to a sizeable fleet in orbit while the rest of starbase and its ground defences remain intact. Then have the invading fleet be able to drop a ground force in order to capture the starbase intact. If it is intact, then there is still a reason for the defenders to come to its rescue, or in the future attempt to capture it back.

Also do not forget that starbases do not exist in a vacuum. There are cavalry fleets, alliances, supply lines and counter-strikes. They can have huge amounts of point defence, shields, scints, optical depth, kinetic missiles, platforms etc. This is not a clear cut assassination of starbases.
Andy
Will the starbase under attack be able to use teleporter complexes? I cannot see the reason why teleporter complexes cannot be used by a different position picking up from the starbase being attacked or in fact the starbase itself. Shuttle ports I can see why but teleporters no.

I also disagree with your statement "In order to capture a starbase, you must be able to hold the orbit". What use is naval weaponary against a GP ground assaulting the base?

I don't see the reason for naval weaponary being targetted preferentially at a starbase. If you do this it opens up the starbase to being turned into a pile of rubble by a fleet of light hulled ships packed full of rail weapons. If this happens then the tactic will be to rail weapon starbases and not bother with capturing them by ground assault.

Starbases cost real money to run. Alot of players don't want more bases, so the impact will be to blow other players bases up. If you ground assault a base eg in Capella then the population is against you and the merchandising is zero. Why run a base for zero merchandising? Yes I know there are ways to turn that around but what's the point if you can turn up - toast the base and move onto the next.

With the right tactics you can take out a major base every couple of days - End Game.

Andy
Andy
Fianl complaint : One of the major reasons - in my humble opinion - that players do not go and toast bases now is that they know they will lose a lot of sihps to starbase weapons. You take this away....

I believe there is a sense of fair play - who wants to toast starbases - no fun - game destroyer like the GPs were
Thali Rahm
I might not agree that this is a game killer, but it is a major change from what we had before. With full starbase shields and gatling lasers it should be possible to survive long enough for a starbase until the cavalry arrive.

Mica, as this drastically change the defensive capacity of many starbases, would it be allowed to swap naval weaponry for starbase shield complexes on a 1mu-1mu basis (i.e. 100 light photon guns -> 1 starbase shield complex)? This would allow starbase owners to get a head start on their starbase shields. At least I would be interested in this.
brian kreiser
QUOTE (Thali Rahm @ Jun 28 2005, 11:10 AM)
I might not agree that this is a game killer, but it is a major change from what we had before. With full starbase shields and gatling lasers it should be possible to survive long enough for a starbase until the cavalry arrive.

You cannot fire offensive weapons while shields are active, so lots of xlight hulled missile ships will blow the shit out of most starbase very quickly leaving it in a state where it cannot respond to the bombardment...........

Brian
Mica Goldstone
QUOTE (Andy @ Jun 28 2005, 09:25 AM)
Will the starbase under attack be able to use teleporter complexes? I cannot see the reason why teleporter complexes cannot be used by a different position picking up from the starbase being attacked or in fact the starbase itself. Shuttle ports I can see why but teleporters no.

I also disagree with your statement "In order to capture a starbase, you must be able to hold the orbit". What use is naval weaponary against a GP ground assaulting the base?

I don't see the reason for naval weaponary being targetted preferentially at a starbase. If you do this it opens up the starbase to being turned into a pile of rubble by a fleet of light hulled ships packed full of rail weapons. If this happens then the tactic will be to rail weapon starbases and not bother with capturing them by ground assault.

Starbases cost real money to run. Alot of players don't want more bases, so the impact will be to blow other players bases up. If you ground assault a base eg in Capella then the population is against you and the merchandising is zero. Why run a base for zero merchandising? Yes I know there are ways to turn that around but what's the point if you can turn up - toast the base and move onto the next.

With the right tactics you can take out a major base every couple of days - End Game.

Andy

You have highlighted some obvious concerns which is good as hopefully this will lay them to rest. The object is not to make starbases defenceless but to make them assailable to a determined and well organised force.

As stated a starbase under attack will be able to pick-up, just not deliver.
This means that it will be able to bring things in to defend the starbase through shuttle ports and teleports but other starbases will not be able to strip the targeted starbase through the use of teleports, shuttleports, GP's in orbit and on the ground.

The orbit has to be held by the invaders or they will not be able to prevent the starbase from using its hiport. They will not be able to pull their GP out if it all goes pear shaped, they will not able able to prevent the defenders from blowing the crap out it with their orbital fleet if it looks like it is about to fall to a very carefully organised ground assault.

The Xlight fails simply because PD will fire pre-rounds and the kinetic now has explosive damage. PD is not part of the preferential list. Xlights and lights die in all naval combat!

The point we are aiming for is that you cannot turn up and toast a starbase but the damage you can do at least has to be in line with the losses that you will suffer.
Sjaak_at_work
The destruction/capture of an Starbase is an major event.

In the past history severall starbase are destroyed, and some of them changed hands also. The destruction of an typical warship is an non-event.

Replacing an 100-150 heavy huller cost you about 5-7 turns. Replacing an 1500kmus (or bigger) starbase will take up two years.

Running an Starbase in that period will cost you 218.40 GBP, not counting SA's.
Running that same warship cost you nothing.

I have taken great efforts in trying to defend my positions at an reasonable cost.
Now, ships get free targetting and lots of other extra stuff, while bases are getting screwed.

If you want to prevent players scrapping assets, just let it use some manhours, or the planetary upgrade to make it more harder.. Wastedisposal comes to my mind.
Andy
Ok I'm warming to these ideas now. The delivery restrictions are excellent. Still not sure about preferentially attacking naval weapons though.

Starbase killers will not use missile lauchers but they will be Xlight with 600 light rail guns. These ignore point defence. These will be designed to be one shot wonders.

A fleet organised correctly will take out the starbase weapons on day1 and on day 2 send in the xlights and slaughter the base.

Needs reviewing

I guess I'm looking at this from the point of view that most bases in the game do not have platform cover, shiled complexes or adeqaute point defense at the current time.

Can we put this on hold for 6 months (naval targetting only) to allow players to build up their defences to stand a chance?
David Bethel
QUOTE
I believe there is a sense of fair play - who wants to toast starbases - no fun - game destroyer like the GPs were


Starbase shields have been in for about 1 year. When you have full coverage you get x5 factors and x5 recharge and +150 depth. Shields/generators require no crew factors in a starbase. They were put in so that ppl were motivated towards using platforms.

They turn a 10 mus shield generator into something that can output 25 shield factors a round. That is on par with any none missile weapon. Sufficent Point defence and missile attacks become more managable. On top of this shields have a 250 points of sink.

Point defence is not destroyed first as with weapons and 200 gatlins can soak about 400 normal missiles, 200 kinetics (due to size of incoming) or 150 torps. So destroying bases with point defence is not easy.

So if you take 20k of production on shields, 1000 shields and 1000 generators you can soak 25000 per round and have 250,000 shield factors where you have 150-200 depth on the shields. Only torps can get through that shield, to do ~150 dmg each assuming there is no PD.

For the 20k production you can get 200 torps on a 100 light hull ship, which will do 150 dmg per hit (assuming no point defence), so over 4 rounds you get 30k on dmg to the spread SB, doing about 7k of dmg. That would also drain ~20,000 factors from the shields.

If there is any sweeping platform defence in orbit (ie high max targets and pinging dmg ~100dmg) then the light hull ships will be destroyed in round 1 so 25k production for 2 k of damage if there are sweepers.

Starbase defence is supposed to be based around platforms and starbase shields, allowing weapon on starbases was only for outposts. Looking at the numbers 200k of shields / generators and 10% shield complexes could hold a 100x100 light hull 1 day attack which would be risking 2M vs 200k-300k production for the SB.
Sjaak_At_Work
QUOTE (Mica Goldstone @ Jun 28 2005, 10:41 AM)
The Xlight fails simply because PD will fire pre-rounds and the kinetic now has explosive damage. PD is not part of the preferential list. Xlights and lights die in all naval combat!

Picture this..

Warships lure the warships in orbit away, or they get destroyed. (Remember the Straddle case, in which Imps ships held an DTR fleet busy??).
An couple of warships destroy the Platform, as an stationary object the attacking ships have an great accuracy..

An bunch of Xlight show up and uses their huge firepower to take out the starbase shields and the naval weapons... Those ships can have an huge firepower, and they can be really cheap to build... You don't need that much thorlium for an Xlight hull and it also doesnt' need armour plates.. basically they are throwaway warships.

So the Xlight will move into an undefended position.. and if not, well its easier and cheaper to replace then an 100 Heavy

Oh well, when Starbases are dieing I expect the new rules will be changed back...
Avatar
Since were doing this we might as well, this time, make light and x-light incapable of carrying offensive weapons.
Sjaak_At_Work
QUOTE (David Bethel @ Jun 28 2005, 11:19 AM)
If there is any sweeping platform defence in orbit (ie high max targets and pinging dmg ~100dmg) then the light hull ships will be destroyed in round 1 so 25k production for 2 k of damage if there are sweepers.

To get an effective platform your platform needs to be huge.

Lets assume you want 3 4000mus Photons, 12 1000 mus photons, an 500 Light guns. and 2000 Missile launcher plus enough ammo to last for 2 days

This will cost you at least 1500 platform hulls not counting targettings etc etc. And then you got an structure that will last how long???
David Bethel
QUOTE
Starbase killers will not use missile lauchers but they will be Xlight with 600 light rail guns. These ignore point defence. These will be designed to be one shot wonders


600x60 dmg = 36,000dmg -> totally soaked by proper starbase shields, removing 7200 shield factors each round. You could hold the shields 3k production via recharge or 1k of shields will hold it for a day.

100 hull XL ships can only take 500dmg before exploding, so it only works if there are no sweepers again.

Also we intend to implement a pre round attack by all interceptors agains all enenmy attacking ships. This will do no real dmg to proper ships but it will correct this sillyness

NB: Against attacking ships, not the enemy, therefore not cargo ships in the battle.
Ro'a-lith
QUOTE (Sjaak_At_Work @ Jun 28 2005, 12:28 PM)
This will cost you at least 1500 platform hulls not counting targettings etc etc. And then you got an structure that will last how long???

About as long as 1500 heavy hulls would.
Goth
QUOTE (Mica Goldstone @ Jun 28 2005, 10:41 AM)
[
With the right tactics you can take out a major base every couple of days - End Game.

Andy [/QUOTE]


The point we are aiming for is that you cannot turn up and toast a starbase but the damage you can do at least has to be in line with the losses that you will suffer.

Since I am a relatively new player but a looooooooong time gamer, let me just say that rule changes are needed to close loopholes BUT should be the minimum change needed to just close the obvious blatant problem.

When you make lots of changes to a complicated game, you WILL open new loopholes.

Worse, players have spent lots of time and money to build defenses and positions based on the current rules (even if they are not perfect rules) if those rules are changed the player can lose years of investment just by a change of the gaming reality.

For me, it doesn't matter that much because I did not spend the last few years building my positions based on the rules that were in place BUT I am worried that I will follow the new rules, invest time and money, and then have the system changed drastically (thus wasting my time and money just because I was following the rules).

Further, if I were to start a new starbase, I might try to squeeze it into one of those overcrowded "safe systems" because with the size of the existing UBER FLEETS that are in existance right now.....None of my starbases can survive....

I can tell you that a Starbase must be able to inflict HUGE damage on an attacking fleet because in reality most alliances do not have the "calvary" that can fight one of the UBER fleets....

As it stands now, an affiliation can lose a battle, run to the relative safety of a big starbase, lick their wounds and fight another day. In the near future, the smaller fleet gets hammered....where will it run? The follow up attacks by the winner can easily roll up the now isolated and basically defenseless Starbases. Right now even a "little guy" with a huge starbase can do serious enough damage to keep the UBER fleets at bay....what will happen when starbases are watered down?
Goth
David Bethel
You only have to do about 1500 dmg to a light hull ship to blow it up. If its carrying missiles not in magazines, you have to do about 10 dmg to blow it up.
A sweeper platform does not need to do dmg, just needs lots of targets with small dmg, 100 light photon guns -> 50 platform hulls, targeting etc + 100 targets. Or just using interceptors.
FLZPD
QUOTE (Mica Goldstone @ Jun 28 2005, 08:40 AM)
Also do not forget that starbases do not exist in a vacuum. There are cavalry fleets, alliances, supply lines and counter-strikes. They can have huge amounts of point defence, shields, scints, optical depth, kinetic missiles, platforms etc. This is not a clear cut assassination of starbases.

I like the changes, as it seems the aim is to effectively mean that starbases have to be ground assaulted - its a lot harder to destroy them from orbit and the governor cant self-destruct. Bit like "the Hoth battle" in Empire Strikes Back biggrin.gif

All id suggest is this will require some major alterations to most bases, so should be staggered - either give players time to change, or else allow naval weapons to be exchanged for shield complexes. or into platforms (or combination of the two). As these are now the only real ways of protecting your bases it seems only fair?

I know the shield complexes have been around for a while - but putting 10% of your starbase complexes into a fixed defensive facility rather than using that production in more portable items has only ever been useful in specific situations. now its effectively become essential.

mark
Thali Rahm
Perhaps I am to only one interested in this, but with this actually big change to how naval defence at starbases work I would like an option where I can swap naval weaponry to starbase shields on a mu to mu basis. This would give me a decent shield on my starbase quickly to adapt to these changes.
Garg
i would like some more info on what would make a good defence?

especially if i am in the future to bother with running starbases, so just what do you need to defend your bases, if these rules are added?
Gandolph
just a few observations here. and why i have/havent adopted some of these things in the past.

the shield complexes:

to have a good shield protection from an orbital attack meant you cannot fire. i felt that it was best for me to invest heavily into a program of mass weapons build, on the premis that if a person wanted to take my starbase on the ground it would require troops ships to land etc, therefore by having shield complexes you are aiding this venture by not using the starbase weapons. and you wont have enough platforms to nobble the ships and escorting warships anyway, so the freighters would flee round one. also by taking out a large number of ships per round reduces the incoming fire over the next 3 rounds/2 rounds etc so has a reducing effect. by focusing damage onto this area could remove my weapons program faster.

this new system will possibly cause me a problem, although not overly concerned if your starbase has enough defensive equipment most incoming fire will be neutralised.

the new system:

People see their starbases as more vulnerable, Can i ask WHY is it that a ship being boarded has 4 rounds of non returnable fire, yet a starbase being attacked by troops being landed doesnt??

this may calm peoples nerves if you had to carry out the assaults on major starbases in phases rather than getting it over and done with in a short period of time.
Sjaak_At_Work
At this moment ships got the advantage that they can finetume their weapons.
Meaning: if you got kinetic missile launchers, you can select big heavy hullers, if you got fighters you can select lifeforms etc.

Maybe its time to finetume those batteries inside starbases/platform, so that you can aim your fighters to Lifeforms on ships your light photons on Light hullers etc??
David Bethel
QUOTE
People see their starbases as more vulnerable, Can i ask WHY is it that a ship being boarded has 4 rounds of non returnable fire, yet a starbase being attacked by troops being landed doesnt??


They do effectively, as when the owner has 100% control the damage done to the attacker is x10, which has been very signicant in the recent attacks. Just because somone attacks a starbase, does not mean they will take it. Its not easy to ground assault a position.

Also starbase can not have a significant chance of fall for several days currently.
Gandolph
i meant in the delivery phase, on boarding you take 4 rounds of space combat then 4 rounds of "ground" combat, starbses you waltz in free of charge in effect then fight on the ground

and Sjaak, if you look at the combat settings etc you can already "finetune" your starbase batteries to attack life forms, or attack light hullers, or ships with no armour. thats been in for a long time now.
Ro'a-lith
QUOTE (Gandolph @ Jun 28 2005, 02:41 PM)
and Sjaak, if you look at the combat settings etc you can already "finetune" your starbase batteries to attack life forms, or attack light hullers, or ships with no armour. thats been in for a long time now.

(Excepting, of course, that your starbase won't use batteries unless the enemy employs been weaponary too)
Sjaak_at_Work
QUOTE (Gandolph @ Jun 28 2005, 01:41 PM)
and Sjaak, if you look at the combat settings etc you can already "finetune" your starbase batteries to attack life forms, or attack light hullers, or ships with no armour. thats been in for a long time now.

Not really.

If I got missile launchers, beamers and Fighters and I select targetting "Life Forms"
then the whole bunch tries to kill those poor lifeforms.

Ofcourse my missile launchers are fairly bad at doing this.

So, I wouold prefer to say "battery 1 consist of 200 fighters" targetting Lifeforms if present etc.

And about the walzing in, I completely agree. lets give the starbase at least one round with their artillery or their other long range stuff.
Mica Goldstone
QUOTE (Gandolph @ Jun 28 2005, 01:41 PM)
i meant in the delivery phase, on boarding you take 4 rounds of space combat then 4 rounds of "ground" combat, starbses you waltz in free of charge in effect then fight on the ground

and Sjaak, if you look at the combat settings etc you can already "finetune" your starbase batteries to attack life forms, or attack light hullers, or ships with no armour. thats been in for a long time now.

Extract from the Online Ground Battle Rulebook

Loss of control
At the start of any ground battle the defender has 100% control of his position. Each round of the ground battle is possible to lose or gain a percentage of this control to or from the attacker.

The actual control gained per round depends on the control factors of the attackers compared to the defenders. If the battle is in favour of the attackers they will gain control of sections of the Starbase. While the defender still holds at least 75% control of the position it is very difficult for the attacker to gain ground.

The maximum control gained per combat round is mus of the attackers compared the mus of the Starbases complexes or defending mass multiplied by 10, whichever is lower (expressed as a percentage).
So a starbase with 20 complexes (20,000mu) and 4,000mu defence will be treated as 20,000mu while a starbase with 20 complexes (20,000mu) and 1,000mu defence will be treated as 10,000mu.

So 1000mus of attacker vs. a 20 complex Starbase (20000mus) and 4,000mu defence can only gain 5% (1000/20000) control of the Starbase per round. It is never possible to take more than 10% control per round and the actual amount gained will depend of the number of control factors each side has.

Example: Having only 2:1 odds will mean that only approximately 1.1% (10% x 11%) can be gained in a round where the defender controls more than 75% even if your force is much larger in terms of mu's, i.e. composed largely of vehicles but few actual troops.

The table below shows the odds the attackers have in their favour vs. how much of the maximum control can be taken of the position per combat round.


Odds (in favour of attacker) - More than 75% control
2:1 - 11%
4:1 - 36%
10:1 - 66%
20:1 - 80%

For example, if the attackers can gain potentially 6% control in a round and the odds of the battle are 2:1 in favour of the attacker then they are likely to take 6% x 11% = 0.7% actual control of that position.


Also...

Defender Control Damage multiplier applied to attacker
100% x10
95% x6.4
90% x3.6

So with 2:1 odds in the above scenario you will be taking between 3.6 and 10 times the damage you deliver for approximately 4 days, just to gain the first 10% control - providing it can survive this much carnage.

Talk the DEN if you think that it is a walkover to smack a starbase on the same planet after a number of weeks unchallenged preparation and a ground party close to half a million mu's in size.
Gandolph
your still not getting my question.

boarding action of ship in orbit of starbase: space combat with all ships present, then 4 rounds space combat with target being boarded then 4 rounds ground combat

Ground action at starbase: Ship lands, no combat phase, 4 rounds ground combat.

therefore far easier to initiate ground combat in the starport of a starbase tha it is against a ship, which theoretically is the opposite way round to how i imagine it
Goth
QUOTE (Mica Goldstone @ Jun 28 2005, 02:16 PM)
QUOTE (Gandolph @ Jun 28 2005, 01:41 PM)
i meant in the delivery phase, on boarding you take 4 rounds of space combat then 4 rounds of "ground" combat, starbses you waltz in free of charge in effect then fight on the ground

and Sjaak, if you look at the combat settings etc you can already "finetune" your starbase batteries to attack life forms, or attack light hullers, or ships with no armour. thats been in for a long time now.

Extract from the Online Ground Battle Rulebook

Loss of control
At the start of any ground battle the defender has 100% control of his position. Each round of the ground battle is possible to lose or gain a percentage of this control to or from the attacker.

The actual control gained per round depends on the control factors of the attackers compared to the defenders. If the battle is in favour of the attackers they will gain control of sections of the Starbase. While the defender still holds at least 75% control of the position it is very difficult for the attacker to gain ground.

The maximum control gained per combat round is mus of the attackers compared the mus of the Starbases complexes or defending mass multiplied by 10, whichever is lower (expressed as a percentage).
So a starbase with 20 complexes (20,000mu) and 4,000mu defence will be treated as 20,000mu while a starbase with 20 complexes (20,000mu) and 1,000mu defence will be treated as 10,000mu.

So 1000mus of attacker vs. a 20 complex Starbase (20000mus) and 4,000mu defence can only gain 5% (1000/20000) control of the Starbase per round. It is never possible to take more than 10% control per round and the actual amount gained will depend of the number of control factors each side has.

Example: Having only 2:1 odds will mean that only approximately 1.1% (10% x 11%) can be gained in a round where the defender controls more than 75% even if your force is much larger in terms of mu's, i.e. composed largely of vehicles but few actual troops.

The table below shows the odds the attackers have in their favour vs. how much of the maximum control can be taken of the position per combat round.


Odds (in favour of attacker) - More than 75% control
2:1 - 11%
4:1 - 36%
10:1 - 66%
20:1 - 80%

For example, if the attackers can gain potentially 6% control in a round and the odds of the battle are 2:1 in favour of the attacker then they are likely to take 6% x 11% = 0.7% actual control of that position.


Also...

Defender Control Damage multiplier applied to attacker
100% x10
95% x6.4
90% x3.6

So with 2:1 odds in the above scenario you will be taking between 3.6 and 10 times the damage you deliver for approximately 4 days, just to gain the first 10% control - providing it can survive this much carnage.

Talk the DEN if you think that it is a walkover to smack a starbase on the same planet after a number of weeks unchallenged preparation and a ground party close to half a million mu's in size.

This certainly illustrates the fact that Starbases should be able to defend themselves as far as I can see.

Goth
Mica Goldstone
QUOTE (Gandolph @ Jun 28 2005, 02:34 PM)
your still not getting my question.
Ground action at starbase: Ship lands, no combat phase, 4 rounds ground combat.

But if a ship lands in the starbase it is boarded - in fact it can simply be blown to pieces by ground weaponry in favour of boarding...

If you want to initiate a proper assault, you have to land either in the sector and be hammered by sector range ground weapons or somewhere else on the planet. If somewhere else on the planet prior to forming the GP the GP which will be stopped by the starbase in the sector prior to entering the starbase and be hammered by sector range weapons.

Alternatively you have to create a shuttle capable ground party and directly dock with the starbase and we all are aware of the problems and logistics this involves.
Andy
Ground Combat does not need any tweaking - it's fine.

What most players have missed about shield complexes (me included) is just how effective they are and the fact that every starbase should have them. Yes they have been in for a year however many players I'm sure still have the mentality of a starbase as a weapons platform and as such have not bothered with Shield complexes as they didn't see the point of them.

With the change to how naval weapons are affected in starbases I think what I'd (We'ed) like to see is a little reprieve of either 6 months to sort ourselves out before the naval changes or the ability to change current complexes to shield complexes via SA - paying for them of course as this is the fault of the players for missing the point entirely.

Starbases can still be assaulted whether naval changes are put in now or in 6 months you just need to be a damn site more careful now!

The naval changes forces us to react now.

My thoughts anyway

Andy

Garg
its not the fault of the players Andy, based on current rules they have to go with either a shielded starbase or a fighting starbase, to say its now the players fault is wrong!
Gandolph
Im not complainging Mica just thought it strange thats all.

overall im in agreement with the changes although as Andy says i have also been of the mentality, build huge amount of weapons and blow the crap out of everything in orbit, this may now be affected by the damage factor to my starbase so i will also have to look at the other options available

overall im quite happy with what your proposing, and for everyone reading this thinking this sounds as though its made it a lot easier, it hasnt, we all know the logistics of carrying out space combat, its far worse organising a ground assault as well.
Sjaak_At_Work
QUOTE (Andy @ Jun 28 2005, 03:03 PM)
What most players have missed about shield complexes (me included) is just how effective they are and the fact that every starbase should have them.  Yes they have been in for a year however many players I'm sure still have the mentality of a starbase as a weapons platform and as such have not bothered with Shield complexes as they didn't see the point of them.

The number of weapons in an Platform is only a small fraction of the number of weapons on a Starbase. Try to mount 10k of missile launchers in a platform..

Also, to be able to survive an meaningfull assault of missile weapons you will need an huge amount of PD weapons, but you will also need them in your Starbase..
So building up an effective Platform is an expensive thing WAY more expensive then building up the firepower in an Starbase. So will the Starbase be able to take out the fighters/missiles directed to the Platform?? Or can you use interceptors taking them out??
Garg
mica you seem to think that most players will enter orbit, wipe out the starbase naval weapons then land and ground attack!

thats fine

but what if their plan is more to enter orbit, wipe out the starbase naval weapons and then begin bombardment of a now defenceless starbase?

either way, the platform is already gone and the possible outposts that did fire back is now gone, so now what?

this is why many dont use the shield complexes currently, they will rather have scattered damage in the starbase, but be able to wipe out the enemies if possible, then to just become sitting ducks. no pun intended smile.gif
FLZPD
QUOTE (Andy @ Jun 28 2005, 03:03 PM)
What most players have missed about shield complexes (me included) is just how effective they are and the fact that every starbase should have them. Yes they have been in for a year however many players I'm sure still have the mentality of a starbase as a weapons platform and as such have not bothered with Shield complexes as they didn't see the point of them.

With the change to how naval weapons are affected in starbases I think what I'd (We'ed) like to see is a little reprieve of either 6 months to sort ourselves out before the naval changes or the ability to change current complexes to shield complexes via SA - paying for them of course as this is the fault of the players for missing the point entirely.

Starbases can still be assaulted whether naval changes are put in now or in 6 months you just need to be a damn site more careful now!

The naval changes forces us to react now.

My thoughts anyway

Andy

A starbase that can no longer return fire is open to assault by beam weapons - use Batteries against them and the Shield Complex multiplier is still useless. a 1000mu battery will have 200mus of damage penetrate all shields/defence factors. A 20% mass:damage ratio is not bad, especially against a target that cannot hurt you.


FLZPD
QUOTE (Sjaak_At_Work @ Jun 28 2005, 03:19 PM)
QUOTE (Andy @ Jun 28 2005, 03:03 PM)
What most players have missed about shield complexes (me included) is just how effective they are and the fact that every starbase should have them.  Yes they have been in for a year however many players I'm sure still have the mentality of a starbase as a weapons platform and as such have not bothered with Shield complexes as they didn't see the point of them.

The number of weapons in an Platform is only a small fraction of the number of weapons on a Starbase. Try to mount 10k of missile launchers in a platform..

Also, to be able to survive an meaningfull assault of missile weapons you will need an huge amount of PD weapons, but you will also need them in your Starbase..
So building up an effective Platform is an expensive thing WAY more expensive then building up the firepower in an Starbase. So will the Starbase be able to take out the fighters/missiles directed to the Platform?? Or can you use interceptors taking them out??

base should have time, or "compensation", to enact these changes. A good base will need to convert 100% of its naval weapons into shields/shield complexes. it will also need to build massive platforms. To maintain the same weapon capability a base will need to invest 3 to 5 times more mus than it currently does (depending if you use stealth or normal platforms). 100kmus of weapons in a platform needs another 400kmus invested in the hulls.

On top of this there is the increased troop costs - the platform needs defending and also its own shields will need additional crew factors (free at a base, but not a platform i assume? So a previously non-existant cost).

These are not mild changes, nor things players should have done a year ago when shield complexes were introduced. Investing os much in the defence of a single base is not cost effective. To defend against an enemy (whether its an Uber fleet or not) you need to put at least 60% of the enemy fleet mass into defence. At every single base! i get the 60% ratio from equalling the enemy fleet hull for hull - 100 HH costs 53kmus; 100 platform costs 35kmus.

If you have 3 such bases, you could have built 2 Uber Fleets....which would you prefer? An Uber fleet to defend those bases...and a second one to attack your enemies.

Doesnt seem right....
Mark
FLZPD
An extreme option....prevent starbases from either giving or taking space weapon damage. You can only take them, or hurt them through ground assaults.

Ships and platforms can only attack each other (and maybe also be able to space attack GPs?).

GPs cant use naval weapons either.

Mark
Clay
QUOTE (FLZPD @ Jun 29 2005, 03:00 AM)
An extreme option....prevent starbases from either giving or taking space weapon damage.  You can only take them, or hurt them through ground assaults.

Pants idea tongue.gif
FLZPD
QUOTE (Clay @ Jun 28 2005, 04:06 PM)
QUOTE (FLZPD @ Jun 29 2005, 03:00 AM)
An extreme option....prevent starbases from either giving or taking space weapon damage.  You can only take them, or hurt them through ground assaults.

Pants idea tongue.gif

A well-rounded arguement rolleyes.gif

I prefer simple solutions, whilst the whole thing seems to be getting more and more complicated (and expensive in mus!). The more complicated the solution gets, the easier it is to find exotic "game winner" ways around it.

Mica Goldstone
QUOTE (Garg @ Jun 28 2005, 03:40 PM)
mica you seem to think that most players will enter orbit, wipe out the starbase naval weapons then land and ground attack!

thats fine

but what if their plan is more to enter orbit, wipe out the starbase naval weapons and then begin bombardment of a now defenceless starbase?

either way, the platform is already gone and the possible outposts that did fire back is now gone, so now what?

this is why many dont use the shield complexes currently, they will rather have scattered damage in the starbase, but be able to wipe out the enemies if possible, then to just become sitting ducks. no pun intended smile.gif

And why couldn't an invading fleet target weapons and not have achieved the exactly the same effect prior to this change? Each shot has always been against a weapon prior to spread effects if they have been targeting weapons.

We get the distinct impression that players felt safe because they were unaware of what could be done to their starbases. Now we have made it absolutely clear.
Garg
well its easy to become unaware of what is possible in phoenix, as rules change quite often and if you dont notish it, you will first know about it, once it punish you.

and if naval stuff can already be hit by targetting, then why do we need these changes then?
Brother Tenor
QUOTE (Andy @ Jun 28 2005, 09:31 AM)
I believe there is a sense of fair play - who wants to toast starbases - no fun - game destroyer like the GPs were

I do ;-) Yes, it's a game, but it's also a war...
John Doe
Is it me or does any of the bigger aff really fear platforms? I get the feeling you are staying quite about such a thing. In recent cmbats I have seen fairly large ones captured or destoyed for what I would call acceptable loses. I have heard rumours that the DTR assaulted a 5000 hull platform and then captured it (all be it some what smaller). It prove the right tactics can make anything ineffective which is why I personally like the game.

There are now a few affs that can field an Uber fleet and for some reason people are taking this extreme and pitting it against the other end of the scale where the smallest aff wont be able to defend against them. This will always be the case ...as it should be. Please stop using such narrow minded examples and stick to the middle ground. Think average fleet versus average base and we might get some where.

So a lot of us have been caught out by the rule change with what once seemed to be impregenable bases finding themselves a little more vunerable now. Its the same for everyone. Whats needed is an exchange ratio now and a set time before the new rules are implied to ground starbase with other positins being effected immediately.

I like the new ideas. It brings better elements and options into the game. No longer is any base untouchable. given the right scenario it can be taken dependent on what losses the attacker is prepared to lose. No longer can people hide behind weapons whilst building masses of ships and ground stufff without fear or repercussions. Starbases are still huge and most have loads of weapons and point defence naturally anyway. If oyu havent then whose fault is that if you have decided to invest you production in growth or trade rather than defence. That said I would hate to see all my hard work go down the drain because the new rules changed overnight and made my base vunerable for a well prepared enemy who advantage before I was able to do anything about it. Time is needed to implement changes of such a nature. How much i am unsure

Well thats my views anyway
OPS_Swarm_Lord
QUOTE
So a lot of us have been caught out by the rule change with what once seemed to be impregenable bases finding themselves a little more vunerable now. Its the same for everyone.


I disagree. My space-stations haven't been caught out they've been made completely useless.

My worry is not that my starbases have become more vulnerable as such (although it is a concern) but that we as players may be playing catch-up to rule changes everytime a loop hole is discovered

Mark unsure.gif
Brother Tenor
QUOTE (FLZPD @ Jun 28 2005, 04:10 PM)
I prefer simple solutions, whilst the whole thing seems to be getting more and more complicated (and expensive in mus!). The more complicated the solution gets, the easier it is to find exotic "game winner" ways around it.

Personally, I prefer a design that "makes sense" physically, and then let players plug loopholes themselves.
OPS_Swarm_Lord
QUOTE (Brother Tenor @ Jun 28 2005, 05:01 PM)

Personally, I prefer a design that "makes sense" physically, and then let players plug loopholes themselves.

Any design change has to make sense in game terms before all else. Players plugging loopholes isn't a problem, it's when they're exploited as an unfair advantage that the problems start

Mark
Brother Tenor
QUOTE (OPS_Swarm_Lord @ Jun 28 2005, 05:10 PM)
QUOTE (Brother Tenor @ Jun 28 2005, 05:01 PM)

Personally, I prefer a design that "makes sense" physically, and then let players plug loopholes themselves.

Any design change has to make sense in game terms before all else. Players plugging loopholes isn't a problem, it's when they're exploited as an unfair advantage that the problems start

Mark

What's an unfair advantage, exactly? For me, a bug in the game is something that goes against what's written in the manual. If it turns out that some unusual tactic makes something much more effective than something else, good! The other players should scramble to catch up.

If it turns out photon cannons are less effective, research something better! If it turns out ground parties are a good way of firing space weapons, then use them and try to find a way to negate the advantage when your opponent uses them. The constant "fixing" of the rules to make every conceivable option equally good makes any kind of analysis or innovation pointless.
MasterTrader
I realise that Mica has all along intended for starbases to be defended by platforms, but up until now it has been perfectly reasonable for a cheaper option to be taken to defend starbases through ground based space weapons. These changes mean that we effectively overnight have to change this opinion, and move all the starbase weapons to platforms in order to have any chance of building a decent defence.

I've been doing some rough calculations with Ariel. I reckon that in order to move all the space weapons that are currently ground based into platforms, I need an extra 10,000 platform hulls or so. In other words, some two million mass units of production, before I even think about the magazines and armour required. Or alternatively, best part of a year's production, assuming all the starbase's factories were put on to producing platform hulls. Hence I side with the people who say that some form of phased introduction of these changes would be welcome!

I would also point out that because I am in the AFT, I expect Ariel to be very poorly defended compared to most bases of similar size.

More to the point, the expense is a _very_ significant factor. Currently, ground based space weaponry is operated by the same troops who can then put down those guns and help defend the starbase from ground assault. If you put the same weapons in the platform, you need a separate contingent of troops, and again my estimate for Ariel has that doubling the number of troops I need (based upon the troop requirements of my current platforms).

So making it unviable for starbases to have space weapons based upon the ground rather than in platforms is a very expensive change.

Richard
AFT
Thomas Franz
I completely agree with all points that Richard raises. Especially the troops requirement for platforms will be ver though to handle.

On top of that it also means that defending a starbasse becomes a lot more complicated.



Thomas
Sjaak
QUOTE (FLZPD @ Jun 28 2005, 03:46 PM)
A starbase that can no longer return fire is open to assault by beam weapons - use Batteries against them and the Shield Complex multiplier is still useless.  a 1000mu battery will have 200mus of damage penetrate all shields/defence factors.  A 20% mass:damage ratio is not bad, especially against a target that cannot hurt you.

Just use an large amount of light photons, combined with torps it will down an starbase fast enough

An light photon can do 25 damage, the same 1000 mus can do 2500 damage that way. Add that up with the Torpedo's eating away the generators or complexes and you are set.
Ro'a-lith
QUOTE (MasterTrader @ Jun 28 2005, 07:51 PM)
I need an extra 10,000 platform hulls or so. In other words, some two million mass units of production, before I even think about the magazines and armour required.

Don't forget the 100 Platform Control Complexes, and employees thereof that you'd need to control those 10,000 Platform Hulls.
MasterTrader
In fact, while the idea of starbases being defended by weapons on platforms, not on the ground, is a nice idea, I don't think it has ever been viable. Having started using numbers from the AFT above, I am sure that Mica will also be looking into them, so apologies for the fact that I am about to get some more numbers in first!

Let me scroll back two and a half years, to the time of the conversion from BSE.

At that point, the platform requirement to fit all my space weapons into platforms would have been as follows:

Total mass of beam weapons, rail launchers, missile launchers, fighter bays and targeting computers = 633,280 MU's

Total mass of ammunition (missiles) = 65,458 MU's
scale up by 1.6 to allow for magazine requirement -> 104,733 MU's space required

Total mass of sensors, shields, shield generators, gatling lasers and tractor beams = 541,340 MU's
assume 50% of these go into platforms (remainder staying in starbases) -> 270,670 MU's space required

Total space required to fit in all of the above = 1,008,683 MU's
add 5% to allow for troop requirements gives 1,059,117 MU's, or 21,183 platform hulls required

Across all my starbases at the time of conversion, I had a total of 3,456 platform hulls available

So, a shortage of some 17,727 platform hulls.

At the time of conversion, my starbases had a total of 1,062 factories, so a production capacity of 53,100 MU's per week. At that time, platform hulls took only 100 MU's of production to build.

Putting these together, we come to the conclusion that to put all the space weaponry I had at conversion into platforms, I would have had to spend the first 8 months of the game with all my factories producing nothing but platform hulls.

The limitations of the above analysis are far too many to mention, but include the failure to account for platform control complexes, building the magazines required for ammo, the lack of rail gun ammo present at conversion, the armour required for said platforms, and the troop recruitment requirements.

In short, any changes to starbase weaponry rules as proposed in this thread need to take into account that the idea of all starbase space weapons being in platforms just is not viable on the basis of the resources we have had in the game so far.

Richard
AFT
ptb
QUOTE
-Space Stations + GP do not fire space weapons
-Launched Fighters are returned to base as bays are destroyed
-Damage to SB goes into naval weapons first if firing space weapons and then rest of damage is handled with spread included.


For all those doing calcuations on not being able to use weapons etc, don't forget this is only for space stations, tahts starbases/outpost in orbit, as far as i can tell from the sss post starbases will 'mearly' have weapons targeted first.

Yes this means there will still be issues with starbases, and personally i would have prefered the naval hardpoint complex idea David mentioned, however it's not as bad as some of you are showing with calculations.

Unless i've completely missed the point smile.gif
FLZPD
QUOTE (Sjaak @ Jun 28 2005, 08:05 PM)
QUOTE (FLZPD @ Jun 28 2005, 03:46 PM)
A starbase that can no longer return fire is open to assault by beam weapons - use Batteries against them and the Shield Complex multiplier is still useless.  a 1000mu battery will have 200mus of damage penetrate all shields/defence factors.  A 20% mass:damage ratio is not bad, especially against a target that cannot hurt you.

Just use an large amount of light photons, combined with torps it will down an starbase fast enough

An light photon can do 25 damage, the same 1000 mus can do 2500 damage that way. Add that up with the Torpedo's eating away the generators or complexes and you are set.

As David has pointed out, the damage from torps and "light" class weapons can easily be absorbed by shield generators (with the x5 shield complex bonus). A base would need 1000mus of generators per 1000mus of light photon (ignoring any optical depth for the planet). But with a Battery, the base can do nothing but take the hit.

Mark
FLZPD
QUOTE (ptb @ Jun 28 2005, 08:54 PM)
QUOTE
-Space Stations + GP do not fire space weapons
-Launched Fighters are returned to base as bays are destroyed
-Damage to SB goes into naval weapons first if firing space weapons and then rest of damage is handled with spread included.


For all those doing calcuations on not being able to use weapons etc, don't forget this is only for space stations, tahts starbases/outpost in orbit, as far as i can tell from the sss post starbases will 'mearly' have weapons targeted first.

Yes this means there will still be issues with starbases, and personally i would have prefered the naval hardpoint complex idea David mentioned, however it's not as bad as some of you are showing with calculations.

Unless i've completely missed the point smile.gif

Id like to see battle scenarios with the new spread factor as I cant follow the formula to work out what impact it has.

The discussion stems from Micas comments that starbases were never meant to have naval weapons and should be defended by platforms. The planned changes mean starbase weapons are actively targetted, so can more easily be destroyed. Id like a battle with these changes simulated, but it looks like its now untenable to have naval weapons in a starbase because of this.

Mark
FLZPD
QUOTE (Mica Goldstone @ Jun 28 2005, 04:20 PM)
QUOTE (Garg @ Jun 28 2005, 03:40 PM)
mica you seem to think that most players will enter orbit, wipe out the starbase naval weapons then land and ground attack!

thats fine

but what if their plan is more to enter orbit, wipe out the starbase naval weapons and then begin bombardment of a now defenceless starbase?

either way, the platform is already gone and the possible outposts that did fire back is now gone, so now what?

this is why many dont use the shield complexes currently, they will rather have scattered damage in the starbase, but be able to wipe out the enemies if possible, then to just become sitting ducks. no pun intended smile.gif

And why couldn't an invading fleet target weapons and not have achieved the exactly the same effect prior to this change? Each shot has always been against a weapon prior to spread effects if they have been targeting weapons.

We get the distinct impression that players felt safe because they were unaware of what could be done to their starbases. Now we have made it absolutely clear.

I understood that you lost the target silhouette bonus when specifically targetting an area? So before targetting weapons at a base would be an immediate -3 to accuracy as well. With +6 from missiles/beam and an average +6 for a ship you only get a ~9 accuracy - only 50% of your shots hit. The new change gives you 100% chance to hit (since the base silhouette alone for an average base is big enough to guarantee the hit).

Perhaps a doubling of damage isnt as bad as the thread length is making it....but then if it isnt that bad why do such a change?

Mark
Gandolph
dont forget people if you attack the starbase with ligth photon guns etc you come into the wrath of the starbase beam weapons also.
Goth
If Platforms are supposed to be able to defend a starbase, why not drastically increase the mu's that a single Plaform Hull can hold?

Make the Platform "stand in the way" of any attack on a starbase (in other words, you CAN'T use space weapons against a starbase until you do away with the platform).

Just a thought....

Goth blink.gif
Nik
QUOTE (FLZPD @ Jun 28 2005, 10:14 PM)
QUOTE (Sjaak @ Jun 28 2005, 08:05 PM)
QUOTE (FLZPD @ Jun 28 2005, 03:46 PM)
A starbase that can no longer return fire is open to assault by beam weapons - use Batteries against them and the Shield Complex multiplier is still useless.  a 1000mu battery will have 200mus of damage penetrate all shields/defence factors.  A 20% mass:damage ratio is not bad, especially against a target that cannot hurt you.

Just use an large amount of light photons, combined with torps it will down an starbase fast enough

An light photon can do 25 damage, the same 1000 mus can do 2500 damage that way. Add that up with the Torpedo's eating away the generators or complexes and you are set.

As David has pointed out, the damage from torps and "light" class weapons can easily be absorbed by shield generators (with the x5 shield complex bonus). A base would need 1000mus of generators per 1000mus of light photon (ignoring any optical depth for the planet). But with a Battery, the base can do nothing but take the hit.

Mark

Note though that each 100HH can only have 1 battery. Even if you use 100 lights, then that is 4, perhaps 5. So assume 100 x100HH, then that is 20k damage on your calculations per round which in reality isn't that much. On this basis, the defending side has days to get back to support the starbase (assuming it is a reasonable size of 1000k MU).
As always, this is assuming equal sized affiliations/groups attacking each other. If a large group attacks a small one, then it is always going to be a problem for the small aff regardless of the program.

Nik
Nik
QUOTE (MasterTrader @ Jun 28 2005, 07:51 PM)
I realise that Mica has all along intended for starbases to be defended by platforms, but up until now it has been perfectly reasonable for a cheaper option to be taken to defend starbases through ground based space weapons. These changes mean that we effectively overnight have to change this opinion, and move all the starbase weapons to platforms in order to have any chance of building a decent defence.

I've been doing some rough calculations with Ariel. I reckon that in order to move all the space weapons that are currently ground based into platforms, I need an extra 10,000 platform hulls or so. In other words, some two million mass units of production, before I even think about the magazines and armour required. Or alternatively, best part of a year's production, assuming all the starbase's factories were put on to producing platform hulls. Hence I side with the people who say that some form of phased introduction of these changes would be welcome!

I would also point out that because I am in the AFT, I expect Ariel to be very poorly defended compared to most bases of similar size.

More to the point, the expense is a _very_ significant factor. Currently, ground based space weaponry is operated by the same troops who can then put down those guns and help defend the starbase from ground assault. If you put the same weapons in the platform, you need a separate contingent of troops, and again my estimate for Ariel has that doubling the number of troops I need (based upon the troop requirements of my current platforms).

So making it unviable for starbases to have space weapons based upon the ground rather than in platforms is a very expensive change.

Richard
AFT

The solution come up by Mica/David is in general fine and I don't have a problem with the idea that platforms should be used exclusively to defend a Starbase.

However, I have to agree with what Richard has written and as such the idea neds some tweeking.

The troop costs will double instantly (at least) so there should be some allowance here (Starbase crew factors can be used as crew factors on a platform?) or at least allow AI to work on platforms. In addition the change that fighter bays now require crew factors in platforms has just removed the option of having cheap running platforms. An announcement that this was happening rather than this just happened would have been appreciated mind......

Also few affiliations have put much effort into platform construction. The DTR has, but even we would have significant problems in defending a Starbase if the idea is that all space weapons are loaded into platforms and Starbases just have active shield complexes.

I cannot see any easy way to implement this over 6 months, and given Richards calculations, 6 months would not be enough time to solve the problem anyway. What I would therefore like to see is Mica allowing MU to MU conversion of complexes and/or naval weapons into platform/shield complexes and platforms.

So if your Starbase is already very well defended, then it should still be well defended. If it is badly defended, at least you then have the option to convert some mines/factories etc to shield/platform complexs or platform hulls so that you can defend your base in the future. This latter is of course a compromise. Have less production but better defences or risk poor defences but have better production.

Nik
David Bethel
QUOTE
What I would therefore like to see is Mica allowing MU to MU conversion of complexes and/or naval weapons into platform/shield complexes and platforms.


I think we are considering an order to convert naval weapons -> shields/shield generators and shield complexes. Platforms hulls was not mentioned, however it may well be fair to do that. If this is implemented it will record a SBs mus of weapons right now and limit the conversion to 50% (?) of this quantity to avoid creative conversions. Any thoughts

Also if we do platforms - we will have to do platform controls.

QUOTE
An announcement that this was happening rather than this just happened would have been appreciated mind......


Sorry about that - its difficult with 2 sets of code at the moment to keep things. I think the fighters/PD with no crew factors etc was a bug, thatw as fixed in the main code at some point.
Clay
Able to convert to Shields, Shield Gens, Shield Complexes AND Platform Hulls would be best.
Andy
QUOTE (David Bethel @ Jun 29 2005, 09:21 AM)
I think we are considering an order to convert naval weapons -> shields/shield generators and shield complexes. Platforms hulls was not mentioned, however it may well be fair to do that. If this is implemented it will record a SBs mus of weapons right now and limit the conversion to 50% (?) of this quantity to avoid creative conversions. Any thoughts

Also if we do platforms - we will have to do platform controls.

When platform control complexes were brought in you allowed conversions of things like hospital complexes to platform control complexes. I'd like to see the same for Shield complexes.

Give players 1-2 weeks to submit SAs to convert complexes and then run the program to convert 50% naval weapons over to shields / shield gens / shield complexes. Naturally code will be needed that if the starbase has the correct amount of shield complexes then no more are created.

Andy
Andy
One final thing

I imagine many bases will be mass producing space weapons now. 2 of mine certainly have a large proportion of their factory base on naval weapons. Will you allow the swap of these MP lines to other things like platform hulls for free ie no untool and retool charge?

Andy
Ro'a-lith
I hope we have the choice whether half of our space weapons are converted or not? Personally, I've spent the last few months building starbase shields, shields and generators at quite a few of my bases, and don't particularly want the few weapons they do have vanishing blink.gif
Minotaur
What about space stations built during BSE days to defend orbits? (platforms weren't available then).

Shouldn't these be converted 100% into items which then can be used within Platforms? Otherwise you instantly deminish the defensive ability of affiliations that may rely on such installations.

Alternately, we have a starbase which took time and effort to build which now has absolutely no use - not even any resources or minerals to exploit.
Mick D
Having done some sums for the bases just I have ownership of I'm looking at nigh on 860 complexes = 22,360 modules and more to the point I need to recruit and pay the wages of an extra 8,600 employees.

Not happy.

Mick (SMS)

David Bethel
btw before everyone goes mad with shield complexes there are a couple of things to be awair of

[1] Naval weapons have not been made significantly more vunerable. If someone is going to attack your SB before, they are going to come with what is necessary to destroy it. Previously you could target weapons on a starbase and easily wipe them out - its now just been made less easy to mess up when you fire at a starbase. ie when on is created quickly as a firebase to avoid taking proper dmg from the attackers weapons.

[2] You do not need 10% complex coverage in all starbases. Each 1% of shield complexes increase depth by 15 and shield factors / recharge rate modifer of 40% (x1.4). Starbase shields can be dropped at any stage and with signicant standard shielding an weapons, issues in orbit can be cleared up.

[3] Shield complexes are not required, if you have enough 'first round' fire power and enough targets set there is no way to even enter orbit.

The main change here is that everyone is now awair of SB vunerablity, where as before it existed but it was not obvious.
Andy
In reply to your mail David :

[1] Spread has gone from weapons and are therefore much easier to take out. This now includes fighter bays as well which takes out fighter coverage. As space fighters were the main way to defend a base in BSE (sorry to harp back to that era) most bases are still set up with space fighters as a defence.

[2] + [3] Have you not just made a case for everyone not to use lots of platforms?

Not trying to be negative as I think there is some good stuff here. If as you say that naval weapons are not significantly more vulnerable then why the change?

We have the targetting weapons option now so why do naval weapons need to be changed to make them easier to hit?

Andy
David Bethel
QUOTE
Spread has gone from weapons and are therefore much easier to take out

Previously, when you chose a target preference to weapons when attacking a starbase, 1 weapon was hit per attack that hit, any damage that 'overflowed' was subject to spread. There was never any spread on the initial damage. So although there was considerable -ves to hit a weapon, (since you were targeting it induvidually) you could easily get 60% hits into weapons - even more if you use weapons such as space fighters. So as i say, all that is really changing is that this is becoming more transparent how the damage is done.

QUOTE
If as you say that naval weapons are not significantly more vulnerable then why the change?

Because it requires you to 'tick the box and fill out the form' to attack the starbase effectively. If someone pops up a fire base and you don't expect to have to fire at weapons cos you are configured to attack ships then things become distressing as its not really the way things should have worked out.

QUOTE
Have you not just made a case for everyone not to use lots of platforms?

I would use platforms and shields. The platform it there to diswade an attack, and the shields + ground equipment is there to buy you time to react. Any planed attack has a good chance of working against a fixed target if there no reaction to the attack, unless the attacker has bad information on the situation.

However there are always options

Btw enough first round firepower for me would be 1M mus of kinetic missiles/launchers and 100 targets to feel safe. But it kind of depends on what makes you feel safe.
FLZPD
QUOTE (David Bethel @ Jun 29 2005, 03:26 PM)
QUOTE
Spread has gone from weapons and are therefore much easier to take out

Previously, when you chose a target preference to weapons when attacking a starbase, 1 weapon was hit per attack that hit, any damage that 'overflowed' was subject to spread. There was never any spread on the initial damage. So although there was considerable -ves to hit a weapon, (since you were targeting it induvidually) you could easily get 60% hits into weapons - even more if you use weapons such as space fighters. So as i say, all that is really changing is that this is becoming more transparent how the damage is done.

Are you saying it is going from ~60% weapons hit to 100%? That seems a big change to me - means your ships for attacking a base can half their weapon loads and fill up on more defence and still get the same result (or kill your base twice as fast).

Combined with the change to fighter bays - one of only two viable weapons for a base (the other being missiles) - then its an even worse affect.

Perhaps a battle scenario with the changed rules could be run alongside one under the old rules so we could see there is no change? It would go a long way to calming everyones fears on this i think.

Mark
MasterTrader
QUOTE (David Bethel @ Jun 29 2005, 10:21 AM)
I think we are considering an order to convert naval weapons -> shields/shield generators and shield complexes. Platforms hulls was not mentioned, however it may well be fair to do that. If this is implemented it will record a SBs mus of weapons right now and limit the conversion to 50% (?) of this quantity to avoid creative conversions. Any thoughts.

My thought is that while this overcomes the time issue, it doesn't overcome the production or troops issues. In terms of production, all it means is that instead of having to have 8 months full-whack production of platform hulls etc, I get a conversion so that it is if I spent 8 months in the past producing these things instead...

Richard
AFT
Andy
Ok David you got me biggrin.gif It's a good idea.

Would still like to see conversions though. I think it will maintain more game stability if this is done.

Andy
David Bethel
QUOTE
Combined with the change to fighter bays - one of only two viable weapons for a base (the other being missiles) - then its an even worse affect.


If everyone only fired these things from perfectly formed SBs then we would not have to worry about it. What generally happens is that the edges of the system are where ppl chose to operate (and this is where things fall apart). So while its bad that standard starbases don't get full protection, its the firebases that cause the problem. We could have done some complicated method to correct things but ppl whould have found a way around it.

What you do not want is a firebase with fighters attacking your starbase and targeting weapons (100% of the time with fighters) while you are just shooting into empty space, that makes it better defended than a ship. Its a knightmare and its was possible to make huge firebase quickly, anywhere that a shuttle port could reach. After the first day of battle the damage is done, and hardly any dmg has been taken, opening you up to a proper ships attack.

What the 100% naval dmg + fighter return does is make sure you can smash that kind of attack, it favours the defender because you don't have to make specific changes to your positions to defend yourself properly.




Frabby
A few observations from me:

1) Starbase/GP spread. I plainly fail to understand why a spread-out starbase would suffer less damage as alledgedly "empty space" is hit. This does not fit in with multiple starbases built in the same spot, which could be attacked simultaneously with full effect by the same starship. How big is a complex anyways, I suppose it's several buildings spread over a large area?

In fact, I believe what you want to affect is the splash damage carryover, not the actual hit ratio. Two big guns will always hit two buildings, but in a packed starbase the excess damage is much more likely to hit something else.
The same goes for GPs.

2) Fighters are independent fighting units just like small starships. I think their damage stats and general combat value are well balanced with other space combat stuff and there is positively no problem here. It is utterly stupid to take them out of a battle if their base (fighterbay) is destroyed. Once launched, they are tough bastards to get rid of.
Personally I believe that any attacker has to take space fighter wings into account when going against a starbase, get his act together and get interceptors and phalanx ships ready.
Most people seem to believe that they should not have to provide cover for their attack fleet but instead somehow make this mainstay of starbase defense less efficient due to percieved abuse of game loopholes. To me, there is no abuse and no loophole and the rules are sound.

Anyways, a possible compromise could be that space fighters are counted as part of their carrier when calculating damage, i.e. a Carrier under attack will lose fighters to battle damage. Could be explained by heavy weaponry passing through the approaching fighters, and puts fighters in line with all other weapons. It also improves defenses against fighters.


With these suggestions, firebases (and fighter GPs) become much less of a problem as they pose no significant advantage over fighters launched from a proper starbase anymore. They remain a tactical option, but within the scope of the combat rules and not as game winners.
Gandolph
frabby quoted:

Anyways, a possible compromise could be that space fighters are counted as part of their carrier when calculating damage, i.e. a Carrier under attack will lose fighters to battle damage. Could be explained by heavy weaponry passing through the approaching fighters, and puts fighters in line with all other weapons. It also improves defenses against fighters.



im afraid i dont see the logic in that one, fighters are very easy prey when the correct point defence is used..............so no further action is necessary
FLZPD
QUOTE (David Bethel @ Jun 30 2005, 08:50 AM)
QUOTE
Combined with the change to fighter bays - one of only two viable weapons for a base (the other being missiles) - then its an even worse affect.


If everyone only fired these things from perfectly formed SBs then we would not have to worry about it. What generally happens is that the edges of the system are where ppl chose to operate (and this is where things fall apart). So while its bad that standard starbases don't get full protection, its the firebases that cause the problem. We could have done some complicated method to correct things but ppl whould have found a way around it.

What you do not want is a firebase with fighters attacking your starbase and targeting weapons (100% of the time with fighters) while you are just shooting into empty space, that makes it better defended than a ship. Its a knightmare and its was possible to make huge firebase quickly, anywhere that a shuttle port could reach. After the first day of battle the damage is done, and hardly any dmg has been taken, opening you up to a proper ships attack.

What the 100% naval dmg + fighter return does is make sure you can smash that kind of attack, it favours the defender because you don't have to make specific changes to your positions to defend yourself properly.

Im sorry to belabour the issue, but Im really failing to understand the situation.

The scenario you outlined is a quickly built fire-base attacking an established base on a planet - but surely the established base should have correctly set target preference already (as it should have the targetting to hit anybody anyway). If they dont, then surely thats their problem and not a game mechanic change?

Also, the change will still affect the established starbase badly - the fire-base will still inflict vast damage (and take it too), but also now the enemy fleet will inflict twice as much damage. It weakens the firebase, but doubles the fleet power (which are better protected too), so the established base suffers more.

Also, ship to ship battle are now affected, with carrier ships being weakened - I dont see what this has to with the firebase problem?

If firebases are the actual problem, then limiting naval weapons to some proportion of the number of complexes would control it.

I agree that complicated solutions only invites inventive means around it. Isnt this going to be the case with the target weapons approach too? Such as building more fighter bays than needed - the empty bays absorb damage and act, effectively, as armour (or the empty space equivalent). If the extra mus required to effectively do that is seen as balanced, then thats ok - but it seems a roundabout way of introducing armour to bases and weapons mass limitations (you now needing 2, or 3 or whatever, fighter bays per 80mus of fighters).

Im just concerned that a change that weakens carrier ships as well as established (money making) bases is being done just because firebases are an issue?

Mark