Difference between revisions of "Talk:Battle of Randall Prime"

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'''100thlurker:'''<br>
 
'''100thlurker:'''<br>
 
''Feedback'' <br>
 
''Feedback'' <br>
Recommend drop AA scores as a passive defense entirely. Anti-missile defense as a function of armament definitely works and works well, and I think it is the proper choice.
+
Recommend drop AA scores as a passive defense entirely. Anti-missile defense as reaction fire from your weapons definitely works and works well and is tactically interesting. I think it is preferable to a static defense (perhaps AA can be dropped for ECM?)
 
:*Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles.
 
:*Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles.
 
Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes:
 
Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes:
 
:*If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised.  
 
:*If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised.  
 
:*Arbitrary formations instead of based purely on map reading.
 
:*Arbitrary formations instead of based purely on map reading.
Frigate ECM buffs are definitely effective. <br>
+
Frigate ECM buffs are definitely effective, though recommending 5/6 may have had unintended consequences. High ECM Frigates as spotting for + Capital/Heavy Laser armed capitals and cruisers definitely appears like it will work as intended.<br>
 
Increases in direct fire ranges without proportional increases in Speeds is potentially a mistake. With low Speed ships the effect of PC skills are massive, see the end-turn where an entire Jardin formation dashing into Anti-matter Gun range.
 
Increases in direct fire ranges without proportional increases in Speeds is potentially a mistake. With low Speed ships the effect of PC skills are massive, see the end-turn where an entire Jardin formation dashing into Anti-matter Gun range.
 
:*Either shrink direct fire brackets back to their original form or extend ship movement.  
 
:*Either shrink direct fire brackets back to their original form or extend ship movement.  
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Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility.
 
Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility.
 
:*+Half(round up) weapon pool instead of double?  
 
:*+Half(round up) weapon pool instead of double?  
:*Perhaps double weapons Full Offensive should be limited in application, to command checks
+
:*Perhaps double weapons Full Offensive should be a limited Special Order requiring command checks or the use of a resource?
 
:*Defensive doubles ECM as well as shields?  
 
:*Defensive doubles ECM as well as shields?  
:*Rebubbling adds Speed?
+
:*In line with the previous suggestions, perhaps "normal" stances have a +half effect while attempting a command check can have double effect. Defensive normally only adds +half shields, Offense normally adds only +half weapons, pass a command check to Double them.
 +
:*Consider Disengage/Retreat Stance

Latest revision as of 21:01, 1 June 2015

Lokar:

  • I'll play variable number of Imperial battlesheeps.

Mal:

  • Whatever lets me use Fleet Command

Holle:

  • Jardin battlesheep! Variable number. (I figure 4-6 depending on how many people join up on Jardin side, might also be some of the destroyers if nobody takes the poor tincans

100thlurker:
Feedback
Recommend drop AA scores as a passive defense entirely. Anti-missile defense as reaction fire from your weapons definitely works and works well and is tactically interesting. I think it is preferable to a static defense (perhaps AA can be dropped for ECM?)

  • Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles.

Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes:

  • If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised.
  • Arbitrary formations instead of based purely on map reading.

Frigate ECM buffs are definitely effective, though recommending 5/6 may have had unintended consequences. High ECM Frigates as spotting for + Capital/Heavy Laser armed capitals and cruisers definitely appears like it will work as intended.
Increases in direct fire ranges without proportional increases in Speeds is potentially a mistake. With low Speed ships the effect of PC skills are massive, see the end-turn where an entire Jardin formation dashing into Anti-matter Gun range.

  • Either shrink direct fire brackets back to their original form or extend ship movement.
  • Such a heavy AMG armament feels inappropriate - in the rescheming of battleships they should probably have an increased Capital/Heavy Laser armament with only 2-3 points of AMGs as secondaries.

Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility.

  • +Half(round up) weapon pool instead of double?
  • Perhaps double weapons Full Offensive should be a limited Special Order requiring command checks or the use of a resource?
  • Defensive doubles ECM as well as shields?
  • In line with the previous suggestions, perhaps "normal" stances have a +half effect while attempting a command check can have double effect. Defensive normally only adds +half shields, Offense normally adds only +half weapons, pass a command check to Double them.
  • Consider Disengage/Retreat Stance