Tesh Aquer
Business Fish
Was a member of the original Warmongers, ditched site for about 6 months, now I'm back since I'm fleeting again. I looked over the thingy with all of the information and have some points to make:
Looking at the damage modifiers listed, you could have an infinite number of corvettes firing at a Destroyer or battlecruiser and do 0 damage. So a fleet of a huge number of smaller ships wouldn't be able to take out 1 large ship.
Alot of the complexity could be eliminated by using a shield and hull rating a.k. SBD (shields) and RU (Hull)
SBU and RU are equivalent, so 1 SBU=1 RU. That said, ships usually have a proportionally higher SBU to RU for obvious reasons.
Comparison:
ISD= 4800 SBU, 2300 RU
MC80=3840 SBU, 2128 RU, however Mon Cal has redundant shielding
Certain weapons do more damage to shielding and more damage to hull
An example would be a proton torpedo hitting being roughly equal to 100 SBD/RU. A core unit and system for shielding and hull could make calculations much simpler. I can assist with assigning SBD and RU values if needed. All the user would have to do is either a. calculate or b. estimate how much a certain volley would do. Estimation works better, as that can more easily account for potential random volleys.
Due to the nature of balance and the origin of the ratings, these are not set in stone. Only having to fire 65 torpedos to destroy an ISD would not be very fair. However, point defense could eliminate most of those. 1 Turbolaser shot would be roughly 35 SBD/RU (for simplicity's sake use DP, damage potential). This would require about 110 turbolaser shots to take down a Mon Cal's shields. As I said, this can be up for debate and damages can be, say, halved if ships here are too heavily armed.
Another unit of note: MGLT and MGLT/s. This stands for Megalight and Megalight per second (speed and acceleration). 1 MGLT=1 m/s 1MGLT/s=1m/s^2
The largest problem I see with the dice rolling method is that one would have to roll a dice and add/subtract all of these modifiers to make a post. It also rewards less tactical innovation and more brute force and giant ships, which arguably is less fun.
Another just overall tip: don't bean count. If you know you can have 1,234 ships, please don't bring 1,234 ships, especially if those are things like ISD. The empire could have summoned a force of 25,000 ISD's at some points, but they would never do that.
Also, as a newcomer, having to read a 7 page document filled with modifiers and dice rolling is pretty intimidating, and I have had a few years of fleeting experience. It would be much more welcoming to say: here is a list of weapons and about how much damage they do. Keep this in mind when writing. Obviously, the major flaw of the SBU/RU system is that there are lots of ships on Chaos, and none of them have this sort of system. One could estimate and use ranges and ship size to determine the ratings (again, I can be of assistance).
That is all, and I do look forward to fleeting.![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Looking at the damage modifiers listed, you could have an infinite number of corvettes firing at a Destroyer or battlecruiser and do 0 damage. So a fleet of a huge number of smaller ships wouldn't be able to take out 1 large ship.
Alot of the complexity could be eliminated by using a shield and hull rating a.k. SBD (shields) and RU (Hull)
SBU and RU are equivalent, so 1 SBU=1 RU. That said, ships usually have a proportionally higher SBU to RU for obvious reasons.
Comparison:
ISD= 4800 SBU, 2300 RU
MC80=3840 SBU, 2128 RU, however Mon Cal has redundant shielding
Certain weapons do more damage to shielding and more damage to hull
An example would be a proton torpedo hitting being roughly equal to 100 SBD/RU. A core unit and system for shielding and hull could make calculations much simpler. I can assist with assigning SBD and RU values if needed. All the user would have to do is either a. calculate or b. estimate how much a certain volley would do. Estimation works better, as that can more easily account for potential random volleys.
Due to the nature of balance and the origin of the ratings, these are not set in stone. Only having to fire 65 torpedos to destroy an ISD would not be very fair. However, point defense could eliminate most of those. 1 Turbolaser shot would be roughly 35 SBD/RU (for simplicity's sake use DP, damage potential). This would require about 110 turbolaser shots to take down a Mon Cal's shields. As I said, this can be up for debate and damages can be, say, halved if ships here are too heavily armed.
Another unit of note: MGLT and MGLT/s. This stands for Megalight and Megalight per second (speed and acceleration). 1 MGLT=1 m/s 1MGLT/s=1m/s^2
The largest problem I see with the dice rolling method is that one would have to roll a dice and add/subtract all of these modifiers to make a post. It also rewards less tactical innovation and more brute force and giant ships, which arguably is less fun.
Another just overall tip: don't bean count. If you know you can have 1,234 ships, please don't bring 1,234 ships, especially if those are things like ISD. The empire could have summoned a force of 25,000 ISD's at some points, but they would never do that.
Also, as a newcomer, having to read a 7 page document filled with modifiers and dice rolling is pretty intimidating, and I have had a few years of fleeting experience. It would be much more welcoming to say: here is a list of weapons and about how much damage they do. Keep this in mind when writing. Obviously, the major flaw of the SBU/RU system is that there are lots of ships on Chaos, and none of them have this sort of system. One could estimate and use ranges and ship size to determine the ratings (again, I can be of assistance).
That is all, and I do look forward to fleeting.