Hotfoot wrote:Remember, these hard values are meant to allow for ballparks and easy moderation tools in the event of players who cannot reconcile combat on their own for various reasons, not as a hard guide of what MUST happen in every case.
Yeah, nobody wants to play the game as if it were, like, Heroes of Might and Magic. (weeps) However, like he said, an objective method for ballparking the damage done will stop people from going "each ship of mine can easily blow up one of yours" etc, and people arguing ad-nauseum. You can ROLEPLAY it however you want.
Let's say the numbers come up that you'll inflict massive losses on me, but I'd attack your main Flagship and sink it regardless. You may want to avoid that, and agree to allow my ships to leave with half casualties in exchange for me popping your escorts instead. We'd then do 5 or so RP poses about that one combat exchange. Plenty epic, but fair, and less retarded. I say it makes more sense to resolve 'losses' outside of the Roleplay aspect, so people don't need to roleplay their own losses without any guide whatsoever. That never struck me as a healthy system.
Hotfoot wrote:Things like good tactics, creative traps, and so forth are always more important, and frankly, we just need an idea of how long people should expect battles to last in the event of reinforcements and so forth, something that's been desperately needed for YEARS but nobody has been willing to do because we constantly get sidetracked into other stuff.
I'll do it. When people get into combat, mods will draw up the stats based on their Adjustments and our arbitrary combat number generator that we're working on. Hotfoot or Nitram would then post the calcs. That would be One Hour of cannon exchange. Then the two opponents barter for what they want to get out of it, like I said above, or just take the numbers flat-out, do their RP's, and when they're satisfied (or a day passes or whatever) the mods will post the next round's combat numbers.
One hour is reasonable. Rationale: It's cinematic. We're playing with, essentially, Trek-level or BSG-level firepower. Battles in those shows are rarely longer than an hour or so. The Battle of Jutland was basically two hours long--that'd be two exchanges. Probably not a bad model for our style of combat, really. Quick, glorious, and brutal.
That gives us enough time for a single heavy exchange, for a small-scale combat to be completely resolved, or for someoen to make a desperate action of some variety and be done before the episode is over. There could be many RP rounds, with lots of shouted orders and exploding panels and flaming ensigns falling out of their chairs, but we'd decide the result of that episode (hour of combat) at the beginning of the round.
Hotfoot wrote:As a result, every time we get to a major combat, EVERYONE bitches over how long the fight should last, what losses should be taken, how effective cruisers should be, how effective escorts should be, how effective battleships should be, how effective stupidly overcosted dreadnoughts are, etc.
I think we should address those brainbugs asap. Is there really any reason for us to encourage unfairly diminishing returns for our vessles? If repairs are not automatic then it won't be easy to put a damaged big ship back into combat, so even a minor scuffle where a few BB's get banged up could be just as bad as losing them entirely.
If it costs 3 Spacebucks to repair 2 damage to a ship, eventually it'll be more effective just to scrap it entirely. Small vessels would be more expendible than big ones. A ship that takes 50 damage would cost nearly as much an entirely new Battleship. So either you end up wit gimpy-as-fuck ships that can't do anything (but still cost full maintenance), or you spread your forces between small vessels and big ones, and balance it in gameplay terms rather than artificial combat negatives.