tag:blogger.com,1999:blog-2170237526012357403.post1255898420502214620..comments2024-03-26T15:35:56.004-04:00Comments on Delta's D&D Hotspot: SciFi Saturday – Point-Buy CombinationsDeltahttp://www.blogger.com/profile/00705402326320853684noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2170237526012357403.post-58463797257149936872013-10-06T01:47:54.614-04:002013-10-06T01:47:54.614-04:00Yeah, originally I implemented a "faster ship...Yeah, originally I implemented a "faster ship picks optimal firing distance" rule... which resulted, obviously (now), in the fighters & assault scouts always fighting from 4 hexes, being immune to rocket batteries, and thus winning all their fights. While that's optimal behavior, it's not what I see happening in practice (esp. with tabletop mini games). So I made the broad assumption that placement wouldn't be perfect, that RB's would be effective, and just set the distance to a presumed 3 hexes at all times.<br /><br />The Advanced game I'm not sure where to begin implementing loss of weapons, fires, and ADF/MR losses (granted my very crude assumption of always being in range as desired). Due to the narrowness of the price range, I doubt the end result would be very different.<br /><br />Interesting about the playable simulator, I'll try that out when I get a chance, thanks for the link!Deltahttps://www.blogger.com/profile/00705402326320853684noreply@blogger.comtag:blogger.com,1999:blog-2170237526012357403.post-54979912085522141842013-10-05T11:33:49.377-04:002013-10-05T11:33:49.377-04:00I love the analysis, It would be interesting to s...I love the analysis, It would be interesting to see how much things changed if the firing distance was 4 hexes instead of 3, basically taking the rocket batteries out of the equation. I suspect that you'd see things weighted even more toward the Assault Scouts and fighters as their primary weapon stays in play but the high damage rocket batteries of the larger ships are not in use. You mentioned this in an earlier post but this comes back to tactics but if you play your smaller ships correctly, rocket batteries never have a chance at them (or at least rarely).<br /><br />It would also be interesting to see how things stack up using the Advanced rules and the Advanced Combat Damage Table. That might weigh things a little more toward the larger ships as they have more systems that can soak up damage without destroying them and keep them in the fight a bit longer. I have C++ code to implement the damage table, it should be fairly easy to convert to Java if you're interested.<br /><br />Also, in case you haven't seen it, check out http://starfrontiers.info/forum/viewtopic.php?f=24&t=278<br />It's an implementation of both the tactical game and the SSW campaign game. It uses the advanced rules but since the computer takes care of all the calculations, that's not an issue. All the rules are implemented except the repair turn and seeker missiles. The interface is a little rough but it is playable.<br /><br />Tom Stephenshttps://www.blogger.com/profile/15280708969464181482noreply@blogger.com