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[DR System] Stat Tables

Zack

Inactive Member
There is a lot of text, but there is a point to it. The 'stat tables' can be found here: https://wiki.stararmy.com/doku.php?id=gu ... ats_tables

Problems with the current system:


Weapon Spam

Or, Endlessly adding weapons to make your ship better. This is best illustrated by the Sakura and Plumeria gunships though everyone does it. The Sakura is a clean looking ship, well made, and well balanced in terms of capabilities and usage in game. The Plumeria is essentially the same ship, only it has more guns on it which makes it better because it has the same stats just more guns. Following this logic, as there is no reason to not have more guns and more guns make a ship better because it has more firepower, there is no reason to stop at only a few turrets. Some of the worse ships on the site are entirely covered with weapon turrets!

This is bad because as people look to improve their designs they are stuck with knowing that their ship will do better if they add more weapons. The system we have now rewards this and it leads to designs which start to defy common sense.

Red Paint

Or, Starships that are faster for no reason. The example this time is the Type 30 Space yacht which exceeds the speed standards. So why doesn’t KFY put the Type 30’s engine in the Plumeria? It would make the ship faster and have no downside. Looking at this from a common sense point of view, it doesn’t really make sense to have starships that ever move slower than your fastest engine. This is reflected across everyone’s starships as they generally all move at the same speed (the top tech top speed bracket).

This is bad because it makes all the ships very much alike. With everything traveling at the same speed there is no reason or real possibility to have fast interceptors, slow battleships, or middle of the road cruisers.

Swiss Army Ship

Or, just adding everything to your ship because there is no reason not to. The C3E has weapons, top teir engines, top teir shields, fighters, a repair bay, mechanical arms, a portable island, all kinds of FTL, Interdiction, a morgue, and so on and so forth. Having a lot of gear isn’t necessarily a bad thing but compare this ship to one like the Eikan. They have similar stats and similar levels of DR that they can put out but the C3E is ‘better’ because while they have the same stats it has way more gear.

This is bad because the C3E is supposed to be a high tech but mostly well rounded ship capable of doing anything while the Eikan is more streamlined for combat. Because there is no reason not to take gear, and the rules promote weapon spam and red paint, gear can be the only reason two ships are different and more importantly people who design ‘streamlined’ ships are penalized unfairly because while this should have a benefit it does not under the current rule system.

Stat Creep

Or, arbitrarily choosing the DR of your weapons so that they are better than the alternatives. Of course this applies to speed ratings and every other ‘stat’ as well. For whatever reason people set their ship stats as higher than they really should be like Origin’s gauss rifle which is in the mecha cannon damage category even though it is a power armor sized rifle. Gradually all weapons are being pushed toward the same DR rating. Starships weapons are gradually migrating upwards towards SDR 4-5, Power armor weapons to ADR 4-5 and personal weapons to PDR 4-5.

This is bad because it reduces the variety in the role-play, making everything less special. No one’s ships are really fast, no one’s weapons are really better than any others and vehicles and mecha are all carrying the same strength weapons as people in power armor.

QQ

Or people complaining about having to do math, extra work, or retroactive changes to their submissions to fix things.

This is bad because it is really annoying to hear someone complain about having to add two numbers together or how they can’t be bothered to do intense mathematical operations like subtraction.

Hit Points


Or Structure Points. Ships have a lot of these and people take them to mean a ship’s hit points even when the rules say that a ship can take serious damage when they loose just a few SP.

This is bad because people treat hit points like they are playing DnD, you can take a limitless amount of damage until you run out of HP then you fall over dead. Having a better way to express what a structure point is or should be would reduce the amount of battles where ships are taking damage but aren’t really being hurt.

Solution:
Tie stats into the SP system.

A ship has an amount of SP determined by its size, generally 10, 20, 30 ,40, or 50.

Each SP can be assigned to a system, Engine, Shield, Weapon, CDD, Hyperspace, Crew/Misc.

This assignment is based on a ship’s picture. How much of the ship is devoted to engines equipment? How much to weapons? How much space does the crew take up?

Once you’ve decided how much of your ship is devoted to each component, you can look up on a table what your ship’s stats will be (how many shield points you have, the total amount of DR your weapons can have, ect)

Game mechanics, balancing, physics, and all of that complex stuff can be safely hidden behind the table.

Results:
Weapon Spam

If you add weapons to a ship, you need to add space for them. This means the ship will have more SP and a smaller engine to ship size ratio. This in turn means your ship will go slower because it has more mass to move, it also means that simply adding on more turrets won’t necessarily make your ship better. Basically players get real physics with all of the math hidden behind a look up table so they don’t actually have to think.

Red Paint

Looking back at the Type 30 and the Sakura; Now under this system the Type 30 is faster because it has more space devoted to engines and no weapons to slow it down. If you want to apply this retroactively it helps give context to why certain ships are they way they are. The battleship is slow because it is cutting down on engines for heavy duty shields and weapons. The interceptor is fast because it trades weapons and shields for powerful engines to catch pirates and smugglers. The Scout is nimble because it has a balanced amount of shields, weapons, and engines with a slight emphasis on the engines. Suddenly the rules now promote nations creating a wide variety of designs and specialized designs are now much better at their intended role than other ships.

Swiss Army Ship


For the same reason as Red Paint, the Swiss Army Ship problem is solved. In this case ships like the more streamlined Eikan would have a stat bonus over ships weighed down by a lot of gear like the C3E. Carriers also make more sense as streamlined fighters designed for combat getting serviced by a large gear oriented ship is something that the rules would favor.

QQ

No math, you can look everything up on the table. No retroactive work, all old ships can stay the way they are and new ships get balanced using the old ships as a basis for their stats.

Hit Points

Ships following the new format would have a SP chart generated showing which systems take up what spaces. Say you get take 5Sp worth of damage you could then look on this chart and see what 5sp worth of damage would do to your ship. It would be an entirely optional system but I know some people would find it cool to be able to track a ship taking damage in this way, or get an idea of what parts of a ship are more likely to be hit.
 
I'm assuming by shield mitigation, you mean the threshold value? If so, the it actually looks good to me. I think the only thing you're missing is some kind of limit on how much SP a ship can have. Without putting a limit like that in, people would just continue maxing out ships by maxing out SP.

I usually disagree with you, but this looks like a great plan to me.
 
Due to the 'maximum ship size' rule we are kinda limited to SP50 starships though there is no reason why people couldn't make a ship even larger than that.

Of course that really wouldn't help them much. They would have more space for weapons yes, but they would start getting less benefit from shields (more power needed to do the same protection over a larger area) and they would still have to use a proportionally large amount of that ship for engine space to be able to keep up with smaller ships.

No matter how many SP you have, smaller ships still have similar speeds so balance is maintained. Of course there is a reason to have large ships as you get more firepower for your buck, but smaller ships are easier to get higher speeds with, quicker to build, and give better interdiction.
 
I'm a person whom is much more open to number crunching and I really can relate to the problems Uso outlined. This said, I really like what's been unveiled here... though I'm uncertain of how well the SARP more techy-oriented community will take this.

With some refinements in the way of making this more user-friendly/accessible I think this could turn out to be great.

As a note of caution, though, I'd outline that Wes desired to eventually merge fold and CDD - at least for Yamatai anyways. Fold being the travel method/flavor while sticking to CDD-level speeds. This wasn't done yet, though putting some forethought in that matter could possibly be a good idea (I couldn't help but notice that a ship doing away with fold drive speed capabilities would end up with a higher point average).
 
It makes sense that if you don't have a hyperdrive, more of your mass is freed up for other systems for a ship of same mass.

This is a decent sized buff for people making ships that get carried into battle aboard other ships. ISFB type craft, mini-mobile starbases, ect. In turn this would be a move away from everyone having a one size fits all craft and an encouragement for people designing a variety of ships to fill a variety of roles.

Again, the idea is to open up a variety of ships and end stat based E-penis contests. After all under a system like this you can't really have a 'best' ship.
 
Any Reasonable Tech Admin or reviewer will prevent people from breaking the system in submissions.


When it comes to Wes, we just hope he doesnt.
 
I'll reiterate my interest in this.

Make no mistake, I would find the implementation of this inconvenient to a degree. I've compared my Miharu-makeover project to the stat-tables Uso offered us on the wiki and I find that I can't quite manage to reach my wished-for power levels for the ship which was roughly to have it sit inbetween the Irim and the Eikan in combat prowess while having a lot of utility.

Regardless of the care I put in designing and detailing the ship, I can't quite reach that. It's not quite as fast, not quite as protected, not quite as well armed. Seeing that on a comparative scale, all I have to compare it to following that non-adjusted idea... it ends up, more or less, sucking.

Obviously, if I put a lot of effort into making something well, I don't necessarily want it to suck either. Especially by comparison to other ships in the same size range.

However, I still feel positively about the idea. If it could be applied to a limited, perhaps on the most active ships used by a faction for starters (to avoid having to do painstaking across-the-wiki adjustments) I could see it doing a whole lot of good. Changing DR values for weapons, shields and speed rating retroactively wouldn't be so bad.

Applying it to future submissions would also help set the standard.

I think it'd also help - when viewing it comparatively - not to think of them as lower values, but rather a different standard.

We have six components for ships presently: STL, FTL, Fold, Weapons, Shields, Utility. That means that the average value for a ship's rating in each categories would be its structural point value divided by six.

For example, for a Plumeria-sized ship made by a manufacturer like KFY, it's 20 SP. 20 divided by 6 equals ~3.33. Therefore, we could end up with the following values in the end (with slight emphasis to mobility):

Sublight: 0.3c (4 pts)
Faster-than-light: 12 500c (4 pts)
Fold: 0.35 ly/m (3 pts)
Weapons: 12 SDR (3 pts)
Shields: 15/1 (3 pts)
Utility: * (3 pts)

...and this would be considered a well-balanced, relatively nimble ship for its size-class.

If a civilian company like Geshrinari Yards went and built a similar vessel, they'd end up only having 16 points to use from their 20 SP, for an average of 2.66. If we took under consideration that the civilian company would wish to make the ship combat-oriented, we could have:

Sublight: 0.15c (3 pts)
Faster-than-light: 9000c (3 pts)
Fold: 0.25 ly/m (2 pts)
Weapons: 12 SDR (3 pts)
Shields: 15/1 (3 pts)
Utility: * (2 pts)

It's still a good ship. Not as well balanced but not so weak as to not be competitive to the more advanced military design I previously shown as an example.

It also shows a bit of how Uso managed to tweak his table to reward balanced ships, and also shows how breaking the margins subtly can still give some good differences (while keeping in mind that the further you go from the margin, the more you get a diminishing advantage/penalty).

This also brings up to my mind how a race like the Lorath could've have seen their technology handled. With the same 20 SP example wielding 10 useable points (0.5 modifier), they'd get an average of 1.66 - so, again, following a combat oriented design:

Sublight: 0.08c (2 pts)
Faster-than-light: 6 250c (2 pts)
Fold: 0.01 ly/m (1 pts)
Weapons: 7 SDR (2 pts)
Shields: 10/1 (2 pts)
Utility: * (1 pts)

Well, we clearly can see the technological difference there. Heck, the fold drive capability is minimal. On the other hand, it's not impotent and it shows how a Lorath-designed destroyer could've been about the same relative strength as a Peacekeeper patrol ship half its size.
 
Overall I actually like the concept.

I would suggest dropping using the image to determine the engines. Many engine systems, CDD and Hyperdrive are internal and the picture would not help.

Just going with a set number of points and spending them until they are out should be sufficient.

The other problem is it presumes that everyone uses those systems.

My Qaktoro for example do not use CDD or Hyperdrive.

So my ships that don't have these drives, I could put more into defense and weapons. I like it.
 
In the case of the Qaktoro, I'd personally would just recommend going for an equivalency.

For example, the Katakur'a has a tunnel drive that has a charge time of 30 minutes and then opens a portal that apparently allows them instant passage through across up to 15 light years... so that's roughly 0.5 ly/m.

That sounds roughly analogous to fold. Seeing the Katakur'a sounds like a 20 SP starship, that may mean it'd need investing 4 points of hyperdrive.

...and with the absence of CDD, they could focus points elsewhere.

...

That brings up another interesting point in my head. Remember that bit about less technologically advanced races having a lower point modifier? There's some good interpretation that can come out of that.

For example, let's say the Qaktoro wouldn't have as high technological assets as KFY for a 0.8 modifier, which is 16 points (not saying they should have, just making a point). Because they wouldn't use CDD, they'd still save up points there, possibly meaning that they could end up - despite their lower modifier - having their ship nearly as powerful otherwise to some of the big boys (a.k.a.: they had a technological handicap - lack of knowledge of CDD-like FTL tech - but found a way to compensate or operate differently).

For the Lorath, I remember Tomoe making a point several time they they were new to space travel, but that some of their technology was still decent in comparison to the bigger players in the universe. Fusion sublight engines and anti-matter/plasma weaponry comes to mind. That could easily explain design-philosophy preferences behind the point allocation for ships... for example, a different take on the 20 SP low-tech ship I showed in my previous post:

Sublight: 0.15c (3 pts)
Faster-than-light: 100c (1 pts)
Fold: 0.01 ly/m (1 pts)
Weapons: 12 SDR (3 pts)
Shields: 5/1 (1 pts)
Utility: * (1 pts)

Cramped interior, perhaps limited range due to lack of cargo space, relatively sucky shields, limited fold and functional STL only. On the other hand their sublight speed would be considered rather decent in the civilian sector of a more advanced race (perhaps offering a viable market for Lorath fusion engines). Furthermore, 12 SDR worth of weapons is nothing for a non-capital ship to sneeze at.

They'd probably get even more if they eliminated one mode of propulsion to focus on something else.

Such an approach could perhaps set a trend for Lorath warships to be efficient close-range glass cannon combatants. Limited mobility or limited visibility situations would be situations where their technological drawbacks would be mitigated and allow them to fight other more advanced vessels on nearly-even footing.

For example, if we'd have followed such a guideline, perhaps the Lorath would've stood a real fighting chance against the Mishhu while defending the Great Southern Nebula. It's also a nice example to a race adapting to its environment and showing that it has strong points despite limitations.

Personally, I really like that.
 
I thought we were trying to get rid of wormholes?

Either way the only FTL that should be allowed is FTL that is on the interdiction table. If it isn't on the Interdiction table it shouldn't be allowed in the setting for obvious balance reasons.

That being said, I guess I should including a speed table for Teleportation and Wormhole drives and balance them with teleportation being overall much slower than other forms of FTL (Because it has much greater interdiction resistance than other FTL forms) and with wormholes requiring a pre-charge time once the destination is selected and a travel time which is slightly less than hyperspaceing (So there is a reason to take it because it is faster, but less useful in combat)

I was also thinking about adding another FTL table for Mega-Hyperspace drives which would allow other ships to be taken along with the mothership at the expense of less speed per points.


That aside, people probably should express their FTL drives with stuff on the outside of the ship. The large flat pannels on the sides of KFY ships are components of their FTL systems and I've been using flat black monolith type objects as part of the FTL for my ships. Of course nothing would stop people from designating parts of the interior as an FTL system. The original idea was for people to section off parts of the interior of their ship (engeneering rooms, and ect.) on the ship picture to be part of the different systems for the stat table. I still strongly think that this needs to be related to the ship's picture as people having to make ships with reasonably proportioned systems will add an air of authenticity (or at least thought-out-ed-ness) to starships and prevent things like Origin's Jinikn escort that has a metric shit ton of turrets stored in a single small room.
 
Actually Fred not all of the Qaktoro ships have the tunnel drives. So those ships get the benefit of more points for other stuff. And given that those are usually ships that are not warships it fits with them having more other stuff. :)
 
I like this a lot. A system like this would have made Elysian tech significantly more interesting to write, rather than simply trying to make things that wouldn't be immediately squished by everyone else. Not that I'm likely to go back to writing Elysian tech any time soon, but I do like the suggestion a lot.

I would like a mecha/vehicle scale for this sort of thing as well, if this is adopted. It's a great suggestion. Very well thought-out.
 
The reason I didn't encompass small vehicles with this system is that

A: It is a lot of work to do 12 more tables to cover the smaller units

and

B: From what I understand the power armor in this setting are due for a major retooling, far beyond what we're doing for starships. I can think of far more issues with them than what I pointed out for starships and this would mean a long talk with Wes and other admins about where power armors should take the setting next.

Though, if you do have ideas about what you think is a problem with the current power armor system or just have thoughts about how you would want to split up different types of power armor (heavy/light, flight/ground, space/atmospheric) I'd love to hear it.
 
My suggestion is pretty simple: Make it a rule that the maximum weapon damage a starship (or other attacked) can inflict on a single target is per combat turn is equal to its base SP (eg a Plumeria can't hit by more than 20 SP even though it has enough forward weapons to hit by at least 25).

This has two effects:

- The guns a ship has use for now has a limit so designers can stop cramming extra guns on ships

- It's becomes REALLY easy to tally damage in large fleet battles, which is very helpful to FMs like me.
 
Ok, so I'm going over this again.

I think I may have aimed a little low with my math and I am considering adjusting all speed values upward slightly. Right now the system is set up so that balanced ships get the most out of their points, but end up slower than star ships that use maxed out stats from the speed standards. The balance for this is that you could make a specialized ship with better speeds than ships using the current speed standards.

However this kinda makes people want to use the old system for their balanced ships because they get to use the max of everything.

The fix for this, I think, would be to adjust all of these values upward so that the balanced starships end up with the maxed out values from the speed standards. This of course would result in a slight speed increase setting wide, one that wouldn't really be noticeable, but it would help with the adoption of the stat tables. (Though that doesn't prevent another speed nerf later to bring everything in line)


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I also need to create a few 'example' ships and get the wiki page looking more like a guide instead of a stub.


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That aside, Wes's idea isn't really suited for the stat tables right now. It would remove the option to create system defense ships with high shields and firepower but low or non-exsistant FTL. It would also encourage large fleet engagements where the amount of SP you have in your fleet total is the basis for the best fleet. This kind of thing, I think, is better suited for a DR system overhaul rather than a starship speed/shield/ect fix.

I think the DR max per stat point system works well at stopping the cramming of extra guns even if it doesn't help simplify damage calculations for FMs.
 
I'm still supporting Uso over this... and while I thought we could adapt to the tables, I do agree that setting them less as 'nerfs' will likely make them slightly more attractive to adapt to for future submissions - meaning that most ships designed with this methods might actually reflect some technological improvements (with some give and take).

This might not be a negative tweak, especially if we go for the expanded starmap Exhack designed in regard to everything that is propulsion.
 
I agree. If we say it was a kinda leap in technology (possibly spurred on by the Misshu's attack), it would be reasonable to boost the average up to the levels mentioned, and make it so ship designers don't feel like they're taking a hit. And for the speed part, with the new map I think a slight boost in speed would be sensible, so I can't see anything about that that's objectionable.
 
Ugh!

When you get values like:
.46875c
.48125c
.49375c

...it just feels silly.
I also can tell you I did not think the STL speed portion of the tables needed a bump up like this. I'm pretty comfortable with our relative top STL speeds being around .3c ~ .35c

The CDD augmentations look better in my opinion than the one for STL (it's probably due to the number of digits, really). However, when you end up being an hair's breath away from 30 000c, I'd just give it instead of tagging the value as 29 999c.

Oh, and I'm also a little surprised by how quickly the 10sp CDD climbs up. 9k, 18k and 28k? Whoa.

Also, bear in mind that some ship designers may choose not to stick to those values for ease of use. For example, my much-mentioned but little-seen Miharu-refit had a projected CDD speed of 17 520c because it was the equivalent of 2 ly/h and thus easier to use alongside a starmap. That might not mean anything (I could say 17 520c is my cruising speed and 18 750c my top speed) but i thought I'd mention it.

Finally, I'd like to interject that I liked the tables you had up previously because they seemed to show a level of balance. When ships had a value that was equal to about a sixth of its SP, it was a good, solid, average value and any increase up and down saw a sizeable difference for just one point - however, the more to an extreme you want, the more the difference was small. I liked that - it's something I'd like to see preserved if you make further changes.
 
Yeah, I really wasn't happy with the STL values either but then I look at the previous values and really the difference between .4c and .49c is how fast the planet flies apart when you run into it.

I think that may be more how people view STL engines in this setting, they treat them like a car where you hit the gas and you are suddenly at full speed, take your foot off the gas and you stop (this problem only gets worse for people who use speed doublers!)

I would like to see a change from 'top speed vroom vroom' to max acceleration, which I feel does a far better job of expressing the information RPers would need in space combat. However the stat tables don't really cover that.

In the end these numbers were chosen because everyone uses the max speed values anyways. Considering a balanced ship would have 2 points in STL, 2 in CDD, 2 in hyperspace, 2 in shields, 1 in weapons 1 in utility I changed the table so that 2 represents the highest current speed setting instead of the middle speed setting. (Might either revert this or move all the values the same ratio closer to the 2 points value)

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It looks like going out to 5 digits might be to much for some people Perhaps the maximum amount of accuracy should be 3 digits instead?

In addition to that, the 'cruise speed' and 'max speed' bit is something I should add in, at least in the sense of saying that these values aren't set in stone and there should be some wiggle room in the exact values.

---

Also, all the values were multiplied by the same amount, so you continue to get diminishing returns for a more specialized ship, but thats about halved this time around.

Perhaps the right thing to do is adjust the CDD values closer to a 'normal' value and revert the STL table entirely?


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Edit: Also remember for SP10 ships 1 SP is a HUGE thing. Consider that for 1 SP you may get a huge increase in CDD speed, but you'll have to take that 1 SP away from something else. Sense for a balanced ship you'll have only 2 points in each other category that means you'll have to drop STL, Hyperspace, or shields down to 1 point which is a big decrease for that system. Alternatively you'd have to drop your weapons or utility entirely!


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More Edit: Was looking at this, and was thinking about how if you just dropped 9 points into STL you'd essentally have an SP 10 ship that was a missile. If you swaped Ship DR for Armor DR you'd essentially have the same thing. I would think making a stat table for power armors would be as easy as taking all the values in the final ship template and simply saying that for armor you use ADR for everything instead of SDR.

Maybe half FTL speeds too?
 
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