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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.
 
Regarding weapons:

  • For every weapon a ship has, it must have an area of floor-space devoted to maintaining that weapon and cargo space for replacement parts and ammunition - as well as a power-grid that can adequately power said weapon.

    For example, a Sakura couldn't be massed out with turrets without some serious overhauling of her power-grid and sensors to track and motors to guide the turrets themselves.

    The higher the output of your power-grid at any given time, the more observable/detectable your craft should be (meaning smaller more specialised craft can creep up effectively and broad purpose ships must switch modes which takes time and man-power)

    In response to your solution:
    I like it. But I still think powering those weapons matters. You need the cables, the capacitors and cooling systems to make it work.

    Likewise, poweroutput affecting observability I feel would work well (High profile ships get better overall performance but find it much harder to move undetected)



Red paint:

  • Faster ships should have an overall sleeker look, better power-grid and better cooling/engine management systems. A ship with both high end weapons and engines should not be able to use both at the same time without a contingency like capacitors or by switching one off to use the other at full strength.

    In response to your solution:
    Intended role is important. I see no problems here.

Swiss Army Ship:

  • Denote role. The broader the purpose of a ship, the lower the overall stats unless the cost also rises. A jack-of-all trades ship can't do everything at once: For high mobility, a maintenance/fighterbay has to be locked down and ships clamped to hold them in place, for example.

    In response to your solution:
    Yes.

QQ

  • The worst of it is the fact that people don't understand their numbers relative to the submissions of other people's numbers.

    Like the speed-standard. Lorath Unit A might say in its blurb its supposed to specialise at being very fast and have special gear to be fast but if Yamataian Unit B has that speed-count to begin with and noone's contesting it then Unit A only has the option of copying or surpassing the count for its purpose to add up.

    Its not so much retroactive changes as its "do these numbers break my ship? Will it still play like its supposed to?"

    Every new standard introduced anywhere risks not being backward compatible and therefor upsetting the userbase.

    Who in their right mind for example would update their copy of Windows if half of their applications stop working?

    In response to your solution:
    Ok, this is interesting but we really do need relative comparisons so when making new ships or updating old ones we know where our stats "should be" in relative to existing classes.

    For example, Maras wasn't intended to have armour anything like a Sakura: It was meant to go undetected then make a deep assault by jumping in with FTL, unleashing as much of its munitions as possible at once then retreating. While it would perform this task admirably from all standpoints, the energy regulating involved meant that when it went into a battle without any planning its stats overall would be much lower and it would be at risk.

    Would this still work?

Hitpoints:

  • Again, we have the relative issue. Then there's also the notion of specialised ship-classes..

    Example:

    • I wanted Maras to be what's known as a 'glass hammer' -- That its energy shielding would be on par with that of a ship with vastly superior armour but its own armour plating would actually be quite fragile.

      This all ties in with light armour being consistent with what we accept on a personal basis of lighter things going faster.

      But the current system doesn't allow for that.
    Likewise, the system doesn't allow for a lot of special classes. I agree that damage should be localised to different areas. I really like this idea.. But knowing what to put where makes it very difficult and confusing: If I armour my engines lightly and for whatever reason they get disabled, what the hell do I do from a roleplaying standpoint when my ship is BUILT around the concept of mobility?

    In response to your solution:
    Again, the relative stuff.



A lot of it actually isn't that bad at all but I do thing it needs to be used in practice and revised AS we use it so any glaring issues can be fixed.

Maybe the solution here is to add special properties to ships so in a circumstance they receive a performance drop - sort of like magic the gathering.

Say for example that a ship in high mobility can't fire a particular weapon until it slows down so the weapon will guide and charge properly.. Or it loses its stealth advantage when it does this or does that (opens fighter-bay, performs an active sweep), etc...

Maybe we should make a light ship VS ship thread, like a simulated thread and have some combat with various ships to make sure they behave like they should (and have fun doing it).

If it works out, these rules could be streamlined and applied to PA.
 
https://wiki.stararmy.com/doku.php?id=gu ... ats_tables

Did some updates, added in a usage guide, and changed some of the values here and there.

Osaka

in general: people are going to throw hissy fits if we use 'power points' or any other way to really keep track of things like generators or power cables. Spending structure points on weapons is a good way of abstracting that there are also support systems for those weapons inside of the ship.

As for hit points, SP is being used as an abstraction for how well protected a ship is. Nothing can be done about a ship's armor right now without a change of the DR system. This is not about fixing the DR system so I'm considering this issue as being 'out of my jurisdiction' for the time being. ( and really, if your engines are important, and they get disabled, you're going to be out an important system. So in that regard the system is working as intended )

Adding special properties is something I thought about and I decided that it isn't necessary for the system to do what it is intended to do. It could be added in a later iteration, but it is way more trouble than it is worth. Make your starships special by putting effort into them, by giving them good designs, good interiors, and a well thought out structure. Don't rely on 'my ship is better than yours' stat wise to be special.

Edit: Also, like I said in my first post, this system isn't a heavy handed rule change. Because the stat table is made without redrawing the map, changing star ship speed caps, or altering previous rules, it can simply be added on instantly.

Old ships don't need to use this system, and get grandfathered in. New ships are balanced with the old ships by getting a greater choice in their stats or simply having better stats alltogether so we don't even have to worry about old ships coming in to an RP and wrecking things.

Updates to old ships can even be done without this system (as doing it this way will make things a lot easier for people who are still working on their approved ships)
 
As far as electronic warfare...a simple way of handling it would be to have the ship with the highest utility win (used for stuff like communications jamming, etc).

We still need some example ships before we can move forward, because once the charts are approved we can't change them easily...so balance testing is needed.
 
I know, the problem with that is I'm really lazy.

One 'example' type ship was put up in the 'how to use' guide and the Model 32 Kilomishhu was made using the tables.

As for changing the tables later, it really isn't that hard to do it just requires a few minutes of applying transformations across the entire table set. Old ships remain grandfathered in and newer ships can use the newer numbers. Consider it progress in technology or whatever but it should make adjusting ship strengths later much easier as well.
 
Does this system take into account different grades of starship armor?
 
Well, starship armor is the starship armor grade.

But as for the contention for hull, light armor, medium armor and heavy armor... no, I don't think it's been touched on.

If I may make a suggestion:
We could go for 'light armor' being a standard modifier of x1.0
People tend to avoid durandium, I find, simply because it's a fraction of the optimal value. It's all in the head. However, Durandium should probably be - within the Empire - the most used material and incidentally the one the modifier would be based on.

We also seem to have a tendency to have ships last longer than their actual Structural Point value; I'm certainly guilty of that. Because of this, we could use modifiers of 1.5 and 2.0 for medium and heavy armor, respectively (those modifiers would likely go well with our SPs, which are in slices of 10. 10 would become 15 or 20).

The cost of using heavier armor could be tied to propulsion systems. A small corvette (size 1 vessel) with medium armor could be considered having a STL/CDD/Fold effectiveness of the next tier vessel (size 2). A Plumeria-sized vessel (size 2) with heavy armor could end up using the speed ratings of cruisers/carriers (size 4).

...

Anyways, I just threw that idea out to be food for thought. It has too many drawbacks for me to find it truly viable, though. Namely, the tables presently don't allow for the propulsion stats of Size 6 and 7 vessels (for a battleship with heavy armor). The other thing is that it lessens the lethality of the stronger weapons in this setting. It's also not very backward compatible.
 
Armor is already taken into account.

Consider the different requirements for starship armor and tank armor. Starships only have the limiting factor of mass because their shape isn't really all that important even when taking into consideration sloping armor or presenting the smallest cross section to the enemy. Basically, the only way to improve your armor on a starship is generally to add more of it and carbon/boron will almost always be the best form of armor because of its vaporization energy per cubic centimeter requirement.

Of course adding more armor is going to slow down your ship immensely.

There is also the issue of high energy impacts. Lasers strong enough to hurt armor are putting so much energy into such a small space that reguardless of what methods you use to make the armor, it is going to cut through at about the same rate. The same goes for high speed impacts which are simply going to liquefy and cut through the armor.

This conspires to make 'tank' armor designed to defeat projectiles virtually useless compared to carbon/boron foam, and adding either will increase the weight of your ship.

--

The original solution was to have the 6th category be 'Armor' instead of 'Utility' but that turned out not to be a great idea. After all you could always add more rooms to your starship, for the same mass cost as armor, and use them to protect the ship's vital parts while at the same time vastly increasing the ship's ability to withstand damage.

The conclusion I drew from this was that Armor isn't a useful method for determining how survivable a ship is, but Utility (A measure of the usefulness of the ship, its repair capabilities, extra rooms devoted to non-mission-critical equipment ect) turned out to be a pretty good measure.

And of course a ship's SP value nicely reflects how survivable it is in combat too.

--

So all in all it doesn't make sense to me to include an armor value for starships.
 
I can't say I was very satisfied with Uso's answer on the topic of armor. I wouldn't go and recommend the idea I had earlier, but I think we need something that does take into account armor as it previously was: none, light, medium and heavy.

I do not believe ship size, base structural point and utility are sufficient to depict this.

* * *

Wes wanted examples. I'll post what I have on that.

Here's the average for a 20 SP ship. So, the following is only using 18 SP for an average of 3 each - there are 2 leftover yet to be assigned.
STL Engines: 0.15c for 3 Engine Points
CDD Speed: 13 500c for 3 CDD Points
Point to Point FTL: 0.35 ly/m for 3 Fold Points
Total SDR: 12 SDR for 3 Weapon Points
Shields: 15/1 for 3 Shield Points
Utility: 4 shuttles for 3 Misc Points
(2 leftover points yet to be assigned)
For a 30 SP ship, you can divide by 6 and get an even-5 for all six categories. Here how it'd look:
STL Engines: 0.19c for 5 Engine Points
CDD Speed: 15 300c for 5 CDD Points
Point to Point FTL: 0.35 ly/m for 5 Fold Points
Total SDR: 25 SDR for 5 Weapon Points
Shields: 25/2 for 5 Shield Points
Utility: 12 shuttles for 5 Misc Points
I was trying to adapt my Miharu-class overhaul idea with this earlier. I was pretty pleased with how the averaged-out stats of the 30 SP ship turned out, but there were some tweaks I wanted to do.

STL Engines: +1 Engine point for 0.3c
STL speed is what ends up being the most used in the ship-to-ship knifefights plotships like Wes' and mine have; and Miharu was always a ship depicted as swift by her pilot so this was something I wanted to keep. 100 000kps likely is the speed a relatively fast gunship would have, so I'm pretty comfortable with it.

CDD Speed: -1 CDD point for 12 000c
With the need to free up some points for STL propulsion, I needed to reduce this. I would've ideally wanted to hit 17 520c to have a easy to calculate 2 ly/h speed, but Miharu's original CDD speed was 12,833c. A reduction to 12 000c isn't too bad, the impact in RP is minimal and besides Miharu was never an interplanetary interceptor (and she still crosses 24 AU under a second, which is plenty quick enough).

Point to Point FTL: -1 Fold point for 0.25 ly/m
I want to save up points to improve my shield systems, so I'm giving the fold drive a hit. This is a reduction from the original 0.4 ly/m... but at least 0.25 ly/m is easy to calculate.

Weapon SDR: No change.
I'm pretty satisfied with the present value. It allows me to include the following:
  • Mass Drivers: two fore-mounted SDR 4 railguns (standard/anti-matter shells)
  • Phased-Pulse Beam Arrays: omni-directional SDR 5 weapon (equivalent to projected energy beams)
  • Torpedo Launchers: Four fore/stern firing launchers with SDR 3 warheads by default (perhaps stronger with different warheads - balanced out by high utility and ammo usage).
I wanted to add about a dozen more SDR 1 turrets for point-defense, but those won't fit in. I'm counting on the omni-directional beam arrays to make up for that.

Shields: +1 Shield point for 30/3
I wanted a greater emphasis on toughness with Miharu's shielding and an absorption of 3 looks like it can make a pretty good difference against smaller vessels.

Utility: No change.
I don't see Miharu needing a dozen shuttles, but I was counting on decent crew accommodation, cargo space and most especially a good sensor/electronic warfare suite.

End result (30 SP)
STL Engines: 0.3c for 6 Engine Points
CDD Speed: 12 000c for 4 CDD Points
Point to Point FTL: 0.25 ly/m for 4 Fold Points
Total SDR: 25 SDR for 5 Weapon Points
Shields: 25/3 for 6 Shield Points
Utility: 12 shuttles for 5 Misc Points
 
Plumeria Gunship

STL: .375c - 6 points
CDD: 21,750c - 6 points
HFS: 1 LY/min - over 15 points
SDR: 25 (not counting AA guns) - 5 points
( SDR: 36 (with AA guns) - 7 points )
Shields: 20/2 - 4 points
Utility - 2 shuttles - 2+ points

Total points required: 38+ out of 20.
 
Baam! Crunch! Ba-da-boom!

The NMX invasion presses upon logistical assets. Shipyards are destroyed, spare parts grow finite. As the attrition of warfare rears it's ugly head, the State-of-the-art Plumeria-class gunships become next to impossible to build, maintain and repair.

Probable answer could either be an economical refit, or a replacement ship class (after all, Plumeria production was never widespread, from what I gathered). That's just the handwaved excuse, Wes, because the truth is... sticking to those overpowered numbers isn't really that important to reflect said ship's effectiveness. There are things we can afford to lose while keeping the ship close to as effective it was.

Here's an example:
STL Engines: 0.3c for 4 Engine Points
CDD Speed: 18 750c for 4 CDD Points
Point to Point FTL: 0.25 ly/m for 2 Fold Points
Total SDR: 18 SDR for 4 Weapon Points
Shields: 20/2 for 4 Shield Points
Utility: 2 shuttles for 2 Misc Points

0.3c is fast. Anything faster is either very light, or not as loaded with weapons and defensive systems as you are.

18 750c is the kind of speed no cruiser can reach easily and gets you in the interceptor niche.

0.25 ly/m will get you were you need to be on an acceptable timetable. It's not like it makes a big difference RPwise.

18 SDR is bound to make you a nasty threat with anything your size class and less (enough for a 5SDR main gun, two 4SDR secondary cannons, and 5 SDR worth of point defenses). A small number of powerful weapons allows you to penetrate the shields of larger vessels.

20/2 shields give you good staying power for the size class.

Utility is subpar, but then again, it's a pretty tight warship anyways.
 
Vajra-class Cruiser

STL: 4 Points (.05c)
A reduction.You know, I wasn't bothered by this at all. Because the Vajra is a cruiser and so doesn't really need a lot of speed in STL. All it ever does is dock and aim itself at enemy ships anyway.

MASC Drive (CDD): 6 Points (13,500c)
An increase. Legit. I'm iffy because this pushes the MASC Drive beyond the on-wiki limitations I marked off, but this does sort of highlight its nature as a forward-attacking cruiser that is meant to lead a spearhead of frigates. It can chase some smaller vessels, and can outrun almost anything it can't outfight.

FoMASC Drive (Point to Point FTL): 4 Points (.1 LY/M)
Iroma Fold drives are almost at parity with what this system suggests, so the values actually didn't change.

Weapons: 15 (80 SDR)
The Vajra has a forward facing array of 12 SDR 3 laser cannons on the nose and 16 SDR 5 STL-only missile banks. Point Defense consists of 8 multi-beam laser arrays that can spread fire to intercept missiles or focus on one or two aerospace fighters at a time. Because the missiles are STL and this unit has fairly high utility, I figured it would be okay to cram a little more.

Shields: 10 (43/4)
Little change form the original unit, except the shields are a bit higher now.

Utility: 9 (50 Shuttles)
It can carry 10 shuttles, and supports a large complement of frames and powered armor. Most of the extra utility is sunk into storage capacity, fabrication, medical facilities and emergency systems. It's not an ECM heavy ship and focuses largely on fire control.

Total: 40 (48 - 8)
I counted the weaker hull as extra points. This translates to Iroma ships being overspecc'd in certain regards, but also more fragile if the shields are penetrated. One hit of damage could potentially destroy what is 1-2 SP of compartments or equipment on another ship. Because it's a large cruiser with thin armor, this means the vessel is represented in a fairly realistic manner.
 
The hit to propulsion can be juggled around. Weapons and shields are hit slightly harder in the conversion.

It's more restrained than I would've been comfortable with, but I think I can get used to it. Exhack seems to have used it, but pulled off a few mental equivalencies of his own to give his own trial ships a lot of weapons and then balancing the excess points with a disadvantage. Wes went and showed us how much his vessel would be considered overpowered using these ship-building tables and didn't even try to attempt a more reasonable conversion.
 
What about giving ships 2x (or 1.5x) their base SP in points?
 
What would be the point, Wes?

Uso has been trying to sell to us a series of stat tables to build starships which would have more balanced capabilities. Increasing points like that would result in people basically being able to pretty much pick whatever they wished anyways... meaning the whole endeavor of introducing this would have no point anymore.

With more points, there's less sacrifice needing to be made to have said ship creations go for having better capabilities. This shipbuilding stat guide requires the people using it to do some give and take.

I understand you've been spoiling yourself by making your ships more or less good at everything and that being fettered by this might be unpalatable to you... but it's exactly that unhealthy tendency that this whole idea is trying to tone down. Go back to the start of the thread and read why Uso wanted to offer this, to have this implemented. The reason applied to you as well.
 
I'd be willing to settle for ([Z x 10] + X) where Z is the size level (1 through 5) and X is the number of years a faction has been actively roleplayed on the SARP. This would allow ships to get slightly better over time and give Yamatai (7 years since 2003) and Nepleslia (6 years since 2004) a slight advantage over younger factions. The maximum "age bonus" would be capped at 10 points.

This would give Yamatai a point range of 17-57 and Nepleslia 16-56.
 
Thanks Wes. I can see that you're trying to compromise. You're still trying to keep your faction in the lead, of course, but at least it's less blatant than going for double the points. :D

There is, however, a problem I see with this. Yamatai's bonus is presently +7. Look at how it affects ships.

Base SP 10 +7 = 17 (+70% increase)
Base SP 20+7 = 27 (+35% increase)
Base SP 30+7 = 37 (+23% increase)
Base SP 40+7 = 47 (+17% increase)
Base SP 50+7 = 57 (+14% increase)

There's a diminishing return to this depending on how large the vessel gets... but the impact on the smaller ships is very glaring. The smaller the ship, the more extra stuff it can cram in, apparently.

I know more advanced races are likely better at miniaturization, but it feels over the top and slightly unbalanced on the small ship vs. big ship ratio.

(also do keep in mind that Uso already created a ratio to use to count in how the races less advanced technologically could function)

Also, just as an addendum, one idea I had been nursing had been that heroships (plotships such as the Miharu and the Eucharis) would perhaps be able to have upgrades above the norm (such as Miharu's fold drive and Eucharis' extra turrets). I see it as a smaller evil to allow plotships to receive upgrades overtime to rise above the norm.
 
Okay, what if the faction age bonus was capped at 5 rather than 10?
 
That mitigates the problem I've been outlining, Wes, but it doesn't fix it.

Using the IC active years wasn't a bad idea. I just find it affects smaller ships too much in comparison to the larger vessels.

I've had a few ideas, but most of them end up feeling too complicated (percentile increases and such). Like 5% extra useable SP per year (4 years would be 120% total, meaning 12, 24, 36, 48, 60)

It feels... a little redundant. Looking at it, I end up feeling it might be better just not to bother and keep to the default values if you're going to use a cap, because everyone will reach the cap eventually anyways.
 
I think it would work decently if we did the age method I listed above, but did not apply the bonus to level 1 ships. That'd cut Yamatai's highest percentage bonus by half. This also benefits the most common size of player ships the most. We could cap the age limit at 7 so that no one could rise above 35% in bonuses.
 
RPG-D RPGfix
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