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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.
 
Once question, I did a test run on the Midori-Class and there was one item that the tables did not clearly say. When selecting an item you go with the larger value if your requirement is between two.
 
This is a guideline, so if your value falls between an existing category feel free to make up a number.

Yes on the rounding up thing, but be reasonable.


-STL values reverted
-.35c removed from all point to point FTL. System now maxes at 1ly/min
-Now using (SDR+1)^2 for available DR.

If the tables have math for them, the math will be included but I'd like to stay away from math where possible because it is too complex for some players.
 
Did a test run on two designs I have in process

The Midori-Class Scout
20 SP * 1.2 FABS = 24 Points
PTS New By Class 3 Actual Class
5 STL .35c .375c -
3 CDD 18,750c 19,723.5c 1
5 Fold 0.775 ly/m 0.85 ly/m 1
5 Weapons 26 SDR
4 Shields 20 SP 2 20 SP (2)
2 Utilities 2 Shuttles

Pretty much makes the standard speed pages Obsolete.
I do have a problem with the Utility Definition - Maximum Shuttle Capacity. It does not make sense. Example: The Midori-Class can fit a single T7, or three T8 because of the size difference. I have to scale DOGA artwork on the page for the Midori that shows this.


Since this design is very close to being submitted I decided to see how it works with this new system.
Hatakur'a (Hidden Sun Clan)
20 SP * .8 FABS = 16 Points
PTS New By Class
4 STL .3c .35c
2 FTL .4 ly/m .2 ly/m
5 Weapons 23 SDR
4 Shields 16 SP 2 16 SP (2)
1 Utility
 
Utility points can also be applied to stuff like electronics, right? Just because it has the points for a lot of shuttles doesn't mean it can fit them all. Common sense should be applied.

I intend to approve this submission (version 2010/05/26 08:49) in 48 hours.
 
Yeah. ^_^

Here's what I came up with after adjustments for that Himiko-upgrade I'm working on.

36 SP (Size 3 x 12)

STL Engines
  • 0.3c for 6 Engine Points
CDD Speed
  • 21 000c for 6 CDD Points
Point to Point FTL
  • 0.65 ly/m for 6 Fold Points
Total SDR
  • 34 SDR for 6 Weapon Points
Shields
  • 30/3 for 6 Shield Points
Utility
  • 24 shuttles for 6 Misc Points

Putting 6s everywhere because I saw it as well-rounded. I'm considering tweaking it slightly to perhaps give it more fold speed (allowing it to be a small jumpship center for a squadron of gunships or escorts with less powerful fold gear) - not every ship can afford having a 0.9 ly/m fold drive... but if I can free 2 points, this one might.

Maybe I'd chip away 1 point from CDD and weapons. After all, I was already used to having 5 points in those.

Most of the shuttles likely won't be used - I'll probably cap around 6/8 vehicles as standard complement, with room for cargo, sensors, science gear and an electronic warfare suite.

* * *

Overall, I feel some of the give and take this is supposed to bring about, but it doesn't feel as limiting as it was before. I like being limited because it made choices even more important, but I can live with this.
 
Added this line to the stat tables under Utility:

Naturally Utility points can also be used to represent repair abilities or Electronics, and will not always be used as shuttle storage. This is just a guideline for how many shuttles could be stored if all the utility was used to house them.

The shuttle thing is just a guideline naturally shuttle points aren't nessisarily being used as electronics or repair points.
 
Um, I have something to say... on review, this system is very... incomplete.

The most glaring deficiency in the point-system is in the weapons, only DR is accounted for, it does not consider things like: arc of fire, range, ammunition capacity and reload time, area of effect, or for ballistic and missile systems the qualities of the munition used (mostly a problem for missiles and torpedoes).

Utility points are vague and could probably use greater definition.

As it stands, I have no capacity to be grading this submission, but the flaws are glaring for a system that seems to be intended more to reduce the workload of the Submission Mods than to put in place a robust point-based ship construction system.

In my opinion, the issues this submission addresses can be enforced by the mods much better than a blind chart with gaping loopholes; if there are ship designs being pushed through that avoid realistic limitations on number of weapons and the like, it is up to the Mods and Wes to prevent such a submission from being approved as is.
 
Which is why it's a set of guidelines, not a straightjacket.

I think most active tech submitters will agree that this is the sort of thing they'd rather have left to their own judgment calls and creativity.
 
If it's a set of guidlines, I'm fine with that, but I'd like to know how to judge the points value of systems that don't fit nicely into the chart... for instance a multiple launcher system; does one grade it one the amount of ordnance it carries? the amount it can fire at once? how is magazine capacity or a one-shot weapon figured into this?

I apologize if I'm being dense, but my mind's eye is imagining something like the ship design system from GZG's Full thrust, which is... very much a straight-jacket system (although it's quite roomy for a straighjacket).
 
That is more of a question for the DR system, not the stat tables.

Whatever determines the DR of a weapon (damage per 10 seconds or so) is where you take into account things like rate of fire.
 
Huh, and here I keep thinking DR is per shot damage, that page needs to be updated to explain how to use it properly...

But that still does not cover things like weapon range and mobility or the vagueness of the utility section which is more or less every system aside from drives, shields, and weapons...
 
These seem to have fallen out of use. Should we keep them?
 
I honestly don't think most people wanted to use them, so none of us have. The old system makes more sense to me anyway.
 
RPG-D RPGfix
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