I honestly don't think 5% shield penetration would "completely invalidate" Caitian and Apiata designs, Void Stalker, to do that you'd have to crank it up to more like 10% in my opinion. But it would undermine them somewhat.
 
Shield burnthrough and shield hardening soft-counter each other, which is good for preserving balance between them.

Hull armor will either:
A) Hard-counter shield burnthrough, by making it irrelevant (if it means that hull damage ceases to do any of the three things listed above), OR
B) Accomplish nothing significant, by giving a reduced risk of crew loss and changing nothing else, since (3) above is already not in play, leaving only (1) and (2).

Either way, it's less good than the 'soft counter' option.

First, shield hardening is not a "soft counter" to shield burn-through - it's a "direct counter". "Soft" or "hard" here is now relative to the tech disparity - a ship with high shield hardening would hard counter a ship with insufficient shield burn-through.

Second, I fail to see how hull "armor" (threshold were penalties from damage are mitigated) hard counters shield burn-through to make it "irrelevant". Any damage that gets through via shield burn-through will still reduce hull - that damage doesn't just disappear! If shield regen is high enough, shield burn-through will eventually whittle away that armor. If it's not, then when shields deplete, the armor will already be reduced and less shots are needed to get through it. It's like you're saying that if there's hull armor, shield burn-through is completely pointless, when that's clearly not the case.

Third, regarding balancing shield burn-through, you elaborate more in following paragraphs, so I'll reply to that below.

My main argument is that high shield burnthrough will, over time, tend to outright invalidate strategies that rely heavily on shields, unless there is a corresponding shield hardening mechanic. Right now it's a balancing mechanic, but it will tend to increase steadily over time; when shield penetration rates are something like 15-20%, and both sides have decent regeneration, a shield-heavy ship will be fairly hopeless in combat against a balanced shield/hull design, and balanced shield/hull designs will be starting to lose out to hull-heavy designs, because both sides' shields regenerate faster than they can be knocked down and the only thing that gets through are the shield-penetrating hits.

Though I suppose there are enough 'degrees of freedom' in the system as a whole that if we're willing to tweak just anything on the fly, rebalancing may be possible without incorporating a feature like 'shield hardening' into the game. If, in 2340, we can turn around and say 'burnthrough has gotten so good that H8L4 designs are reliably beating H6L6 designs, so we'll amp up something else instead of just reducing burnthrough rates by tacking on a bit more hardening.'

No it wouldn't "outright invalidate strategies that rely heavily on shields". It just makes them more situational.

Let's consider three design philosophies:
1) High shields + low hull
2) Balanced shields + hull
3) Low shields + high hull

Before shield burn-through becomes significant, high shields + low hull is clearly the best design philosophy, regardless of scenario.

Once shield burn-through becomes significant, high shields + low hull remain great for hit and run strikes or when you have fleet superiority, and you want to minimize attrition. They're bad at long engagements where the fleet gets into a disadvantage and can't flee for whatever reason. Strategically, at around comparable opposing fleet strengths, that makes them great for attacking and mediocre at defending. Apiata, coincidentally (or not), sure seem to like their wolf pack bee swarm raids.

Balanced shields + hull are good jacks of all trades, along with being better defenders, synergizing well with shield regen. Or, for the high end explorers and capital ships that can afford high shields and high hull, they're great at everything, albeit inefficiently. At moderate shield and hull stats, these designs are pretty efficient. Shield burn-through will increase the viability of these types of designs further, but not to the point of making them the most efficient type of design at everything.

That said, I do agree that high shield burn-through will inevitably favor the balanced shields + hull approach. This is part of why I find the idea of shield integrity (burn-through scales with remaining shield %) appealing. (The other reason being that it makes canonical sense.) It's a way of mitigating high burn-through with high shields, at least initially. If shield regen is sufficiently high and damage sufficiently low, the effectiveness of high burn-though rate is mitigated. In other words, high shields themselves could be a soft counter to shield burn-through.

... but we're not done yet, since there's one other configuration: Low shields + high hull, aka the Klingon design ethos ... I'm struggling to find a solid use case for this design philosophy. Not without something to help balance the hull stat with the shield stat.

This is why I proposed this hull armor idea. If the shield stat can remain the strongest battle stat even with shield burn-through, that is counter to my expectations. It doesn't exactly have to be this particular idea (or set of ideas), but I strongly believe that something has to be done to balance shields with hull. Hull armor just happens to be an intuitive way to increase the effectiveness of hull. It also makes sense canonically: we know that hull armor is a thing in Star Trek, although we don't see it being extremely significant until the advent of ablative armor. It's not unreasonable to think that a less effective form of hull armor exists right now.


To summarize:
a) Rather than a shield hardening mechanic, I prefer the mechanics of shield integrity plus shield regen be a soft counter to it, where sufficiently high shields could mitigate shield burn-through, albeit not very efficiently.
b) If it turns out that shield burn-though doesn't sufficiently nerf the effectiveness of shields relative to hull, I want some sort of mechanic that increase the effectiveness of it, or like this hull armor idea, mitigates the penalties of hull damage.
 
Last edited:
I honestly don't think 5% shield penetration would "completely invalidate" Caitian and Apiata designs, Void Stalker, to do that you'd have to crank it up to more like 10% in my opinion. But it would undermine them somewhat.
It still makes a rather large jump form 0%, 2% works better as that will take a tech or two to pass 5% and end with 13% as opposed to 16% once all techs are done.
 
It's not making me feel great that we lost without the Amarki ships. Not exactly "winning despite the odds" Starfleet dudz. I mean, I understand that one shouldn't get too obsessed with the vagaries of random results, but I am starting to get the feeling the combat engine hates us.
 
@lbmaian, I'm just going to concede from sheer exhaustion and drop out of this conversation. You win. I might take it up again with somebody some other time, or not, I don't even know anymore.

It's not making me feel great that we lost without the Amarki ships. Not exactly "winning despite the odds" Starfleet dudz. I mean, I understand that one shouldn't get too obsessed with the vagaries of random results, but I am starting to get the feeling the combat engine hates us.
We have no idea how many ships the Sydraxians have, or what the state of the defenses looks like. I'm not even clear on how many ships are in the Federation task force Ainsworth threw at the outpost in the first place.

What I do know is that the Sydraxians wouldn't even have bothered founding a new outpost to replace Deva IX, unless they figured they'd be able to defend it against (roughly) the same force that hit them at Deva IX. There wouldn't be any point, because we'd just blow up the new outpost the same way we blew up the old one. And they can't afford to keep losing battles like that. So presumably the new base has beefed-up defenses compared to Deva IX, in which case it's no wonder that the Sydraxians can win against our attack force unless the attack force is likewise significantly beefed up.

...

Besides, so far under the new combat engine in terms of battles that actually mean anything, we have one victory where we inflicted ship losses well out of proportion to the relative strength of the two sides (i.e. they lost three frigates and we didn't permanently lose ANY ships). We have one marginal defeat (their cruiser took more of a beating than our cruiser) and we have one marginal defeat (their cruiser and modern frigate took light damage, our cruiser took light damage and our obsolete oldcruiser took heavy damage).

So far I'd say we're holding our own in fair fights, with neither a significant advantage nor a significant disadvantage outside the envelope you'd expect.

[Although given that Oneiros may have made tweaks to the combat engine in an attempt to counteract a perceived overpowered shield regeneration bonus, he MIGHT have accidentally overcompensated in ways advantageous to the Sydraxians. It's at least possible; if I were coding combat engines I'd have to work very hard to avoid doing that kind of thing. I don't know.]
 
Captain's Log - 2314.Q3.M1 - GBZ
Sector Commander's Log, Gabriel BZ, Stardate 25545.5 - Rear Admiral Ainsworth

The Amarkian prospector has struck paydirt!

CAA Ipoor has completed its current assignment. The 20 Miele system, which will need a better name now, contains a Class M world, plus two other planets that could be made habitable with little effort. Resources are plentiful in case that wasn't enough. This is definitely our best find so far. So, 20 Miele VII is likely to become our tailward hub for the Gabriel.

On something of a downside, the Challorn has arrived at the Collie repair bay, and Suarez tells me it will be out of action for the next nine months. Thankfully casualties are light, with most of the damage avoiding the major duty stations. Still, it was an unwelcome outcome. Despite this, I am happier that the Sydraxians will be repairing two ships than I am disappointed to lose the services of the Challorn for so long. The Exeter will be repaired at Starbase 11 in Apinae, and should be back before the quarter is out. Nothing major, just replacing hull plating, a phaser emitter, and a few odds and ends.

[Challorn repair: 3 turns (9 months), 30br, 15sr, 1 Enlisted]
[Exeter repair: 1 turn (3 months), 10br, 5sr]

-

On Approach to Lora Outpost

Many people would think that space is simply too vast for fixed defences. Starbases, Outposts, Stations, minefields. That was true, to an extent. The old trench lines that spread across the map are clearly impossible in space. But when everything of importance has become bottled up in a little gravity well centred on a humble planet, there is a strict limit to your options. Eventually, you have to go to the enemy. And orbital mechanics being what they are, there are only so many ways to efficiently approach. There becomes a certain bit of cat and mouse between defender and attacker, guessing what vectors to place cheap sensor-damped mines upon.

Ainsworth takes command of the joint Starfleet-Amarkian fleet, over Commodore Rivers and Admiral Toor, and behind her they trust to their shields and approach the outpost aggresively. The sensor pickets pick up and account for most of the cloud of fusion and antimatter devices they plow through, but twice the CAS Abhriec's shields rock and narrowly hold, plus once for the Kumari. But the fleet emerges from those defences whole, and with enough time to regenerate shields.

The Sydraxians hold close to their outpost, preparing to defend their last viable bridgehead into the Gabriel. Lose this, they know, and the ambitions of all of those back home at Borandt, at Dar Nakar, would be reduced to ashes.

On the bridge of the CAS Abhriec, where Ainsworth plants her flag, the order is given.

"Advance to contact!"

-




=========================================================================
USS Kumari - Combat 5.47/7, Shield 2.81/60, Hull 39.10/50 - Crew 6-5-5/6-5-5 - Ships killed: 1 - Status:

Fired: 43, Fired On: 34, Hits Received: 32, Damage Dealt: 113.31
USS Avandar - Combat 5.86/6, Shield 7.02/50, Hull 39.06/40 - Crew 6-5-5/6-5-5 - Ships killed: 2 - Status:

Fired: 51, Fired On: 36, Hits Received: 32, Damage Dealt: 114.27
USS Republic - Combat 4.02/5, Shield 1.93/40, Hull 24.14/30 - Crew 2-4-4/3-4-4 - Ships killed: 0 - Status:

Fired: 40, Fired On: 27, Hits Received: 26, Damage Dealt: 77.95
USS Korolev - Combat 4.59/5, Shield 8.42/40, Hull 27.55/30 - Crew 3-4-4/3-4-4 - Ships killed: 1 - Status:

Fired: 39, Fired On: 28, Hits Received: 23, Damage Dealt: 102.45
USS Defiant - Combat 4.62/5, Shield 2.22/40, Hull 27.70/30 - Crew 3-4-4/3-4-4 - Ships killed: 0 - Status:

Fired: 37, Fired On: 31, Hits Received: 26, Damage Dealt: 78.25
USS Fidelity - Combat 1.67/3, Shield 1.00/30, Hull 11.10/20 - Crew 0-2-1/1-2-1 - Ships killed: 1 - Status:

Fired: 43, Fired On: 26, Hits Received: 21, Damage Dealt: 51.43
USS T'Kumbra - Combat 3.00/3, Shield 2.08/30, Hull 20.00/20 - Crew 1-2-1/1-2-1 - Ships killed: 0 - Status:

Fired: 47, Fired On: 20, Hits Received: 17, Damage Dealt: 70.63
USS Agile - Combat 3.00/3, Shield 1.34/30, Hull 20.00/20 - Crew 1-2-1/1-2-1 - Ships killed: 0 - Status:

Fired: 44, Fired On: 29, Hits Received: 23, Damage Dealt: 51.29
USS Bantam - Combat 3.00/3, Shield 13.34/30, Hull 20.00/20 - Crew 1-2-1/1-2-1 - Ships killed: 0 - Status:

Fired: 30, Fired On: 13, Hits Received: 11, Damage Dealt: 39.17
CAS Abhriec - Combat 5.94/6, Shield 36.87/70, Hull 49.51/50 - Crew 6-7-4/6-7-4 - Ships killed: 1 - Status:

Fired: 43, Fired On: 31, Hits Received: 25, Damage Dealt: 116.93
CAS Jolintoor - Combat 2.41/4, Shield 0.72/40, Hull 18.07/30 - Crew 3-2-0/3-3-2 - Ships killed: 0 - Status:

Fired: 47, Fired On: 25, Hits Received: 24, Damage Dealt: 87.10
CAS Odala - Combat 3.12/4, Shield 1.87/40, Hull 23.41/30 - Crew 3-3-2/3-3-2 - Ships killed: 0 - Status:

Fired: 34, Fired On: 28, Hits Received: 26, Damage Dealt: 58.51
CAS Atorfroil - Combat 1.80/2, Shield 5.33/30, Hull 27.03/30 - Crew 1-3-2/1-3-2 - Ships killed: 0 - Status:

Fired: 32, Fired On: 16, Hits Received: 13, Damage Dealt: 30.23
CAS Icafroil - Combat 2.00/2, Shield 6.40/30, Hull 30.00/30 - Crew 1-3-2/1-3-2 - Ships killed: 1 - Status:

Fired: 37, Fired On: 16, Hits Received: 12, Damage Dealt: 31.14
=========================================================================
Lora Outpost - Combat 0.00/6, Shield 0.00/120, Hull 0.00/120 - Crew 1-0-1/2-4-1 - Ships killed: 0 - Status: Disabled

Fired: 60, Fired On: 127, Hits Received: 127, Damage Dealt: 211.92
Lora Station - Combat 0.00/2, Shield 0.00/40, Hull 0.00/60 - Crew 0-0-1/1-2-1 - Ships killed: 0 - Status: Disabled

Fired: 41, Fired On: 54, Hits Received: 54, Damage Dealt: 42.62
Kalindrax(1) - Combat 0.00/4, Shield 0.00/50, Hull 0.00/40 - Crew 0-0-0/3-4-3 - Ships killed: 0 - Status: Warp Core Breach

Fired: 31, Fired On: 55, Hits Received: 42, Damage Dealt: 61.04
Kalindrax(2) - Combat 0.20/4, Shield 0.00/50, Hull 2.05/40 - Crew 0-0-0/3-4-3 - Ships killed: 0 - Status: Crew Kill

Fired: 39, Fired On: 56, Hits Received: 45, Damage Dealt: 52.54
Kalindrax(3) - Combat 0.00/4, Shield 0.00/50, Hull 0.00/40 - Crew 0-2-1/3-4-3 - Ships killed: 0 - Status: Disabled

Fired: 35, Fired On: 48, Hits Received: 46, Damage Dealt: 67.44
Kalindrax(4) - Combat 0.00/4, Shield 0.00/50, Hull 0.00/40 - Crew 1-1-2/3-4-3 - Ships killed: 0 - Status: Disabled

Fired: 46, Fired On: 55, Hits Received: 46, Damage Dealt: 68.77
Hasque(1) - Combat 0.00/3, Shield 0.00/30, Hull 0.00/20 - Crew 0-0-0/1-2-2 - Ships killed: 0 - Status: Destroyed

Fired: 16, Fired On: 28, Hits Received: 23, Damage Dealt: 19.65
Hasque(2) - Combat 0.73/3, Shield 0.07/30, Hull 4.86/20 - Crew 0-1-2/1-2-2 - Ships killed: 0 - Status: Retreated

Fired: 18, Fired On: 37, Hits Received: 32, Damage Dealt: 24.82
Hasque(3) - Combat 0.24/3, Shield 0.00/30, Hull 1.60/20 - Crew 1-2-2/1-2-2 - Ships killed: 0 - Status: Retreated

Fired: 22, Fired On: 36, Hits Received: 25, Damage Dealt: 30.26
Hasque(4) - Combat 0.22/3, Shield 0.00/30, Hull 1.44/20 - Crew 1-1-0/1-2-2 - Ships killed: 0 - Status: Retreated

Fired: 28, Fired On: 35, Hits Received: 29, Damage Dealt: 33.59
Hasque(5) - Combat 0.78/3, Shield 0.08/30, Hull 5.19/20 - Crew 1-1-0/1-2-2 - Ships killed: 0 - Status: Retreated

Fired: 24, Fired On: 36, Hits Received: 22, Damage Dealt: 29.60
=========================================================================

QM/N: the log is running up against character limits :X
 
Huh, did we really just essentially capture a Kalindrax in semi working order? That's got to be a gold mine of intelligence if the computers are still operable.

Fired: 31, Fired On: 55, Hits Received: 42, Damage Dealt: 61.04
Kalindrax(2) - Combat 0.20/4, Shield 0.00/50, Hull 2.05/40 - Crew 0-0-0/3-4-3 - Ships killed: 0 - Status: Crew Kill

I
 
Look at that firepower, and the fixed defenses... Well, no wonder we could lose that one without the Amarki. But... wow. Seriously, wow.

The Sydraxian station is comprehensively wrecked, they've suffered four heavy cruisers blown up, crippled, or shot up and reduced to a drifting wreck, plus one frigate. That's probably something like half of their heavy-ship line of battle, maybe even more.

We took minimal crew casualties and it looks like we only had two ships seriously damaged (one of our Mirandas and one Amarki cruiser).

Anyone still want to say the combat engine hates us? :p

Also, anyone want to spring for that two-megaton cruiser berth so we can press that Kalindrax we shot up into service? Sure, it's a wreck, but we can cannibalize the other two heavy cruisers for spare parts... :D

And seriously, those things are pretty damn good fighting ships.
_______________

Alas, Oneiros, I'm pretty sure you killed off yet another of my omake characters, but she's a Sydraxian and it was a righteous shoot, so there it is.

[shrugs]
 
Last edited:
we lost 4 crew and some damaged ships in return for knocking the sydraxians out of the GBZ and killing a Hasque, 4 Kalindrixes, and both of their stations.

holy shit we stomped them.
 
Holy shit, two of those Hasques were at 90+% damage. I don't even know if those will be feasible for them to repair. At least a year in the yard, if not more.
 
Huh, did we really just essentially capture a Kalindrax in semi working order? That's got to be a gold mine of intelligence if the computers are still operable.

Fired: 31, Fired On: 55, Hits Received: 42, Damage Dealt: 61.04
Kalindrax(2) - Combat 0.20/4, Shield 0.00/50, Hull 2.05/40 - Crew 0-0-0/3-4-3 - Ships killed: 0 - Status: Crew Kill

I

Hull 2.05/40 suggests no, we did not. The crew just gave out before the hull.
This was a freaking slaughter. We suffered significant damage to two ships and utterly crushed their forces.
 
Hull 2.05/40 suggests no, we did not. The crew just gave out before the hull.
This was a freaking slaughter. We suffered significant damage to two ships and utterly crushed their forces.

Actually it suggests that we did, 0 hull is the point where the ship gets a dead in the water disabled survival roll or the chance to explode from a warp core breach. The ships warp core is functional, from an IC perspective that battle blew out the life support drilled holes into the hull and spaced the crew inside due to a failure of safety systems.
 
58 Combat vs 39 Combat.

We had a major edge in this combat. 4 Crew lost was actually less than anticipated; Syndraxians lost around 30.
 
Hull 2.05/40 suggests no, we did not. The crew just gave out before the hull.
This was a freaking slaughter. We suffered significant damage to two ships and utterly crushed their forces.
If the hull's at 2, it's not at 0. That ship's technically operable, it just has no crew.

Do we know the statlines of the Kalindraxes/Hasques?
 
Last edited:
What does Starfleet do with Disabled ships, anyhow? Evacuate their crew and destroy them? Leave them to be repaired? Salvage them? What?
 
@OneirosTheWriter I am really pumped at our victory but can you give us an indication if this was a dice loved us situation?

Also are those outpost stats the same as our outpost plus do starbases and outposts have secondary installations included?

I am eagerly awaiting the reaction by Sousa and the Council.

Also M class world and mining sites found! Time to start yellow lighting some more members.
 
Last edited:
Wow, the Sydraxian homeworld is about to go up in political flames. The losses they sustained today are devastating, both in ships and in life. I wonder if the Anti-Federation faction is going to get ousted of power.

Also, I'm expecting some fallout for the Cardassians for this. Their entire narrative for the Ashalla Pact is that they need to pool their resources under Cardassia so that they might resist against the Federation. So far the Cardassians haven't spent a single resource on aiding their allies against the Federation, even while the Federation is pummeling the Sydraxians.
 
Back
Top