- Location
- Mid-Atlantic
I'm a bit nervous about the teething phase of Yet Another New Combat Engine... some field testing with logs visible to everyone, on totally random made-up fleets, would probably be helpful.
Science now impacts on evasion and countering evasion.
Having at least one high-science vessel in your fleet now has much greater importance.
I'm a bit nervous about the teething phase of Yet Another New Combat Engine... some field testing with logs visible to everyone, on totally random made-up fleets, would probably be helpful.
I'm a bit nervous about the teething phase of Yet Another New Combat Engine... some field testing with logs visible to everyone, on totally random made-up fleets, would probably be helpful.
I guess it's time to show the Cardassians the Power of Science! Although this doesn't bode well for our battles with the Licori.
On the one hand, behold the power of Science unleashmongrels!people who make war and not friendship!
Then, on the other hand, our previous rolls when it comes to combat.
Looks like we will be able to use Oberths in a AWACS roll. Neat. A bit of extra incentive to make Keplers more survivable just in case.
I don't know; I'm fairly sure she already was the scariest Captain in the quadrant after Exercise Silent Fury.And on the third appendage Samyr Kanil is now the scariest Captain in the quadrant.
I don't know; I'm fairly sure she already was the scariest Captain in the quadrant after Exercise Silent Fury.
You realize your Devas and Asuras trick with Endurance sucking torpedoes into another dimension is actually now a part of the combat system?
It's all your fault!
So the gist of the changes are:
Role of Science:
Science now impacts on evasion and countering evasion.
Having at least one high-science vessel in your fleet now has much greater importance.
Science is important when the fleet is trying to transit static defences like minefields.
Increase in lethality:
Damage is now roll twice, take the higher. Ships with higher combat benefit by getting more reliable use of their stat.
Now a chance for Critical Hits.
Sticky targeting heavily buffed
Most recent ships to fire have a weighting boost to fire again
Subsystem damage - chance for torpedo magazine or warp core hits
Structure imposed on the fight:
There are now distinct phases to a fight - Scouting, Skirmishing, Vanguard, Main Battle, Pursuit
Not every fleet will be large enough for each phase (Vanguard in particular).
Success in the lead-up phases results in "positioning" advantages; i.e., you are weighted higher for getting a chance to fire.
Skirmishing is mainly the domain of frigates, the main phase is the domain of the capital ships.
This keeps smaller sets of ships in action at any one time, which will make results less subject to law of averages.
This keeps smaller sets of ships in action at any one time, which will make results less subject to law of averages.
I'd like to say that rather than making one or the other superior as combatants, it makes their respective trade-offs more important and, ideally, more complementary.Important question: Does this mean that Centaur-As are now more effective combatants than Miranda-As?
I'd like to say that rather than making one or the other superior as combatants, it makes their respective trade-offs more important and, ideally, more complementary.
I am interested in the part about the Combat stat being powered up a little. Sounds like it's going to make our C5 Renaissances and C7 Excelsior-As more dangerous against more lightly-armed ships.
Unless the description here is very misleading this change doesn't help ships with high combat at all. Currently expected damage is 1/2 (bonus * C), variance is 1/12 (bonus * C)^2, not accounting for overkill (which disadvantages ship with high combat). If you take the max of two rolls expected damage is 2/3 (bonus * C), variance is 4/45 (bonus * C)^2. That means average damage is increased significantly, but proportionally for all ships, while variance only increases slightly. Increasing damage has the effect of making combat a bit faster, which nerfs shield regeneration and increases the rate of overkill, and thereby slightly nerfs ships with high combat. It also makes combat a little bit smoother since variance does not keep pace with expected damage.Damage is now roll twice, take the higher. Ships with higher combat benefit by getting more reliable use of their stat.
Given the stated importance of having at least one high science ship in a fleet, the Centaur-As are likely better than Miranda-As as solo combatants now, but Miranda-As are a more cost effective way to fill out a fleet that has command ships. That already sounds like how we are using them.
A few more Centaur-As for escort forces may make sense compared to the current mix.