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- madison
hey @OneirosTheWriter do we know how the goliaths stack up when compared to our own starbases?
That's a lot of stats.
Hm.
The combination of having damage scale with combat score, AND having critical hits, causes heavy outposts and starbases to develop a nasty tendency to one-shot things, or at least do so much damage in a single shot that the target is effectively doomed and unlikely to contribute meaningfully to the combat.
This is what happened to Endurance and Sojourner- crippling single shots that did roughly 40-50 damage and knocked down the shields all at once, almost at the very beginning of the 'heavy metal' phase of the battle. After that, they were taking hull damage with every shot and were reduced to military irrelevance very early on. Quite frankly, had I been in command I would have tried to order them out of the battle when they reached somewhere near half hull, simply because they were getting pounded into scrap without being able to contribute usefully in return.
It's like, it's one thing for a ship at half hull to stay in the battle when many ships on both sides have lost shields. That's reasonable because while you're exposed to risk, it's not disproportionate risk. But in a situation like this, the badly damaged ships simply cannot contribute anything to the battle; their own damage means that even if they hit a target they're just impotently inflicting scratch damage on its shields, while taking terrible injury themselves.
So it creates a situation where we have these 'dead man walking' ships that just sit there taking hit after hit until the law of averages catches up with them, accomplishing almost nothing and racking up huge numbers of crew casualties for our side.
The only reason I have a problem with the outcome is that it doesn't make narrative sense for it to happen this way. 100-200 turns of combat is presumably supposed to represent a considerable span of time, after all. Having a few ships be reduced to "dead men walking" early in the battle and inexplicably hanging around for all that time, while hundreds of their crew die uselessly, while other ships get through the battle largely untouched, doesn't make a lot of narrative sense.The results seem to be within what I'd want in order for fixed defenses to hold value as deterrents.
The results seem to be within what I'd want in order for fixed defenses to hold value as deterrents.
You mean C*((1-X)^0.5). Squaring the factor would have the opposite effect.I'm proposing that it could be C*((1-X)^2). This still yields 100% at full health and 0% at zero health, but it behaves differently in between. In particular, a ship can lose the first 10% or so of hull and suffer negligible reduction in performance. You have to get down to 3/4 health or lower before the ship's firepower suffers noticeably.
But if you take away my crits, what will I have left to cackle about?
Us fucking up?But if you take away my crits, what will I have left to cackle about?
Actually, playing around a bit with a graphing calculator, the effect I had in mind is neither C*((1-X)^2) nor C*((1-X)^0.5), it's just plain C*(1-(X^2)). Among other things, because I consider it a desirable feature that the derivative of damage per shot, with respect to hull HP, be at or near zero when the hull is at or near 100% HP. This result is not obtained with the square root function.You mean C*((1-X)^0.5). Squaring the factor would have the opposite effect.
I'm not proposing to take your crits. Just to enable ships to run away screaming after being severely buttburned by massive crit firepower.But if you take away my crits, what will I have left to cackle about?
Point is, there are situations where it makes sense to stay in the fight even with 60% hull, and situations where it makes sense to retreat with 95% hull.I guess I may need to start setting individual ship retreat levels again.
Perhaps something like having each ship compare it's percentage of Shield+Hull remaining against the average of the fleet. If a ship's percentage falls more then say 10 points below the mean have it fall back until it's back within that threshold from either regenerated shields or just the rest of the fleet suffering damage. I'd probably put the threshold to return slightly higher then the threshold to retreat to avoid ships constantly drifting in and out of battle.Point is, there are situations where it makes sense to stay in the fight even with 60% hull, and situations where it makes sense to retreat with 95% hull.
Perhaps something like having each ship compare it's percentage of Shield+Hull remaining against the average of the fleet. If a ship's percentage falls more then say 10 points below the mean have it fall back until it's back within that threshold from either regenerated shields or just the rest of the fleet suffering damage. I'd probably put the threshold to return slightly higher then the threshold to retreat to avoid ships constantly drifting in and out of battle.
That would allow for heavily damaged ships to fall back until they've either recovered enough to participate again or the situation is desperate enough that they are needed.
My own view:
If it is a do or die for your species, then no retreat, no surrender.
If it is a skirmish in deep space, bug out at no later than 50% hull - if you can.
In-between depends on why the fight is occurring. And different captains/admirals/Klingons will have different ideas of when to point the bow somewhere else and engage warp.