AnotherDilbert
SOC-14 5K
We already have a ship design system. Just turn the drives into percentages (the same percentages as the ACS system!), add SpineMaker with volume in Dtons and costs in MCr, and done...
Which canon, and which Battleships? By and large, spinal mesons only fit in what I think of as battleships, though I guess my idea of battleships are closer to Light Battleships in the wiki.The big decision for combat is: Is it attritional (like Mongoose) or is it one shot one kill (like LBB5 spinals)?
One shot one kill as mandated for mesons in canon probably invalidates battleships also mandated in canon. Combining the two takes some fancy footwork...
This reminds me of Grand Admiral Thrawn in Star Wars who studied an enemies art to understand their psychology to defeat them.What you can lose is things like local (racial) flavor
Would a rigid doctrine usually lose to a flexible doctrine?or trying to capture doctrine
The big decision for combat is: Is it attritional (like Mongoose) or is it one shot one kill (like LBB5 spinals)?
One shot one kill as mandated for mesons in canon probably invalidates battleships also mandated in canon. Combining the two takes some fancy footwork...
Both-and. My process borrows from the concept in Book 2 and Mayday, in that ship capability is the damage track. This gets me (a) toughness for larger ships, (b) loss of capability as a ship takes on damage, (c) operational repair rules that are easy. The attack mechanic, meanwhile, can leverage this and permit strafe-like behavior where one hit can do multiple crits, making spines terrifying and putting a bit more oomph into battleships.The big decision for combat is: Is it attritional (like Mongoose) or is it one shot one kill (like LBB5 spinals)?
Doctrine represents externalities not represented by simple physics.Would a rigid doctrine usually lose to a flexible doctrine?
In a one shot one kill system small cheap riders are just as lethal and just as difficult to kill as battleships, as LBB5 demonstrates.Which canon, and which Battleships? By and large, spinal mesons only fit in what I think of as battleships, though I guess my idea of battleships are closer to Light Battleships in the wiki.
Isn't this supposed to be T5?Both-and. My process borrows from the concept in Book 2 and Mayday, in that ship capability is the damage track. This gets me (a) toughness for larger ships, (b) loss of capability as a ship takes on damage, (c) operational repair rules that are easy. The attack mechanic, meanwhile, can leverage this and permit strafe-like behavior where one hit can do multiple crits, making spines terrifying and putting a bit more oomph into battleships.
Shouldn't "capabilities" be something actually identifiable, rather than buzzwords?Say the Battleship Dilbert has capabilities like (repair, defense boost, spine boost, launch initiative, and missile salvo).
Now, say we have a Fast Light Cruiser Emesh. This unit has two capabilities.
TL-15 C-ZU44 Ergo 2 Comfort 2 Demand 0 Agility -1
Cruiser Total: 0 3 647 Stability 0
SYSTEM # DTON COST
Hull 10 000
Config: Unstreamlined 352
Structure: Charged Plate AV=150 ( 1500 vs Blast, 390 vs Pen, 3000 vs Heat/Beam, 1500 vs Pres, 3000 vs Rad, 150 vs EMP )
Coating: Ablat AV= 0 ( 1500 vs Heat/Beam )
Armour Std Anti-Kinetic 1 AV=30 ( 300 vs Blast, 150 vs Pen, 300 vs H/B, 0 vs Rad, 0 vs EMP )
Armour Std Anti-Kinetic 1 400 AV=30 ( 300 vs Blast, 150 vs Pen, 300 vs H/B, 0 vs Rad, 0 vs EMP )
Armour Std Anti-Rad 1 400 AV=30 ( 300 vs Blast, 30 vs Pen, 300 vs H/B, 1500 vs Rad, 0 vs EMP )
Armour Std Anti-Rad 1 400 AV=30 ( 300 vs Blast, 30 vs Pen, 300 vs H/B, 1500 vs Rad, 0 vs EMP )
Armour Std Anti-EMP 1 400 AV=30 ( 300 vs Blast, 30 vs Pen, 300 vs H/B, 0 vs Rad, 150 vs EMP )
Landing Skids Tarmac
Lifters Installed 50
Jump Field: Jump Bubble D=1026 m, Flash 8
Mod J Drive Y8 J-4, 20240 EP 1 480 480
Ult M Drive 6E6 4 G, 23400 EP 1 81 486
Ult P Plant X7 P 4, 20020 EP 1 117 352
Fuel, Jump J-4 3 600
Fuel, Power 4 weeks 280
Purifier 5 5 3
Scoops 5 5 0
Water Intake 5 5 0
Console, Control Ult C+S=15 98 196 62 Brain: INT=4, EDU=2
Console, Operati Ult C+S=15 2 4 1 Brain: INT=4, EDU=2
Computer m/7 1 7 52
Sensors
Ult DS Surf Commu-14 +18A+12 PA 1 8
Ear LR Surf CommP-15 +14A+9 PA( 1 5
Imp AR Surf EMS-15 +16A+12 PA(E 1 6 ACS S=7
Ear DS Surf Visor-15 +14A-- P(P 1 7 ACS S=5
Adv DS Surf Neutr-15 +18A-- P(G 1 7 ACS S=10
DS Surf Grav -15 +15A-- P(Grav) 1 6 ACS S=7
Ult G Surf Jamme-15 -0A-19 A(El 1 9
Ult SR Surf Steal-15 -19A-- P(A 1 4
Crew: 2
Stateroom for 3 64 128 6
Freshers Common 29 29 29
Common Areas 225 225
Life Support:
Med Console 1 1 1
Auto-counsellor 1 1 0
Clinic 1 2 1
Life Support, Long term 200% 38 77 77 46080 person-days
Escape Capsules 200% 39 39 39 390 people
Standard Air Lock 100
Cargo 228
Weapons
DS M Meso-15 +25 H:100 1 600 105
Mod DS B2 Part-15 +20 H:10 50 750 1 063
Ult DS Bay Miss-15 +24 H:M 10 1 500 310
Mod SR T3 Comm-15 +17 H:3 20 10 60
Ult D T3 Beam-15 +21 H:3 Def+3 10 5 20
Ult D T3 Sand-15 +19 H:3 Def+3 10 5 8
Screens
Mod VL Bo Nucle-15 Def+3 10 10 15
Mod VL Bo Meson-15 Def+3 10 10 25
Crew Consoles Panels
Crew 191 100 197
Command 5
Bridge Crew 26 6
Pilot 4 1 1
Astrogator 4 1 0
Sensor Ops 12 3 8
Engineer 46 10
Engineer 18 12 24
Maintenance 18
Service Crew 12 3
Operations 2 2 4
Medic 2 0 0
Steward 5 0 0
Gunner 102 22
Gunner 79 79 158
Screen Ops 1 1 2
I also think we should look at those glimpses of battles showcased in Agent of the Imperium and Marc's other literature. Does the system reproduce (or can it reproduce) the battles as seen there?
Were those battles one shot, one kill?
How did the Meson Screens work as described in the story?
Yes, they follow from design decisions.Shouldn't "capabilities" be something actually identifiable, rather than buzzwords?
That's true. And once I'm happy that the combat system has adequate representation power for the OTU, then I can start thinking about unit design and mapping in existing designs.Damage should be directly linked to ship's systems, with actual tonnage, cost in MCr and weeks in the repair yard?
They are, and they're good consistent systems that hold together.IIRC, Mayday and Battle Rider were fairly close to the basic systems with the same weapons and damage locations.
With the caveat that the design rules are not very developed, what I can see so far looks something like this:How would this simple ship be rated?
It has some armour, a meson "main", 10 missile bays, 50 particle barbettes, and the usual sensors, screens, and defences.Code:TL-15 C-ZU44 Ergo 2 Comfort 2 Demand 0 Agility -1
How are the "capabilities" linked to ships systems like drives, fuel tanks, or weapons being damaged?
So a N Meson can be shoehorned into a 10,000-ton hull. With Agility 6 it's as hard to hit as possible, and a meson hit wrecks it as hard as the meson wrecks a 300,000-ton behemoth. But I can field a carrier and like 12-14 of the SDBs for the cost of that 300,000 battlewagon. The N Meson wrecks a target as surely as a T Meson or an R Meson, and because you can cram so many more N Meson SDBs into a carrier, it's a big threat.In a one shot one kill system small cheap riders are just as lethal and just as difficult to kill as battleships, as LBB5 demonstrates.
Most people don't seem to like that...
And now I can muse about what a Battle-Class ship is.Isn't this supposed to be T5? We already have an expectations of how T5 works.
Firstly, this is anything but a simple ship, with a level of detail that surpasses High Guard and approaches TNE.How would this simple ship be rated?
My first thought is that navy ships are all designed "the same way" -- and I think that means that unless the class of ship dictates otherwise, it's going to have a standard tech-level-rated degree of military engineering.TL-15 C-ZU44 Ergo 2 Comfort 2 Demand 0 Agility -1
Hull 10 000
Config: Unstreamlined 352
Structure: Charged Plate AV=150 ( 1500 vs Blast, 390 vs Pen, 3000 vs Heat/Beam, 1500 vs Pres, 3000 vs Rad, 150 vs EMP )
Coating: Ablat AV= 0 ( 1500 vs Heat/Beam )
Armour Std Anti-Kinetic 1 AV=30 ( 300 vs Blast, 150 vs Pen, 300 vs H/B, 0 vs Rad, 0 vs EMP )
Armour Std Anti-Kinetic 1 400 AV=30 ( 300 vs Blast, 150 vs Pen, 300 vs H/B, 0 vs Rad, 0 vs EMP )
Armour Std Anti-Rad 1 400 AV=30 ( 300 vs Blast, 30 vs Pen, 300 vs H/B, 1500 vs Rad, 0 vs EMP )
Armour Std Anti-Rad 1 400 AV=30 ( 300 vs Blast, 30 vs Pen, 300 vs H/B, 1500 vs Rad, 0 vs EMP )
Armour Std Anti-EMP 1 400 AV=30 ( 300 vs Blast, 30 vs Pen, 300 vs H/B, 0 vs Rad, 150 vs EMP )
Landing Skids Tarmac
Lifters Installed 50
Jump Field: Jump Bubble D=1026 m, Flash 8
In other words, 4.8% for Jump-4, 0.8% for Maneuver-4, 1.1% for Power-4, all scaled.Mod J Drive Y8 J-4, 20240 EP 1 480 480
Ult M Drive 6E6 4 G, 23400 EP 1 81 486
Ult P Plant X7 P 4, 20020 EP 1 117 352
Fuel, Jump J-4 3 600
Fuel, Power 4 weeks 280
Purifier 5 5 3
Scoops 5 5 0
Water Intake 5 5 0
Again, noise.Console, Control Ult C+S=15 98 196 62 Brain: INT=4, EDU=2
Console, Operati Ult C+S=15 2 4 1 Brain: INT=4, EDU=2
Ordinarily I would make this important, but High Guard has taught me that it's a poor proxy for an actual combat DM.Computer m/7 1 7 52
Again, what capital ship is NOT going to have FULL COVERAGE of ALL MEANINGFUL SENSORS at the BEST RESOLUTION IT CAN GET?Sensors
Ult DS Surf Commu-14 +18A+12 PA 1 8
Ear LR Surf CommP-15 +14A+9 PA( 1 5
Imp AR Surf EMS-15 +16A+12 PA(E 1 6 ACS S=7
Ear DS Surf Visor-15 +14A-- P(P 1 7 ACS S=5
Adv DS Surf Neutr-15 +18A-- P(G 1 7 ACS S=10
DS Surf Grav -15 +15A-- P(Grav) 1 6 ACS S=7
Ult G Surf Jamme-15 -0A-19 A(El 1 9
Ult SR Surf Steal-15 -19A-- P(A 1 4
In short, 5% volume to support the crew. Thom and I rounded up to 6%. Same difference.Crew: 2
Stateroom for 3 64 128 6
Freshers Common 29 29 29
Common Areas 225 225
Life Support:
Med Console 1 1 1
Auto-counsellor 1 1 0
Clinic 1 2 1
Life Support, Long term 200% 38 77 77 46080 person-days
Escape Capsules 200% 39 39 39 390 people
Again, big grain of salt when reading this paragraph. Because you missed adequate defenses and tertiaries, your ship is likely to be gutted by secondary fire. But, you didn't actually miss defenses: you have an excellent armor rating. So perhaps "armor" also counts for the secondary weapon rating -- it should, right? So the design system has to account for that.Weapons
DS M Meso-15 +25 H:100 1 600 105
Mod DS B2 Part-15 +20 H:10 50 750 1 063
Ult DS Bay Miss-15 +24 H:M 10 1 500 310
Mod SR T3 Comm-15 +17 H:3 20 10 60
Ult D T3 Beam-15 +21 H:3 Def+3 10 5 20
Ult D T3 Sand-15 +19 H:3 Def+3 10 5 8
Screens
Mod VL Bo Nucle-15 Def+3 10 10 15
Mod VL Bo Meson-15 Def+3 10 10 25
That is exactly the major question that I don't know yet. I haven't thought hard about it. But I'm not that worried about it. If it doesn't work, okay, I'm done.How are the "capabilities" linked to ships systems like drives, fuel tanks, or weapons being damaged?
is that simply because of the sensor ghost rules and "knowing" what's in the fuzzy shapes?But that doesn't work for me, because (REMEMBER THE GRAIN OF SALT) BR has zero solo play ability.
And range. But you silently made a good point -- I'm comparing the wrong things. Take out the tactical elements and BR has similarities to HG. So it's not that BR has no solo play; it's that BR is integrally a tactical game, whereas what I've got is just the shootin' part.is that simply because of the sensor ghost rules and "knowing" what's in the fuzzy shapes?
That's a useful simplification. One table is definitely a speedup, and I love the idea of using different rolls in order to span the table differently.One point with my system re ACS hit chart and rolls- it’s actually real really fast.
Most secondary weapons won’t pen the armor at long ranges so it’s just missiles and big spinals.
I ditched the HG tables and it literally is one ACS table, but with 1d6 hitting the surface systems, 2d6 for whole ship checks including 12 crit, and 1d6+6 for internals. Rad is 1d6+3.
Say meson gun hit, baseline 18000 ton hit but 10000 at range. 5000 ton internal hit for first all applied on one system, radiation hit doubles that if system is affected. Leftover primary damage rolls into the second hit. Second 5000 plus ton hit rolls against whole ship, rad hit rolled separately whole ship. Three hit locations, maybe some follow up rolls, done. All done.
Probably too fiddly for your intended scale/resolution speed, but the crazy 1000x roll monsters CAN be tamed.
Thats a big part of it, but the tonnage/weapon factor range drop is another, and doing it all on tonnage so LBB2 and 5 ships can play together was also a must. Not your legacy design problem here, but it all has to hang together whatever system is involved.That's a useful simplification. One table is definitely a speedup, and I love the idea of using different rolls in order to span the table differently.