Pre-SysNES2: Beta-testing and Submission

What exactly does "Stunned" mean with regards to Lockdown anyway? It's not at all clear just from the term. Does the target suffer an Init penalty? Does it not get to attack? Presumably not the last, considering Disrupt. Depending on what it is, stunned might not be a very serious penalty at all. If Mad World can still fire every turn, and the Wodens get into close range where they're in range of Coilguns and Lasers, they lose horribly no matter how much Stun they bring.

Also, if that's the case, the Woden won't be able to do anything to the Python in turn. With the spare budget, the Cobras could also have several more EW Broadcasters loaded onto them. If you add 4 each, you'll get to 65+10 and will beat 62+6. At that point the Wodens have to go down in number to go up EW, and it just becomes a numbers game of adjusting them against one another. (And the Woden fleet as a whole will be smaller anyway due to fielding Kinetic Lances, which it will now need to actually do damage, and have fewer of them the fewer ships it has...)

Good points, still it didn't cost much to cover the EW gap.

Dis: By the by, does each one of those broadcasters get to attack or is it just the one attack per ship?
 
Next Weakness

Baldric MKII Supply
5 x Burst Drives
1 x Fission Rocket
1 x Recyclers
1 x Supply Section

Frey Assault Boat

9 x Burst Drive
3 x Deuterium Drive
3 x Pulse Drive
1 x Algorithmic Interlocks I-III
1 x Intrusion Unit
2 x Space Marines
1 x Grapples
1 x Jetpacks

1 x Baldric 39u, 12s
Frey Refining 126u, 32s
30 x Frey 76u, 36s

Total: 2445u, 80s

This only works because the Symphony is going quality and they cannot avoid being closed with.
 
I'm nonplussed by these so far as they're one-off runs nobody would ever actually build because they'd die horribly against anything that was not the fleet they're designed to counter. The application of exorbitant resources on largely impractical combat strategies to beat one fleet is cool and all, but nobody's disputing that there are counters. The question is whether there are good counters, and stuff like all-boarding or all-EW fleets definitely aren't.
 
Can you design a counter? Because your fleet is awfully close to perfect, thats what I'm finding interesting. Apart from a slightly odd way to progress into a new system the metal capacitors are almost the best power source to construct a fleet around.

Your fleet is immune to:
Missiles, EW, Particle

True lasers could take it out but then everyone is building the same ships :P
 
Some ideas that I don't have time to investigate thoroughly right now (listed designs not very optimized):
  1. Modified Steel Reign/Aesir Fleet hybrid; cheap/numerous platforms with lots of computing power per missile boat to overcome the Avoid bonus through Init (i.e., 15 Burst Drive, 1 Fission Core, 5 Fission Rocket, 11 Computer Module, 1 Scanners, 1 Salt Sinks, 5 Kinetic Lances [Refined]). Possibly multiple command ships and/or radically different command ship design (i.e., 5 Deuterium Drive, 3 Pulse Drive, 1 Command Deck, 1 Command Staff, 1 Computer Module, 1 Commlinks, 1 Scanners) to keep Fleet Init up.
  2. Mirror/Plasma Sail-based fast Buster platforms to get into close range to nullify Avoid bonuses.
  3. Massed high IP/Dodge Buster platforms to do the same (e.g., 4 Deuterium Drive, 6 Pulse Drive, 1 Radiators, 1 Fission Busters).
Particle is pretty much hopeless and Laser won't really be competitive without also resorting to Metal Capacitors, but I think a Missile fleet can do it.
 
Some ideas that I don't have time to investigate thoroughly right now (listed designs not very optimized):
  1. Modified Steel Reign/Aesir Fleet hybrid; cheap/numerous platforms with lots of computing power per missile boat to overcome the Avoid bonus through Init (i.e., 15 Burst Drive, 1 Fission Core, 5 Fission Rocket, 11 Computer Module, 1 Scanners, 1 Salt Sinks, 5 Kinetic Lances [Refined]). Possibly multiple command ships and/or radically different command ship design (i.e., 5 Deuterium Drive, 3 Pulse Drive, 1 Command Deck, 1 Command Staff, 1 Computer Module, 1 Commlinks, 1 Scanners) to keep Fleet Init up.
  2. Mirror/Plasma Sail-based fast Buster platforms to get into close range to nullify Avoid bonuses.
  3. Massed high IP/Dodge Buster platforms to do the same (e.g., 4 Deuterium Drive, 6 Pulse Drive, 1 Radiators, 1 Fission Busters).
Particle is pretty much hopeless and Laser won't really be competitive without also resorting to Metal Capacitors, but I think a Missile fleet can do it.

Interesting thoughts. I'm going to see if I can rework the Aesir fleet a bit. Although I'm going away for two days (work) and hopefully Dis will have put out another Ship Designer Version by then...;)
 
This is the basis of a sort of merger between (2) and (3):

---

Starscream class Strike Bomber

3 Deuterium Drive (Refined)
4 Pulse Drive
1 Plasma Sail (Refined)
2 Heavy Fission Busters (Refined)

Cost: 39e (18e) / 17m / 20v / 0a / 0t / 19s
Size: 33 / Mass: 25 / IS: 0 / IP: 6
Range: 0 / Power: 0 / Heat: 4
Init: 2 (10) / Dodge: 6 / Avoid: 0 / Armor: -7 / Shield: 2
Refine: 53e / 13s

Missile Total Damage: 40

---

Megatron class Support Corvette

8 Deuterium Drive (Refined)
7 Pulse Drive
1 Radiators
1 Mag Catapult
9 Carbon Armor

Cost: 73e (33e) / 19m / 31v / 0a / 0t / 31s
Size: 75 / Mass: 35 / IS: 0 / IP: 9
Range: 0 / Power: 0 / Heat: 2
Init: 2 (10) / Dodge: 6 / Avoid: 0 / Armor: -2 / Shield: 0
Refine: 103e / 26s

Catapult Total Damage: 8
Mass of Pushed Ship: 20 (5+) / 29 (4+)
Catapult Mass Limit +4 IP T1: 35

---

Soundwave class Command Corvette

7 Deuterium Drive (Refined)
6 Pulse Drive
1 Command Deck
1 Command Staff
1 Computer
1 Commlinks
1 Scanners
1 Gas Vents

Cost: 85e (38e) / 16m / 89v / 0a / 0t / 40s
Size: 62 / Mass: 33 / IS: 0 / IP: 8
Range: 0 / Power: 0 / Heat: 4
Init: 4 (12) / Dodge: 6 / Avoid: 0 / Armor: -6 / Shield: 0
Refine: 145e / 36s

Init Bonus to Fleet: 8

---

IP 10 on Megatron-driven Starscreams is ridiculously fast, and Megatron itself can almost keep up at IP 9. Both have maxed out dodge without Water Suspension. Soundwave is a little slower, but is likewise survivable. You'll have to build some carriers to haul them around, ideally some cheap External Hangar jobs designed to blow apart for instant release (call them Astrotrains). EW scores are abysmal across the board but on the flipside these designs are cheap and fast as hell, and refinement costs are pretty bargain-basement.

I'll look into actually portioning out a fleet later.
 
What exactly does "Stunned" mean with regards to Lockdown anyway? It's not at all clear just from the term. Does the target suffer an Init penalty? Does it not get to attack? Presumably not the last, considering Disrupt. Depending on what it is, stunned might not be a very serious penalty at all. If Mad World can still fire every turn, and the Wodens get into close range where they're in range of Coilguns and Lasers, they lose horribly no matter how much Stun they bring.

Stunned - Ship cannot engage or flee its combat instances, fire weapons, make EW attacks, or provide Sail Pushing or Fleet Int. It can still provide jamming and its avoid/shield/dodge/armour are not altered.

Although 'Disrupt' requires a higher EW vulnerability than lockdown 1, it's actually easier to do than any of the lockdown actions in terms of EW scores dueling with a raw difficulty 4/5ths of Lockdown 1. The EW section of the stats page will make this more obvious, but if you want to look at the difficulty for now its column Q on the battle calc engineering page.
 
Heh, I spent 2 hours messing with the ship designer and wondering why my fleet was so strong before realizing I hadn't plugged my negative dodge into the battle calculator.

Question actually: why does dodge have such a large effect on dodging EM attacks? I mean, the attacks are moving at the speed of light, which means it's impossible for one to dodge them on purpose. I can see why very low values of dodge give EM attacks 100% accuracy (easy to aim at a sitting duck), but don't see why good dodge gives EM attacks 0% accuracy (it doesn't matter how fast you can move if you don't know where they're shooting). I guess you could say that EM attacks take long enough to charge that the defending fleet can dodge, but doesn't that fall more under the scope of initiative?

Spoiler Spreadsheet quirks :

On the design page, L5 and L6 use < as a condition, while the R column uses >. That leaves the case when the values are equal ambiguous. The example that made me notice this: does a 58-mass ship need Construction 3 or Construction 4?

According to the ship designer, refined shields will still work without any surplus power.

The description for kinetic lances says they do damage based on Propulsion. That doesn't seem to be currently true?




Fleet Design Coop

Spoiler :

Fox Command Sloop

1 Charm Drive
2 Pulse Drive (refined)

7 Pellet Fusion Cores (refined)

1 Command Deck
1 Command Staff
14 Computer Modules (refined)
1 Commlinks
1 Scanners
9 Jammers (refined)

7 Radiators (refined)

9 Maneuvering Jets (refined)

________

200e / 62m / 29v / 0a / 4t / 74s

Size: 81 / Mass: 84
IS: 1 / IP: 1
Surplus Power: 0 / Heat: -5

Int: 11 (19) / Dodge: -11 / Avoid: 0 / Armour: -32 / Shield: 0

Int bonus to fleet: 8
EW attacks: YES / EW score: 26 / EW vulnerability: 84
Jammer int debuff: 7
Boarding: NO / -2
Spoiler :


Chicken Light Frigate

1 Charm Drive
2 Pulse Drive

4 Pellet Fusion Cores (refined)

14 Computer Modules (refined)

4 Radiators (refined)

6 Kinetic Lances (refined)

6 Maneuvering Jets (refined)

________

129e / 58m / 28v / 0a / 0t / 49s

Size: 64 / Mass: 80
IS: 1 / IP: 1
Surplus Power: 5 / Heat: -5

Int: 9 (17) / Dodge: -8 / Avoid: 0 / Armour: -19 / Shield: 2

Total Missiles: 6 / Missile total damage: 48
EW attacks: NO / EW score: 24 / EW vulnerability: 50
Boarding: NO / -9


Code:
[b]Fleet Coop[/b]

[b][u]NAME		NUM	e	s	m	v[/b][/u]
[i]Fox[/i] class 	1x	200e	74s	62m	29v
[i]Chicken[/i] class 	3x	387e	49s	174m 	84v	

[b]TOTAL:			587e	123s	236m	113v[/b]

Built to abuse Symphony's low int; the int difference is large enough that the battle will never go into short-range. Was far, far more effective before I noticed dodge affects EM hitrate; now... well at least it doesn't lose fights very often.


Spoiler Battle results :

Spoiler Battle 1 :


Round 1, Long-Range:
Chicken 1 engages Python, deals 3 damage.
Chicken 2 engages Python, deals 13 damage.
Chicken 3 engages Python, deals 9 damage.

Cobras cannot damage anything.
Python engages Fox, deals 57 damage.

Coop rolls D10+1+12, gets 22.
Mad World rolls D10+1+3, gets 13.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - fine
Cobra 2 - fine
Python - damaged

Spoiler Battle 2 :


Round 1, Long-Range:
Chicken 1 engages Python, deals 9 damage.
Chicken 2 engages Python, deals 0 damage.
Chicken 3 engages Python, deals 3 damage.

Cobras cannot damage anything.
Python engages Fox, deals 28 damage.

Coop rolls D10+1+12, gets 22.
Mad World rolls D10+1+3, gets 10.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - fine
Cobra 2 - fine
Python - damaged

Spoiler Battle 3 :


Round 1, Long-Range:
Chicken 1 engages Python, deals 11 damage.
Chicken 2 engages Python, deals 4 damage.
Chicken 3 engages Python, deals 4 damage.

Cobras cannot damage anything.
Python engages Fox, deals 56 damage.

Coop rolls D10+1+12, gets 20.
Mad World rolls D10+1+3, gets 11.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - fine
Cobra 2 - fine
Python - damaged




Spoiler More battle results :

Spoiler Battle 1 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 27 damage.
Chicken 2 engages Cobra 1, deals 35 damage.
Chicken 3 engages Cobra 1, deals 26 damage.

Cobras cannot damage anything.
Python engages Fox, deals 14 damage.

Coop rolls D10+1+12, gets 18.
Mad World rolls D10+1+3, gets 10.

Coop chooses long-range

Round 2, Long-Range:
Chicken 1 engages Cobra 2, deals 24 damage.
Chicken 2 engages Cobra 2, deals 17 damage.
Chicken 3 engages Cobra 2, deals 25 damage.

Cobras cannot damage anything.
Python engages Fox, deals 56 damage.

Coop rolls D10+1+12, gets 19.
Mad World rolls D10+1+3, gets 12.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - fine
Python - fine

Spoiler Battle 2 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 30 damage.
Chicken 2 engages Cobra 1, deals 29 damage.
Chicken 3 engages Cobra 1, deals 34 damage.

Cobras cannot damage anything.
Python engages Fox, deals 70 damage.

Coop rolls D10+1+12, gets 20.
Mad World rolls D10+1+3, gets 15.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - fine
Python - fine

Spoiler Battle 3 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 23 damage.
Chicken 2 engages Cobra 1, deals 29 damage.
Chicken 3 engages Cobra 1, deals 13 damage.

Cobras cannot damage anything.
Python engages Fox, deals 42 damage.

Coop rolls D10+1+12, gets 16.
Mad World rolls D10+1+3, gets 12.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - damaged
Cobra 2 - fine
Python - fine

Spoiler Battle 4 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 25 damage.
Chicken 2 engages Cobra 1, deals 23 damage.
Chicken 3 engages Cobra 1, deals 35 damage.

Cobras cannot damage anything.
Python engages Fox, deals 0 damage.

Coop rolls D10+1+12, gets 22.
Mad World rolls D10+1+3, gets 7.

Coop chooses long-range

Round 2, Long-Range:
Chicken 1 engages Cobra 1, deals 20 damage.
Chicken 2 engages Cobra 1, deals 33 damage.
Chicken 3 engages Cobra 1, deals 36 damage.

Cobras cannot damage anything.
Python engages Fox, deals 56 damage.

Coop rolls D10+1+12, gets 21.
Mad World rolls D10+1+3, gets 11.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - dead
Python - fine

Spoiler Battle 5 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 24 damage.
Chicken 2 engages Cobra 1, deals 20 damage.
Chicken 3 engages Cobra 1, deals 30 damage.

Cobras cannot damage anything.
Python engages Fox, deals 56 damage.

Coop rolls D10+1+12, gets 15.
Mad World rolls D10+1+3, gets 10.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - damaged
Cobra 2 - fine
Python - fine

Spoiler Battle 6 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 23 damage.
Chicken 2 engages Cobra 1, deals 38 damage.
Chicken 3 engages Cobra 1, deals 31 damage.

Cobras cannot damage anything.
Python engages Fox, deals 28 damage.

Coop rolls D10+1+12, gets 21.
Mad World rolls D10+1+3, gets 6.

Coop chooses long-range

Round 2, Long-Range:
Chicken 1 engages Cobra 1, deals 25 damage.
Chicken 2 engages Cobra 1, deals 27 damage.
Chicken 3 engages Cobra 1, deals 17 damage.

Cobras cannot damage anything.
Python engages Fox, deals 42 damage.

Coop rolls D10+1+12, gets 23.
Mad World rolls D10+1+3, gets 10.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - damaged
Python - fine

Spoiler Battle 7 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 21 damage.
Chicken 2 engages Cobra 1, deals 35 damage.
Chicken 3 engages Cobra 1, deals 40 damage.

Cobras cannot damage anything.
Python engages Fox, deals 56 damage.

Coop rolls D10+1+12, gets 18.
Mad World rolls D10+1+3, gets 8.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - fine
Python - fine

Spoiler Battle 8 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 27 damage.
Chicken 2 engages Cobra 1, deals 38 damage.
Chicken 3 engages Cobra 1, deals 29 damage.

Cobras cannot damage anything.
Python engages Fox, deals 56 damage.

Coop rolls D10+1+12, gets 19.
Mad World rolls D10+1+3, gets 14.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - fine
Python - fine

Spoiler Battle 9 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 35 damage.
Chicken 2 engages Cobra 1, deals 28 damage.
Chicken 3 engages Cobra 1, deals 34 damage.

Cobras cannot damage anything.
Python engages Fox, deals 14 damage.

Coop rolls D10+1+12, gets 15.
Mad World rolls D10+1+3, gets 11.

Coop chooses long-range

Round 2, Long-Range:
Chicken 1 engages Cobra 1, deals 32 damage.
Chicken 2 engages Cobra 1, deals 3 damage.
Chicken 3 engages Cobra 1, deals 26 damage.

Cobras cannot damage anything.
Python engages Fox, deals 0 damage.

Coop rolls D10+1+12, gets 22.
Mad World rolls D10+1+3, gets 9.

Coop chooses long-range

Round 3, Long-Range:
Chicken 1 engages Cobra 1, deals 21 damage.
Chicken 2 engages Python, deals 0 damage.
Chicken 3 engages Python, deals 7 damage.

Cobras cannot damage anything.
Python engages Fox, deals 42 damage.

Coop rolls D10+1+12, gets 19.
Mad World rolls D10+1+3, gets 8.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - dead
Python - damaged

Spoiler Battle 10 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 34 damage.
Chicken 2 engages Cobra 1, deals 29 damage.
Chicken 3 engages Cobra 1, deals 10 damage.

Cobras cannot damage anything.
Python engages Fox, deals 70 damage.

Coop rolls D10+1+12, gets 16.
Mad World rolls D10+1+3, gets 6.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - damaged
Cobra 2 - fine
Python - fine

Spoiler Battle 11 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 7 damage.
Chicken 2 engages Cobra 1, deals 37 damage.
Chicken 3 engages Cobra 1, deals 29 damage.

Cobras cannot damage anything.
Python engages Fox, deals 70 damage.

Coop rolls D10+1+12, gets 21.
Mad World rolls D10+1+3, gets 11.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - damaged
Cobra 2 - fine
Python - fine

Spoiler Battle 12 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 31 damage.
Chicken 2 engages Cobra 1, deals 21 damage.
Chicken 3 engages Cobra 1, deals 30 damage.

Cobras cannot damage anything.
Python engages Fox, deals 42 damage.

Coop rolls D10+1+12, gets 20.
Mad World rolls D10+1+3, gets 5.

Coop chooses retreat


Final Results
Chicken 1 - fine
Chicken 2 - fine
Chicken 3 - fine
Fox - damaged
Cobra 1 - dead
Cobra 2 - fine
Python - fine

Spoiler Battle 13 :


Round 1, Long-Range:
Chicken 1 engages Cobra 1, deals 21 damage.
Chicken 2 engages Cobra 1, deals 26 damage.
Chicken 3 engages Cobra 1, deals 20 damage.

Cobras cannot damage anything.
Python engages Fox, deals 28 damage.

Coop rolls D10+1+12, gets 15.
Mad World rolls D10+1+3, gets 7.

Coop chooses long-range

Round 2, Long-Range:
Chicken 1 engages Cobra 1, deals 16 damage.
Chicken 2 engages Cobra 2, deals 21 damage.
Chicken 3 engages Python, deals 0 damage.

Cobras cannot damage anything.
Python engages Fox, deals 112 damage.

Coop rolls D10+1+4, gets 9.
Mad World rolls D10+1+10, gets 15.

Mad World chooses short-range

Round 3, Short-Range:
Chicken 1 engages Cobra 2, deals 18 damage.
Chicken 2 engages Cobra 2, deals 21 damage.
Chicken 3 engages Cobra 2, deals 19 damage.

I do not have a spreadsheet made for Cobra vs Chicken, but I think it goes without saying that Cobra 2 easily kills all 3 Chickens.


Final Results
Chicken 1 - dead
Chicken 2 - dead
Chicken 3 - dead
Fox - dead
Cobra 1 - dead
Cobra 2 - dead
Python - fine




Average casualties per battle for the second set of battles:

0.92 Cobras dead, 0.38 Cobras damaged, 0.08 Pythons damaged
versus
0.15 Chickens dead, 0.08 Foxes dead, 0.92 Foxes damaged

Ignoring damage (which is perhaps not that wise since the Fox will always get damaged), Coop would lose an average of 37 e per fight against Mad World's 176 e.
 
Heh, I spent 2 hours messing with the ship designer and wondering why my fleet was so strong before realizing I hadn't plugged my negative dodge into the battle calculator.

Question actually: why does dodge have such a large effect on dodging EM attacks? I mean, the attacks are moving at the speed of light, which means it's impossible for one to dodge them on purpose. I can see why very low values of dodge give EM attacks 100% accuracy (easy to aim at a sitting duck), but don't see why good dodge gives EM attacks 0% accuracy (it doesn't matter how fast you can move if you don't know where they're shooting). I guess you could say that EM attacks take long enough to charge that the defending fleet can dodge, but doesn't that fall more under the scope of initiative?

Combat happens at large distances and high speeds, 'dodge' is not fudgingg moving out of the way of things, its is the unpredictability of your ships position. With a high dodge they will shoot where you are not (thanks to the microseconds of light lag meaning you're a hundred meters back or forward on your main vector than where they think you'll be when the laser blast is sent).

I'm not sure what you're doing with the fleeing calculation - you're meant to use the engagement calculator at the top of the battle calc, and it won't give those sorts of results. With IP/Int of 1/12 vs 1/3 you'll have 60% chance of successfully fleeing, not the 10% you're postulated.
 
Combat happens at large distances and high speeds, 'dodge' is not fudgingg moving out of the way of things, its is the unpredictability of your ships position. With a high dodge they will shoot where you are not (thanks to the microseconds of light lag meaning you're a hundred meters back or forward on your main vector than where they think you'll be when the laser blast is sent).

I understand; my badly-phrased issue with dodge was that its effect on hit chance is so strangely linear, instead of something closer to an exponential. It does make for a nicer model though, so np.

I'm not sure what you're doing with the fleeing calculation - you're meant to use the engagement calculator at the top of the battle calc, and it won't give those sorts of results. With IP/Int of 1/12 vs 1/3 you'll have 60% chance of successfully fleeing, not the 10% you're postulated.

Right, I completely missed that. I was looking at the rules for SysNES1 ("3. Missile phase over, the fleets can either attempt to move to close range, stay at long range or try to escape. Fleets roll D10+slowest speed+int against each other and the winner gets to choose what range they move to.")

But more importantly: I thought I saw something say that EW doesn't happen at long-range. I'm now pretty sure I just misread something. So does EW happen at long-range?


Edit, more spreadsheet quirks:

The ^0.25 factor of Shield Arrays is applied twice, once in Design!K45 and once in CC!CQ186. This means one needs huge amounts of shields to get more than 1 Shield Bonus to Fleet from the Array.

Much like how refined Shields provide a bonus in the spreadsheet without any power, Shield Array provides a 1 bonus without any power or shields.
 
Not sure where you're getting your figures from; against -9 Dodge and 17 Init, EM with 10 Init at Long Range has a 9% chance to hit. Your assertion that "Cobras cannot damage anything" is thus totally inaccurate and while the connect odds are low, a single hit will utterly torch a Chicken. The Fox is however beyond targetting.

Further, if you're counting Coilguns as engaging in long range fire for some reason, both the Cobra and Python have hit chances on both the Fox and Chicken, and will likewise tear them up, although I'm not sure if the guns can be used in this fashion (though Stats doesn't rule against it at all). You only count the Python in this capacity.

I'd also like to point out that if you tweak Mad World a bit without having to deal with Poor Safety, it gets a lot meaner as you can fit just enough things to overcome these deficiencies. I am really starting to hate that pick.
 
Not sure where you're getting your figures from; against -9 Dodge and 17 Init, EM with 10 Init at Long Range has a 9% chance to hit. Your assertion that "Cobras cannot damage anything" is thus totally inaccurate and while the connect odds are low, a single hit will utterly torch a Chicken. The Fox is however beyond targetting.

You're absolutely right: I typed up the stats for a wrong version of Chicken. Removing the single plasma shield boosts Dodge to -8, giving the Cobras a 0% chance to hit. Edit: Fixed.

Further, if you're counting Coilguns as engaging in long range fire for some reason

Should I not? Edit: Nevermind, I think I misunderstood that "if".

both the Cobra and Python have hit chances on both the Fox and Chicken, and will likewise tear them up, although I'm not sure if the guns can be used in this fashion (though Stats doesn't rule against it at all). You only count the Python in this capacity.

I don't think so? The Cobra has a total init of 3 (2+8-7). The Fox has 14 init (11+8-5) and -11 dodge, which according to the calculator means the Cobra can't hit it. The Chicken has 12 init and -8 dodge, which again means the Cobra can't hit it.

Though of course that means nothing if I was wrong and Electronic Warfare isn't restricted to short-range.

I'd also like to point out that if you tweak Mad World a bit without having to deal with Poor Safety, it gets a lot meaner as you can fit just enough things to overcome these deficiencies. I am really starting to hate that pick.

True, and the Coop is pretty much as tweaked as it could possibly get. Actually, no, I can fit in more Maneuvering Jets on the Chickens and refine the Pulse Drives for an extra 3 dodge.
 
Here's a non-Poor Safety version of the Cobra, with more toys.

Cobra I-A class Attack Frigate

1 Twist Drive
18 Metal Capacitors (Refined)
1 Deuterium Drive
2 Pulse Drive
1 Computer Module
1 Scanners
13 EW Broadcasters (Refined)
12 Coilguns (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
3 Microwave Beamer (Refined)
1 Plasma Shield
3 Carbon Armor
1 Heavy Cladding

220e (92e) / 99m / 15v / 0a / 0t / 75s
Size: 84 / Mass: 84 / IS: 12 / IP: 1
Range: 0 / Power: 101 / Heat: -5
Init: 3 (11) / Dodge: -19 / Avoid: 12 / Armor: 16 / Shield: 32
Refine: 340e / 85s

EM Total Damage: 960L (3x22D through A50/S#)
Projectile Gun Total Damage: 24 (4x5D through A18/S1)
EW Attacks: YES
EW Score: 60
EW Vulnerability: 0

EW, Avoid, and Init go up. Dodge goes down a touch. Little else changes.

I don't think so? The Cobra has a total init of 3 (2+8-7). The Fox has 14 init (11+8-5) and -11 dodge, which according to the calculator means the Cobra can't hit it. The Chicken has 12 init and -8 dodge, which again means the Cobra can't hit it.
EW is short-range only if both sides have Jammers. If you go into short range, you lose horribly. You also have to succeed at your EW roll to debuff init, which you probably won't.
 
If you go into short range, you lose horribly.

Right; my idea was based on the rule from SysNES1 that said that the winner of a D10+slowest IP+int gets to decide what range to move to. A large enough int gap could then mean never having to go into short-range.

You also have to succeed at your EW roll to debuff init, which you probably won't.

Ah? The description says "Reduces opponents Int, EW roll to reduce it further". I thought the EW roll was just referring to the "Break Codes" passive action but opponent int was automatically reduced?
 
Ah? The description says "Reduces opponents Int, EW roll to reduce it further". I thought the EW roll was just referring to the "Break Codes" passive action but opponent int was automatically reduced?
Passive Actions occur outside of combat only. Presumably you'd be looking at Blank Sensors or False Info, and your EW scores aren't super-hot, while your vulnerabilities are huge.
 
Passive Actions occur outside of combat only. Presumably you'd be looking at Blank Sensors or False Info, and your EW scores aren't super-hot, while your vulnerabilities are huge.

Right: I don't want to engage in EW at all. That's why I was asking if EW is restricted to short-range (where I don't want to end up), or can also happen at long range (where I hope to be).

But you say jammers don't automatically debuff int? From the description it'd seem that they do... if not, the whole Coop concept becomes undoable.
 
MAD WORLD II

Interior lines rapid response defense. T3, CON4, Advancer, Poor Safety:

---

Python II class Command Frigate

1 Twist Drive
14 Metal Capacitors (Refined)
1 Light Sail
1 Command Deck
1 Command Staff
3 Computer Module
1 Commlinks
1 Scanners
8 Jammers
20 EW Broadcasters (Refined)
1 Algorithmic Interlocks
15 Coilgun (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
1 Plasma Shield
3 Titanium Armor
15 Carbon Armor
1 Heavy Cladding

287e (129e) / 97m / 8v / 0a / 4t / 97s
Size: 86 / Mass: 77 / IS: 5 / IP: 1
Range: 0 / Power: 39 / Heat: -5
Init: 5 (13) / Dodge: -25 / Avoid: 15 / Armor: 32 / Shield: 16
Refine: 481e / 120s

Projectile Gun Total Damage: 30 (5x5D through A18/S1)
Init Bonus to Fleet: 8
EW Attacks: YES
EW Score: 90
EW Vulnerability: 0
Jammer Init Debuff: 6
Ship-to-Ship Boarding: -4

Notes: Immune to same tech-level Particle Weapons. 0% Hit Chance by FMs at Long Range through enemy 19 Init. 3% Hit Chance through enemy 20 Init.

---

Cobra II class Attack Frigate

1 Twist Drive
18 Metal Capacitors (Refined)
1 Light Sail
1 Computer Module
1 Scanners
14 EW Broadcasters (Refined)
15 Coilguns (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
3 Microwave Beamer (Refined)
1 Plasma Shield
3 Titanium Armor

219e (94e) / 94m / 7v / 0a / 0t / 75s
Size: 86 / Mass: 73 / IS: 13 / IP: 1
Range: 0 / Power: 98 / Heat: -5
Init: 3 (11) / Dodge: -22 / Avoid: 15 / Armor: 0 / Shield: 31
Refine: 340e / 85s

EM Total Damage: 930L (3x21D through A50/S#)
Projectile Gun Total Damage: 30 (5x5D through A18/S1)
EW Attacks: YES
EW Score: 64
EW Vulnerability: 0
Ship-to-Ship Boarding: -12

Notes: Immune to same tech-level Particle weapons. 0% Hit Chance by FMs at Long Range through enemy 18 Init. 8% Hit Chance through enemy 19 Init. Bit of a glass cannon now, but your goal is not to get hit anyway.

---
Code:
[b][u]REFINEMENT COSTS[/b][/u]

[b][u]NAME			IND	SCI[/b][/u]
Metal Capacitors	300e	100s
EW Broadcasters		300e	300s
Coilguns		300e	100s
Lubricants		400e	300s
Barrel Casings		400e	200s
Microwave Beamer	300e	100s

[b]TOTAL:			2000e	1100s[/b]
Code:
[b][u]Fleet MAD WORLD II[/b][/u]

[b][u]NAME		NUM	IND		SCI	MET		VOL[/b][/u]
[i]Python II[/i]	1x	287e		97s	97m		8v
[i]Cobra II[/i] 	2x	438e (219e)	75s	188m (94m)	14v (7v)	

[b]TOTAL:			725e		172s	285m		22v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]

s: 1272
e: 2725
m: 285
v: 22

Agg. Prod./Res.: 3032

t: 4
a: 0
A little bit over APR-wise. 1% isn't too significant.

Totally immune to Coop's missiles at range. EM cannot hit Coop at range. However, despite the Init difference between Mad World II and Coop, because of their identical IP speeds, Mad World II has a 30% chance to engage and close to close-range. Coop will get successful hits in at this range but they will not be enough to kill Mad World II before its weapons completely tear Coop apart. Mad World II will almost certainly win EW engagements at this range as well.

I'm going to reckon that Mad World II is generally invulnerable against Particle, EW, and long-range Missiles with these developments. Now the only sure-fire way to kill it is close-range missile attacks, weird Viking boarding fleets, or cheaper laser platforms.
 
Edit, more spreadsheet quirks:

The ^0.25 factor of Shield Arrays is applied twice, once in Design!K45 and once in CC!CQ186. This means one needs huge amounts of shields to get more than 1 Shield Bonus to Fleet from the Array.

Yes.

Much like how refined Shields provide a bonus in the spreadsheet without any power, Shield Array provides a 1 bonus without any power or shields.

They're providing shields without surplus power, they still increase the power demands.

Ah? The description says "Reduces opponents Int, EW roll to reduce it further". I thought the EW roll was just referring to the "Break Codes" passive action but opponent int was automatically reduced?

Sorry that's a bit of legacy text from the old way EW worked. Jammers do provide an automatic int reduction, listed on the main page of the Ship designer.

I am considering making the Jammer score of ship reduce the Fleet Int it can provide in some way. So your jamming will hit your Fleet Int and the enemies total Int.

SS Berserker
1 x Deuterium Drive (Ref)
1 x Pulse Drive (Ref)
1 x Fusion Buster (Ref)

Refining the ship as well reduces the e cost to 8 a piece. You need 15 for each of the Cobra and Pythons to guarantee round 1 destruction, and you will take 70-100% losses to do so, however that is spending 120e to kill a 240e ship. Unlike most of the highly specific counters, this is cheap enough to design that I think it's actually a viable military option (and you'll not mind refining those components for use elsewhere), and you can always use the Berserker as a small planetary bombardment craft later on.

In addition, the capacitor fleets need for bases means the carrier for the Berserker fleet can arrive at an uninhabited world of the system and release the Berserker assault the following year whilst staying safe itself.
 
I like the elegance of that. It seems right that it takes simplicity and quantity to hard counter high complexity and quality.
 
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