Luxeria
Member
“Even the strongest mind can be manipulated. It’s simply a matter of finding its weakness.”
Posts: 1,898
Affiliation: Blackguard Reborn
Traffic Light: Green
|
Post by Luxeria on Sept 7, 2018 14:15:38 GMT -8
I actually debated posting this, but decided to. I enjoy rping with you Viox and I love what you bring to the table, but I can't help but see things differently than you on this matter. I don't have any intentions of being rude, only pointing out how it feels to me when reading what's written.
But whether you are Advocate or not, the approach to your responses have been less than actually helpful in working through these systems. Between here and the Custom tech thread, reading your posts, I can't help but feel that it comes down to you don't like it, don't plan to use it, and thus its a waste of time and needs you to make another post to clarify your thoughts and opinions. On the Tech thread, I do fully understand your take on the situation. It was something that existed before and problems were created from it. You are cautious going into this again.
However, saying you are an advocate, so its your job to question it good or bad, really doesn't seem to have any bearing on this thread. Ok, you don't plan to use it and don't see it as useful. That's fine. But as I stated before, your post makes it seem like you don't like it and its a waste of time, the end. Being this is something new that is being worked out, instead of just saying you don't like it and giving general based knowledge on why it'll be useless/pointless based on personal preference, give insight to make it better or point out where the item in question will actually have problems. I, too, don't plan to use this system, but I pointed out the faults I felt were in the system, not how its pointless it was due to how rp goes on the site. And from there, I suggested ideas for improvement that may or may not make me interested in using this system. This is new, and by what I've noticed, many people don't even post here that much. Some cases, yes, some no. Doesn't mean it isn't something people will be up for. Once a solid plan has been built and its starts seeing use, it may grow, at least for large scale battles. Maybe it won't. But giving it a try, if only for three people, is far from a useless system.
Once again, I'm merely stating things as a reader and how a post reaches to me. I'm not trying to call anyone out or say that how its written is exactly how you feel. But I do feel, reading over some posts, the responses we give are helping shape this site for the worst from time to time, if only because the wording was misinterpreted.
That being said, the only real problem I'm seeing otherwise with this system, through these recent discussions, is reaching a point when someone who does use this comes up against someone who doesn't. In this case, I do see a problem with the system's use with no way around it. That can lead to stories having issues progressing if both stay tied to their approach to space combat.
|
|
Viox Savage
Blackguard Imperium
"You want the same as me. My redemption, eternal ascension. Setting me free."
Posts: 2,938
Affiliation: Sith Order
Traffic Light: Blue
|
Post by Viox Savage on Sept 7, 2018 15:20:00 GMT -8
I agree with the point you are making, wholeheartedly. I will refrain from reiterating my point over and over again.
That said, I agree with that you've brought to the table, Lux. When this idea first came to fruition, I was completely against it. As for reasons that don't need to be voiced again. After reading some of the suggestions made, I think this is on the right track to becoming something feasible for everyone to use. And ultimately, that is what I would like to see. New ideas that are capable of being used by the entire community. As of this point I am probably about 50/50 with this idea. The dice rolls would be an excellent way to balance the field a bit more, and if it can be successfully integrated in some fashion, this could actually be hugely successful. However, we came to where we are as a community. The entirety of the community needs to be and should be considered when formulating new ideas. I'm not saying this wasn't, but from my view of things, there seems to be only a select few that actually bring ideas forward. And so far, those ideas have only been tailored to a handful of individuals. This also applies to the Custom Tech discussion as well. Not naysaying or anything, just making a point with that. We need more community input with these ideas. And when I have a better proposal on how to involve the community more, I will happily share it. Until then, I will continue to voice my opinions, negative or positive, on these ideas with the community in mind.
Yes I am a bit of a naysayer when it comes to things on here. Yes I can be negative and repetitive when hammering a point home. I will certainly work on lessening that in future talks.
|
|
Luxeria
Member
“Even the strongest mind can be manipulated. It’s simply a matter of finding its weakness.”
Posts: 1,898
Affiliation: Blackguard Reborn
Traffic Light: Green
|
Post by Luxeria on Sept 7, 2018 15:33:28 GMT -8
Speaking on the point of few bringing forward ideas, few responses being given, I do agree. I used to be that way, my reasoning was always just wanting to rp, but didn’t wish to be involved with the "politics" of the site, trying to create and sort out things, either just because I had no opinion of the idea being presented because it didn’t affect me. With time, I began posting a bit more on this side of things, but still stayed away for the most part because of personal opinion and any emotional aspect it would stir, which usually wasn’t the best. So, usually best to just say nothing. Still, have that from time to time, but I love being here and I know I need to step up and take a bigger responsibility with the flow of the site. I may not be advocate, but as a community, we all have our input, which is valued one way or the other. So in some cases, it takes a bit to respond mostly to read over the posts a few times, look passed personal opinion, and either question something to help bring to light further issues or give ideas to possibly improve something.
And that is probably some of why so few give ideas or respond. Dont’t want to get into the site politics, don’t have an opinion about something or don’t care, don’t want to get into/start possible arguments, or they just want to write and not think about anything else. In that aspect, what do we think adding polls for new ideas? Will we still be met with low responses or could it be a better way to gauge the community on a bigger scale as a whole about these things. That way, no one knows your vote if you want to say yay or nay but wish to remain anonymous, you don’t want to get into a big discussion about it, and so on.
|
|
Garrick Needa
The First Order
Let’s RP together!
Posts: 170
Affiliation: The First Order
Traffic Light: Green
|
Post by Garrick Needa on Sept 7, 2018 15:35:49 GMT -8
Ok, I feel as though I should weigh in on this, despite the fact that my opinion may not be recognized, seeing as I did help Nicademus make a lot of the MAD statistics for ships. And I also would like to just weigh in on this whole thing about the role of the RPA in all this, as my opinion. However, before I start, a bit of a disclaimer. This is meant to offend no one, this is just some random guy trying to get his opinion out on a topic that can and will directly affect him, and just a bit of an opinion, as I feel as though this thread has brought up some of the finer points of the role of RPAs in discussions. I once again stress that I intend to offend no one, I'd like to keep this thread as civil as possible, for the simple reason that endless fighting won't solve anything. Now, in regards to the system itself, I do agree with several of Aurel's thoughts. It was somewhat daunting to come onto the site, and I regret looking at other's posts before I started. Heck, I was worried that the First Order (or anyone else for that matter) wouldn't even accept me into their ranks merely for my lack of experience. Now, before you get at my throat for having the wrong impression of the community, I was thankfully proven wrong, but even so, I can see where he is coming from. Having (extremely briefly) read up on the current way in which battles are done, I do have to say that it is a bit of a daunting prospect to be involved in, say, the likes of the Battle of Dac that's coming up very soon, and I can see how a standardized system could be useful in streamlining the process so that the likes of me (a garbage to poor writer, and probably garbage at fleet engagements person) won't be quite so bad at it. It's similar to the Fallout S.P.E.C.I.A.L system, which, in my opinion, is a good solution to character creation, as it is simple enough to understand, but still offers a degree of flexibility in gameplay. Similarly, this system has a great deal of potential to make things simpler to understand, as well as making these battles not devolve into out of character beefs and petty squabbles among the community. The last thing we need is to fracture the already small group of active people. We all know what comes next if that should happen... Now, that being said, I also have to agree with Luxeria's point about how this will affect those who don't want to use it. I don't think we should force people to not battle with each other, as that would, again, be fracturing everyone into two parties (this is not a crack at the political system of America, before someone bashes me for that). Nor do I feel as though the RPA should force people into one system or the other. Truthfully, I think it is something that individual writers will have to sort out with one another. (ex. "I want to battle Zion, but he is using MAD and I am not. I should PM him and see if we can reach a compromise.). One other qualm I have is with the multipliers/bonuses of the system, as I have no idea how they work, and I feel that another new person would feel the same. That is my take on it anyway. Now in regards to this whole thing about what is and what isn't expected from the RPA, I feel as though it isn't really necessary for an RPA to, putting it bluntly, simply post somewhere and not necessarily give a suggestion or even critiques of the system. However, if an RPA wants to, then is there really any point in trying to stop him/her? I feel as though that may be a battle that isn't worth fighting, and a waste of everyone's energy. Those are my thoughts and opinions, don't hate me anyone
|
|
|
MAD Combat
Sept 7, 2018 15:51:47 GMT -8
via mobile
Post by Zion Morviael [RETIRED] on Sept 7, 2018 15:51:47 GMT -8
Ok guys, looks like we have diverged a little from the path here... Polls and player engagement is a discussion better had either on its own or moved to the general discussion area. Just so we’re not all becoming a bunch of kittens getting disatracted by the laser pointer.
Let me just say, that everyone’s opinion is welcomed here. Whether for or against a system or idea. We all just have to be mindful about how we word our responses. Just remember folks: we’re all here for a community that we love. So let’s get back to the discussion at hand and see if we can’t figure out some ideas for some of the concerns brought up.
Just take a moment or two to step back and think about what we want to see change about this to hopefully make it more user friend and a little more balanced. Once I get on my computer, I’m going to take another run at a post here and clarifying any questions people have here (unless someone else drops by first and takes care of it)
|
|
Adrien Draykon
Retired High Councilor
The Smuggler King
Posts: 720
Traffic Light: Orange
|
Post by Adrien Draykon on Sept 7, 2018 17:31:03 GMT -8
Well I suppose I can weigh in on this. I don't like it, but I don't hate it. The pros are there, I can see them. -Damage tracking is easier so no calling shots or guess work on how much damage was taken -It does streamline fleet battles a bit -It could promote more fleet related RP The cons are much more significant as the system stands. -I see a lot of room for abuse -I can see a lot of being turned off by this idea -It seems unbalanced Limiting to three each I'd like to expand on each point and I may have more later on down the road. I'll start with the cons. This is going to bring back a sense of the gamer mentality, which is not a bad thing at all, but there is the fact that gamers want to win. Abuse is going to happen in almost every system but with his I'm having flashbacks to the facebook days. I see people building the biggest, baddest fleets with the sole purpose of crushing whoever they go against, and with this system, as I understand it so far, it will allow them to do that with ease. As I said people are going to be turned off by this idea, you can't please everyone, a hard lesson learned in my time in the GRPC/GRPEC/PGC. As has been stated, we are probably going to run into the problem of someone who uses the system and someone who doesn't getting into a battle. How that is handled needs to be discussed. And someone may opt out if they are confident they can win through RP rather than numbers. And finally, this seems terribly unbalanced. Just reading the examples it's pretty clear. If someone has a good enough fleet they could blaze through whoever stands in their way and take little or no damage for simply having better numbers. It needs to be reworked somehow. Ok pros! They're easy enough, the first two take most of the headache out of fleet battles, which is my absolute favorite part about this idea. The damage tracking alone should have been implemented years ago. Whereas I see some people hating this system and avoiding it like the plague I also see many being drawn to it, which is interesting. Personally I didn't have a whole helluva lot to do with fleet battles because I just couldn't wrap my head around fleet tactics, always been more of a story guy, but with something a little more efficient I might try my hand at it. Now, what if we had something like a character sheet for our ships? Not for each ship in a fleet that would get ridiculous but perhaps for capital ships or personal ships. Things like fighters would be attack bonuses or something. We could use any number of pre-made sheets for our ships. I'll even link a few at the bottom. I also like the idea of rolling dice but we would have to find a way to keep it honest. A d20 system might work better in this instance, perhaps we should consider that instead since the groundwork is already done for the most part. There are online dice rollers that you can link to with friends so that everyone can see what has been rolled, I don't know where to find them though. I simply know of them. I'm gonna cut it off at that but here are some of the character sheets I was talking about:
|
|
|
Post by Zion Morviael [RETIRED] on Sept 7, 2018 19:05:47 GMT -8
This whole system is still very much a work in progress. Those first couple test runs were a good example of why some balancing needs to be done. Hopefully with the new damage buffs we'll be moving a little closer to that end goal.
I definitely agree some rewording needs to be done with regards to how the size buffs work. But basically, for each class of difference, you get plus what ever. So for example, say you had a TIE fighter going up against a Nebula class Star Destroyer. The way it works, is that because the Nebula (light SD) is six size classes above the TIE fighter (starfighter), it would get +32 points to its defence rating. The reason being that it's a far larger ship and would be stronger than a starfighters weapons. The same works the other way, except the defence bonus would be because the TIE fighter is more agile and can better dodge the Nebula's guns.
We haven't run any playtests yet, but if anyone is willing, I'd be happy to run one against you with the new bonuses in place.
I think dice rolls would be decent as a defence mechanic, basically you roll a dice, and then depending on the roll, apply some bonus damage. What do you guys think?
And I completely agree. This is by no means a be all, end all system. JvS has never worked like that. It's just something some writers put together to try encourage some new people into Fleet Combat. And like all things, it will require people to work together and cooperate when it comes to one person using the system and another person who does not. And if need be, they can reach out to the RPA for help, alternatively, there is always chat and other writers.
|
|
|
Post by The Admiralty OOC on Sept 8, 2018 10:25:57 GMT -8
As Z said, we have a lot of work to go to get the system balanced right to prevent exactly the kind of 'one class of ship rules all' steamrolling. However, that is the eventual goal. Please, everyone, keep in mind this is a very early beta (very nearly alpha). We haven't even agreed on a way to include the speed stat into the battle yet.
As for one person using the system & the other not? Well, the system is actually set up to handle that as well. As long as you know the other person's attack score (& since the RPAs are being nice enough to stat out a huge chunk of canon ships, that will be easy to find) You can see about how much damage you should be taking per turn. Using the system or not doesn't have any effect on the actual story, it is simply a measuring stick for a consistent way to know how much damage you should be calling on your own ships.
Any help or suggestions are certainly useful, but what we really need is people willing to take their suggestions & run a playtest of it (it doesn't take long, even the vs matches with two people only took half an hour or so).
As for the character sheet idea, that is more or less what the MAD custom tech system is. Though it is a small text box instead of a large page img.
|
|
Luxeria
Member
“Even the strongest mind can be manipulated. It’s simply a matter of finding its weakness.”
Posts: 1,898
Affiliation: Blackguard Reborn
Traffic Light: Green
|
MAD Combat
Sept 8, 2018 18:18:08 GMT -8
via mobile
Post by Luxeria on Sept 8, 2018 18:18:08 GMT -8
Currently, I have no further ideas on what can be done to aid in the creation of this system. As a means of fleet combat, or even just pitting large ships against each other, the current approach I think should be fine with some tweeting perhaps. But I say that in that idea that large ships basically just throw everything they have at each other. No real ability to evade and the like.
For, at least, small freighters and below (not sure on the bit larger freighters) the dice roll or something different should be looked at, if possible, simply due to how combat among these class takes place. This starts falling more into dog fight territory instead of a slug fest. Simple as the system is, it plays out that these two ships just either sit still or charge at each other firing shots. If we run with that to keep it simple, I see the dice roll added into a stage of shots are fired, determine if a ship was capable of evasion, taking grazing damage, or full damage. Set up as a three part stage. Either full evasion for no damage, partly evaded so either half or part damage, or full damage. Obviously, modifiers will have to be added or something to account for speed and agility, but as has been stated, that part is still being looked at.
In terms of a dog fight style approach, I have no ideas outside of really becoming gamer like and rolling to see who starts with advantage(chasing) and from there it’s a series of turn based rolls of being attacked, evading, and trying to retake control. Of course, that makes things more complex, which is what we’re tying to currently avoid.
The remaining issue on that front is a ships stats being high enough to avoid damage completely. If a ship’s out rank another’s that much, perhaps there should be some limit to how many shots a ship can take before damage must be taken? Taking in the account of dice rolls for evasion, say every three shots until damage can accumulate normally? Just ideas to ponder.
|
|
Adrien Draykon
Retired High Councilor
The Smuggler King
Posts: 720
Traffic Light: Orange
|
Post by Adrien Draykon on Sept 8, 2018 19:41:13 GMT -8
I think something like armor class (AC) might be an easy thing to apply to all ships, and a DC (difficulty class) stat could be in place for the size. An example for this is simple, a large ship like a capital ship would be much easier to hit than a fighter, thus the DC would be much lower than the fighter's, however the composition of the hull and the shielding would make its AC much higher than that of a fighter's. This would mean that while the large ship is much easier to hit it would take much more firepower to take down, whereas the smaller, faster more difficult to hit ship would be much easier to take down if it can be hit. It's a pretty level playing field if you ask me.
I can come up with some stats if anyone is interested in it.
|
|
Krzesimir Viggo
The First Order
Posts: 360
Affiliation: First Order
Traffic Light: Blue
|
Post by Krzesimir Viggo on Sept 8, 2018 20:43:02 GMT -8
AC and DC might be a bit too specific/detailed for this system, though I believe the defense stat is meant to act as an AC with the defense stat + bonuses being the DC...
One thing this system doesn't account for at all is ramming, whether accidental or otherwise. More than one ship has met it's demise due to an untimely collision. (post Hoth, and Battle of Endor)
|
|
|
Post by Zion Morviael [RETIRED] on Sept 9, 2018 5:25:37 GMT -8
Yeah, the Defence Stat + Size Bonus kind of pull double duty there. Basically for a smaller ship, you’d call it the Difficukty Class and for larger ships it would be the Armour Class.
But I’d be interested to see what you come up with Ade. We can certainly play test it, and see how it goes.
|
|
Luxeria
Member
“Even the strongest mind can be manipulated. It’s simply a matter of finding its weakness.”
Posts: 1,898
Affiliation: Blackguard Reborn
Traffic Light: Green
|
Post by Luxeria on Sept 9, 2018 6:53:14 GMT -8
Another thing I don’t think the system accounts for, and this might be due to keeping it simple. When it comes to weapons that cause actual damage (lasers/missiles/torpedoes/slugs) it’s easy enough to just say it causes set amount of damage. But what about ion weapons and emp blasts that are meant to disable? Wouldn’t that change some of the dynamic of combat?
|
|
Adrien Draykon
Retired High Councilor
The Smuggler King
Posts: 720
Traffic Light: Orange
|
Post by Adrien Draykon on Sept 9, 2018 7:34:01 GMT -8
I could cover that in the system I came up with.
|
|
Luxeria
Member
“Even the strongest mind can be manipulated. It’s simply a matter of finding its weakness.”
Posts: 1,898
Affiliation: Blackguard Reborn
Traffic Light: Green
|
Post by Luxeria on Sept 9, 2018 9:16:54 GMT -8
If you get a solid idea of where your system would go, I’m up for putting my future light freighter into the mix and see how things go.
Also, what is the average fleet size in combat? If more than five, I’ll just stick with that number. If some stats get sorted out on some star destroyers, I’ll build up a five ship fleet from a few selections and will keep that for any who wish to play test the system, new ideas, or different configurations in battle to check balance, I’m game.
Same goes for any else who wish to test it out against my freighter, which is modified. Just let me know and we’ll give it a shot.
|
|
Adrien Draykon
Retired High Councilor
The Smuggler King
Posts: 720
Traffic Light: Orange
|
Post by Adrien Draykon on Sept 9, 2018 10:39:29 GMT -8
Alright there are three categories that I'm going to go over for the defense portion of this, obviously this is going to look more complicated than it actually is. And it's customizable to your preference, easy to upgrade and such. Assume that all of the numbers are plus (+) unless otherwise specified
AC = Hull Plating + Shields DC = Hull Plating + Shields + Size Modifier
AC is the number you have to beat to do damage to the ship while DC is the number you need to need to beat to hit. Meaning a ship might be easy to hit but difficult to do damage to and likewise a ship might be difficult to hit but much easier to do damage to. The two separate numbers serve as a narrative device, "We're not doing anything while those shields are up." "I can't get a lock on the target!"
Hull Plating Havod - 20 Laminasteel - 18 Impervium - 16 Duranium - 14 Matrix Armor - 12 Sedrellium - 10 Duralloy - 8 Ferroceramic - 6 Durasteel - 4 Titanium - 2
Shields Class 1 Deflector Shield - 11 Class 2 Deflector Shield - 10 Class 3 Deflector Shield - 9 Class 4 Deflector Shield - 8 Class 5 Deflector Shield - 7 Class 6 Deflector Shield - 6 Class 7 Deflector Shield - 5 Class 8 Deflector Shield - 4 Class 9 Deflector Shield - 3 Class 10 Deflector Shield - 2 Ray Shield - 1 Particle Shield - 1
Light Starfighter <26m - 15 Medium Starfighter - 13 Heavy Starfigher - 11 Support Class (26m-100m) - 9 Corvette Class (101m-250m) - 7 Frigate Class (251m-400m) - 5 Cruiser Class (401m-650m) - 3 Star Frigate Class (651m-900m) - 1 Light Star Destroyer Class (901m-1300m) - -1 Star Destroyer Class (1301m-1800m) - -3 Heavy Star Destroyer 1 (1801m-3200m) - -5 Heavy Star Destroyer 2 (3201m-4000m) - -7 Light Star Cruiser Class (4001m to 6,000m) - -9 Star Cruiser Class (6001m to 8,000m) - -11 Heavy Star Cruiser Class (8001m to 12,000m) - -13 Star Dreadnaught/Pocket Battleship Class (12,001 to 16,000m) - -15 Star Battleship Class (16,001 to 20,000m) - -17
Now, as I've said this is fairly simple so don't let the numbers intimidate you. Here's an example that I think will make this much more digestable for most of you:
An X-wing (Medium Starfighter) with titanium plating and a ray shield would have an AC of 3 and a DC of 17 (2 + 1 + 13)
An Imperial I-Class Star Destroyer with duranium plating and a Class 4 Defelctor Shield would have an AC of 22 and a DC of 19 (14 + 8 + -3)
Of course Hit Points (HP) is another stat that would have to be discussed in conjunction but here's a rough mock up.
Light Starfighter <26m - 2HP Medium Starfighter - 3HP Heavy Starfigher - 4HP Support Class (26m-100m) - 10HP Corvette Class (101m-250m) - 25HP Frigate Class (251m-400m) - 40HP Cruiser Class (401m-650m) - 65HP Star Frigate Class (651m-900m) - 90HP Light Star Destroyer Class (901m-1300m) - 130HP Star Destroyer Class (1301m-1800m) - 180HP Heavy Star Destroyer 1 (1801m-3200m) - 320HP Heavy Star Destroyer 2 (3201m-4000m) - 400HP Light Star Cruiser Class (4001m to 6,000m) - 600HP Star Cruiser Class (6001m to 8,000m) - 800HP Heavy Star Cruiser Class (8001m to 12,000m) - 1200HP Star Dreadnaught/Pocket Battleship Class (12,001 to 16,000m) - 1600HP Star Battleship Class (16,001 to 20,000m) - 2000HP
This is a very rough mock up to show the basic math concept, obviously the HP of some of these is a bit ridiculous and we would have to come up with how damage would work but this is the roughest of outlines so far.
|
|
|
Post by Zion Morviael [RETIRED] on Sept 9, 2018 10:39:48 GMT -8
They possibly would change the dynamic of combat, and that would come down to you as a writer to figure that out. Think about it this way: MAD combat isn't meant to replace the entire system of combat on JvS. It's there to provide you a reference for how much damage Ship A would do to Ship B. It's still up to you, as a writer, to manage ship movement and writing out what all your people do. Potentially if you get hit by an Ion Cannon or EMP blast, just half or nix the size bonus. As for standard fleet size? It varies depending on who you face. But 5 seems like a decent number. Hopefully should have some ships stat'ed out soon in the Database, so that you can field test them. As Admy mentioned, part of what makes this simple system decent, is that even when writing against someone that does not use the MAD system, you can still apply it on your end. We don't want to make something that over complicates the process and forces you to run a bunch of math before you make a post. So just keep that in mind when designing anything EDIT: Looks like Adrien posted just as I did... Going to have a look over it more before making a better reply. Initial Thoughts: Reminds me a lot of the PO number sheets...
|
|
Adrien Draykon
Retired High Councilor
The Smuggler King
Posts: 720
Traffic Light: Orange
|
Post by Adrien Draykon on Sept 9, 2018 10:42:37 GMT -8
We could also do workups for additions to ships such as countermeasures and advanced targeting systems and the like. Perhaps your ship has a stealth field generator, that would definitely make it harder to hit and that would be calculated into the DC. Or your an advanced sensor array could make it easier for you to hit your target.
|
|
|
Post by The Admiralty OOC on Sept 9, 2018 11:37:00 GMT -8
That is.... way way more complex. Also, it would require a completely different custom tech system. The MAD combat is an extension of the custom tech system.
As for dodging, that is actually taken into account. In both defending & attacking, ships add their agility to their base to get either their defense score or the attack score. It is just that the MAD system assumes you are piloting the craft in the way that would be best. I suppose you could claim to maneuver poorly & not add the full score, but I doubt people would use that option much.
|
|
|
Post by Zion Morviael [RETIRED] on Sept 16, 2018 6:58:26 GMT -8
How is everything going over here?
|
|