Viox Savage
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Post by Viox Savage on Oct 19, 2018 14:56:42 GMT -8
So, any more progress to be had on this? I know that the MAD system is being used for the Canon and Custom ships, but I am more referring to the combat side of things. Are there any more suggestions/improvements/modifications that need to be discussed?
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Luxeria
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Post by Luxeria on Apr 21, 2019 15:52:21 GMT -8
So during the current duration of the M.A.D approval system, I've been watching how things been approved and the differing opinions about particular things even with the RPAs. And through it all, I do believe there is something that needs to be addressed and fleshed out.
The Special Gear section
Currently, I see no list lending options to what is considered special gear and the points required. The only guide post is going through other approved posts in hopes to find what one is looking for. Currently, the only real definite options are stealth features at 1 point, true stealth cloaks at 2, troop capacity, hangar space, and hyperdrives at 1 point each. Maybe only once have I seen medical facilities and just now have the topic of redundant shields generators come up. Going through the approved ships, there are many that don't have the special gear points that need them. A list needs to be discussed out and placed in the submission guide for people to look at as that is the purpose of it.
One the topic of discussion of the list, I really believe that list needs to be sorted out properly with what really needs to be there and what doesn't. Hyperdrives on fighters shouldn't be counted as most have them nowadays. Hangar space and troop space should not be a point considering large ships are going to have these things most of the times. Even cargo capacity for support class shouldn't be a thing. These take away points from the system that could be effectively used for other things. In fact, if we come across some ships that have many special features, such as Mon Cal ships, they would have hangar space, troop space, redundant shield genarators, and probably a few other things which couldn't be used because of the higher features of the primary four of Agility, Defense, Offense, and Speed.
Astromechs, yes, that's definitely a thing as they truly provide advantages some ships don't have. Support should only have a point for cargo if they exceed a particular limit. Same for troop and hangar space. The Venator is the perfect example as needing a point for hangar space due to its incredibly high carry capacity, surpassing even ships far larger in size.
Thoughts from the community?
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Garrick Needa
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Post by Garrick Needa on Apr 21, 2019 18:08:41 GMT -8
I am in two minds about the issue. One one hand, I do agree that the definition of "special gear" is somewhat vague, and I can see how the criteria surrounding special gear does have some flaws that need adjusting. But on the other hand, it prevents abuse. For example, I can't have a redundant shielded, troop and fighter carrying, cloaking, electronic warfare ship with cyber-infused lasers. That would be somewhat mitigated by the fact that the ship would have the rest of its stats fairly uncompetitive.
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Jenia Kasalle
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Post by Jenia Kasalle on Apr 21, 2019 23:45:54 GMT -8
I guess it really comes down in the end to what the ship defines in combat (as for example shields on the MonCal- cruisers), but I do agree with Luxeria here as well, that a list might be helpful. I've seen recently a lot of ships, which utilize stealth/cloaking technology, so it might be nice to know what actually needs points in terms of approval and what doesn't.
We all try to be fair, when signing up new and known ships for the database, so I neither think anyone would try to abuse it, if we adjust stuff regarding points in order to represent ships properly within the system and could agree there as well. Yet I see Garrick's point as well, so yeah - I guess an overhaul could be good, but leaving it here to the staff to decide as I could be wrong in my assumption as well.
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Luxeria
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Post by Luxeria on Apr 22, 2019 7:03:01 GMT -8
Things like cargo, passenger, troop, and hangar space should remain a thing, just with higher limits. As I said, most support class ships come down to freighters and they are meant to carry just as some are meant as transports. However, I believe a point should be added, say if cargo capacity reaches 5,000 tons or passengers reaches ten. At that point, it would be considered beyond average and expected for the class and needs extra points. I mean, it's not fair for a ship that carries made 5 tons to be hit with a point just because it can carry something. Troop and hangar space the same things. Let's go with the frigate class here. Say its average carrying capacity stands around 24 fighters and 1000 troops. Anything more requires a point. (These are just random numbers, btw. I have no clue as to what are good numbers to put here.)
The said could be put in reverse. At a certain point, large ships have decent medical facilities. They'll need to. But it's only when they are state of the art, on the level of a full-blown hospital that it becomes a point. Otherwise, we'd have to throw points out for everything that has a medbay. To me, points should be issued for things that truly give something an advantage on the battlefield or really stands out as something most ships don't have. In this case, support class and maybe even corvette class SHOULD have points in troop and hangar space due to the fact you may find that option from time to time, but it isn't very common due to its size.
With only 15 points, I really don't think we have much to worry about in regards to people loading down ships with special gear. Thus far, everyone seems to be following things quite well. Some things don't even use the entirety of the points given to them. Which is good, because if things are maxed out, individually players can't customize/modify them down the line. Take the Ageilis-class starfighter approved for the Dark Jedi. It currently sits at 15 points. It' only special gear is advanced maneuvering thrusters to legitimize a full 5 points in its agility stat. But they don't and can't have hyperdrives because of that point max. And while it may not be an issue in the overall scheme, if an individual of the group chose to use only the starfighter as their transport, they technically can't equip a hyperdrive for exceeding the system.
Then again, perhaps we can keep the fifteen points for the main four stats or drop it to say twelve and make the special gear its own things, allowing for so many features to be allowed on a single ship. That makes things complicated and unecessary, which I would believe in just trusting those who post to use common sense in how special gear is applied. After all, that is why we go through an approval process, to check and ensure no one abuses it. That's what the RPA's are meant to be doing. That's what we as a community should alos be doing as well to help out. There are those select few such as myself who do check these things often. If we see something amiss, we should not be afraid to step up and ask questions ahead of the RPA's to help get things moving and make things easier on them as well. And if it means the approval process has to move a little slower, then so be it.
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Post by Zion Morviael [RETIRED] on Apr 22, 2019 7:44:42 GMT -8
After all, that is why we go through an approval process, to check and ensure no one abuses it. That's what the RPA's are meant to be doing. That's what we as a community should alos be doing as well to help out. There are those select few such as myself who do check these things often. If we see something amiss, we should not be afraid to step up and ask questions ahead of the RPA's to help get things moving and make things easier on them as well. And if it means the approval process has to move a little slower, then so be it. ^ This, enough said... You have basically hit the nail on the head for how the Database is meant to work. Community driven discussions and oversight. In an ideal world, the RPA is only really meant to step in for any official capacity to vote (making sure the math adds up). Until that time, anyone posting in there is just another member of the community. I also agree that special gear needs a slightly more solid foundation for what does and does not count as a point, and their size class should come into play. Which was a discussion I believe was brought up at one point before I hung up my hat (at least in terms of the cost of troop/starfighter space).
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Post by The Admiralty OOC on Apr 22, 2019 16:30:05 GMT -8
That is a very good point, Lux. I am pretty sure that was on our 'to do list' for the MAD system (speaking as one of its creators, not as an RPA), but work kinda ... died on it. I have a rough list in my head, but I doubt it is fully down anywhere I have quick access to. & it is far from official.
hmmm, pretty sure there were more. Anyone else have suggestions? Ideas? Changes to my list?
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Post by Nicademus Delvardus IV on Apr 22, 2019 16:32:04 GMT -8
I am gonna say drop the troop space for fighters to one point and keep it there.
The difference is that cloaking devices make a difference in battle. You can either not see nor detect them. Whereas the troop space doesn't make a whole lot of difference when it comes to these fighters. These starfighters can really carry nothing more than 20 - 40 men (going off the Kal-class fighter/transport which can carry the most) and that's really like rapid deployment or dropping off a spec-ops squad or two.
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Deleted
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Post by Deleted on Apr 22, 2019 16:36:26 GMT -8
I agree with Nic on this.
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Viox Savage
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Post by Viox Savage on Apr 22, 2019 16:36:32 GMT -8
Agreed. We already had discussed that among ourselves and I had thought we had come to an agreement on that...
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Post by The Admiralty OOC on Apr 22, 2019 16:38:26 GMT -8
Well one difference is that if it is a two point thing, the ship in question is a little bulkier & a little harder to take down (it effectively has 1 more point of damage it can soak over an identical fighter with the troops as a one point cost). Assuming, of course, the ship doesn't use the full 15 point limit. If it does, it means that some other category ends up suffering just a hair in order for the person to pack in troops.
The only debate on troops & fighters was in the Mantis thread. & enough examples can up that I agreed fighters could carry troops.
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Post by Nicademus Delvardus IV on Apr 22, 2019 16:44:34 GMT -8
For all we know, these troops could be standing or sitting. And given the amount per ship, granted yes it could be cramped, but I doubt they are in those ships for long anyway. Like I said, bet this is all rapid deployment type of ships. Especially for the smaller ones.
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Viox Savage
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Post by Viox Savage on Apr 22, 2019 16:46:56 GMT -8
I would also like to point out, this is an RP site, not reality. Cramped really doesn't mean anything...just sayin'...
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Deleted
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Post by Deleted on Apr 22, 2019 16:49:59 GMT -8
I personally think of the gunship something like a helicopter.
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Luxeria
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Post by Luxeria on Apr 23, 2019 5:18:29 GMT -8
So here's a list running around in my mind.
Out of all of these, the big one I wish to discuss further is medical facility. It's not really a thing for large ships as they would be expected to have decent medbays capable of tending to a lot, the only real need for a point is basically when said medbay becomes like a hospital. However, when it comes to the support class, simply having one seems to dictate a point if its anything more than a closet with a bed. In this, I would have to disagree with needing a point. There shouldn't be any reason that a support class ship can't have a dedicated room that serves as a medbay with the proper equipment for treating minor injuries and making quick patchwork surgeries until they can get the person to a real medical facility. True that typical passenger and cargo transports may not concern themselves with them, more military and exploration based ships in this class would definitely be more likely to have them. Just my thoughts on that.
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Post by The Admiralty OOC on Apr 23, 2019 13:04:46 GMT -8
With a few rare examples, I would prefer not to have everything broken up by size. Cloaking devices are limited by size based on a previous ruling. Hyperdrives/astromechs on starfighters are an extra point because enough didn't have them to make it clear it was a cost saving measure (plus astromechs can function to repair the fighter while it is in flight).
Some things that got brought up for further work (before all of us got distracted with other things) were 'how much cargo space/troop space/hanger space you get for a point in a given ship' We were going to go through a big stack of the more common ships of each size (taking special not of dedicated role craft) to help us determine that. We did have one rough idea that a ship could carry something like half its crew compliment without spending in point in troop berths, but we never put in the work to really nail it down. & even if we had, any numbers we came up with would have to be approved by the RPAs.
I do agree that most of the largest capital ships have some hanger & cargo space. Usually just enough for either a shuttle & their standard supplies. But some obviously spent the time to design in room for actual additional space. A good example would be the Mon Cal ships, they started out life not as warships, but as passenger ships, cargo vessels & other things like that. Generally, a cargo ship or passenger ship is going to have more access points for shuttles to land in order to speed up loading & unloading. Especially if the craft itself can't land. It is little trouble in that case to simply bolt down fighters in bays that would have normally been empty & waiting for the local shuttles.
On the other hand, you have the imperial line of craft. The SD line were generally multi-role warships & relied on its fighter screen for AA defense. Otherwise, the Imperial ships have a notable lack of hanger spaces, though several mount external racks for carrying TIEs. Admittedly, this is a somewhat biased view, as most non-SD imperial craft tend toward the much smaller size. On the other hand, The rebels had much less in the way of resources & had to deal with whatever they could get their hands on. A factor that meant that if they wanted to field their fighters (which was their primary advantage) they needed ones with hyperdrives. The only faction that really fielded fighters out of pretty much everything was the CIS. & they had an advantage in very small & cheap fighters.
TL;DR version: yeah, I can fully see every capital ship having enough space for a few shuttles or at least a good solid docking clamp. But usually, they would already be full with shuttles normally used to restock the ship, or open & waiting for local versions of those same type of craft.
Side note: that is an awesome list, it covers a great many special features that I completely missed.
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Luxeria
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Post by Luxeria on Apr 24, 2019 5:36:20 GMT -8
Starfighters:
Yes, without a doubt, astromechs should be a point as they do provide an advantage over those that don't as you have described. However, exactly what role does a hyperdrive actually play the requires it to have a point? As I have said, there are those who chose to simply pilot starfighters instead of larger ships. But there are those few that are maxed in the point system, yet do not carry a hyperdrive. By that, they must either disregard the system to equip one or they are forced to select a different ship than they would like to have. Back to the Ageilis-class starfighter approved for the Dark Jedi, I have a character who would be using only that, but it faces this problem. Do we really want people disregarding this system to have what they want or giving up what they want to keep to it, especially over something pointless? All the hyperdrive is good for is going to and from places or battles. True, strategy-wise, hyperdrive equipped starfighters could travel alongside the fleet for an immediate assault, but that only works for the real deal. This is an rp community in which to actually engage with someone, you should always ask and discuss a battle, at least to the point of agreeing to have one. At which point, there is nothing stopping the opposing writer from ignoring the fight, scrambling their fighters with enough time, or actually agreeing to that approach.
Another side of the situation is this. As you say, some fighters didn't have one to save money. The same goes for life support and shielding. And you have stated already in regards to shields and life support that it's assumed to be there unless stated otherwise so it doesn't need a point. It would make much more sense to have a point towards shielding as it can theoretically affect the primary stats. But at the same time, they, like hyperdrives, were just as much one fighters as they weren't on them.
Broken Up by Size:
I am having a hard time grasping what you mean by this. If you mean having particular points directed certain classes, there really isn't an option to that. And either way, the dedicated points per class are incredibly small. But points for astromechs don't carry over to other classes and troop/passenger capacity on these is a must given its incredibly small size. Support and Corvette class have points for hangar/fighter racks as they typically can't hold/don't usually hold fighters anyway as well as passenger/troop points. Everything else is only set with the points of troop and hangar space.
If you are talking about breaking down the troop and hangar points based on size, to me, it is far more reasonable to only require points for something that breaks the average of the class. Outside of that, I don't see where things are being broken up by size as everything else qualifies for every class.
Hangars of Ships:
I don't see where much of any of that has any bearing on anything. Yes, everything from frigate up would be expected to have some form of hangar for shuttles to come and go to bring in supplies, drop troops, or move personnel from ship to ship or ship to ground. Hangar space, as far as I am aware, reflects only the use of starfighters. Considering that in the idea of hangar space in any way defeats the point of it. This also is the reason for a required point for starfighter use on Support and Corvette classes, but not on anything larger because, more often than not, they carried starfighters, on average a wing or two, going higher normally with size.
Looking at the small minute details of say the Mon Cal as you mentioned begins to really add a complicated layer to all of this. It's nice to know the details of these ships, but the point of all of this is to keep it simple and go by what is stated for ships to carry. The deeper we go into details, the more we get away from the reason the M.A.D approval system was put in place. Otherwise, we return to the patent office (based on what I've heard since I never messed with it before) and this all falls apart. All we really need in any of this are the stats of agility, defense, offense, speed, and special gear, the armament, troop/passenger capacity, and starfighter count. Everything else is mostly noise for knowledge sake so we're not always going back to the wiki to find the info.
Defining What Special Gear Means:
This is really the biggest question we need to step back and look at. What does special actually mean? Basically, something that is different or stands out compared to the norm/average. That is how all the special gear should be looked at. As I said before Support and Corvette class ships typically carry cargo and/or passengers as everything Frigate or higher typically carries troops and starfighters. Because this is the norm of these classes, points towards any of these should not exist for the average of the class as a whole. The points I put in for the limit for each class was based on me going through every approved ship thus far and finding the average starfighter complement. Yes, there were some that carried less and some that carried more, but those numbers are based on the average. Anything that meets those numbers should not be charged points. Anything that does should require a point because it stands above the average. Those troop and starfighter capacities have been raised above what is normal for the class for that ship and begin to shift towards a specialty role or an enhanced craft at the very least. Nothing should be cut in half to meet a no point requirement.
Special gear should be used to reflect things that make ships fall into dedicated forms of ships such as carriers, interdictors, communication, troop transport, reflect ships that have been modified, or ships that have been given special features to push it past the regular limits most can achieve. Once again, looking at the Aegeilis starfighter, advanced maneuvering thrusters were added to legitimize the 5 point stat in agility. Did it really need to be added? Not really as some interceptors had a 5 point stats in speed or agility, but it was touch to make it really seem like it put work in to reach that level instead of just claiming it to be so.
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Post by Zion Morviael [RETIRED] on Apr 24, 2019 18:55:47 GMT -8
I think it's worth keeping in mind one of the golden rules we have gone with JvS concerning Tech: Any ship is produced with modern technology. With that in mind, I agree that astromechs are a point for special gear. Hyperdrives on the other hand, I feel we could definitely have some leeway with not classifying it as a point for special gear. Keeping in mind that hyperdrives used to be much bulkier technology, and most ships have them or have a way of having them, it's more of an inconvenience to stat them as a point for starfighters. Especially since they don't particularly provide an advantage in combat if everyone has them. Of course, it is certainly anyone's right to state their own ships do not have them.
Honestly, the list provided above really only breaks a handful of things down by size, and that's because hangar and troop space is going to vary based on the ship class.
All in all though, let's keep it simple. That was the founding principle of the MAD system. No need to get bogged down in technical details about why certain ships had more hangar space then others. Set the base line, call it a day.
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Garrick Needa
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Post by Garrick Needa on Apr 30, 2019 19:04:54 GMT -8
Agreed, I don't want this whole thing becoming a headache.
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Aedon Gavin Montrose
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Post by Aedon Gavin Montrose on May 6, 2019 12:26:34 GMT -8
I'm with you guys with regards to it not needing to be a headache. I do like the proposals being put forward, though. The idea that Special Gear is finally getting a good look taken at it gives me hope for putting together stats for ships like my "Veritas"...and that...that is a beautiful thing...
Although, if I'm being asked to weigh in on the whole "medical facilities" thing, I believe if you take into account ships like the "Errant Venture" and its transformation from a warship into a floating casino, and apply the same concept to places like the Red Dawn Medical Facility, those types of ships (in reference to ships like the Pelta-class frigate) tend to have larger medical facilities than other vessels. In that case, use discretion and either add the point to "Special Gear" for Medical Facilities, or don't - if you believe it's within reason to do so.
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