Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6

Author Topic: Imperium (6/6 Players)  (Read 5277 times)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #45 on: February 20, 2016, 05:38:53 pm »

Ah. I'm guessing Initiative rolls apply only when Fleets have the same speed?
I see I wasn't clear. It means that for the purposes of that action, you have infinite speed. As a restriction, you can only put it on one taskforce.

Uhhh i think he meant that fluff wise,  not mechanical wise.
Nope, both fluff and mechanics wise, as long as you follow the rules.

Hey, Ebbor, during combat, what does it mean 'the next taskforce they can target'?
The next enemy taskforce in order of initiative.

I'll set some Pirates on you as an example in  the near future.
Logged

Ghazkull

  • Bay Watcher
  • Can Improve, will give back better...
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #46 on: February 20, 2016, 05:44:15 pm »

d(attack + enemydefense) - enemydefense. <- that doesnt seem to make sense? By having a high defense i am increasing the enemies chance for damage? that seems...odd.
Logged

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #47 on: February 20, 2016, 05:50:42 pm »

No, the net effect of that calculation is that the attacker does a random amount of damage ranging from 1 to atack + defense, and then you subtract the defense. So they can always do a maximum amount of damage equal to their attack value but the average goes down. For example, if they have 10 attack and you have 0 defense, the maximum amount of damage is 10 and average amount of damage will be 5. If you have 10 defense instead, the maximum will still be 20 - 10 = 10, but the average is 10 - 10 = 0.
Logged

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #48 on: February 20, 2016, 06:24:29 pm »

No, the net effect of that calculation is that the attacker does a random amount of damage ranging from 1 to atack + defense, and then you subtract the defense. So they can always do a maximum amount of damage equal to their attack value but the average goes down. For example, if they have 10 attack and you have 0 defense, the maximum amount of damage is 10 and average amount of damage will be 5. If you have 10 defense instead, the maximum will still be 20 - 10 = 10, but the average is 10 - 10 = 0.
You can't do negative damage. 10 Attack versus 0 Defense would actually be 5.5 Average damage, but anyway.

What it means essentially, Ghazkull, is that you have an [Attack/(Attack+Defense)] chance of doing damage. If you do damage, you deal 1d[Attack]. It's just combined into a single die roll. It increases the chance that they do no damage.

Ah. I'm guessing Initiative rolls apply only when Fleets have the same speed?
I see I wasn't clear. It means that for the purposes of that action, you have infinite speed. As a restriction, you can only put it on one taskforce.
HOLY FUCKING SHIT YES

I mean, uh-
Hey, Ebbor, during combat, what does it mean 'the next taskforce they can target'?
The next enemy taskforce in order of initiative.

I'll set some Pirates on you as an example in  the near future.
Oh nooo

Do I need to specify which sector my ships are in? (And yeah an example would probably help...)
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Ghazkull

  • Bay Watcher
  • Can Improve, will give back better...
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #49 on: February 20, 2016, 06:30:15 pm »

Oh so Defense isn't that useful after all :I if it only lowers the damage taken i might as well put everything into attack instead of defense, since i presume ships only go kabloosh once they are 0/0/0 ?

If that is the case:


also in regards to station nerfs: looking at the tech strength it would be a massive disadvantage for me if stations are nerfed as rolepgeek proposed. I only have access to Tier 1 Resources which leaves me at a disadvantage in production capabilities in comparison to the other players. My entire military is based on being able to throw out more ships than the others...just saying.
Logged

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #50 on: February 20, 2016, 06:57:11 pm »

No, defense has a chance to completely nullify any damage you take.
Logged

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #51 on: February 20, 2016, 07:24:54 pm »

Oh so Defense isn't that useful after all :I if it only lowers the damage taken i might as well put everything into attack instead of defense, since i presume ships only go kabloosh once they are 0/0/0 ?

If that is the case:


also in regards to station nerfs: looking at the tech strength it would be a massive disadvantage for me if stations are nerfed as rolepgeek proposed. I only have access to Tier 1 Resources which leaves me at a disadvantage in production capabilities in comparison to the other players. My entire military is based on being able to throw out more ships than the others...just saying.

A. You have Automated Production Facilities. And being able to throw 80 ships at a problem is a massive advantage. Tier 1 Ships only cost 6 resources to build. You have an amazingly powerful position, Orbital Stations or no.
B. A Ship with 2 Attack attacking a ship with 2 Defense has a 50% chance of doing nothing, a 25% chance of doing 1 damage, and a 25% chance of doing 2 damage. A ship with 2 Attack attacking a ship with 0 defense has a 50% chance of doing 1 damage, and a 50% chance of doing 2 damage. A ship with 2 Attack attacking a ship with 4 Defense has a 66% chance of doing nothing, a 17% chance of doing 1 damage, and a 17% chance of doing 2 damage.
C. Engagements aren't about destroying the other ships. It's about forcing the enemy back. Most of the time, without Focused Fire, you can't destroy them, not in one battle. Because you would have to have more attack than they have Attack+Defense+Speed total, and then you'd have to roll that high.
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #52 on: February 20, 2016, 07:41:45 pm »

This does make me wonder: Are calculations done on a task-force level? For example, if I send in the following task force:


5 x {3 - 1 - 2}
5 x {0 - 6 - 0}


Will my task force be counted as {15 - 35 - 10}, meaning that it has an attack of 15 and a defense of 35?


Oh and I would still like to know if there is space for me to join or not?
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #53 on: February 21, 2016, 04:04:37 am »

Quote
Do I need to specify which sector my ships are in? (And yeah an example would probably help...)

That helps, yes.

Quote
Oh so Defense isn't that useful after all :I if it only lowers the damage taken i might as well put everything into attack instead of defense, since i presume ships only go kabloosh once they are 0/0/0 ?

It both lowers damage taken and the chance of taking damage.

A 4-0-2 ship fighting a 2-2-2 ship has the following chances :

Damage done : 33% chance of no damage, 1/6 chance of 1 damage, 1/6 chance of 2 damage, 1/6 chance of 3 damage, 1/6 chance of 4 damage = average 1.6 damage
Damage received : 50% chance 1 damage, 50% chance 2 damage : average 1.5 damage

Quote
also in regards to station nerfs: looking at the tech strength it would be a massive disadvantage for me if stations are nerfed as rolepgeek proposed. I only have access to Tier 1 Resources which leaves me at a disadvantage in production capabilities in comparison to the other players. My entire military is based on being able to throw out more ships than the others...just saying.

Not a nerf per se. Originally, they were going to fall under the planetcap. For now, I'm going to go with the idea that you can put one per planet (not falling under the limit thus). Resource produced and resource required are equal to the Tier of that planet.

Quote
Are calculations done on a task-force level?

For my sanity's sake, yes.

Quote
Will my task force be counted as {15 - 35 - 10}, meaning that it has an attack of 15 and a defense of 35?
Attack and Defense yes. Mobility no.

Mobility becomes the lowest of your entire taskforce.

Quote
Oh and I would still like to know if there is space for me to join or not?

I'll run over the sheet soonish.
« Last Edit: February 21, 2016, 05:11:03 am by 10ebbor10 »
Logged

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #54 on: February 21, 2016, 04:18:28 am »

Quote
Do I need to specify which sector my ships are in? (And yeah an example would probably help...)

That helps, yes.

Quote
Oh so Defense isn't that useful after all :I if it only lowers the damage taken i might as well put everything into attack instead of defense, since i presume ships only go kabloosh once they are 0/0/0 ?

It both lowers damage taken and the chance of taking damage.

A 4-0-2 ship fighting a 2-2-2 ship has the following chances :

Damage done : 33% chance of no damage, 1/6 chance of 1 damage, 1/6 chance of 1 damage, 1/6 chance of 1 damage, 1/6 chance of 1 damage = average 1.6 damage
Damage received : 50% chance 1 damage, 50% chance 2 damage : average 1.5 damage
Wait what?
Did I miss something? Why does a 4)(2 (that's the notation I'm using for now) engagement act so much differently? It should be 1d6-2, right? Like, Attack is better than defense, but given how random everything is and the fact that if you go for Defense instead of Speed it balances out the advantage the faster Attacker might have, it functions well enough (though I'm still not sure if maybe Defense should give Ablative health points or require two points of damage to be depleted rather than one in order to make it useful enough but it would probably upset the balance too much) as it is anyway. But as far as I understand the system, it should be a 33% chance of no damage, and a 17% chance each of 1, 2, 3, or 4 damage respectively, for an average of 1.66 damage(which you sorta got as the average so maybe a copy-paste error?)
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #55 on: February 21, 2016, 05:10:27 am »

Bugger. I forgot to adjust the numbers when copying and pasting.

It is, obviously, as you say, as you can see my average is correct.

Edit: On a side note, please dump the ship stats in the IC thread.
« Last Edit: February 21, 2016, 05:12:45 am by 10ebbor10 »
Logged

Ardas

  • Bay Watcher
  • Skippity-Bap-Pap for your soul
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #56 on: February 21, 2016, 07:52:19 am »

So, are we waiting on anything else to be done or correct? or are we good to go?
Logged

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #57 on: February 21, 2016, 07:52:36 am »

One more question:


During combat, if task force A engages task force B, will task force B return fire? Or will task force B only fire during their turn, upon their own target? And what does the task force with the lowest initiative do? It shouldn't have anything to target, right?
Logged

TopHat

  • Bay Watcher
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #58 on: February 21, 2016, 08:02:32 am »

Another question - who controls the non-player controlled sectors? Are they loyal to the Emperor?
EDIT - e.g. the Southern Rim and Imperial core sector.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Imperium (4/6 Players) Sign-up open
« Reply #59 on: February 21, 2016, 09:16:30 am »

So, are we waiting on anything else to be done or correct? or are we good to go?
Good to go, I believe.

Edit: I do still need to add Virex though

One more question:


During combat, if task force A engages task force B, will task force B return fire? Or will task force B only fire during their turn, upon their own target? And what does the task force with the lowest initiative do? It shouldn't have anything to target, right?
No return fire. If there's no one with lower initiative left to target, they'll target the first enemy taskforce above them.

Another question - who controls the non-player controlled sectors? Are they loyal to the Emperor?
EDIT - e.g. the Southern Rim and Imperial core sector.
I do. Nominally they're loyal to the Emperor. In practice, Imperial bureaucracy may not be very effective in those areas.
« Last Edit: February 21, 2016, 09:41:21 am by 10ebbor10 »
Logged
Pages: 1 2 3 [4] 5 6