Topic: GW4 Mod Explanation  (Read 4464 times)

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Offline FPF-SCM_TraceyG_XC

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Re: GW4 Mod Explanation
« Reply #20 on: November 08, 2004, 10:45:42 am »
Question: How many F-CADs, F-BCFs and F-FFLs were built?
Answer: One, three and none respectively.

How many K-D5Ds were built? Four initially (I think), and then built according to production points. The above ships, however, were not.

There are severe limitations in a SFC campaign when using an Order of Battle. For instance, on any given day, 50 players might loose, for example, 3 ships each, each replacing that ship with the same type. Lets say they all have standard heavy cruiser line ships. Even in a strict OOB, production could not replace even 150 standard cruisers according to Federation and Empire production rules.
To circumvent this, what has now traditionally been applied, is to apply production rules only to certain classes and types, which of course leaves much room for debate. Many conjectural ships are readily included (the F-FFL for example), while others (the K-D5D) were part of the normal production schedule (in fact, only production points limited the number of these ships). By part of normal production, that is, a certain number were built as is, not as conversions, although they could be converted.
The philosophy of recent times has been to designate the standard line cruisers (F-CA, F-CL, F-D7, F-D5) or base hulls and then depending upon how 'cheesy' the variants have been received, rate these variants as specialty ships. Classifying these ships into bombardment ships (if you have at least a particulr number of drone racks), carriers (if you have at least a particular number of fighters), etc. has given this more appeal, but only through an ad hoc fashion and is again open to debate.

What is worth more?? 6 drone racks on a Light Cruiser hull or 6 drone racks on a Dreadnought hull? 4 photon torpedoes on a Heavy Cruiser hull or 4 photon torpedoes on a Destroyer hull? Does BPV adequately take these things into consideration?

For the board game, it did. 20 years of playtesting and most of the ships BPVs were based on a per ship basis, not on what systems they had. It was a very synergistic algorithm that produced the BPVs for each ship based on testing in the board game. Not exactly the most precise methodology, but after 20 years, it works.
SFC, on the other hand, does not have 20 years of playtesting benefit, nor do we have a really well defined methodology for testing. Most of the comments made are anecdotal. In a real time environment, playerskill, reflexes etc. also make a huge difference that confounds accurate comparison. We do have the advantage of numbers though, in that we can see which ships players gravitate towards as soon as they become available, drone ships are popular in non-drone races, so are carriers. There is a popular opinion this upsets the balance of the game, and hence the term 'cheese' is applied.

We can see a maxum at work here, players will always pick the best ship they can with the best weapons according to their own playing style. An OOB is not a natural progression of player choice. It must be enforced. The problem though, is that it appears arbitrary. Use of production points does make it more meaningful, when linked to number of owned planets for instance, but this assumes some type of economy construct. The game has a very primitive economy construct, but this really only serves to limit the number and type of ships in the shipyard on any given turn. Not exactly an OOB.

A true implementation of OOB needs to have a well defined economy system with sufficient detail and complexity to make it (at least hypothetically) realistic and from it then, an OOB will be derived naturally. I think this is where we should be headed, based on what we've learnt from servers that have used a rules implementation of an economy.
« Last Edit: November 08, 2004, 11:17:08 am by FPF-TraceyG »
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Offline KBFLordKrueg

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Re: GW4 Mod Explanation
« Reply #21 on: November 08, 2004, 11:00:22 am »
Well said, MLady.  :thumbsup:
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Offline Kroma BaSyl

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Re: GW4 Mod Explanation
« Reply #22 on: November 08, 2004, 11:41:22 am »
Site updated to reflect rule clarification that Specialty Ship refits are free.
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Offline RazalYllib

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Re: GW4 Mod Explanation
« Reply #23 on: November 08, 2004, 07:41:03 pm »
I am in agreement TracyG,  the stock FnE OOB combined with the stock economic time frame of 6 months will not suffice in SFC due the the number of warm bodies involved, that goes for the Gorns though they are not warm blooded. 

  Some manner of restriction of availability of individual units has been "requested" by the player base and as is in all compromises, there is always a voice that is not always satisfied with the outcome.

  The FnE OOB should be a stepping off point for formulating any restriction to ship availability, and a good number here accept it as canon.  It is a touchy topic, not to approach lightly if you have an aversion to fire.

  SQL can control these variables, given clever scripting.  Bonk has demonstrated that by successfully decoupling the shipyard from the games economic model.  Much more complex things could be done.  I have updated by posting on potential front end for SQL, and the link follows.  In part one I explore an optional way of seeding the shipyard and a richer economy that grows over time.

http://www.dynaverse.net/forum/index.php/topic,163346659.0.html
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Offline Kroma BaSyl

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Re: GW4 Mod Explanation
« Reply #24 on: November 08, 2004, 09:31:40 pm »
I am in agreement TracyG,  the stock FnE OOB combined with the stock economic time frame of 6 months will not suffice in SFC due the the number of warm bodies involved, that goes for the Gorns though they are not warm blooded. 

  Some manner of restriction of availability of individual units has been "requested" by the player base and as is in all compromises, there is always a voice that is not always satisfied with the outcome.

  The FnE OOB should be a stepping off point for formulating any restriction to ship availability, and a good number here accept it as canon.  It is a touchy topic, not to approach lightly if you have an aversion to fire.

  SQL can control these variables, given clever scripting.  Bonk has demonstrated that by successfully decoupling the shipyard from the games economic model.  Much more complex things could be done.  I have updated by posting on potential front end for SQL, and the link follows.  In part one I explore an optional way of seeding the shipyard and a richer economy that grows over time.

http://www.dynaverse.net/forum/index.php/topic,163346659.0.html


Absolutely agree, with SQL a full OOB would be the way to go. However, SQL servers have still never proven to be stable with any significant amount of players on them, so until the source code in the hands of those that can stabilize the server package for SQL this is all just theoretical.

I will say that F&E is not necessarily the be all end all on OOB though, as many ships in SFC have a much different combat effectiveness than in SFB, so certain things need to be considered when balancing servers with full OOBs.
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Offline Ktaqh jeH

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Re: GW4 Mod Explanation
« Reply #25 on: November 09, 2004, 07:34:31 pm »
Speaking from professional experience, I think some broad definitions need to be made by the server management/campaign bubbas/bubbettes.  (That's what they do anyway!)

Point #1: Individual starship commanders are concerned, defacto, with all things at the "Tactical Level" of warfare.  They are (normally) assigned to their commands by their 'chain-of-command (CoC),' unless they bring their own toys to the fight, like royals/minor nobility outfitting their favorite galleon for the fight.  In this case, they are usually still told where to "go play" with their toys by the CoC.  Otherwise, they are uninvited from the party, or are assigned the title of "privateer" or the equivalent.  ("Assigned"... do you see a pattern here?)

In this last case, the players would then have more latitude to decide where they went hunting, but still would have to following the general wishes of their National (Racial?) Command Authority (NCA/RCA) or risk losing their "privateer" status.

Point #2: F&E is a "Strategic-Level" game/simulation loosely based on national/racial interests.  This is the level at which the numbers & types of starships to be built, and when they will be built, are decided upon by the NCA/RCA.  The politicians/economic tzars/pentagon/etc... make the decisions regarding macro-economics, such as overall taxation, use of natural resources, distribution of tax income to the various military arms (ground, naval, air, space, customs, etc...) and where all those brand new starships will be used.  (This level of warfare is, and should be, beyond the scope of the players and should not be a factor in a game such as SFC... per se...  but I digress.)

This fact alone makes the use of an Order of Battle (OoB) logical, in an SFC sort of way.  Players should be "assigned" to fly specific starships, which are "assigned" to operate in specific "theaters" of operation.  Example: a capitol ship, currently assigned to the Central Federation/Klingon Theater of operations, should not have the latitude to self-deploy to the Southern Hydran/Klingon Theater of operations just because the valiant captain wants to whup-up on those vile methane-breathers instead of those dishonorable, weak Humans.  At worst, summary execution, or at best, termination of a military career, for desertion and cowardess in the face of the enemy usually take place for stuff like this.  The level of warfare must be predetermined to remove any reasonable player doubt.

Point #3: The level of warfare that is never addressed within either SFB/F&E core rules is "Operational," which is the level between tactical and strategic that ties it all together. 

The available ships for a specified theater of operation are predetermined by the strategic level bubbas/bubbettes.  A specific number of specific types of starships are available in a given theater of operation.  PERIOD.  If the NCA/RCA decides that they would like to commit larger numbers of expensive starships to a particular theater, then the OoB of that theater will change... eventually.

Replacement starships may be made available to surviving commanders if the NCA/RCA actually trusts this commander with another starship (that's what penal-ships are for) or the newly arriving starships may already have a commander & crew assigned.  A commander who regularly loses his/her command cruiser may not be the best choice for that new heavy battlecruiser in the space dock... how 'bout that there escort cruiser instead, hmmm?  Always remember: fecal matter obeys the law of gravity.  Nothing says that the NCA/RCA has to be unwise.

Aside from all that, the individual starship commanders have the latitude, nay, the duty, to carry out their assigned duties "as briefed" or lose command of their starships.  The mission would be something like: "You are to patrol along the Lyran/Kzinti Mirak Neutral Zone until further orders are received from Higher Command."

Now... to decide just whom should be the different race's NCA/RCA...  hmmm...

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