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Re: Order of firing and empty slots Fri, 09 May 2003 01:23 Go to previous messageGo to next message
zoid is currently offline zoid

 
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LEit wrote on Thu, 08 May 2003 06:09

Micha wrote on Thu, 08 May 2003 06:20


The AMT might be good for this indeed, with a side effect that if your enemy has lower tech levels he won't gain weap tech from the battle but bio tech instead. Laughing



You cannot gain tech from killing bases.

Are you sure about that? I'm pretty certain I've gained energy tech from merely observing the destruction of an AR starbase using superior shield technology. I could be mistaken though, and most often I am. Laughing

Anyone else who really knows care to weigh in on this?



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: Order of firing and empty slots Fri, 09 May 2003 10:06 Go to previous messageGo to next message
LEit is currently offline LEit

 
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zoid wrote on Fri, 09 May 2003 01:23

LEit wrote on Thu, 08 May 2003 06:09

You cannot gain tech from killing bases.

Are you sure about that?


I remember some one testing it, they could have been extrememly unlucky...

If you want to know, test it, it shouldn't take more then an hour to get 100 trials or so: Take two races, get one to bio 4 or so (for carbonic armor) make a fort with one armor, colonize 10 worlds with enough pop to build a fort a turn. The other race needs con 3 and probably weapons 3. An xray dd should be able to kill the fort with no problems. Build 10 DDs, park them over the colonies (could include the HW if you degrade the dock). 10 turns of builds and you should know.

You could add in other tech to the fort for even better odds (shield, some elec part, I'd leave off weapons, you'd have to worry about damage).



- LEit

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Re: Order of firing and empty slots Fri, 09 May 2003 11:08 Go to previous messageGo to next message
LEit is currently offline LEit

 
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I just did this test (well with 20 worlds for 5 turns).
The fort had bio 4 (carbonic) energy 3 (Cow hide) and elec 5 (cloak). The killing race (WM of course) had energy 1, weapons 6, prop 3, con 3, elec 0, bio 0.

So there should have been a 25% of tech gain at each battle (50% chance of a tech, 3 of 6 fields is times another 50%). 0.75^100 is 3.2e-13 (in other words real damn close to 0)

You cannot get tech from bases.



- LEit

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Re: Order of firing and empty slots Wed, 14 May 2003 19:53 Go to previous messageGo to next message
Grimferth

 
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Micha wrote on Wed, 07 May 2003 18:13

What about them? Missing a reference here. Confused Do you mean the firing order? Haven't seen that before ... don't know if anyone ever tested that.



Hate to be a pain, but did anyone have the answer regarding firing order for bases? I'm assuming there must be some benefit to having beamers in these slots and missiles in the others...

Thanks - Steve

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Re: Order of firing and empty slots Wed, 14 May 2003 20:34 Go to previous messageGo to next message
LEit is currently offline LEit

 
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How would the order matter? If you put a bean in one slot it will always fire before a torp or missile. Execpt perhaps with a max init death star. But at that stage bases are so much scrap in any sizable battle.


- LEit

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Re: Order of firing and empty slots Thu, 15 May 2003 05:46 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Am I being thick here, but doesn't that argument apply to the slots in Battleships as well ? Confused
So the order of firing of slots would only matter in the case that different slots have the same init ?

M

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Re: Order of firing and empty slots Thu, 15 May 2003 10:02 Go to previous messageGo to next message
LEit is currently offline LEit

 
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The reason order matters for BBs (battleships) is because of the different choices in BB design. These are driven by the fact that weapon damage is calculated per slot, then tries to kill whole ships, any left over damage from the slot spreads over the whole stack.

There are 3 basic schools of BB design:
1) Pack em full - put 20 of whatever weapon you choose in all slots, try to do the most damage possible.
2) 16 weapons - put 16 weapons in the 6, 6, and 4 slots. Realizeing that ship kills matter so much, and spreading damage over a stack is not very effective, this design attempts to get the most kills by having big slots full.
and,
3) 12 weapons - taking the 16 BB one step further and just using the 6 and 6 slots for maximum weapon size.

Fewer weapons gives more protection per weapon (more ships with more armor and shields, each loss destroys fewer weapons).

The order matters when arguing between 12 and 16. Since the order is 6 6 2 2 4, the two 6 slots will fire before the 4. The 6 will (hopefully) kill some enemy ships and do some damage to the rest of the stack. The second 6 will kill some more ships (might even be more then the first 6 due to the damage from the first shot), and damage the survivors. The 4 then fires and by this time it should be big enough to get a few more kills.

The loss in damage potential from 20 to 16 is 5.6% (based on the iron cost of Jihad BBs) - less weapons per ship, but more ships. You lose some due to the overhead of the hulls and other stuff. I didn't put anything in the other slots, but in a game I often put sappers in there, cheap, and if something closes, they're very effective.

The lost in damage potential from 16 to 12 is another 8.5% (14% from 20 to 12). Given that the 4 should be enough to get ship kills, especially as it fires after the 6s, I prefer the 16 designs.


Now for bases...
Since the weapon slots on bases are all the same size, I don't see how it would matter execpt for a max init death star, where you'd want beams to fire first. On a non max init, the beam weapons have a higher init and will fire first.
It may also matter if you have weapons 24, and are putting Upsilon torps and Armageddon Missiles on the same base. They have the same weapon init, but you want the Upsilons to fire first in case they can bring the shields down for the Armageddons. Personally, I wouldn't mix missiles and torps on the same platform.


Wow, that was longer then I thought it was going to be...



- LEit

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Re: Order of firing and empty slots Thu, 15 May 2003 10:31 Go to previous messageGo to next message
mazda is currently offline mazda

 
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LEit wrote on Thu, 15 May 2003 15:02


The order matters when arguing between 12 and 16. Since the order is 6 6 2 2 4, the two 6 slots will fire before the 4. The 6 will (hopefully) kill some enemy ships and do some damage to the rest of the stack. The second 6 will kill some more ships (might even be more then the first 6 due to the damage from the first shot), and damage the survivors. The 4 then fires and by this time it should be big enough to get a few more kills.



So IF the order was 2 2 4 6 6 then a few more people would take just the 6 6 option ?

I also guess that you only ever have 1 starbase, so putting less weapons on it in terms of filling less slots, doesn't help you build more in a stack.

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Re: Order of firing and empty slots Wed, 26 November 2003 06:01 Go to previous messageGo to next message
Kotk

 
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LEit wrote on Thu, 15 May 2003 16:02


The order matters when arguing between 12 and 16. Since the order is 6 6 2 2 4, the two 6 slots will fire before the 4. The 6 will (hopefully) kill some enemy ships and do some damage to the rest of the stack. The second 6 will kill some more ships (might even be more then the first 6 due to the damage from the first shot), and damage the survivors. The 4 then fires and by this time it should be big enough to get a few more kills.


The 4 may get even lot more ship kills than the first or second slot of 6 if we talk of capital missiles against relatively low shielded BB-s so the slots of 6 get rid of the shields and the damage of the 4 goes double being as 8 against unshielded stack. Wink

Also, people, do not forget that the order matters Exclamation ONLY Exclamation then when the weapons in the slots have same init. So if we talk of mixing different weapon types at same hull and the firing order of slots in same sentence then there are very few (and quite odd) options that matter. Who has seen Doomsdays + Rhos or Armaggedons + Upsilons or even Juggernauts + Deltas used at same ship? Rolling Eyes

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Re: Order of firing and empty slots Wed, 26 November 2003 10:30 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Also, people, do not forget that the order matters ONLY then when the weapons in the slots have same init. So if we talk of mixing different weapon types at same hull and the firing order of slots in same sentence then there are very few (and quite odd) options that matter. Who has seen Doomsdays + Rhos or Armaggedons + Upsilons or even Juggernauts + Deltas used at same ship?

Wait one. Which takes precedence? The example you site mixes weapons with different ranges. Weapon slot? or the ranges of those weapons? From the help:

Firing

Weapons fire in order from highest to lowest initiative. Weapons fire on a weapon slot-by-weapon slot basis, the
shortest range weapons of a given initiative firing first. If the target token is destroyed, damage will stream over to
other tokens in range.


Are you saying slot overrides weapon range determination? This would be a new one on me.

-Matt



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Re: Order of firing and empty slots Wed, 26 November 2003 10:48 Go to previous messageGo to next message
LEit is currently offline LEit

 
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The help file is technically wrong in this case, however it is correct in practice.

Weapons fire based on init first, and if init is the same for two different slots on the same ship (base), then it goes by slot order. Range doesn't matter, however, all the standard beam weapons have higher init if they have shorter ranges (gatlings and sappers are special).

If init is the same for slots on different ships, then the order of firing is chosen randomly at the start of the battle, and maintained throughout.



- LEit

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Re: Order of firing and empty slots Wed, 26 November 2003 11:22 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Weapons fire based on init first, and if init is the same for two different slots on the same ship (base), then it goes by slot order. Range doesn't matter, however, all the standard beam weapons have higher init if they have shorter ranges (gatlings and sappers are special).

Hmmmm...I'll definitely be testing this, as I can imagine a couple missle/torp combo's that might be quite effective.

If init is the same for slots on different ships, then the order of firing is chosen randomly at the start of the battle, and maintained throughout.

I'll have to check this, as previous tests of mine show contrary results. Ofc, I assumed that the help file was correct, and didn't test it very thoroughly. Plus, I did my testing years ago... Possibly the random factor is nullified on Beams vs. Torps/missiles? The example I am thinking of involves 2 Nub designs, 1 Big Mutha design, the other a Omega design with a stack of Nexi. Both ship weapon slots having the same init, but IIRC, the Big Mutha's <always> fire first. Is this part of <special> properties?

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Order of firing and empty slots Wed, 26 November 2003 11:55 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
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am I correct in assuming that empty slots DO NOT do anything? therefore why not just use ONE slot for missle on BBs? thus saving Iron, and rescources.


Royal Sha'a'kar of the Taubat people

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Re: Order of firing and empty slots Wed, 26 November 2003 12:46 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
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ok, just testbededded it, my theory failed, and I dont know how, each race had 5 years worth of BBs (I used a pre-defined race and a OWW JOAT with 15 eff facs, 25 facs)

TB-1 (winner)

Engine: Trans-galactic Drive (4)
Weapons: Jihad Missle (16)
Shields: Gorilla ( 8 )
Armour: (none)
Extras 1: Super Comps (3)
Extras 2: Jammer 20 (3)

VS

TB-2 (loser)

same design as TB-1 -10 missles

OWW built 5 years worth of BBs of each design, TB-1 was transfered to pre-defined race


TB-1 (46) won with 35 ships remaining @ 12% damage while a fleet of TB-2 (56) was completly destroyed.


[Updated on: Wed, 26 November 2003 12:49]




Royal Sha'a'kar of the Taubat people

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Re: Order of firing and empty slots Wed, 26 November 2003 13:23 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
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The Taubat wrote on Wed, 26 November 2003 11:46

ok, just testbededded it, my theory failed, and I dont know how, each race had 5 years worth of BBs (I used a pre-defined race and a OWW JOAT with 15 eff facs, 25 facs)



I am not sure what you were trying to determine. However, It seems from the described situation that both fleets were exactly the same. The results derive from the random firing order and the fact that with identical fleets the first to fire will obtain a large victory over the other.

If the setup is different or I did not understand your situation, then disregard my message.

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Re: Order of firing and empty slots Tue, 02 December 2003 17:33 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Overhead of the rest of the ship is also a factor, the cost per missile is higher for the ship with fewer missiles. At some point that becomes a bigger factor then the extra defenses and such that you get from having more ships. This is why I prefer the 16 weapon designs. At 12 you give up too much firepower IMO. 20 doesn't gain enough firepower especially as the 4 extra are split over 2 slots.

However, the random init factor is probably bigger in your test.



- LEit

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Re: Order of firing and empty slots Wed, 03 December 2003 11:46 Go to previous message
mlaub is currently offline mlaub

 
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I'll have to check this, as previous tests of mine show contrary results. Ofc, I assumed that the help file was correct, and didn't test it very thoroughly.

Confirmed. Doesn't work for either party. Meaning, even your own ships don't follow the stated firing rules. Bummer.
I can understand that enemy ships with the same init be randomized on who fires first. However, I thought that the rule giving shorter range weapons the firing priority on equal init was very elegant. I'd like to see this fixed. Ha. Like that will happen.

Crying or Very Sad

-Matt



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