Home » Stars! 2.6/7 » The Academy » problem with chaff killing: ships do not close in
problem with chaff killing: ships do not close in |
Sun, 26 August 2007 16:18 |
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timo5316 | | Crewman 3rd Class | Messages: 7
Registered: June 2006 | |
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Hi Stars experts,
I have some trouble with a chaff-killer design. Basically, my ships do not close in to attack the enemy chaff although they could. This is the design:
BC: 2xIS-10, 2xSBC, 2xCapacitor, 4xbear shield, 9xheavy blaster
1.75 speed+0.5 WM bonus makes for 2.25 speed and 3 moves in turn 1.
I ran a testbed with 2 parties. My own ships:
- some chaff killers of the aforementioned design
- some beamer BCs with the same design EXCEPT disruptors instead of heavy blasters
- DD BCs as main missile force
- chaff
The simulated enemy:
- beamer BB with heavy blasters
- shield sapper CCs
- DD CCs as main missile force
- chaff
Since my chaff is faster than normal chaff (WM "bonus"), his BB design is able to kill my chaff in turn 1. So I designed the beamer BCs with disruptors to kill his BBs (chaff-killer killer). What happens in round one is that my chaff killers only advance 2 steps, although they could do three and attack the BB and sappers CCs instead of the chaff. I calculated attractiveness with Stars! Calculator and the results are clear. The enemy's chaff attractiveness is much higher than the attractiveness of the other ships. And no salvo has been shot before such that the attractiveness could not increase due to damage. Battle orders are set to "maximise damage". So why don't my chaff killers close in and try to reach the chaff? I simply cannot find a logical explanation for this behavior. Any help/advice is greatly appreciated!
- Timo
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Re: problem with chaff killing: ships do not close in |
Sun, 26 August 2007 17:15 |
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First of all, in round one, no ships will move 3 squares - on the first round of battle. Here is the battle board description from the guts of the battle board:
Quote: | First, all tokens target an enemy token that best meets their battle plan criteria.
¨ Second, all ships move, in order from heaviest to lightest. Ships' weights are randomly adjusted by up to 15% each
turn, giving ships that are nearly identical a chance to alternate going first. All ships that can move three squares
this round move one square first, then all ships that can move two squares move one square, then all ships that can
move at least one square move a square.
¨ Third, weapons fire, in order from highest initiative to lowest.
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So, everybody moves one square first. One the next round, everyone will move again and, faster ships will be in range but chaff may not be in range of beamers.
Now, you are going to target the ships that are in range first - not the chaff because they aren't in range.
If you want your chaff to live longer, give it 'minimize damage to self' orders or tell it to target soemthing else - like bombers if there aren't any.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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Re: problem with chaff killing: ships do not close in |
Sun, 26 August 2007 21:05 |
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I'm not sure if this applies to your situ but you should bear in mind that attractiveness changes during a battle. eg. frigate chaff would normally be more attractive than shielded warships but once the warships are sapped the FF chaff will usually be less attractive & will thus be ignored until the warships are destroyed. Scout chaff is sometimes a better choice for that reason since that is far more attractive than FF chaff.
The 15% random adjustment of Ships' weights applies to both the heavy & the light ship so a ship can be a fair bit heavier than the lighter one & still move last. Eg. a 300Kt ship has a 25.26% chance of moving last if the lighter ship is 275Kt.
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Re: problem with chaff killing: ships do not close in |
Sun, 26 August 2007 23:55 |
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ok...
I've got a few things to add
1) The ships *should* move 3 on the first round. As the helpfile states (and I've test, not recently, but in the past to verify this) the total squares movement per round is correct in the the table provided in the helpfile (guts -> guts of combat -> movement initiative and firing in battle)
Move 2.25 should move: 3,2,2,2,3,2,2,2.
2) Attractiveness is not only affected by damage, it's also slightly randomised at the start of the battle, like ship weights are and the firing order of ships with the same initiative (note: I haven't personally tested for this feature of attractiveness, I'm just going by stuff I've read.)
3) Maximise damage *should* try to maximise the damage done, regardless of return fire. Since range 3 weapons do less damage at range 3 than range 2, they should close to range 2 anyway. I don't see why they are stopping short... Unless, perhaps, they have enough firepower to wipe out the enemy token at range 3?
I'll have to play around and test this, if I can find the time, I'm very curious about this result.
Adding a range 2 beam to the ship, ideally a gatling of some sort, might fix your range problem. Also, if you have sappers that can mess things up too, since that gets different attractiveness values too.
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Re: problem with chaff killing: ships do not close in |
Sun, 02 September 2007 08:30 |
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mazda | | Lieutenant | Messages: 655
Registered: April 2003 Location: Reading, UK | |
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Is the movement
chaff-killers
BBs
chaff-killers
your chaff
BBs
both chaff
i.e. it is your final move that does not take place, or is something else happening ?
also what is the behaviour of the heavier missile ships ?
can you add-in where they move
[Updated on: Sun, 02 September 2007 08:38] Report message to a moderator
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Re: problem with chaff killing: ships do not close in |
Fri, 07 September 2007 17:01 |
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Marduk | | Ensign | Messages: 345
Registered: January 2003 Location: Dayton, OH | |
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Ptolemy wrote on Sun, 26 August 2007 17:15 | First of all, in round one, no ships will move 3 squares - on the first round of battle. Here is the battle board description from the guts of the battle board:
Quote: | Second, all ships move, in order from heaviest to lightest. Ships' weights are randomly adjusted by up to 15% each turn, giving ships that are nearly identical a chance to alternate going first. All ships that can move three squares this round move one square first, then all ships that can move two squares move one square, then all ships that can move at least one square move a square.
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So, everybody moves one square first. One the next round, everyone will move again and, faster ships will be in range but chaff may not be in range of beamers.
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I interpreted this to mean that all ships that can move three move first, and having used one square of movement they are now ships that can move two. Then all ships that can move two move now, and having used one square of movement they are now ships that can move one. Finally, all ships that can move one get to move.
So a ship that can move three does move three times; once with the three-move ships, again with the two-move ships and finally with the single-move ships.
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