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Home » Stars! 2.6/7 » The Academy » Beamer and Sapper mixed design with Max Damage Ratio
Re: Beamer and Sapper mixed design with Max Damage Ratio Wed, 25 July 2012 17:02 Go to previous messageGo to previous message
Bystander is currently offline Bystander

 
Chief Warrant Officer 1
Duel club Champion 2007
Duel Club Champion 2007

Helped track down one or more Stars bugs

Messages: 141
Registered: June 2003
Location: Tampa, Florida, USA

Lots of interesting theories being tested now by volunteers (like identical ships with different battle orders in terms of firing order), but just trying to clarify one of my earlier points.

Here is a concrete example.

Fleet A) 10 Battleships with 20 AMP each (heavy shields and armor to prevent it being more attractive than chaff)
Fleet B) 10 Battleships with 6 MegaD and 14 Sync Sap (heavy shields, no armor needed, not enough hora to be attractive)

Computers are equal on both designs.

Even if max damage ratio order malfunction 10% of the time, would anyone really recommend that Fleet B should attack with Max Damage orders and TRY as hard as possible to get to range 0? As soon as a firing round starts at range 2 or lower, Fleet B gets hit first and much harder on beam damage. Whereas max damage ratio operating properly gives Fleet B a chance to dance around at range 3 with last move and give damage without taking any.

As for using a battlesim to avoid surprises, I don't think that works well in late game. In my situation, I am forced to travel through enemy minefields to an enemy planet with gate. So I don't know how many enemies races I will encounter (battle board position unknown), don't know what type of ships will gate in (never mind have two SS opponents, so they could have cloaked fleets nearby), don't know the damage enemy ships will have, so don't know attractiveness, don't know if the starbase will be updated, etc.

So the MM involved in preventing future surprises seems too high, hence I decided to just ask questions to see if someone knew something I didn't about the battle order engine.

Looks like it may not be answered as to why max damage ratio sometimes fails to act properly, but new insights might be unveiled by EoF and Neil.

Thank you.

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