Author Topic: Group Design Challenge: WarShip Arms Race  (Read 194649 times)

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1230 on: 13 November 2018, 18:36:34 »
Ok, the main reason I won't do that (Or at least didn't plan to, but I inherited a faction that does) is that NACs, fluffwise, aren't a lasting weapon.
I dunno where, but I've read somewhere that an NAC/40 essentially needs  barrel replacement after every engagement. They wear out.
So while the weapon is tonnage efficient, and relatively cheap, I'd assume their maintenance cost makes them fall even behind the chronically expensive and very heavy Gauss Rifles.
But yes, from a raw efficiency angle, producing middling speed NAC boats with integral fighter support, enough cargo for defensive deployment and sufficient marines to make boarding a risk sounds like a winning strategy. Biggest risk I see is that it's also a predictable strategy. Deep strikes need additional logistics support. An enemy could just create ships that are faster (for they are pretty much all longer ranged unless they mimic the armament) and fight on their terms.
If, instead, you make fast NAC boats, the opposition might be able to match firepower on slower designs, granting similar firepower but firing first. Your Buri is an example of that - a 4/6 NAC boat would potentially have more firepower, but you get a salvo in before they get in range. Of course, once ECM proliferates, we will see a period where short ranged designs are efficient because you simply won't hit at long range.
Really, the weapons to use seem to be NL/55 (or 35 if only used for AA), heavy NPPCs, and a flavour of NACs of choice - likely not 10s.
We will see.

Given the paucity of engagements, most ships go 20 years or more without firing a shot in anger.  I think the barrels will be okay.  :)

Yes, there is some circular dominance - but its at the 1 thrust advantage level, I think, if it exists at all. The real advantage of higher speed is the ability to choose or decline engagement - the firepower and resilience lost in the service of this can and must be substantial.

A 2/3 should have long range armament - it MUST - or it gets murdered by anything faster.

A 3/5 NAC boat closes a 2/3 and may have an advantage - I honestly think the 2/3 NPPC fights about even with 3/5 NAC, due to range and accuracy.  But its a close call.  3/5 NAC has to worry about 4/6 NPPC.

A 4/6 NAC boat gives up too much hull and armament to beat a 2/3 NPPC even if it can teleport into point blank range... it has about 33% more firepower at point blank, but the PPC boat gets 50% more resilience.  That said, the 4/6 NAC will fight about even with a 3/5 NPPC, as I see it.  A 4/6 NPPC will stomp all over a 3/5 or slower NAC.

Past 4/6, you start leaving the realm of ‘Line of Battle’ and we are dealing with solo or small squadron operators, where individual concerns will control.

Of course, NACs show to advantage in high speed closing engagement, which is outside this analysis. 

This analysis also ignores fighters and missiles, because based on observed performance, ship mounted launchers are poor weapons even if PDS is absent - which it is not - and amounts of AAA/PDS sufficient to trivialize fighters and missiles can easily be mounted, assuming Vega has precidential value.

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Group Design Challenge: WarShip Arms Race
« Reply #1231 on: 13 November 2018, 19:01:50 »
Any word from Kiviar Mr GM sir?

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1232 on: 13 November 2018, 20:13:52 »
I anticipate Kiviar may have done his turn via PM, as I believe he has in the past.  I will note that Im enjoying the level of activity on this thread.


RE fleet force appreciations - Ive not done them for the periphery realms and the TH for a couple of reasons.  The TH because its force level holds steady at ‘Sumo Wrestler vs Unarmed Kindergartners’, and the Periphery powers because they are in a similar position vis a vis the Houses - and cant really reach each other to have their own fun little wars.

Ahistorical, but it might be fun to fast-grow the P realms for a while, and at the same time calve off some of the outlying TH planets into the houses if they continue their course of internal unrest.  Could also be a handy mechanic to keep the Great Houses on something like a level playing field if we need some divine intervention to keep the plot interesting.  Heavy handed Deus ex Machina?  Perhaps - but have you seen what the official writers get away with?  :)
« Last Edit: 13 November 2018, 20:20:52 by marcussmythe »

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1233 on: 13 November 2018, 22:17:02 »
What value if any is there in having multiple ship types?
  • There are some things that are fleet items rather than ship items, like the LNCSS.  Sticking one on every warship is a waste.
  • Making your entire fleet be high speed is armor/weapon inefficient, but having nothing with a high speed means that you can't catch fast opponents.  This hasn't really come into play yet, but it might.
  • On a human cost basis: Frontlining support personnel seems harsh.  Maybe reasonable, but certainly a plausible reason to have more designs.

To step back for a second, I'm hearing several players complain about their positions being weak. Complaints about high losses, insufficient budgets, poor strategic position, lock-in to bad fleet doctrines, and so forth have come to me from at least three players(and probably more). I'm not sure where this is coming from, which makes me think I'm doing something wrong.
I'm not concerned about high losses, insufficient budgets, poor strategic decisions, or lock-in to bad fleet doctrines.  In a real sense, I chose many of those with the TC and figuring out how to cope, starting with a crippling and crippled fleet of 6 Kutai, is my game.

I am somewhat concerned about whether or not the designs we make matter to the outcome.  The battle of Kannon/Vega looks like it was determined by a die roll without regard to the fleet compositions.  This seems antithetical to the premise if so.  However, it's only one battle and maybe I'm mistaken.

W.r.t. the army having a navy, the TCN will lobby with the Protector to shift the army's transport budget to the TCN.  The TCN can transport and simultaneously land a regiment at a lower cost than the army's Dropship/Jumpship approach (2.5B instead of 2.8B).  When landing in two waves is acceptable, this can further drop to 1.25B instead of 2.8B.   Just tell us how many regiments of army transport are required and give us the budget.  ( :)  I'll add this to my turn.)

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1234 on: 13 November 2018, 22:37:17 »
I've updated the design links post to all current designs.

For Alsadius: I included the attempts at generic designs at the bottom as I was losing track of them in the thread.

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Group Design Challenge: WarShip Arms Race
« Reply #1235 on: 14 November 2018, 05:52:59 »
I've updated by previous 'turn'-post with a bit of fluff and reasoning for the planned changes.

This will likely be as far as I can go on that before mid next week.
Further, I'd like to suggest a balancing measure:
Repair Facilities should be halved in cost on space stations.
They are immensely expensive on their own, making up easily half the cost of a ship for the larger ones, and thus are affected heavily by the space station cost multiplier.
I can take a Heracles and upsize it's repair bay to a million tons, and, lo and behold, it gets more expensive if I remove the jump drive.
I feel this would inevitably lead to 'jumping stations' to change cost, and I think that's just odd.
Alternatively, we could make use of the fact that space stations are allowed to mount multiple facilities, and drastically cut their cost for mounting multiples.
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1236 on: 14 November 2018, 07:57:48 »
W.r.t. the Heracles II, note that it take 12 hours to dock into the repair bay and 6-12 hours to undock.   During those times the Heracles II cannot use thrust without incurring structural damage. 

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Group Design Challenge: WarShip Arms Race
« Reply #1237 on: 14 November 2018, 08:09:51 »
Yes, using repair bays as cheaper drop collars has disadvantages.
Honestly, I still don't know why why we don't have shuttle bays.
But then again, dropships are pretty much exclusively for troop transport or personell transfer, at least regarding the navy.
Which, btw, is the reason I still included one on the ships.
It must make maintenance and general operations a lot easier. I know we don't really depict that aspect, but I'm planning to incorporate those considerations into my designs in the future.
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1238 on: 14 November 2018, 08:56:01 »
Yes, using repair bays as cheaper drop collars has disadvantages.
Honestly, I still don't know why why we don't have shuttle bays.
But then again, dropships are pretty much exclusively for troop transport or personell transfer, at least regarding the navy.
Which, btw, is the reason I still included one on the ships.
It must make maintenance and general operations a lot easier. I know we don't really depict that aspect, but I'm planning to incorporate those considerations into my designs in the future.

The station modifier is crazy in its impact - Ive seen it myself when I design defsats, as it really impacts my armamnet choices.  I have no good solutions - we have many, many stations already in service.

I also dont know why you cant build a super-large version of a dropship bay and pit a dropship in it - or why droppers cost so much.  These are things Id change if I rewrote the rules - but again, these are the rules we have, and Im not sure we can afford any more major changes.

If your interested, I can bang out a version of your turn for your approval, and PM it to you, prioritizing in order 1.)  Refit Existing Heracles.  2.)  Build as many new Heracles II as possible, 3.) Pay 100% Maintenance, 3.)  Research as indicated, 4.)  Upgrade yards towards having more class 3 yards, 5.)  Savings.

Edit -went ahead and sent it.. at 100% Maintenance, I can get you your refit, 6 new builds (all avaialble yards, the refits fill two yards by themselves), your research, a yard upgrade from 1->2, and 2 dropships, which worked out exactly to your whole budget.  Details in PM.
« Last Edit: 14 November 2018, 09:49:20 by marcussmythe »

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Group Design Challenge: WarShip Arms Race
« Reply #1239 on: 14 November 2018, 10:04:23 »
Thanks for the effort put in.
I've been wondering, though: Assuming I'll convert some of the heracles to engineering ships in the future (seeing as they won't competitive in a combat role, long term), and those repair bays will come at a significant markup as expected, wouldn't it make more sense to not refit some of them, as the old version is more expensive, thus reducing repair costs?

As for dropships: Only ships 5000 tons and below can be carried through a jump field. Which is why shuttle bays normally fit 1 or 2 5000 ton ships.
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1240 on: 14 November 2018, 10:13:00 »
Thanks for the effort put in.
I've been wondering, though: Assuming I'll convert some of the heracles to engineering ships in the future (seeing as they won't competitive in a combat role, long term), and those repair bays will come at a significant markup as expected, wouldn't it make more sense to not refit some of them, as the old version is more expensive, thus reducing repair costs?

As for dropships: Only ships 5000 tons and below can be carried through a jump field. Which is why shuttle bays normally fit 1 or 2 5000 ton ships.

Well, keeping the old version will save you on future upgrades... BUT... refitting them all to new versions saves on current maintenance, while increasing current combat power.  (And money now is always better than money later)

Still, its of course your turn, do what you want with it!  I just tried to follow your outline and save you the time/effort - I enjoy doing turns like that - may e should have been an accountant?

To quote my wife who was watching me doing some ship and turn design at one point:

Her:  “Honey, what game ya playin?”
Me:  *chipper voice*  “Spreadsheets!”
Her:  “Ahh.  Your FAVOURITE game.”
« Last Edit: 14 November 2018, 11:21:46 by marcussmythe »

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Group Design Challenge: WarShip Arms Race
« Reply #1241 on: 14 November 2018, 11:13:28 »
Hey, that is my favourite game, too.  ;D
You're right, though, I completely forgot about the reduced maintenance cost of the new build.
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1242 on: 14 November 2018, 11:37:25 »
Here are some very tentative army rules for your commentary.

.... A regiment is nominally 144 vehicles or equivalent
.... A regiment requires 9 small DropShips ... to carry it between systems.
... an additional 1/3 of the listed JS/DS strength will supply a force for a typical campaign.

Some observations:
I.)  A classic battletech regiment (12 Units to a Company, 3 Companies to a Battalion, 3 Battalions to a Regiment) is 108 Units, if Im remembering right?

II.)  9 Small Dropships (notionally, Union class) carries 12 units (and I note your Small Carrier Dropships carry 12 fighters).  This suggests that 9 droppers = 108 Units = 1 Regiment.

III.)  If 1 Dropship carries supplies for 3 dropships worth of units, then a unit's 'supply train' is about equal to 1/3 its carried mass (for Battlemech and Vehicle units).  This suggests that each mech wants 50 tons of cargo, each 100 ton vehicle 33 Tons, and each small vehicle ~16 tons. 

I'm working on a Walkurie Refit into a hybrid carrier/transport/gunship, (think Star Wars Ventator) and want to make sure I've enough biscuits to go around.  Having supply tonnage at about 1/3 the tonnage dedicated to carriage helps me keep things in line in my head - still not sure about provisioning infantry - how long can you deploy a soldier on a ton of supplies?

Alsadius

  • Lieutenant
  • *
  • Posts: 926
Re: Group Design Challenge: WarShip Arms Race
« Reply #1243 on: 14 November 2018, 13:07:20 »
Warning: long.

I'm not overly worried. I know I got hit with the big stick last turn, but as long as Mr GM takes turns beating us like a red-headed step child, I'm good.

EDIT: I did notice my budget basically didn't change from last turn, despite taking a few worlds off Ze Germanz, I assume I had to pay indemnity for the civilian casualties?

Don't worry, you'll all get beaten here and there. As for the budget, that was a victim of last turn's chaos. I set budgets before determining battle outcomes, and never went back to fix them. They'll be properly refreshed for next turn.

I really see multiple designs as the future of the FWL, as well.
Just maybe not line battle designs. But, say, a fast ship, or some cheap armour boxes to generate ECM to hide behind, might come up in the future. I could also see myself adopting an interval approach where I update one design every second serious opportunity and another one on the other.
Well, and I do have that 1.5m ton yard.
You are right, streamlining one's force drastically eases the pressure on finances. I just wonder if, long term, that will still be such a big concern: If our navies grow, the prototype cost for a refit will be a far lower share of the modernization effort. How many ships do I even have?
From what info I've gathered so far, the FWL ships mostly aren't even outdated, technologically - not much happened on that front in the first turns.
The battlefield just had other plans as to what was considered necessary. And with the march of technology, those ships may actually become viable again. Maingunnery produced a thoughtful design that could still be used to patrol borders, show the flag, or transport groundtroops, even if I don't see a future for the Heracles as a ship of the line around 2500.
Btw, does the FWL have actual fighter or Small Craft designs, or do I use whatever is considered standard?
I suppose until now fighters were basically additional missiles, so their stats didn't matter whatsoever.

I have a feeling what I originally wrote and what I added now didn't quite match and my post is all over the place.

I think everyone will have at least a few designs in practice. As you say, differential yard sizes will be one big driver - you can't spend your budget or defend your nation with 2x size 6 ships per turn, but you can't easily afford to build other lines up to similar sizes either.

I agree.  I think 1 generalist for all battle duties, and then specialists only as unavoidably necessary - as given KF Core costs, ANY specialist is a Battleship that didnt happen, cost-wise.  Though even so.. Im wondering if given that fact one isnt well served to just put a LITTLE cargo, a LITTLE troops, and SOME fighter onto every NACboat, and make every ship a NAC-heavy generalist.  (though if Buri shocks me, I may reassess the role of NAC vs Energy Weapons)

NACs are strong, but I don't want them to be the universal choice. No changes to announce yet, but much like how I intend to rescue NGauss with range rule changes, I may do similar to NACs. For example, if they all had their ranges cut by a third, that might help balance them against energy weapons a bit better? IDK.

Given the paucity of engagements, most ships go 20 years or more without firing a shot in anger.  I think the barrels will be okay.  :)

Yes, there is some circular dominance - but its at the 1 thrust advantage level, I think, if it exists at all. The real advantage of higher speed is the ability to choose or decline engagement - the firepower and resilience lost in the service of this can and must be substantial.

A 2/3 should have long range armament - it MUST - or it gets murdered by anything faster.

A 3/5 NAC boat closes a 2/3 and may have an advantage - I honestly think the 2/3 NPPC fights about even with 3/5 NAC, due to range and accuracy.  But its a close call.  3/5 NAC has to worry about 4/6 NPPC.

A 4/6 NAC boat gives up too much hull and armament to beat a 2/3 NPPC even if it can teleport into point blank range... it has about 33% more firepower at point blank, but the PPC boat gets 50% more resilience.  That said, the 4/6 NAC will fight about even with a 3/5 NPPC, as I see it.  A 4/6 NPPC will stomp all over a 3/5 or slower NAC.

Past 4/6, you start leaving the realm of ‘Line of Battle’ and we are dealing with solo or small squadron operators, where individual concerns will control.

Of course, NACs show to advantage in high speed closing engagement, which is outside this analysis. 

This analysis also ignores fighters and missiles, because based on observed performance, ship mounted launchers are poor weapons even if PDS is absent - which it is not - and amounts of AAA/PDS sufficient to trivialize fighters and missiles can easily be mounted, assuming Vega has precidential value.

This analysis made sense early, but remember that we have fractional thrust now. How much is a 0.2 thrust advantage worth to you? Nobody has played with it yet, but it might be interesting if anyone ever starts building to counter another fleet. A small thrust advantage like that will naturally not give you the same sort of maneuver dominance that a 1-thrust advantage would, but it's something.

Any word from Kiviar Mr GM sir?

He said I should have it by the end of the week. That's sooner than I'll plausibly finish, so it's sufficient. I also need to write up the RWR myself, and do a bit of prep work before I want to continue. I don't expect to have more than half a turn finished by this weekend. That said, I've been vastly more productive when I have had time to write, so I don't expect I'll run into the same writer's block that plagued turn 6.

I anticipate Kiviar may have done his turn via PM, as I believe he has in the past.  I will note that Im enjoying the level of activity on this thread.

RE fleet force appreciations - Ive not done them for the periphery realms and the TH for a couple of reasons.  The TH because its force level holds steady at ‘Sumo Wrestler vs Unarmed Kindergartners’, and the Periphery powers because they are in a similar position vis a vis the Houses - and cant really reach each other to have their own fun little wars.

Ahistorical, but it might be fun to fast-grow the P realms for a while, and at the same time calve off some of the outlying TH planets into the houses if they continue their course of internal unrest.  Could also be a handy mechanic to keep the Great Houses on something like a level playing field if we need some divine intervention to keep the plot interesting.  Heavy handed Deus ex Machina?  Perhaps - but have you seen what the official writers get away with?  :)

This activity level is fun, yeah. As for splitting the TH up, I'll see what happens. They'll get random internal events for a while yet, and if one goes badly for them it's possible.

  • There are some things that are fleet items rather than ship items, like the LNCSS.  Sticking one on every warship is a waste.
  • Making your entire fleet be high speed is armor/weapon inefficient, but having nothing with a high speed means that you can't catch fast opponents.  This hasn't really come into play yet, but it might.
  • On a human cost basis: Frontlining support personnel seems harsh.  Maybe reasonable, but certainly a plausible reason to have more designs.
I'm not concerned about high losses, insufficient budgets, poor strategic decisions, or lock-in to bad fleet doctrines.  In a real sense, I chose many of those with the TC and figuring out how to cope, starting with a crippling and crippled fleet of 6 Kutai, is my game.

I am somewhat concerned about whether or not the designs we make matter to the outcome.  The battle of Kannon/Vega looks like it was determined by a die roll without regard to the fleet compositions.  This seems antithetical to the premise if so.  However, it's only one battle and maybe I'm mistaken.

W.r.t. the army having a navy, the TCN will lobby with the Protector to shift the army's transport budget to the TCN.  The TCN can transport and simultaneously land a regiment at a lower cost than the army's Dropship/Jumpship approach (2.5B instead of 2.8B).  When landing in two waves is acceptable, this can further drop to 1.25B instead of 2.8B.   Just tell us how many regiments of army transport are required and give us the budget.  ( :)  I'll add this to my turn.)

1) Good point.
2) It amuses me how many of these discussions trigger "Ooh, I should write a battle where that happens!" moments.

Re Vega, the LC lost the dice and won the battle in material terms. Fleet composition mattered, I'd say.

Re army/navy cost calculations, can you elaborate for me? I'm not sure I follow the math.

I've updated the design links post to all current designs.

For Alsadius: I included the attempts at generic designs at the bottom as I was losing track of them in the thread.

You're awesome, thank you. I'll be dealing with generics in the next few days, and adding them to the spreadsheet. (I actually have a GM Aids tab at the end of the master sheet, after the periphery nations. Not complete yet, but I'll add things as I find them useful.)

I've updated by previous 'turn'-post with a bit of fluff and reasoning for the planned changes.

This will likely be as far as I can go on that before mid next week.
Further, I'd like to suggest a balancing measure:
Repair Facilities should be halved in cost on space stations.
They are immensely expensive on their own, making up easily half the cost of a ship for the larger ones, and thus are affected heavily by the space station cost multiplier.
I can take a Heracles and upsize it's repair bay to a million tons, and, lo and behold, it gets more expensive if I remove the jump drive.
I feel this would inevitably lead to 'jumping stations' to change cost, and I think that's just odd.
Alternatively, we could make use of the fact that space stations are allowed to mount multiple facilities, and drastically cut their cost for mounting multiples.

This is worth thinking about. I may make "station versions" that cost less than the ship-based versions, and since we have no repair stations yet, this should be easy to retcon.

What would you be building repair facilities into stations for? I've been handling that off-screen thus far. Would you want that to be put more front and centre?

W.r.t. the Heracles II, note that it take 12 hours to dock into the repair bay and 6-12 hours to undock.   During those times the Heracles II cannot use thrust without incurring structural damage. 

Wait, is that repair bay being used as a drop collar? That's...not an expected use of the rules. I was thinking it was just being made even more jack-of-all-trades than before. That may require some rule changes, or even the long-dreaded change to the ship cost formula. What's the effective cost of the repair bay?

To quote my wife who was watching me doing some ship and turn design at one point:

Her:  “Honey, what game ya playin?”
Me:  *chipper voice*  “Spreadsheets!”
Her:  “Ahh.  Your FAVOURITE game.”

You too, huh?

Some observations:
I.)  A classic battletech regiment (12 Units to a Company, 3 Companies to a Battalion, 3 Battalions to a Regiment) is 108 Units, if Im remembering right?

II.)  9 Small Dropships (notionally, Union class) carries 12 units (and I note your Small Carrier Dropships carry 12 fighters).  This suggests that 9 droppers = 108 Units = 1 Regiment.

III.)  If 1 Dropship carries supplies for 3 dropships worth of units, then a unit's 'supply train' is about equal to 1/3 its carried mass (for Battlemech and Vehicle units).  This suggests that each mech wants 50 tons of cargo, each 100 ton vehicle 33 Tons, and each small vehicle ~16 tons. 

I'm working on a Walkurie Refit into a hybrid carrier/transport/gunship, (think Star Wars Ventator) and want to make sure I've enough biscuits to go around.  Having supply tonnage at about 1/3 the tonnage dedicated to carriage helps me keep things in line in my head - still not sure about provisioning infantry - how long can you deploy a soldier on a ton of supplies?

I/II) Correct. I realized that later on, but didn't go back and edit, because I'd already figured I wasn't going to implement the rules.

III) I don't actually know how this works, tbh. I have a vague sense of IRL supply requirements, and I've given rules of thumb for ship cargo back in the early parts of the game, but I'm not confident of the internal consistency of these rules. That said, it seems about right for a BT game? Probably lower than IRL, but in line with how the force structure works in the setting, and it allows operations to happen. IDK.

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Group Design Challenge: WarShip Arms Race
« Reply #1244 on: 14 November 2018, 14:25:12 »
Wait, is that repair bay being used as a drop collar? That's...not an expected use of the rules. I was thinking it was just being made even more jack-of-all-trades than before. That may require some rule changes, or even the long-dreaded change to the ship cost formula. What's the effective cost of the repair bay?
Yes, yes it is ^-^. If you want, I can provide whacky rules for the coming 5 turns or so.  :D
Though both is true.
I originally planned with an engineer version, but decided against two prototypes when I can expect technology gains within the next 2 turns that would invalidate those designs. Adding a small bay was a compromise.
Using a repair bay instead of a collar saves about 600m ( I believe it's 5000 * Capacity, double for Pressurized), but immobilizes the ship for 6+ hours after the jump if it makes actual use of that. *
I see that as an acceptable trade-off for patrol duty near the periphery, and relocation within friendly territory. This grants the ship certain logistical utility while not impacting its combat performance(I maintain my stance that dropships are useless - Even if we only take a 20/1 factor for capital weapons they will be fragile and underarmed, while not having the ECM protection that larger ships enjoy).
Conversely, on a large repair bay, like I originally planned and how the rule writers might have envisioned it if they cared at all about costs, the free collars aren't an issue because the repair bays are so fiendishly expensive.
I mainly wanted a mobile repair ship to support offensive operations, but theoretically a large enough facility could be used for refits, too.
The newgrange, f.Ex. is stated to have enough cargo to store a disassembled destroyer and sufficient facility to build everything up to KF cores.
While I haven't planned for that, it might indeed be possible to create something akin to mobile yards. Only if that is actually possible is their cost anywhere near justified.

Damn, I didn't even think about fractional thrust. That could indeed offer possibilities.
*edit: In that light, dropship collars are kind of like LF batteries. A luxury item allowing mobility and flexibility.

Quote
NACs are strong, but I don't want them to be the universal choice.
They aren't. They are a common and very good choice, but as laid out they suffer from lower range than most energy weapons. If you want to limit their use, you could have them have an effect on maintenance cost.

Edit2:
With some help + suggestion by marcussmythe, here's a preliminary turn:
Code: [Select]
Budget:                                   107B
Repairs                                    -4B
Maintenance (100%)                      -23.76
R&D, Heracles Block II Class BC         -8.32
Refit, 17 Heracles-> Heracles Block II   -0
Production, Heracles Block II x 6       -41.62
Research, 2/5/3                        -10
Irian Upgrade, 1->2                   -10
Jumpship x 2                           -1
Remainder:                             8.32
With buffer. I'll revisit it if the turn hasn't been 'locked in' by the time I return, ~5 days from now.
« Last Edit: 14 November 2018, 14:48:35 by UnLimiTeD »
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1245 on: 14 November 2018, 16:17:40 »
NACs are strong, but I don't want them to be the universal choice. No changes to announce yet, but much like how I intend to rescue NGauss with range rule changes, I may do similar to NACs. For example, if they all had their ranges cut by a third, that might help balance them against energy weapons a bit better? IDK.
I'm skeptical that NAC rules need to change.  They are good but not outclassed by less efficient weapons with longer range.

Edit: Oh, and I don't think Ngauss need rescue if you use individual weapon ranges.  Light NGauss have the longest range of any capital weapon.  Medium NGauss are the only extreme range kinetic weapon (useful for high speed engagements) and since they are comparable to HNPPC in damage efficiency they are a reasonable choice.  Maybe the Heavy NGauss needs something, but 1 lemon in a series isn't that bad.
Re army/navy cost calculations, can you elaborate for me? I'm not sure I follow the math.
1 Mother + 1 Taurus I + 1 Tick + 108 dropshuttles can simultaneously transport and land a regiment at a cost of 2.594B.   Here, I'm assuming that half of the regiment's transport is light vehicles and half heavy vehicles (162 vehicles in total). 

2 Jumpships + 6 dropships with each dropship transporting 1800 tons of vehicles can transport the same regiment for a cost of 500*2 + 300*6 = 2.8B.

Downside of the TCN approach: transit takes an extra 12-18 hours for unpacking and a factor of 20.5 for transport.   These downside are meaningless if the army is relying on the navy for escort. 
Upside of the TCN approach: Army can transport a second regiment for free in cargo to load and deploy in a second wave.  Army protected by capital armor.  Army protected by 12 NL55s and 720 MGs.  Every person has quarters (steerage, admittedly, but that's a step above bays) and the entire craft is stocked for one year deployments.  The smallcraft landing system is much more flexible than dropships.  The navy will also contribute 12 Crestbreaker point defense smallcraft and 72 ASF which can defend the transport and support the army in ground operations.
Wait, is that repair bay being used as a drop collar? That's...not an expected use of the rules. I was thinking it was just being made even more jack-of-all-trades than before. That may require some rule changes, or even the long-dreaded change to the ship cost formula. What's the effective cost of the repair bay?
Using repair bays for jump transport, as happens with the Mother, is cheaper than a dropcollar for small dropships and more expensive for large dropships with medium dropships in between.   Doing this on a warship means substantially impairs maneuverability.   Using a reinforced repair bay (not invented yet), is hideously expensive but addresses this issue.
III) I don't actually know how this works, tbh. I have a vague sense of IRL supply requirements, and I've given rules of thumb for ship cargo back in the early parts of the game, but I'm not confident of the internal consistency of these rules. That said, it seems about right for a BT game? Probably lower than IRL, but in line with how the force structure works in the setting, and it allows operations to happen. IDK.
I expect 1 ton of supplies for 1 person for 200 days, as per people housed in quarters, is generally reasonable.  On planet you'll get some 'freebies' like water & air, but you'll be more open cycle as well since you don't recycle as thoroughly as aboard ship.

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1246 on: 14 November 2018, 16:50:14 »
FLEET STRENGTH CALCULATIONS
I attempted to make the same calculations for the TC.  These numbers are for _after_ this turn assuming no losses (not sure which time point you used).

Armor tonnage: 6.2 K
Capital damage: 3.7 K
AAA: basically zero
PDS: 17.1 K MGs
ASF Carriage: 1.014 K ASF
Dropship Carriage: 0

PDS is way ahead of everyone else: The TCN really doesn't want to be hit by missiles..  Armor tonnage, capital damage, and AAA are significantly inferior.   ASF carriage is comparable to FS but otherwise substantially inferior.  Dropship Carriage is like CC & LC.

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1247 on: 14 November 2018, 18:39:15 »
R&D, Heracles Block II Class BC         -8.32
This should be 4.16 because it's a refit, not a new ship type.

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1248 on: 14 November 2018, 18:42:33 »
Holy crap!  Your right, I totally missed that.  Yeah, he will have some extra cash to play with.
« Last Edit: 14 November 2018, 18:45:41 by marcussmythe »

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 9952
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Group Design Challenge: WarShip Arms Race
« Reply #1249 on: 14 November 2018, 21:28:33 »
Lagrange~

Your Generic droppers do pose a problem, somewhat.

We can't use them, considerate that their Aerodyne and not Spheroid, which we have tech for. Aerodyne is Advanced Tech, Researchable only.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1250 on: 14 November 2018, 21:33:51 »
Your Generic droppers do pose a problem, somewhat.

We can't use them, considerate that their Aerodyne and not Spheroid, which we have tech for. Aerodyne is Advanced Tech, Researchable only.
My understanding is that this is true in battletech but not in the AU.  In particular, there is no aerodyne dropship on the tech advancement schedule.

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Group Design Challenge: WarShip Arms Race
« Reply #1251 on: 14 November 2018, 21:48:59 »
Old tech list gave us Aerodyne droppers with Medium DS from memory, just omitted from the new list

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1252 on: 15 November 2018, 09:37:53 »
Code: [Select]
Budget:                                   107
Repairs                                    -4
Maintenance (100%)                     -23.76
R&D, Heracles Block II Class BC         -4.16
Refit, 17 Heracles-> Heracles Block II     -0
Production, Heracles Block II x 5      -41.62
Research, 2/5/3                           -10
Irian Upgrade, 1->2                       -10
Jumpship x 2                               -1
Remainder:                              12.48

Does that look like what you meant?  You had lowered the cost, and raised the remainder, to reflect building x5 Heracles, but still showed 6 being built - and then Lagrange was kind enough to point out that we only needed 1/2 price for the Heracles II R&D, as its a refit, not a new hull.

You might consider building a sixth Heracles, since Lagrange found an extra 4B in that R&D cost.  That said, 12B in the bank is a cushion against next turn.

Alsadius

  • Lieutenant
  • *
  • Posts: 926
Re: Group Design Challenge: WarShip Arms Race
« Reply #1253 on: 15 November 2018, 10:45:48 »
Yes, yes it is ^-^. If you want, I can provide whacky rules for the coming 5 turns or so.  :D
Though both is true.
I originally planned with an engineer version, but decided against two prototypes when I can expect technology gains within the next 2 turns that would invalidate those designs. Adding a small bay was a compromise.
Using a repair bay instead of a collar saves about 600m ( I believe it's 5000 * Capacity, double for Pressurized), but immobilizes the ship for 6+ hours after the jump if it makes actual use of that. *
I see that as an acceptable trade-off for patrol duty near the periphery, and relocation within friendly territory. This grants the ship certain logistical utility while not impacting its combat performance(I maintain my stance that dropships are useless - Even if we only take a 20/1 factor for capital weapons they will be fragile and underarmed, while not having the ECM protection that larger ships enjoy).
Conversely, on a large repair bay, like I originally planned and how the rule writers might have envisioned it if they cared at all about costs, the free collars aren't an issue because the repair bays are so fiendishly expensive.
I mainly wanted a mobile repair ship to support offensive operations, but theoretically a large enough facility could be used for refits, too.
The newgrange, f.Ex. is stated to have enough cargo to store a disassembled destroyer and sufficient facility to build everything up to KF cores.
While I haven't planned for that, it might indeed be possible to create something akin to mobile yards. Only if that is actually possible is their cost anywhere near justified.

Damn, I didn't even think about fractional thrust. That could indeed offer possibilities.
*edit: In that light, dropship collars are kind of like LF batteries. A luxury item allowing mobility and flexibility.
They aren't. They are a common and very good choice, but as laid out they suffer from lower range than most energy weapons. If you want to limit their use, you could have them have an effect on maintenance cost.

Edit2:
With some help + suggestion by marcussmythe, here's a preliminary turn:
Code: [Select]
Budget:                                   107B
Repairs                                    -4B
Maintenance (100%)                      -23.76
R&D, Heracles Block II Class BC         -8.32
Refit, 17 Heracles-> Heracles Block II   -0
Production, Heracles Block II x 6       -41.62
Research, 2/5/3                        -10
Irian Upgrade, 1->2                   -10
Jumpship x 2                           -1
Remainder:                             8.32
With buffer. I'll revisit it if the turn hasn't been 'locked in' by the time I return, ~5 days from now.

The repair bay rules also allow you to have up to 2x DS inside, so that's actually sort of like having three collars for the time being. However, the tradeoff is the time(as you say), but also that a repair bay is bulky and hard to armour. It's not fatal, but it will be a weakness in a front-line combat model. There's a reason that the Mother and Newgrange are designed to stay far away from enemy guns - cost and specialization are part of it, but there's also design tradeoffs at play. Note also that you're not required to change all of your ships of a given type - it's perfectly okay to refit half a dozen to Heracles II and leave the rest as-is, if you want.

Re DS value, I agree that they're weak right now. Not useless, but probably overcosted. Medium DS will change that somewhat, however.

Re budget, I noticed the same issues as Marcus - his correction seems proper.

Lagrange~

Your Generic droppers do pose a problem, somewhat.

We can't use them, considerate that their Aerodyne and not Spheroid, which we have tech for. Aerodyne is Advanced Tech, Researchable only.

Not quite. I used the canonical introduction date of aerodyne and spheroid DropShips to set my tech schedule. But the tech schedule limits mass, not style. Any DS up to 5000 tons is currently legal, whether aerodyne or spheroid. (This confusion is almost certainly my fault, as I think I kept using the names "aerodyne" and "spheroid" even after changing the rules. Sorry.)

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1254 on: 15 November 2018, 11:45:35 »
In his defense, I had also (mis!)read that as 'aerodyne drop ships are introduced along with medium sized drop ships.

Very well, error corrected, Aerodyne dropships available from day one.  Perhaps unsurprising, as 'Lifting Bodies' and 'Wings' are not exactly mysterious lostech.

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 9952
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Group Design Challenge: WarShip Arms Race
« Reply #1255 on: 16 November 2018, 00:10:57 »
MH (glorious isolation, could swap with TC)
TC (large unfriendly neighbor, wierd navy.  If it works, swap with MH)

We're more prosperous than most periphery realms, good sir! Not our fault Nova Roma was built in a day...

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Group Design Challenge: WarShip Arms Race
« Reply #1256 on: 16 November 2018, 10:46:09 »
Can we get a link to Lagrange's Warship Design Directory  in the original post?

Alsadius

  • Lieutenant
  • *
  • Posts: 926
Re: Group Design Challenge: WarShip Arms Race
« Reply #1257 on: 16 November 2018, 13:32:46 »
Can we get a link to Lagrange's Warship Design Directory  in the original post?

Done.

Also, as an update, the next turn will probably not go up this weekend. I've started writing a bit, but there's a few other things on my to-do list for the game as well, and I have a fair bit of RL stuff this weekend. It should be up next weekend, however.

This weekend, you can expect:
- Generic small ship designs will be finalized.
- The RWR turn will be posted.
- Army rules. I'll use the same stats as I discussed in my last post, but it won't be under your control. Instead, I'll fully automate it, so it can be updated every turn without requiring me or you to do anything. (The goal here is to have a realistic, well-understood DS/JS fleet at every player's disposal, which can then give me guidance writing up battles, and which means that your losses will actually have some impact on the game instead of merely disappearing into the aether.)
- Stats on everyone's existing armies.

Also, does anyone know a good BT planet map that we can keep updated with territorial changes? I've said a lot about capturing these planets or those, but I haven't been able to keep track of the front lines, and I keep going back to Sarna's static maps. Those are a pain to use, and will inevitably lead to inconsistencies.

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1258 on: 16 November 2018, 15:29:19 »
FYI, made a minor change to the Matador, making the forward armament be a mixture of LRM 20s and MGs.

Edit: I also added links to all the TC designs (Taurus I, Taurus I v2, Siesta, Siesta Tanker, Matador, Nova) next to where they are listed.  Can someone other than me verify that they are viewable?

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Group Design Challenge: WarShip Arms Race
« Reply #1259 on: 16 November 2018, 16:07:09 »
Also, does anyone know a good BT planet map that we can keep updated with territorial changes? I've said a lot about capturing these planets or those, but I haven't been able to keep track of the front lines, and I keep going back to Sarna's static maps. Those are a pain to use, and will inevitably lead to inconsistencies.
For the TC highway map, I edited one of the Sarna maps.  I'm not very good at that, so it was annoying/slow, but it did work.