DrTarDIS
Eldrich Timelord
- Joined
- Jan 16, 2014
- Messages
- 1,114
- Reaction score
- 310
The star spread system currently used in blueprints seems like a good start to a naming system if we could fix some of it's arbitrary values.
I propose that we develop a "tree" like method that "branches" based on some known values every tier of system hp. Below I have some thoughts on what values we could use to branch with.
Power is certainly a major factor in role diffentition, as stated by many others it's the basic metric of what your shields, thrust, weapons, and "dirty tricks" run off of. The total power storage (alpha) and power/second generation (delta) are important "classifiers" I think, with high regen vs high storage ratio pushing ships to either end of a spectrum of roles by weight...but one with a few sub-categories I can see. Alpha, Delta, and post-load-Delta, and after-bust-Alpha.
To find a post-load-Delta the total e/sec of a ship(delta prime) is taken and reduced by the total load of it's "tricks" (sheild regen under fire + momentum/ion/gravity/armor) to give us a Delta available for "intermittant" systems such as maneuvering and dps. Arguably shield regen is also "intermittant" but I leave that up for discussion. P-L-D is is important for refire of high-alpha weponry, and resistance to energy-drain weaponry.
After-burst-alpha, is a simple matter of dividing total capacity by burst weapon usage. Does the ship have more than one shot if you hold the trigger on ALL it's weapons before you consider regen? Herein I think we find the difference between Fighters (high delta) and Bombers(high alpha) name conventions.
The next question is how to scale it, and if hitpoints are actually a viable metric of scale. What's a good HP metric for a fighter, a corvette, a frigate, and the like? Could corvette vs frigate fall more in line with power usage rather than hitpoints? (is it a "role" or a "size" classification?) Shouls the power metric AND structure metric be combined to determine scale?
Hitpoints being a static value of the main entity can have their raw and virtual values determined rather quickly. Another question is how to compare the static "defence"/hitpoints and dynamic regenerating shields to alpha(burst) and/or delta(dps) weaponry. Perhapse a "fixed timescale" metric of 10 or 30 seconds? Should passive effects like piercing and ion apply to the main stat or as some sort of bonus value?
I propose that we develop a "tree" like method that "branches" based on some known values every tier of system hp. Below I have some thoughts on what values we could use to branch with.
Power is certainly a major factor in role diffentition, as stated by many others it's the basic metric of what your shields, thrust, weapons, and "dirty tricks" run off of. The total power storage (alpha) and power/second generation (delta) are important "classifiers" I think, with high regen vs high storage ratio pushing ships to either end of a spectrum of roles by weight...but one with a few sub-categories I can see. Alpha, Delta, and post-load-Delta, and after-bust-Alpha.
To find a post-load-Delta the total e/sec of a ship(delta prime) is taken and reduced by the total load of it's "tricks" (sheild regen under fire + momentum/ion/gravity/armor) to give us a Delta available for "intermittant" systems such as maneuvering and dps. Arguably shield regen is also "intermittant" but I leave that up for discussion. P-L-D is is important for refire of high-alpha weponry, and resistance to energy-drain weaponry.
After-burst-alpha, is a simple matter of dividing total capacity by burst weapon usage. Does the ship have more than one shot if you hold the trigger on ALL it's weapons before you consider regen? Herein I think we find the difference between Fighters (high delta) and Bombers(high alpha) name conventions.
The next question is how to scale it, and if hitpoints are actually a viable metric of scale. What's a good HP metric for a fighter, a corvette, a frigate, and the like? Could corvette vs frigate fall more in line with power usage rather than hitpoints? (is it a "role" or a "size" classification?) Shouls the power metric AND structure metric be combined to determine scale?
Hitpoints being a static value of the main entity can have their raw and virtual values determined rather quickly. Another question is how to compare the static "defence"/hitpoints and dynamic regenerating shields to alpha(burst) and/or delta(dps) weaponry. Perhapse a "fixed timescale" metric of 10 or 30 seconds? Should passive effects like piercing and ion apply to the main stat or as some sort of bonus value?