Post by unclejoe on Jun 27, 2010 11:31:54 GMT -5
OK, so I've already posted a little of what we thought in the Design Decisions thread. But here is bit more rambling on what we've seen with the game so far. Note that these are initial impressions and they may change over time as we learn and as our group starts to jump up and down on the game mechanics.
Gameplay:
Movement
We REALLY enjoyed the maneuvering aspects of the game. There was a lot of thought involved without a lot of complexity and without any book-keeping for the movement. Our most recent system had been Starfire (the old version, not the new insanely complicated mess). Starfire's movement definitely shows it's age with the 'Turn Modes' and whatnot and in larger battles, it becomes a mechanical nightmare. We have also played the most recent two version of Starmada and we were pleasantly surprised by the maneuvering system in CB. It forces decisions but still gives plenty of options but without a lot of hassle.
Combat
For the combat portions, the attack die system works very well and you can easily see how the long-range (d10) weapons have a pretty big advantage. Having a high FC rating is a huge help too and it let some ships really reach out and touch someone.
As I touched on in the other thread, we aren't completely sold on firing the missiles at range (and thus paying for deep magazines). It seems to be a pretty big expense for some area denial. I'm sure experience will help us score hits at those ranges, but all of my group are pretty competent at angles/prediction/math and we were able to plot the 'threat zones' easily enough to prevent any unintended impacts. Of course this was a relatively small battle, but the cost of magazines seems to preclude wanting to saturate the area with missiles in the hope of securing a few hits (most of which will likely be on smaller vessels).
Ship design
Still working through this one. With our admittedly slim experience with the system, there still seem to be a number of 'no-brainer' choices, the biggest being armor. The cost does not quite seem to be high enough for the extreme benefits. Time will tell on this, but given the generally low penetration of weapons and the extremely high penalty for having armor penetrated, I can't really see why you wouldnt want to max this out. Perhaps if there are cheap high-penetration weapons, it might be less appealing to max-armor the ship but so far it appears that all such weapons are quite mass-intensive.
Other decisions seem fairly tight. Point Defense is situational and the cost scales nicely. Fire Control gets progressively more and more expensive. For Delta, on large ships 1 seems to be the way to go. It's too mass intensive for the benefit to go higher (at least for BBs IMO). For smaller stuff, it could still go either way.
Technology levels:
We REALLY like this aspect of the game as well. The only potential issue here is that not all tech areas seem to be created equally. The easiest one to 'bypass' seems to be Orbital Manufactoring. The only thing is appears to gate is the highest end hulls. Given that they are progressively more expensive anyways, we didnt see that this is a major benefit. Yes, the higher hulls are powerful, but you can still mount the biggest weapons on smaller versions of the BB hull just as easily. Assuming there isnt some sort of 'price break' at the highest end (and there doesnt appear to be), then this seems to be a tech that can be safely ignored (or at least down-played). We were thinking perhaps armor should be gated here. THAT would certainly make people think twice about skimping in this area...
We also had a question about the levels and roles. Some of the Level 0 say 'no 'x' role', but then the role isnt granted till a higher level anyways, so what is the penalty here? For example, for Quantum Manipulation, Level 0 says 'No Scout role', but then the Scout role isnt granted until Level 4 anyways. So what if you have Level 1,2, or 3? You still dont have the Scout role, right? If so, then what is the penalty for Level 0? Ditto for most the other tech areas with regards to Roles.
Weapons
What is the 'hook' for autocannons? Their low penetration, low shield damage, low range and relatively high mass makes them seem pretty unattractive. The only way their high Hull damage will pay off is if you penetrate the armor and that isnt likely with the d6 penetration. We had a handful of them in our initial game and can't see why we would use them again.
Lasers of various types seem to have a solid role as being long range/accurate shield scrapers. Then follow up with the d10 penetration weapons to hopefully score some criticals.
In the same vein, are we missing something with Fusion Torps? Yes, they are 1 tech level earlier, but at 2 vs 1, that doesnt seem to be a huge hook. The launcher are cheap, but the reloads are mass intensive. If you are going to put more than one reload, why not just put on an Anti-proton torpedo instead? The cost will similar (and much cheaper on the latter if you want more than 2 shots) and the performance seems to be the same (within reason). About the only thing we could come up with would be to use Fusion torps on a small ship without reloads to get higher single-round throw weight, but this is less desireable because of the fire control issues on smaller hulls. Perhaps if the Fusion Torp launchers were Compact? Then maybe we could see the trade off. As is, we were struggling to come up with reasons to use Fusion Torps.
Also on the design front, the rules of Turrets raised some eyebrows. The cost of a turret is the same if you use it for tiny little gattling laser or massive rail guns! That seems completely counter-intuitive and leads to the smaller weapons all being single arc while the huge weapons tend to have the turret mounting with wider arcs. That seems backwards IMO, unless you're following old 'wet navy' conventions (where only a limited number of turrets existed) which seems strange for a space combat system. Perhaps if the turret cost was influenced by the weapon cost it would also give pause to max'ing out the armor too (since the armor rating factors into turrets).
Any which way you slice it, it seems odd for small 'AA' weapons to be paying 3-4x their own mass to be turreted while the massive rail guns pay SIGNIFICANTLY less penalty percentage-wise.
Fighters
We didnt really get a chance to give these a workout yet, but they seem to be an interesting option.
Questions about the Armed Recon ability.
First, is it possible to denote the CV-carried Fusion Torps as Equipment using the spreadsheet? We couldnt figure out how.
Second, how exacty does this work? My guess from reading the rule is that each squadron can fire one per turn, regardless of how many fighters are left in the squadron. Is this correct? How is the attack exectuted? If the Fighters are adjacent, does the defending ship fire its PD etc before the torp attack? If so, it would seem that the only to pre-empt the torp attack would be to wipe out the whole squadron. Also, it would appear that the torps can be used as stand-off weapons and expose the squadron to PD fire? Finally, only Interceptors, not Strike Fighters can fire torps? That seems sort of counter-intuitive as well?
Finally, a suggestion for consideration regarding armor:
Perhaps allow any Critical roll of 'doubles' to remove a point of armor from the target? For example a role of 1,1 or 2,2 would remove an armor. This would allow you to use heavy weapons to hopefully weaken a high-armor target and bring it down to the level where some of the d6 pen weapons seem attractive. As it stands now, I can't imagine wanting to use many of those weapons when the better d10 pen weapons arent much more expensive and in some cases also come with a much better attack die.
Ok, that concludes the initial round of feedback, questions, and observations.
Thanks for taking the time to read through it all!
Gameplay:
Movement
We REALLY enjoyed the maneuvering aspects of the game. There was a lot of thought involved without a lot of complexity and without any book-keeping for the movement. Our most recent system had been Starfire (the old version, not the new insanely complicated mess). Starfire's movement definitely shows it's age with the 'Turn Modes' and whatnot and in larger battles, it becomes a mechanical nightmare. We have also played the most recent two version of Starmada and we were pleasantly surprised by the maneuvering system in CB. It forces decisions but still gives plenty of options but without a lot of hassle.
Combat
For the combat portions, the attack die system works very well and you can easily see how the long-range (d10) weapons have a pretty big advantage. Having a high FC rating is a huge help too and it let some ships really reach out and touch someone.
As I touched on in the other thread, we aren't completely sold on firing the missiles at range (and thus paying for deep magazines). It seems to be a pretty big expense for some area denial. I'm sure experience will help us score hits at those ranges, but all of my group are pretty competent at angles/prediction/math and we were able to plot the 'threat zones' easily enough to prevent any unintended impacts. Of course this was a relatively small battle, but the cost of magazines seems to preclude wanting to saturate the area with missiles in the hope of securing a few hits (most of which will likely be on smaller vessels).
Ship design
Still working through this one. With our admittedly slim experience with the system, there still seem to be a number of 'no-brainer' choices, the biggest being armor. The cost does not quite seem to be high enough for the extreme benefits. Time will tell on this, but given the generally low penetration of weapons and the extremely high penalty for having armor penetrated, I can't really see why you wouldnt want to max this out. Perhaps if there are cheap high-penetration weapons, it might be less appealing to max-armor the ship but so far it appears that all such weapons are quite mass-intensive.
Other decisions seem fairly tight. Point Defense is situational and the cost scales nicely. Fire Control gets progressively more and more expensive. For Delta, on large ships 1 seems to be the way to go. It's too mass intensive for the benefit to go higher (at least for BBs IMO). For smaller stuff, it could still go either way.
Technology levels:
We REALLY like this aspect of the game as well. The only potential issue here is that not all tech areas seem to be created equally. The easiest one to 'bypass' seems to be Orbital Manufactoring. The only thing is appears to gate is the highest end hulls. Given that they are progressively more expensive anyways, we didnt see that this is a major benefit. Yes, the higher hulls are powerful, but you can still mount the biggest weapons on smaller versions of the BB hull just as easily. Assuming there isnt some sort of 'price break' at the highest end (and there doesnt appear to be), then this seems to be a tech that can be safely ignored (or at least down-played). We were thinking perhaps armor should be gated here. THAT would certainly make people think twice about skimping in this area...
We also had a question about the levels and roles. Some of the Level 0 say 'no 'x' role', but then the role isnt granted till a higher level anyways, so what is the penalty here? For example, for Quantum Manipulation, Level 0 says 'No Scout role', but then the Scout role isnt granted until Level 4 anyways. So what if you have Level 1,2, or 3? You still dont have the Scout role, right? If so, then what is the penalty for Level 0? Ditto for most the other tech areas with regards to Roles.
Weapons
What is the 'hook' for autocannons? Their low penetration, low shield damage, low range and relatively high mass makes them seem pretty unattractive. The only way their high Hull damage will pay off is if you penetrate the armor and that isnt likely with the d6 penetration. We had a handful of them in our initial game and can't see why we would use them again.
Lasers of various types seem to have a solid role as being long range/accurate shield scrapers. Then follow up with the d10 penetration weapons to hopefully score some criticals.
In the same vein, are we missing something with Fusion Torps? Yes, they are 1 tech level earlier, but at 2 vs 1, that doesnt seem to be a huge hook. The launcher are cheap, but the reloads are mass intensive. If you are going to put more than one reload, why not just put on an Anti-proton torpedo instead? The cost will similar (and much cheaper on the latter if you want more than 2 shots) and the performance seems to be the same (within reason). About the only thing we could come up with would be to use Fusion torps on a small ship without reloads to get higher single-round throw weight, but this is less desireable because of the fire control issues on smaller hulls. Perhaps if the Fusion Torp launchers were Compact? Then maybe we could see the trade off. As is, we were struggling to come up with reasons to use Fusion Torps.
Also on the design front, the rules of Turrets raised some eyebrows. The cost of a turret is the same if you use it for tiny little gattling laser or massive rail guns! That seems completely counter-intuitive and leads to the smaller weapons all being single arc while the huge weapons tend to have the turret mounting with wider arcs. That seems backwards IMO, unless you're following old 'wet navy' conventions (where only a limited number of turrets existed) which seems strange for a space combat system. Perhaps if the turret cost was influenced by the weapon cost it would also give pause to max'ing out the armor too (since the armor rating factors into turrets).
Any which way you slice it, it seems odd for small 'AA' weapons to be paying 3-4x their own mass to be turreted while the massive rail guns pay SIGNIFICANTLY less penalty percentage-wise.
Fighters
We didnt really get a chance to give these a workout yet, but they seem to be an interesting option.
Questions about the Armed Recon ability.
First, is it possible to denote the CV-carried Fusion Torps as Equipment using the spreadsheet? We couldnt figure out how.
Second, how exacty does this work? My guess from reading the rule is that each squadron can fire one per turn, regardless of how many fighters are left in the squadron. Is this correct? How is the attack exectuted? If the Fighters are adjacent, does the defending ship fire its PD etc before the torp attack? If so, it would seem that the only to pre-empt the torp attack would be to wipe out the whole squadron. Also, it would appear that the torps can be used as stand-off weapons and expose the squadron to PD fire? Finally, only Interceptors, not Strike Fighters can fire torps? That seems sort of counter-intuitive as well?
Finally, a suggestion for consideration regarding armor:
Perhaps allow any Critical roll of 'doubles' to remove a point of armor from the target? For example a role of 1,1 or 2,2 would remove an armor. This would allow you to use heavy weapons to hopefully weaken a high-armor target and bring it down to the level where some of the d6 pen weapons seem attractive. As it stands now, I can't imagine wanting to use many of those weapons when the better d10 pen weapons arent much more expensive and in some cases also come with a much better attack die.
Ok, that concludes the initial round of feedback, questions, and observations.
Thanks for taking the time to read through it all!