Special Tech Analysis
Posted: Sat Sep 10, 2011 6:20 pm
Gunship & Anti-Fighter
I decided to look at the cost effectiveness of Anti-Fighter (AF) and Gunship (GS). The first thing I did was calculate percentages for attack rolls, the d6 + readiness modifier (which ranges from -6 to 6). Added together these get a range of -5 to 12, assuming no other modifiers from race in Menagerie, or officers from Those Who Serve, or elsewhere. Here is the percentages each number came up:
-5 0.154%
-4 0.463%
-3 0.926%
-2 2.315%
-1 3.549%
0 4.630%
1 11.883%
2 14.815%
3 14.506%
4 13.426%
5 12.654%
6 11.883%
7 4.630%
8 1.389%
9 1.235%
10 0.926%
11 0.463%
12 0.154%
Modified to 0 to 12 range, and divided by 10 (final step in combat calc) you get the following percentage of AS, and the percentage that that number will come up
0% 12.037% (sum of -5 to 0, since you can't do negative damage)
10% 11.883%
20% 14.815%
30% 14.506%
40% 13.426%
50% 12.654%
60% 11.883%
70% 4.630%
80% 1.389%
90% 1.235%
100% 0.926%
110% 0.463%
120% 0.154%
So, now we can analyze AF & GS. I will use AS & GS in the calculations, but you can substitute PD for AS and AF for GS to get the AF analysis.
First lets look at the current costs (I assume that 1 AS is 1 Mass Cost, since I don't find that in the current playtest rules).
1 AS = 1 GS in terms of Mass Cost - 100%
To analyse this, you have to look at how often you are going to get 100% value out of your AS (GS will always give 100% value)
100%-120% is the range where AS gives as good or better than GS, and the total % of the time that comes up is 1.543% of the time. So, 98.457% of the time GS is the better value.
2 AS = 1 GS (GS is Mass Cost: 2) 50%
50% to 120% range where AS is as good or better, which comes up 33.333%, meaning that 2/3 of the time, GS is still the better value.
3 AS = 1 GS (GS is Mass Cost: 3) - 33.333%
40% to 120% range where AS is better, which comes up 46.759%, meaning that GS is still the better value coming up 53.241% of the time.
4 AS = 1 GS (GS is Mass Cost: 4) - 25%
30% to 120% range where AS is better, which now comes up 61.265% of the time, meaning only 38.735% of the time is GS better.
So, it is only at GS with a Mass Cost of 4, does AS become the better value in Space Combat. Now, this does not take into account other uses of AS, such as in bombardment, but I would at least triple the cost of GS (and AF) AND place a limit of maybe 1/4 AS rounded down as your max GS.
Speaking of Bombardment...
I decided to look at the cost effectiveness of Anti-Fighter (AF) and Gunship (GS). The first thing I did was calculate percentages for attack rolls, the d6 + readiness modifier (which ranges from -6 to 6). Added together these get a range of -5 to 12, assuming no other modifiers from race in Menagerie, or officers from Those Who Serve, or elsewhere. Here is the percentages each number came up:
-5 0.154%
-4 0.463%
-3 0.926%
-2 2.315%
-1 3.549%
0 4.630%
1 11.883%
2 14.815%
3 14.506%
4 13.426%
5 12.654%
6 11.883%
7 4.630%
8 1.389%
9 1.235%
10 0.926%
11 0.463%
12 0.154%
Modified to 0 to 12 range, and divided by 10 (final step in combat calc) you get the following percentage of AS, and the percentage that that number will come up
0% 12.037% (sum of -5 to 0, since you can't do negative damage)
10% 11.883%
20% 14.815%
30% 14.506%
40% 13.426%
50% 12.654%
60% 11.883%
70% 4.630%
80% 1.389%
90% 1.235%
100% 0.926%
110% 0.463%
120% 0.154%
So, now we can analyze AF & GS. I will use AS & GS in the calculations, but you can substitute PD for AS and AF for GS to get the AF analysis.
First lets look at the current costs (I assume that 1 AS is 1 Mass Cost, since I don't find that in the current playtest rules).
1 AS = 1 GS in terms of Mass Cost - 100%
To analyse this, you have to look at how often you are going to get 100% value out of your AS (GS will always give 100% value)
100%-120% is the range where AS gives as good or better than GS, and the total % of the time that comes up is 1.543% of the time. So, 98.457% of the time GS is the better value.
2 AS = 1 GS (GS is Mass Cost: 2) 50%
50% to 120% range where AS is as good or better, which comes up 33.333%, meaning that 2/3 of the time, GS is still the better value.
3 AS = 1 GS (GS is Mass Cost: 3) - 33.333%
40% to 120% range where AS is better, which comes up 46.759%, meaning that GS is still the better value coming up 53.241% of the time.
4 AS = 1 GS (GS is Mass Cost: 4) - 25%
30% to 120% range where AS is better, which now comes up 61.265% of the time, meaning only 38.735% of the time is GS better.
So, it is only at GS with a Mass Cost of 4, does AS become the better value in Space Combat. Now, this does not take into account other uses of AS, such as in bombardment, but I would at least triple the cost of GS (and AF) AND place a limit of maybe 1/4 AS rounded down as your max GS.
Speaking of Bombardment...