Captain Larraq
Capitalist
Disclaimer
Before anyone gets out the pitchforks, I'd like to say that I'm not getting on a soapbox like I used to. I had an idea that I wanted to try out with my starship submissions and was instead asked to make a proposal that could be reviewed and debated upon.
So... yeah. Put down the pitchforks.
Also, the bottom half of this was written three times, lost once due to power failure, and finished off with a headache... so... it's not as well-spoken as the first half.
So... yeah. Put down the pitchforks.
Also, the bottom half of this was written three times, lost once due to power failure, and finished off with a headache... so... it's not as well-spoken as the first half.
The Armament Rating came about during a time in which the Starship Factory operated under strict standards and a long list of complicated rules that only a few understood. Most ships were requiring days, weeks, or months to get approved, and many writers simply avoided that section of the factory due to not understanding the complicated math that was going into starship creation or due to disliking the strict nature of the judges who reviewed their submissions.
After a long list of complaints Tefka decided that it was time to bring about a reform. Existing judges were ushered out and replaced by new judges that could be trained to be more friendly and existing rules were tossed aside in favor of brief, easy to understand rules. The goal was to make the factory simpler, friendlier, and drama free.
To an extent, there was grace in the decision. But ultimately, the entire endeavor was a failure from the start. The new judges had little knowledge or experience under their belts and barely understood the new system any better than those writing the submissions. Standards for rendering judgement varied wildly and the factory became a source of greater drama than ever before. The error was realized quickly and a select few of the 'old guard' judges were invited back to help fix the problems and train the new judges... but a great deal of damage had been done in the meantime.
More importantly than the judges themselves, were the rules that had been put into place. Simple, straightforward, and elegant in design, the system appeared to be created with the express purpose of ending the constant “arms race” that took place in the factory. At the surface, and as the official explanation, the Armament Rating was designed as the keystone of creating a simpler, friendlier starship factory. The goal was to make the factory more easily understandable and more accessible to new writers that were just joining the board.
And yet, it failed in that regard. The loose guidelines seemed to stem from the overall idea that a writer can come up with an interesting idea, propose it to the factory, receive checks and balances to make the submission fair and friendly, and then be told a total number of development thread posts required to get the submission approved for use on the board. And yet, when a new writer did show up, with no previous knowledge of the former rules or guidelines, and attempted to create his unique ship for personal use... He was practically driven from the board for it. After three months of work and a total of over 281 posts of development, the writer could not get his unique 1x ship approved and has not been seen on the board for a month and a half.
Granted, the ship was fairly nasty, but was it really any worse than some of the currently mass-produced ships on the board?
Personally, I don't think so. But I'm also a big fan of differentiating between a one-off ship designed for use by an individual captain and a multi-run vessel designed for use in fleeting engagements with multiple writers... But I digress.
Under the current rule-set, the previous starship creation template was reduced to a foot-note under the Armament Rating section of the current template, found via a link titled “Standardized Loadouts.”
It has, for the duration of the new Starship Factory, been used merely as a loose guide that may or may not be followed. And yet, those that submit starships through the factory seem to cling to the old template. They cling to a system that is no longer supported by official rules or guidelines and, by doing so, have created conflict and drama as judges enforce their own personal viewpoints on the outmoded template and how strictly they feel new submissions should or should not adhere to an optional guideline.
What it has created is a system of 'normal' and 'elite' submissions. Where some ships are forced to adhere to a more 'standard' power scale, ships like the 2x Seroth-class, 2x Cira-class, Semi-Unique Prowler-class, Limited Madine-class, Minor-Production Noble-class, Mass-Produced Maladi-class, Mass-Produced Watts-class, Minor-Production Dark Blade-class, and Mass-Produced Wyyrlok-class are not. The defining feature of the 'elite starships' are solely based upon the number of posts put into the development of said starship, not in the overall balance, fairness, or limited nature of the ships in question.
Most of the ships that fall into the 'elite starship' category blatantly and violently overshoot the previous starship template's limits on number of guns, while others instead focus on advanced weaponry and armors that can often be described as 'questionably' quantified in comparison to the standard weaponry boasted by the vast majority of ships in the factory and on the board.
While there is potential here for these ships to exist in harmony on the board, the sad fact of the matter is that they do not. They create an environment where the current accepted standard of a “gentleman's agreement to 10,000 meters of starships fighting 10,000 meters of starships” (as an example) becomes unfair and unfeasible. After all, why agree to a set limit in ships (based on size) when your opponent can bring multiple ships that (on paper) have three times the defenses and five times the firepower of the best (non elite) ships you have access to?
The changes to the factory, the changes to the starship template, and the creation of the armament rating were, as far as I understand them, designed to resolve these issues. And yet, they instead appear to have made the matter worse as writers become more and more competitive in their design and development of more and more broken ships, based on a guideline that was butchered and stapled to a new system as a footnote.
And yet, the opportunity for resolution exists within the current system. It, in part, requires individuals to choose to utilize the new system. And in another part, it requires a small bit of reform. The core of this saving grace is in the concept that an Armament Rating of 20 is the best there is and the best there will ever be. The subtle glory here is that if you have a Cruiser with an Armament Rating of 20, and someone from a hostile faction creates a new ship with an Armament Rating of 20, you do not need to escalate and create a new ship. Your existing submission is already competitive with the new design. More over, should you choose to embrace the Armament Rating, then your ships and writing is free from the terror and drama created by most of the 'elite starship' submissions. Regardless of if an opposing writer's ship has 80 guns of 800 guns, an Armament Rating of 20 is the best there is. If both ships are roughly the same size, then both ships are doing roughly the same damage, with the favor going to the ship with the Armament Rating of 20, as opposed to the ship with 800 guns.
This is a start.
For the creation of a fair and balanced writing environment, in regard to imaginary internet spaceships, more than just weaponry needs to be taken into consideration. Just like the old guide pushed writers to maximize the potency of their weaponry and the current system system pushes writers to maximize the number of guns on each ship, utilizing the Armament Rating as it currently stands will simply push writers to make every single ship have Armament Rating 20.
And now... we get to my proposition.
Reform.
On Star Wars: Chaos, we quantify the Armament Rating and Speed Rating of starships into a sliding scale from 1 to 20. What I would like to propose is that we extend that scale of 1 to 20 to other aspects of each starship submission as well. We can, already, identify which ship is faster or more agile at a glance. And, with the possible exception of ships utilizing unique or complex weaponry, we can identify which ship has the greater damage potential (and by how severely) at a glance. What I would like to see is a system in place which extends this “at a glance” potential to the overall durability and capabilities of each starship.
Specifically, I am proposing that a 1-20 scale be added to the existing template for Hull Integrity, Armor Rating, Shield Rating, and Utility Rating.
It allows writers to be vague, but still create unique, competitive, and balanced submissions.
It quantifies what an Armament Rating is, by providing a defensive point of reference. Instead of a ship with an Armament Rating of 20 always beating out a ship with an Armament Rating of 19, it produces an environment where the entirety of a starship is taken into consideration (not just the weaponry) when structuring a roleplay.
It does not matter if you have Advanced Shields, Heavy Shields, or Redundant Shields. A Shield Rating of 18 is a Shield Rating of 18. Tactically speaking, and from a roleplay perspective, the quantifiable value is identical. It is merely the means of 'how you achieved that rating' which makes a writer's ship unique and interesting. As opposed to writers scrambling to find the most obscure piece of canon technology to justify creating a starship that is better than their competition's starship.
The same can be said for armors and hulls made out of advanced or restricted materials or using complex design techniques. Those special flares are there for creativity and uniqueness, not for a tactical edge. Hull Integrity Rating or Armor Rating of 18 is the same on every ship, regardless of what techniques are used to achieve it.
Power and Space
Every Starship has Limited Power and Limited Space based upon the overall size of the ship and the reactor being used to power said ship. In a general sense, this produces two aread of competition in a balanced starship design. Armament Rating, Shield Rating, and Speed/Maneuverability Ratings each compete with one another for power. A high rating in one area should produce a dip in the other two areas. Even a highly developed starship should suffer in at least one area should it wish to improve the other two. Similarly, Hull Integrity, Armor Rating, and Hanger Capacity compete with one another for space. As stated above, a submission should suffer in one or two of the other areas should it wish to improve one of the three aspects of a ship which compete for space.
Granted, the odd exception can be made. Sacrificing Hanger Capacity or Hull Integrity in exchange for a larger reactor to power advanced weaponry and shields would also be a viable option instead of severely restricting the speed of a submission. Similarly, a ship with a high Hull Integrity and Armor Rating could instead sacrifice speed and maneuverability instead of hanger capacity.
This also has a great potential to simplify and streamline the judgement process of starships by creating a simple and repeatable process of checks and balances that stand up in the face of even the most extreme and unconventional of submissions.
The odd duck; Utility Rating.
Not previously quantified, the utility value of a ship is a complicated, vague, and hard to measure. Advanced sensors, long range sensors, magnetic or gravity detecting sensors, CIC networks, cloaking technology, the ability to disable opposing ships, hyperspace interdiction, and a host of other odd and complex capabilities of a starship would fall into this category. This wasn't initially part of my planned proposal, but I realized that the above list of ship specializations was not covered in the original idea... and... decided to throw it in to see how it fits.
As I see it, the Utility of a ship stands apart from all other features of a ship and serves as the greatest check and balance of all. Just as important as it is that a ship with high armor, hull, shields, and armament ratings be slow... it is important that said ship also have a particularly low utility rating. An heavy brawler should not have advanced sensors, interdiction, or cloaking technology without first lowering some of the other ratings to a more balanced level.
The main appeal of the armament rating is that it simplifies things and makes them relative. If I have an 16/20 frigate and I'm going against a 20/20 frigate, I need to be clever, agile, and make good use of targeting vulnerable areas and supporting myself with starfighters and bombers if I want to win. It doesn't automatically mean the 20/20 ship is going to win, it just structures the roleplay and tells both writers how their ships compare to one another. But simply creating an amendment to the existing armament rating system will not help if writers still do not understand how these values relate to one another. While most writers are now accustomed to simply counting guns and comparing the final number to that of another ship, the armament rating system is less about hard values and more about overall classification.
To help create a point of reference, this is how I view most ships as fitting within the Armament Rating.
Armament Rating 1-5: Appropriate for 100% Civilian transports, shuttles, 'legal' freighters, medical ships, exc.
Armament Rating 5-10: Appropriate for the above ships that plan to operate in slightly more dangerous areas of space. All military ships should be armament 10 or higher. A lower armament rating should translate as allowing higher overall technological advancement to compensate for the ship's relative weakness, in relation to dev thread requirements.
Armament Rating 10-14: This is the low end of competent military hardware. A military transport shuttle would have this armament, while an "assault shuttle" would have a higher rating. Sensor frigates, troop transports, and other light, escort focused ships would put themselves in this category. A "sensor frigate" with an armament rating higher than 16 would need a fair bit of development.
Armament Rating 14-16: This is where you'd see "carriers" and similar ships. You'd also see a few scout corvettes/frigates with stealth systems spread between the 14 and 18 armament rating, with an 18/20 Stealth Corvette being a nasty little bugger that's designed to find and kill larger ships via ambush. The armament rating in this category is high enough to be appropriate for any ship seeking to use its guns offensively, as opposed to self defense. The ships in this category should be high tech variants of "balanced ships" that sacrificed overall weapon strength for enhanced technological utility or improved hanger space.
Armament Rating 16-18: This is your "Balanced" ships. Every ship with an armament rating between 16 and 20 is of "ship of the line" quality. With 16's being your "fifth rate ships" and 17-18 being your fourth and third rate ships. (to borrow from the age of sail.) Any ship with an armament rating of 16 can justify "wanting" to go toe to toe with other ships. This should also be the most common category for ship submissions, and the easiest to get approved.
Armament Rating 18-20: These ships are the top dogs. In the age of sail, these are the First, Second, and Third rate ships (by catagory). Assault grade ships should always have a minimum armament rating of 18. However, having a 20/20 armament rating should not (by itself) require a significant dev thread. A ship with little to no technological advancement should be able to be designed as a 20/20 ship with a simple 20 posts at minor production, so long as it is relatively slow, simple, and designed around the idea of being a fat little brawler. An 18-20 armament rating is also appropriate for fast ships with a low defensive rating. Say... 18 armament and 16 defense with all guns capable of pointing forwards, or 20 offense and 16 defense with all guns 'locked' forward. Either should be simple enough without a significant dev thread. A ship with a great deal of technological advancement should really have to struggle to break the 18/20 mark. Advanced sensors, advanced tracking systems, hanger capacity, production rating, advanced armor or hull design, restricted materials... for balance sake, these ships should more or less cap out at 18/20 unless they support the design with significant development, a low production rating, and/or design flaws/weaknesses. Similarly, "balanced ships" should be encouraged to top off at the 18/20 range with 19/20 or higher prompting the judges to have the ship brought down in armament rating or re-balanced as an assault ship.
Armament Rating 5-10: Appropriate for the above ships that plan to operate in slightly more dangerous areas of space. All military ships should be armament 10 or higher. A lower armament rating should translate as allowing higher overall technological advancement to compensate for the ship's relative weakness, in relation to dev thread requirements.
Armament Rating 10-14: This is the low end of competent military hardware. A military transport shuttle would have this armament, while an "assault shuttle" would have a higher rating. Sensor frigates, troop transports, and other light, escort focused ships would put themselves in this category. A "sensor frigate" with an armament rating higher than 16 would need a fair bit of development.
Armament Rating 14-16: This is where you'd see "carriers" and similar ships. You'd also see a few scout corvettes/frigates with stealth systems spread between the 14 and 18 armament rating, with an 18/20 Stealth Corvette being a nasty little bugger that's designed to find and kill larger ships via ambush. The armament rating in this category is high enough to be appropriate for any ship seeking to use its guns offensively, as opposed to self defense. The ships in this category should be high tech variants of "balanced ships" that sacrificed overall weapon strength for enhanced technological utility or improved hanger space.
Armament Rating 16-18: This is your "Balanced" ships. Every ship with an armament rating between 16 and 20 is of "ship of the line" quality. With 16's being your "fifth rate ships" and 17-18 being your fourth and third rate ships. (to borrow from the age of sail.) Any ship with an armament rating of 16 can justify "wanting" to go toe to toe with other ships. This should also be the most common category for ship submissions, and the easiest to get approved.
Armament Rating 18-20: These ships are the top dogs. In the age of sail, these are the First, Second, and Third rate ships (by catagory). Assault grade ships should always have a minimum armament rating of 18. However, having a 20/20 armament rating should not (by itself) require a significant dev thread. A ship with little to no technological advancement should be able to be designed as a 20/20 ship with a simple 20 posts at minor production, so long as it is relatively slow, simple, and designed around the idea of being a fat little brawler. An 18-20 armament rating is also appropriate for fast ships with a low defensive rating. Say... 18 armament and 16 defense with all guns capable of pointing forwards, or 20 offense and 16 defense with all guns 'locked' forward. Either should be simple enough without a significant dev thread. A ship with a great deal of technological advancement should really have to struggle to break the 18/20 mark. Advanced sensors, advanced tracking systems, hanger capacity, production rating, advanced armor or hull design, restricted materials... for balance sake, these ships should more or less cap out at 18/20 unless they support the design with significant development, a low production rating, and/or design flaws/weaknesses. Similarly, "balanced ships" should be encouraged to top off at the 18/20 range with 19/20 or higher prompting the judges to have the ship brought down in armament rating or re-balanced as an assault ship.
However, compounding the problem is the common misunderstanding (or so I am hearing from writers) that an Armament Rating can 'only' provide a submission with a basic armament of Turbolasers and nothing else. I've tried to explain to a few people that you can still include details about weapon selection in your design. You could say "a 16/20 armament rating with a balanced mix of heavy turbolasers, mass drivers, and ion cannons. The defensive armament is a balanced mix of flak cannons and point defense lasers spread evenly over the hull. The ship is supported by a heavy complement of Assault Concussion Warhead Launchers to give itself improved knockdown power at close range."
"A 18/20 armament of Heavy, Long Range Turbolasers supported by a balanced mix of heavy concussion missile launchers and proton torpedo tubes, with quad laser emplacements spread evenly over the ship." Your actual "damage output" with those sniping weapons will be closer to a 14/20 ship... even at point blank, your effective armament rating would be closer to 16 than the actual 18... Long Range and Heavy, Long Range guns are a support weapon... It's kinda like the difference between a mortar and a cannon. It's big and it's got longer range, but it's less accurate and tends to do less damage overall.
Also... weapon angles are important. There is a big difference in a 20/20 ship's potential damage output if its got a balanced spread of weapons, weapons arranged into broadsides, all guns facing forward, or turrets capable of doing all of the above (but having a slow tracking speed or requiring time to 'swing around' as it switches from "all forward" to "broadsides" to "even spread").
For example... an 18/20 ship with all guns forward could likely match a 20/20 broadside ship on effective damage output, or outperform a 20/20 ship with an even spread .
So now lets say that in each ship size category, with the exception of speed and utility, ships are started off in the Support, Balanced, and Assault category as they are currently. Support Ships could start out with ratings of 14 across the board, with the exception of speed and utility. Balanced ships could start off at 16 and Assault ships could start off at 18.
Here's a possible example of what this could look like for Frigates...
Standard Ships
Standard Military Support Ship
Hull Integrity: 14
Armor Rating: 14
Shield Rating: 14
Armament Rating: 14
Utility Rating: 16
Speed/Maneuverability: 8
Standard Military Balanced Ship
Hull Integrity: 16
Armor Rating: 16
Shield Rating: 16
Armament Rating: 16
Utility Rating: 14
Speed/Maneuverability: 10
Standard Military Assault Ship
Hull Integrity: 18
Armor Rating: 18
Shield Rating: 18
Armament Rating: 18
Utility Rating: 12
Speed/Maneuverability: 12
Hull Integrity: 14
Armor Rating: 14
Shield Rating: 14
Armament Rating: 14
Utility Rating: 16
Speed/Maneuverability: 8
Standard Military Balanced Ship
Hull Integrity: 16
Armor Rating: 16
Shield Rating: 16
Armament Rating: 16
Utility Rating: 14
Speed/Maneuverability: 10
Standard Military Assault Ship
Hull Integrity: 18
Armor Rating: 18
Shield Rating: 18
Armament Rating: 18
Utility Rating: 12
Speed/Maneuverability: 12
But now lets say you want to take your standard values and customize them. Lets say that you want to take a balanced ship and make it more capable of holding its own against an Assault Ship. How do you go about raising those numbers?
We do it the same way we've been doing it. We simply never had a quantifiable number rating for it.
Every advanced type of shield or rare armor increases the corresponding rating by one.
Advanced Shields, Heavy Shields, and Redundant Shields all translate to a +1 value on the ship's Shield Rating. And something like "Advanced, Double Redundant Shields" would increase the ships Shield Rating by three. Which is an improvement upon the current standard, which would view such shields as producing a shield three times as strong as any other comparable ship.
Similarly, Advanced Armor, Thicker Plating, Extra Plating, and Restricted Metals would each provide a one point increase on the Armor Rating of a ship. With... the possible exception of Beskar and Phrik... which could provide +2... Though that'd be up to the Judges.
As for the Hull Integrity, a Compartmentalized Hull, Honeycombed Hull, or Extra Bulkheads could each provide a one point increase.
And when you reach a total increase of more than, say, +8 total? You need to hit the design with a major nerf. Get rid of the hanger, cut the speed, include a design flaw, exc. And somewhere along the lines, speed, production value, exc also gets taken into account and people are told how many posts of development they need, or how much nerfing the ship needs...
Because the goal here is to create system that promotes balance and fairness without compromising creativity, not... to give someone the means through which to make a ship that has maximum values in all areas.
The only odd factor here is the Utility Rating. At face value, you could state that a Utility Rating of 10 is 'all normal subsystems' and that each 'advanced sensor' or 'tractor beam' or 'interdiction system' installed on the ship is installed at a cost of +1 on the Utility Rating.... Which... I can't decide if that feels odd or appropriate to me. But I will say that I like the idea of using the Utility Rating to quantify stealth systems. A basic Sensor Dampener would be a +1, any form of active camouflage would be a +1 (or +2), and each additional system (such as thrust-trace dampeners, galvanized hull, and gravitic modulators) cost +1 to the Utility Rating. Meaning that a ship with 'true stealth' ends up needing to balance its other subsystems to stay under a Utility Rating of 20, and the ship also has to be relatively weak overall to compensate for the high utility rating.
But... the Utility Rating is weird. Even to me. So let's give a final example of how my proposed system would work.
Lets start with that balanced frigate from before.
Standard Military Balanced Frigate
Hull Integrity: 16
Armor Rating: 16
Shield Rating: 16
Armament Rating: 16
Utility Rating: 14
Speed/Maneuverability: 10
Now lets say I want my frigate to be able to go toe to toe with assault frigates or some cruisers... For starters, it needs to be more durable. So lets put on an extra layer of Phrik Plating for +2 to the Armor Rating and add in a Compartmentalized Hull and Re-enforced Bulkheads for +2 to Hull Integrity. Next, we wont increase the shield rating... but instead we'll separate the deflector shields into separate Ray and Particle shields. This has the practical effect of turning the ship's shield rating from 16 total to "14 Ray / 14 Particle" which means that neither shield system is as strong as a normal deflector shield would have been... but that they have an 'effective' shield rating of 18 when being hit by a combination of energy and kinetic weapons. Similarly, instead of increasing the armament rating to 18, lets instead separate the ship's weapons into port and starboard broadsides of Heavy Turbolasers and Proton Torpedoes, with no weapons pointing forwards.
Now lets look at what we have so far.
Advanced Military Balanced Frigate
Hull Integrity: 18
Armor Rating: 18
Shield Rating: 14 Ray / 14 Particle
Armament Rating: 16 Port / 16 Starboard
Utility Rating: 14
Speed/Maneuverability: 10
The basic Utility Rating of 14 still remains on the ship, though I've yet to quantify what that is. For the sake of argument, lets say I was going to put advanced sensors, advanced tracking computers, and two unique subsystems that have been put through the factory (like my overdrive engines and maneuvering thrusters).
Now, the Judge isn't going to like this sub. While in a 1v1 fight it can only bring an armament rating of 16 to bare on its target... in larger battles the ship will have the potential to do a great deal of damage at close range. Is this a bigger threat than a ship with an armament rating of 18 that can point all weapons forward? Maybe, maybe not. Either way, the judge should see this sub in the following way...
Standard Military Balanced Frigate
Hull Integrity: 16 +2
Armor Rating: 16 +2
Shield Rating: 16 +1
Armament Rating: 16 +2
Utility Rating: 14
Speed/Maneuverability: 10
That's a total of +7 (or maybe +8) added to the default template without slowing down the ship or weakening any area of the design. The judge should at this point request a reduction in hanger capacity or speed rating, or request that one or two of the subsystems be removed and a reduction be made to the Utility Rating. On top of the development thread requirements for the Phrik Armor.
Now... it's not a perfect system. And there is a great deal of tweaking and streamlining that can be made to it.
But I think that there is potential here.