Thread: Babylon 5 Mod
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Old February 18th, 2003, 02:46 AM
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Default Re: Babylon 5 Mod

I haven't had a chance to add anything to my simulation runs lately, so I thought I would post the results of the first four runs to keep the interest up.

I ran a series of simulations of a "long range" ship versus a "short range" ship design using various combinations of range, ROF, and damage, in aneffort to help us get a better hand on weapons mix.

Starting assumptions:

1. Ten ships on each side fight to the death. One “Long Range” (LR), one “Short Range” (SR)

2. Both fleets use “optimum firing range” with no formations.

3. Max (ancient) tech available for both sensors and ECM

4. Use Shadow battleship as the base hull for all ships, with UE bio drive V. Speed 18.

5. No passive armor, Refracting armor 5

6. Each ship had 10 weapons of the exact same type.

7. Each case had two tests, alternating which side went first.

8. All weapons were DF with no to hit bonuses or special damage types. No damage reduction due to range.

Case 1: LR-1 vs SR-1
LR-1 had range 10, damage 100, ROF 2
SR-1 had range 5, damage 100, ROF 1

Results: In both runs, the SR-1 won, losing 2 ships when moving second, 3 when moving first.

Case 2: LR-2 vs SR-1
LR-2 had range 20, damage 100, ROF 2
SR-1 as above

Results: LR-2 won both runs, losing 3 ships when it moved first, and 5 when moving second.

Case 3: LR-1 vs SR-2
LR-1 had range 10, damage 100, ROF 2
SR-2 had range 10, damage 100, ROF 1

Results: SR-2 won both rounds (duh!) losing no ships when moving first and 3 ships when moving second.

Case 4: LR-2 vs SR-2
LR-2 had range 20, damage 100, ROF 2
SR-2 had range 10, damage 100, ROF 1

Results: This was the interesting one. SR-2 won the round when LR-2 moved first, 10-2. But when SR-2 moved first, LR-2 won, 10-3.

My assumption here is that the side that moved first didn’t get in range, so took the first hit and never recovered.

More results and analysis to come, if people think these sorts of things are going to be useful.
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