Compiled and Edited by Mark_XON
Xon Gaming
Insider Info
Goto
Index
INTRODUCTION
Defense and Weapon Damage Factor - D/WDF
| Combat Efficiency - CE
Making Your Own Weapon System - WDF
| Warp Engines, Impulse Engines and Shield
Generators
The WER, IER, and DPC Formulas
| Making Your Own Computer - Max WDF
| Maximum Shield Power
In the Ship Construction manual, it gives a value for each element
(engines, shields, etc) that plug into a formula. This formula will
produce a value for D, or Defense. Weapons also have a value assigned
to them that represents the probability to hit vs the amount of damage
by a given weapon. The total of these numbers will give you the WDF, or
Weapons Damage Factor. Several ships that were published [in the Recognition manuals and elsewhere] are off in
either one or both figures [when compared to] a recalculation with the [following fasa-like] formulas.
This information is primarily taken from forum posts on the web. These
are considered fan interpretations of the formulas Fasa used for
their ship creation. They are presented here to help with fan rule
and ship creation.
Here is what is thought to be a complete set of instructions for
calculating the infamous Ship Stats Numbers for FASA Ships
Calculate Defense Factor (Ky'Phur
2-10-2004:
D = (WER + IER + DPC) * SER + (1.43 * SS)
CALCULATE DEFENSE FACTOR (drock
1-23-2009):
Defense Factor (D). (My roommate assures me it was basic grade 9 Algebra. Yeah... I know).
Now, the old method calculated each part and then added it all up.
- Old Method: (This is in the
old school Construction Manual, on any [of the] STSTCS ship construction form)
Defense Factor = (WeR + IeR + DPC) x SeR + 1.43 (SS)
CALCULATE DEFENSE FACTOR (drock/Ray Harrison
1-23-2009):
- New Method: (unofficial but without rounding errors)
Now Here's the
Defense Factor Method
(or the Grade 9 Algebra Method). This is what my group uses for Defense Factor
calculations. This method doesn't have rounding errors. Here you go.
Remember that: [(N x A) / Y + (N x B) / Y] x Z =[N x (A + B) x Z / Y ]
If you can do that, you can follow the next bit yourself, but it should
essentially slim down the old FASA formula into something a little smaller.
D = (WeR + IeR + DPC) x SeR + 1.43 x SS
D = [(1.43 x Warp_Power / MPR) +
(1.43 x Impulse_Power / MPR) + (1.43 x Max_Shields / SeR)] x SeR +1.43 x SS
D = (1.43 x Total_Power x SeR / MPR) + 1.43 x Max_Shields + 1.43 x SS
D =1.43 x [(Total_Power x SeR / MPR) + Max_Shields + SS]
I.E. A
Constitution with 20 Superstructure (SS), two 20 power warp engines [nacelles], a 4 power
impulse engine at 4/1 Movement Point Ratio (MPR), and a 16 power shields at a
1/2 Shield Point Ratio (SPR) has:
Total_Power = 44 MPR = 4 Max
Shields = 16 SeR = 2 SS = 20
D = 1.43 x [(44 x 2 / 4) + 16 + 20] D = 82.94
With rounding errors, the Federation Recognition Manual said 83.6.
Pretty close, huh?
CALCULATE DEFENSE FACTOR (atkindave
9-09-2009):
WDF: Add WDF from each weapon installed on the ship and sum.
D= (WER+IER+DPC) * SER + SS
- WER and IER are the ratings of the warp and impulse engines respectively. Divide
the power available from the engine by the power required per movement point and
multiply by 1.43 (Round to nearest 1/2).
- DPC is the maximum damage absorption of the shield, divided by the power
efficiency of the shield and multiplied by 1.43 (Round to nearest 1/2).
- SER is the power efficiency of the shield.
- SS is superstructure strength. Multiplied by 1.43.
I like what Drock/Ray Harrison did with the D though [posted above]. Well done.
I was personally content with figuring out D the conventional way but I did
note that with all the rounding, sometimes it was off. Drock's way is faster
and more accurate.
Calculate Combat
Efficiency (Ky'Phur 2-10-2004):
Calculate Combat Efficiency (drock
1-23-2009)
And one tiny little point left.
- Combat Efficiency (CE) is D x WDF / 100... but in all honesty the divide by 100 part is pretty redundant.
CALCULATE Weapon Damage Factor (Steve Pugh
7-13-2001):
It's been over ten years since I worked it out and I've hardly thought about it since, and
of course I have no way of knowing whether this is the 'proper' way of calculating it, but
here goes:
- Start with the firing chart. Add up all the to-hit numbers in the chart. e.g. Firing Chart
G would be 7+7+6+6+5+5+4+3+2+1 = 46
Multiply by the damage for torps/the maximum power for beams.
Now divide by 168.
For beams add on 0.03 for each hex of range that adds 1 to the damage. 0.07 for each hex of range that adds 2 to the damage. 0.14 for each hex of range that adds 3 to the damage.
Round to the nearest 0.1 (most of the weapons in the construction manual are rounded up
but some are rounded down...)
If the ship is cloaked multiply by 1.5
Example 1, FH-13, firing chart T, add up all the to-hit numbers and you get 107. Max power
is 8. Does +1 at 1-5, +2 at 6-12 and +3 at 13-18.
So that's ((107 * 8) / 168) + (5 * 0.03) + (7 * 0.07) + (6 * 0.14) = 6.575 rounded up to
6.6 as given in the construction manual.
Example 2, KP-4, firing chart Q, add up all the to-hit numbers and you get 92. Damage is
18.
(92 * 18) / 168 = 9.857 rounded up to 9.9, (construction manual rounds down to 9.8)
Allowing for rounding errors, as in example 2 above, the Fed and Klingon weapons match
this formula. About half the Romulan weapons match it (I don't know how they calculated
plasma bolt WDFs and so don't count them), all but one of the Orion beams match it, the
Gorn beams match, but the Gorn torps don't. Generally the discrepancies are small.
Maybe someone else has a better formula.
CALCULATE Weapon Damage Factor (Ky'Phur 2-10-2004):
- FCT = Add up all the to-hit numbers in the chart.
e.g. Firing
Chart G would be 7 + 7 + 6 + 6 + 5 + 5 + 4 + 3 + 2 + 1 = 46
MPD = maximum power for beams OR damage for torps
Multiply
FCT by MPD and divide by 168
For beams: p1DM = 0.03 time
the number of hexes of range that add 1 to the damage. p2DM =
0.07 time the number of hexes of range that add 2 to the damage. p3DM = 0.14 time the number of hexes of range that add 3 to the
damage.
For torps these three numbers are zero.
Add
these numbers to previous results and round to the nearest tenth
(0.1)
WDF = ((FCT * MPD) / 168) + p1DM + p2DM + p3DM
If the ship can cloak, multiply WDF by 1.5
Add the WDF for
all Weapons to get the Ship's WDF.
Calculate Shield Generator
DPC and SER:
Max Shield Power x 1.45 x (Shield Point Ratio)
and round down to the nearest half (0.5)
SPR (2/1=2.000,
1/1=1.000, 2/3=0.667, 1/2=0.500, 1/3=0.333, 1/4=0.250)
DPC =
Max Shield Power (of all Warp Engines) x 1.45 x (Shield Point Ratio)
SER is the Shield Ratio inverted: (2/1=0.500, 1/1=1.000,
2/3=1.500, 1/2=2.000, 1/3=3.000, 1/4=4.000)
CALCULATE Weapon Damage Factor (drock
1-23-2009):
My roommate, the big math genius, says the example shown above is close but not quite. But my roommate tips his hat. Steve Pugh is the closest he's seen anyone get to figuring it out.
He's
worked on these formulas for a long time. It took him an entire year of
on and off work just to reverse engineer and figure out the numbers.
The accelerator cannons were wrong in the manual and had to be ignored.
The lasers made no attempt to factor in that they could be fired twice.
Otherwise it works for all weapons, including all missiles, beam
weapons and plasmas. Some of the original FASA numbers were off too,
according to him, so his is the closest approximation he could find.
Here ya go. Great for figuring out the nuts and bolts of the weapons in your Construction Manual... or for making your own!
- The Ray Harrison Weapon Damage Factor (or What da f***?) Calculation Method
Step by Step
1). Find Firing Chart Number (FC): Add up all the to-hit numbers for your weapon's desired range. These can be found on your firing chart table.
I.E. Chart H (just like the Steve Pugh method): 10+9+8+7+6+5+4+3+2+1=55 I.E. Chart A = 20, Chart W = 127, Chart Y = 144 For our example we'll use the FH-10 Phaser. It uses firing chart W. We got the number already, which is 127.
2). Find Average Damage (AD): Pretty straight forward, but each weapon has its own method.
Photon = Max damage. Photon torpedoes do the same damage no matter what anyways.
Plasma = Max Damage X 0.75 I.E. To have a 32 damage plasma, 32 X 0.75 = 24 Note: The RPL-1 is an exception. It is listed without its max damage.
The 24 in the Plasma chart is max X 0.8 because the first number in the
E firing chart is 1-8 out of 10. Therefore max dmg is 30. They get 24
because 30 x 0.8 = 24.
Beam Weapons = Max Damage plus AVERAGE BONUS
I.E.
We'll use the FH-10 phaser as an example. It has a max damage of 7,
with +3 bonus at ranges 1-10, +2 at 11-17 and +1 at 18-20. Max range is
20. There are 10 (+3) bonuses, 7 (+2's) and 3 (+1's). Average bonus is 30+14+3 = 47 Divide by maximum range (in this case it's 20 hexes). Now put it all together. 7+[(30+14+3)/20] = 9.35
3). Calculate the Weapon Damage Factor (WDF): do this by multiplying Step 1, Step 2 and 'The Scale Factor' The Scale Factor is
0.006. This is the magic number. So it's FC X AD X 0.006
I.E. Back to the FH-10 again. Firing chart number is 127 (as seen in step one ). Average Damage is 9.35, Therefore 127 x 9.35 x 0.006 = 7.1247 Round it to one decimal places. The number is 7.1! Note: Steve Pugh's final formula is pretty close. FC x AD / 168. It's
very close, but the times 0.006 method is a bit more accurate. Also 1 /
0.006 = 166.6666666... you get the idea.
4). If applicable, apply the Rule of Cloak (Or 'The Shadow Rule'): Only applies to cloaked vessels. Multiply Step 3 by 1.5. Cloaked ships take more processing power, and are calculated as such.
I.E. The FH-10's put on a cloaked vessel. So, WDF x 1.5. 7.1 x 1.5 = 10.65!
So now you have everything you need to know to make your own weapon systems. Enjoy!
Those numbers definitely got to be taken with a grain of salt. They don't
factor in firing arcs and how much damage you can pump per arc (So an all
forward firing vessel has the same offensive potency as a ship with guns spread
out over all arcs? I don't think so...), the weapons technology outstrips the
shields in later models so Defense Factor becomes less relevant. But worthless?
Hardly. They're a guideline, and should be taken as such.
CALCULATE Weapon Damage Factor (atkindave
9-00-2009):
Cool. I did not know that there were others.
I must say that I believe that my method is closer to [being] right (actually I
think that it's the way FASA did it, but I have no proof) than some of the
other guys. For example, the guy [posted above] me did a lot of work on his
method, more than me, in an attempt to make the working of his formula
easier. He hit the same wall that I did and chose what I did
not: he added damage averaging in. The semi-lazy method. My method takes
longer per weapon, but you get the actual WDF.
I
worked this out on my own, I had too much time on my hands in my early
teens. Therefore, there is no "Equation" per say, more of a
method. I've tried, but I don't know a good way to make an easy
equation out of it. You could with torpedos, I guess, but with variable
damage weapons... ach. You'll see. This works for every weapon that
does damage.
Method:
- Convert the Fire Chart for the weapon to decimal(Hit Probability(1.0 or
less)), the To Hit Numbers. 10=1.0 (will hit) 5=0.5 (half a chance of hit).
- Multiply Maximum Damage(including Bonus) by Hit Probability, per each
range factor and sum.
- Divide the sum by 24 and multiply the result by 1.43 OR divide by 16.8
(roughly the same). Round this result to the nearest 0.1 point.
That probably made no sense to you. So I'll go over a few examples with very
popular weapons:
FH-11 Maximum Beam Power 10, Damage Modifier per Range +3 at 1-10, +2 at 11-17, +1 at 18-24. Fire chart Y is 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3,
2, 2, 1, 1
First Take the Fire Chart of the weapon and multiply each Maximum To Hit Number
by .1 (Max To Hit Number)x(.1)=Accuracy Per Range at Maximum To Hit
Fire Chart Y
------------------ (10)x(.1)= 1.0 (10)x(.1)= 1.0 (10)x(.1)= 1.0 (9)x(.1) = 0.9 (9)x(.1) = 0.9 (9)x(.1) = 0.9 (8)x(.1) = 0.8 (8)x(.1) = 0.8 (8)x(.1) = 0.8 (7)x(.1) = 0.7 (7)x(.1) = 0.7 (7)x(.1) = 0.7 (6)x(.1) = 0.6 (6)x(.1) = 0.6 (5)x(.1) = 0.5 (5)x(.1) = 0.5 (4)x(.1) = 0.4 (4)x(.1) = 0.4 (3)x(.1) = 0.3 (3)x(.1) = 0.3 (2)x(.1) = 0.2 (2)x(.1) = 0.2 (1)x(.1) = 0.1 (1)x(.1) = 0.1
Next:
- (Maximum Beam Power+Maximum Damage Modifier)x(Accuracy Per Range at Maximum To
Hit)=Maximum Damage Per Range
FH-11 Maximum Beam Power is 10
+3 at 1-10 From ranges 1-10, with a maximum of 13 damage, we get a damage x hit
probability of 114.4 (13+13+13+11.7+11.7+11.7+10.4+10.4+10.4+9.1)= 114.4 ---------------- (10+3)x(1.0)= 13 (10+3)x(1.0)= 13 (10+3)x(1.0)= 13 (10+3)x(0.9)= 11.7 (10+3)x(0.9)= 11.7 (10+3)x(0.9)= 11.7 (10+3)x(0.8)= 10.4 (10+3)x(0.8)= 10.4 (10+3)x(0.8)= 10.4 (10+3)x(0.7)= 9.1 TOTAL = 114.4 Somewhat easier method: {(1.0x3)+(0.9x3)+(0.8x3)+(0.7x1)}x13=114.4
+2 at 11-17 From ranges 11-17 the damage is 12. ----------------- (10+2)x(0.7)= 8.4 (10+2)x(0.7)= 8.4 (10+2)x(0.7)= 8.4 (10+2)x(0.6)= 7.2 (10+2)x(0.6)= 7.2 (10+2)x(0.5)= 6 (10+2)x(0.5)= 6 (10+2)x(0.4)= 4.8 TOTAL = 48
+1 at 18-24 From ranges 18-24 damage drops to 11 ----------------- (10+1)x(0.4)= 4.4 (10+1)x(0.3)= 3.3 (10+1)x(0.3)= 3.3 (10+1)x(0.2)= 2.2 (10+1)x(0.2)= 2.2 (10+1)x(0.1)= 1.1 (10+1)x(0.1)= 1.1 TOTAL = 17.6
114.4+48+17.6=180 Sum
Next:
- (Sum/24)x1.43 = WDF round to the nearest tenth 0.1
- (180/24)x1.43 = 10.725 then 10.7 (This agrees with FASA's 10.7 WDF for the
weapon.)
OR
- Sum/16.8 = WDF round to the nearest tenth 0.1
- 180/16.8 = 10.714 then 10.7
_____________________________________________________________________
FP-4 Damage 20 Fire Chart S is 10, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 4, 3, 2, 1
Torpedoes are easier as the damage is constant. Just add up the hit probabilities and multiply.
First Take the Fire Chart of the weapon and multiply each Maximum To Hit Number
by .1
- (Max To Hit Number)x(.1)=Accuracy Per Range at Maximum To Hit
Fire Chart S ------------------ (10)x(.1)= 1.0 (10)x(.1)= 1.0 (10)x(.1)= 1.0 (9)x(.1) = 0.9 (9)x(.1) = 0.9 (8)x(.1) = 0.8 (8)x(.1) = 0.8 (7)x(.1) = 0.7 (7)x(.1) = 0.7 (6)x(.1) = 0.6 (6)x(.1) = 0.6 (5)x(.1) = 0.5 (4)x(.1) = 0.4 (3)x(.1) = 0.3 (2)x(.1) = 0.2 (1)x(.1) = 0.1 TOTAL = 10.5 Accuracy Per Range at Maximum To Hit
Next:
- (Damage)x(Accuracy Per Range at Maximum To Hit)=Maximum Damage Per Range
FP-4 Damage 20
20x10.5=210
Next:
- (210/24)x1.43=12.5125, FASA's rating is 12.5
It's a lot of work, but you only have to do it once per weapon. Then you have a
rating and can use it over and over again. You can see that missiles are quite easy(since the damage is more constant),
beams are a bit of work, due to the variable damage(because of the bonus), and
you can guess that plasmas (or other weapons with more variable damage) are
quite the nightmare, (due to each range category has a different damage). I've done a few plasmas. I'm glad that they're not very popular weapons.
You
could probably come up with a spreadsheet for this. So far I only do it
with a calculator. I think it's more important to know the method
anyway. [it's] Best, probably, to work out on a few weapons with known
WDF's, just until you've got the technique or for the occasional
practice as needed. Then go berzerko.
Bonus: The WDF for the FAC weapons is wayyy off! Check it out! (Once you get
confident, that is).
For turning the Maximum To Hit Number into a Hit Probability, you can get away
with leaving the DC numbers alone and dividing by 10 at the end (or 240 instead
of 24), as long as you can keep your head around it. The divide by ten thing is for changing the to hit numbers into hit
probabilities (to hit# 10=1.0 probability, 7=0.7 etc). Doing it step by step,
you'd normally do it in the beginning. But really, since all you're doing is
dividing, you can do it either at the beginning or at the end.
The original number I came up with for the coefficient was 16.8 when I did the
reverse engineering. It wasn't until a few years ago that I realized that x/16.8
was the same as x/24 *1.43, and 1.43 is the constant used throughout the D
equation. (in other words, FASA likes 1.43 for some reason). [other people have used 1.45, but thats less accurate].
Calculate Engine Efficiency (Ky'Phur
2-10-2004):
Multiply Maximum Engine Power by 1.45 by
Movement Point Ratio and round down to the nearest half (0.5)
MPR (7/1=0.143, 6/1=0.167, 5/1=0.200,
4/1=0.250, 3/1=0.333, 2/1=0.500, 3/2=0.667, 1/1=1.000, 1/2=2.000,
1/3=3.000, 1/4=4.000)
WER = Max Engine
Power (of all Warp Engines) x 1.45 x (Movement Point Ratio)
IER = Max Engine Power (of Impulse Engine)
x 1.45 x (Movement Point Ratio)
drock
Jan 23, 2009
The following formula are also handy for making your own Warp engines,
Impulse engines and Shield Generators.
MPR = Movement Point Ratio
- Warp Efficiency Rating (WeR) = 1.43 x warp power / MPR (The Construction Manual always rounds to 0.5... horrible rounding error!)
- Impulse Efficiency Rating (IeR) = 1.43 x impulse power / MPR (ad nauseum)
SPR = Shield Point Ratio
- Shied Efficiency Rating (SeR) = 1 / SPR (NO ROUNDING THIS TIME!)
- Defense Point Co-efficient (DPC) = 1.43 x max shield / SeR (can you guess where you have to round it to yet?
I.E. An FSN shield on a class IX vessel. SPR 1/2, Max Shielding 16
- SeR = 1 / SPR = 2
- DPC = 1.43 x 16 / 2 = ll.44 (And guess what? The book rounds to... 11.5)
ninjaelf Dec 13, 2001
"Does
anyone have formulas to calculating the WER for Warp Engines, IER for
Impulse Engines, and DPC for Shield Generators? SER, I gather, is
simply the Shield Generator's power to shield point ratio"
The closest I can get to the Shield Generator DPC values listed in the Shield Charts is by
using this formula: [the value 1.45 shown below should probably be 1.43].
- Max Shield Power x 1.45 x Shield Ratio (2/1=2.000, 1/1=1.000, 2/3=0.667, 1/2=0.500,
1/3=0.333, 1/4=0.250) and rounding down to the nearest 0.5.
The same formula can be used for the WER and IER values as well, but the Ratio multiplier
is inversed: [the value 1.45 shown below should probably be 1.43].
- Max Engine Power (of both engines, if Tandem) x 1.45 x Engine Ratio
(7/1=0.143, 6/1=0.167, 5/1=0.200, 4/1=0.250, 3/1=0.333, 2/1=0.500, 3/2=0.667, 1/1=1.000,
1/2=2.000, 1/3=3.000, 1/4=4.000) and rounding down to the nearest 0.5.
This formula, as well as the one for DPC, seem to produce values that are either spot on
with what is in the construction manual or with in +/- 0.5 of the listed value.
- SER is the Shield Ratio inverted:
(2/1=0.500, 1/1=1.000, 2/3=1.500, 1/2=2.000, 1/3=3.000, 1/4=4.000)
bjecko2000 Dec 24, 2001
"Importing Equipment"
Well, most of the time, we go from one system that's from Star Trek to another. That
usually makes it easy, as you can just take what ever numbers you get for the
"Enterprise" class ship and make that a base for your other calculations. But it
sounds like you have a totally different system your incorporating.
Your best rule of thumb is to keep things within 10 to 20% of the established totals for
the three major races. If your WDF ends up being higher, make sure your computers weight
is also higher. Same for the weight of the weapons. This helps keep things limited. There
isn't a "pre-set" formula for weight to WDF (although if you'd like me to try
and figure one out, I'd be happy to. I have all the info in a spread sheet and it's just a
matter of a formula or two.)
When ever your creating any components, remember that things need to be balanced. Each
race might have a slight advantage in one area, while a slight disadvantage in another.
This keeps the game fun. (If one side has too much of an advantage, then they simply roll
over the other side, and it very frustrating for your opponent. BUT! If you opponent has,
say better shields, while having weaker weapons, that keeps things somewhat balanced.) It
is hard to create things from scratch, though. I'm on holiday until Thursday, but would be
willing to help you or anyone else figure out some general guidelines to component
creating. Hope that helps a little.
Kevin
Tinsley FEB 16, 2011I am sorry to say this, but, the Maximum Shield Power is
entirely made up.
I did do some math on this once. In Star Trek The Motion
Picture, when V'Ger fired the plasma torpedo at the Enterprise,
Scotty said that the shields were down 70%. When FASA gave the
Enterprise's shields a Maximum Shield Power of 16 and the
Klingon D-7 a Maximum Shield Power of 11, this works out
perfectly. 70% of 16 is 11.2, which is just strong enough for
the torpedo to break the Klingon shields and eat the ships. I'm
not sure, but maybe FASA did the same math as I.
bjecko2000
FEB 17, 2011
HOLY SMOKE! I never did that bit o
math! Thanks for sharing! We did a whole bunch of other
calculations - but I just never thought to DO that one.
The Max Shield Power is indeed "made
up." It seems to be one of those "fit it in" factors whoes final
numbers fit scenarios more than anything else.
There is a minor correlation with
the max weapons - i.e. torpedoes. vs shields...but it's so
wavering that it could easily be chalked up to luck.
As for the drop in shield power per
class - that ALSO has a pretty wide range (as you can see.)
There is a usually 2 step or 3 step drop or combo there of. It
appears that the shields was "pre-set" for a specific class
range, then increase and decreased accordingly.
david atkinson FEB 21, 2011
To answer the original question, I believe that the chart is
arbitrary. The FSA weighs so much, costs so much, protects a
ship of a given size so well. The FSP is different to it, in
some ways worse (heavier, requires bigger computer) but in many
ways better (better protection and for larger ships, more
efficient), as one would expect of a more advanced device. If
there was ever some sort of underlying equation balancing
cost/weight/SS/computer to SPR/class/efficiency I've never been
able to divine it.
The same can be said of each component. Their characteristics
seem to be arbitrary, but fit.
(D) and (WDF) equations from the construction books are only for
balance weighting, so a fair (or blatantly unfair, if that's
what they're into) contest can be drawn up between players.
This is all only important if you want to come up with your own
components. I would say, go right ahead. Whatever numbers you
put in there will be no more arbitrary than FASA's are. Try to
make them fit and they'll work. When you're done, they get the
same equations run as any other component, for CE calculation
purposes. (A very strong or efficient shield will have high
corresponding DPC and SPR numbers and thus a higher D for the
ship overall, for balance purposes.)
Or I misread the whole thing. I hope this answers your question.
|