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<title>Latest posts for the topic &quot;Hovercraft Battles&quot;</title>
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<title>Re:Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Neoteny wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;I could see this being abused by players setting stats low (i.e. ballistics at 0) thereby making other players miss while keeping a normal chance to evade (i.e. ship configuration 4 hull, 2 shields) leaving them with stronger than normal ramming capabilities, low chance to be hit, so long as they succeed.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&amp;lt;.&amp;lt; &amp;gt;.&amp;gt; What? High Hull stats? What are you talking about *hides the stats of all EPN captains*...&lt;/p&gt;</description>
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<pubDate>Sun, 19 Apr 2009 19:25:55 GMT</pubDate>
<author>Lt0Brien</author>
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<title>Re: Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Neoteny wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;TekMon wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;OK. I&amp;#39;ve been thinking about a way to level the field between ranked and non-ranked captains. The roll to 6 on ballistics and shields, might not solve the problem in a fair way as I see it. So, I propose the following: A Skill roll.&lt;/p&gt;&lt;p&gt;A Skill roll will apply only if there&amp;#39;s a rank difference greater than 1, i.e. if both players are of the same rank it won&amp;#39;t apply. Roll base number will be 3, as any other battle roll.&lt;/p&gt;&lt;p&gt;If a higher ranking player wins the roll, s/he will keep her/his base statistic (ballistic, shield) at her/his current level, for the next regular (ballistic, shield) roll. For example, a Rank 1 captain wins the Skill roll and a ballistic roll will resolve, s/he keeps her/his ballistic stat at 2 (given s/he has the regular ship configuration) as the base for the ballistic roll.&lt;/p&gt;&lt;p&gt;If a lower ranking player wins the roll, the higher player will have it&amp;#39;s base statistics (ballistic, shield) lowered at the same level of the lower ranking player, for the next regular (ballistic, shield) roll. For example, a Rank 1 and a Rank 0 captains make their Skill roll. The Rank 0 wins the Skill roll and a ballistic roll will resolve, The Rank 1 captain will have her/his ballistic stat at 1 (given the Rank 0 captain has the regular ship configuration) as the base for the ballistic roll.&lt;/p&gt;&lt;p&gt;If there&amp;#39;s a tie, re-roll, as usual.&lt;/p&gt;&lt;p&gt;At the end of the particular engagement, stats reset at their normal level, and won&amp;#39;t be carried, i.e. each round will require a Skill roll, when appliable.&lt;/p&gt;&lt;p&gt;I called it a Skill roll, but the name can be changed.&amp;nbsp;As I said, the roll will be a random 3, as any other battle roll.&lt;/p&gt;&lt;p&gt;What do you think? Will it work?&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I could see this being abused by players setting stats low (i.e. ballistics at 0) thereby making other players miss while keeping a normal chance to evade (i.e. ship configuration 4 hull, 2 shields) leaving them with stronger than normal ramming capabilities, low chance to be hit, so long as they succeed.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I visualize the Skill roll as a way to level the battlefield, between higher and lower ranked players, &quot;de-pumping&quot; higher stats when needed. Hull must be kept, in my oppinion, because a veteran player deserves her/his hovercraft lasts longer. The same goes for energy and the combat phases it gives.&lt;/p&gt;&lt;p&gt;Regarding the potential abuse of higher ranked players ramming with their hovercraft, we can add that if s/he lost the Skill roll, s/he lost automatically the hull point, without any additional shield check, giving to the lower ranked the chance to go directly the ballistic roll, with its own Skill roll, and possibly inflicting additional damage.&lt;/p&gt;&lt;p&gt;In the case where a higher rank player has her/his stats at a lower level than a lower rank player, i.e. ballistic 0 - shield 0 or as with Void&amp;#39;s sentinel, lower hull integrity; a Skill roll is not needed, as I see it now, because the regular roll will do its work.&lt;/p&gt;&lt;p&gt;It is better with these modifications? What do you think?&lt;/p&gt;</description>
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<pubDate>Sun, 19 Apr 2009 21:12:51 GMT</pubDate>
<author>TekMon</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;What is it that you don&amp;#39;t see fair about the /random 6, Tek? All of these rules you&amp;#39;re sugesting for skill rolls seem to be making things a bit too complex and disorienting for my taste, and the game is already daunting enough to newcomers.&lt;/p&gt;</description>
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<pubDate>Sun, 19 Apr 2009 23:36:25 GMT</pubDate>
<author>Neoteny</author>
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<title>Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Neoteny wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;What is it that you don&amp;#39;t see fair about the /random 6, Tek? All of these rules you&amp;#39;re sugesting for skill rolls seem to be making things a bit too complex and disorienting for my taste, and the game is already daunting enough to newcomers.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;A high rank player will win always against a lower rank player, because a random 6 still lefts the high rank player with her/his stats intact. For example, RedBindi hovercraft needs the low ranked player to make a ballistic roll of 4 or higher and wait she lost the throw. Of course, that is a 50% throw, but if eventually she keeps earning more experience, the time might come where her ballistic roll might be pumped up to 6 and then current situation will arise again.&lt;/p&gt;&lt;p&gt;My Skill roll proposal is to give a chance to lower rank players and yet to allow higher rank players to play. As it is now, higher rank players are farming XP points from lower rank players. Remember that was the reason Vogt set a rather complicated way to pair battles, even deniying a higher rank player the opportunity to play, if there was not a proper match.&lt;/p&gt;&lt;p&gt;I know the extra roll will be a burden to keep, but what we&amp;#39;re looking for is &amp;nbsp;to entince new players and let them know they can win if fortune and a proper battle management are on their side, regardless of the rank of the other player.&lt;/p&gt;</description>
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<pubDate>Mon, 20 Apr 2009 03:39:09 GMT</pubDate>
<author>TekMon</author>
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<title>Re:Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;TekMon wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;A high rank player will win always against a lower rank player, because a random 6 still lefts the high rank player with her/his stats intact.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;No, a higher rank player will not always win against a lower rank player if they do /random 6.&amp;nbsp; Let&amp;#39;s say that a ship with default stats (3 1 1 1) is shooting at a ship with shields at 3.&amp;nbsp; If the ranked ship rolls a 1, then the unranked ship can win by rolling either a 4, 5, or 6.&amp;nbsp; This way, the new players have a much better chance of doing some damage to the ranked players and surviving longer, while the ranked players do not feel that their accomplishments are meaningless.&lt;/p&gt;</description>
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<pubDate>Fri, 24 Apr 2009 01:38:03 GMT</pubDate>
<author>Omega0</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Omega0 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;TekMon wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;A high rank player will win always against a lower rank player, because a random 6 still lefts the high rank player with her/his stats intact.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;No, a higher rank player will not always win against a lower rank player if they do /random 6.&amp;nbsp; Let&amp;#39;s say that a ship with default stats (3 1 1 1) is shooting at a ship with shields at 3.&amp;nbsp; If the ranked ship rolls a 1, then the unranked ship can win by rolling either a 4, 5, or 6.&amp;nbsp; This way, the new players have a much better chance of doing some damage to the ranked players and surviving longer, while the ranked players do not feel that their accomplishments are meaningless.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;As stats stand now, yes, the lower rank player might win the roll. I&amp;#39;m proposing the Skill roll as a way to anticipate the time when a 6 base roll won&amp;#39;t be enough. In the other hand, I&amp;#39;m not throwing away veteran accomplishments.&lt;/p&gt;&lt;p&gt;On the contrary, the debuff applies only at the resolving combat phase. If the higher rank player wins the Skill roll, her/his stats apply, exactly as it&amp;#39;s happening now, while if s/he losts, the stats go down to the same level as the lower rank captain, with a chance of winning the attack roll, either shield or ballistics.&lt;/p&gt;&lt;p&gt;Let&amp;#39;s face it. We&amp;#39;re discussing this because nobody wants to lose against a higher ranked captain, knowing beforehand that the battle will be lost with the current rules.&lt;/p&gt;</description>
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<pubDate>Fri, 24 Apr 2009 04:26:51 GMT</pubDate>
<author>TekMon</author>
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<title>Re:Hovercraft Battles - A simple mathematical exercise</title>
<description>&lt;p&gt;OK. I decided to stop being argumentative and decided to bring some simple mathematical analysis, in order to back up my claims about the fairness of a random roll increase against my proposal of a Skill roll to debuff higher stats.&lt;/p&gt;&lt;p&gt;First. The table below shows the results of rolling a random 3 dice, without modifiers, i.e. when both players have the same value at a given stat:&lt;/p&gt; &lt;p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;th colspan=&quot;4&quot;&gt;Player 2&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;th rowspan=&quot;5&quot;&gt;Player 1&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt; &lt;p&gt;The probabilities are as follows:&lt;/p&gt; &lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;33.3%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;33.3%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;33.3%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;Now, let&amp;#39;s see the odds, when there&amp;#39;s a +1 modifier:&lt;/p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;th colspan=&quot;4&quot;&gt;Player 2&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;th rowspan=&quot;5&quot;&gt;Player 1&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1 (+1 = 2)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2 (+1 = 3)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3 (+1 = 4)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;As such, the probabilities are:&lt;/p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;11.1%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;22.2%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;66.6%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;&amp;nbsp;If there&amp;#39;s a +2 modifier, then the results are:&lt;/p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;th colspan=&quot;4&quot;&gt;Player 2&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;th rowspan=&quot;5&quot;&gt;Player 1&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1 (+2 = 3)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2 (+2 = 4)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3 (+2 = 5)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;Then the probabilities are:&lt;/p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;0.00%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;11.1%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;88.8%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;At this point, we can see that it won&amp;#39;t matter what Player 1 does, he can&amp;#39;t win. We can even propose to speed up the battling process, giving the winning roll to Player 2, without the need of throwing the dice.&lt;/p&gt;&lt;p&gt;Nevertheless, let&amp;#39;s see how a random 6 dice behave. The following table shows the results of rolling a random 6 dice, without modifiers:&lt;/p&gt;&lt;p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;th colspan=&quot;7&quot;&gt;Player 2&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;th rowspan=&quot;8&quot;&gt;Player 1&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;4&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;5&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;6&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;4&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;5&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;6&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;Under this scenario, the probabilities are:&lt;/p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;41.6%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;16.6%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;41.6%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;Not bad, apparently, even with higher odds than a random 3 roll. However, when there&amp;#39;s a +1 modifier, the results are as follow:&lt;/p&gt;&lt;p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;th colspan=&quot;7&quot;&gt;Player 2&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;th rowspan=&quot;8&quot;&gt;Player 1&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1 (+1 =2)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2 (+1 =3)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3 (+1 =4)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;4 (+1 =5)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;5 (+1 =6)&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;6 (+1 =7)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;1&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;3&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;4&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;5&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;6&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;W&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;T&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;L&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;p&gt;Suddenly, the probabilities for winning are lower than with a random 3 roll:&lt;/p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;27.7%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;13.8%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;58.3%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;With a +2 modifier the probabilities are:&lt;/p&gt;&lt;p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;16.6%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;11.1%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;72.2%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;p&gt;With a +3 modifier the probabilities are:&lt;/p&gt;&lt;p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;8.3%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;8.3%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;83.3%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;p&gt;With a +4 modifier the probabilities are:&lt;/p&gt;&lt;p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2.7%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;5.5%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;91.5%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;p&gt;And finally, a +5 modifier gives probabilities of:&lt;/p&gt;&lt;p&gt;&lt;table cellspacing=&quot;1&quot; cellpadding=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Player 1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Win&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;0.0%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Tie&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;2.7%&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;Lose&lt;/td&gt;&lt;td bgcolor=&quot;#FFFFFF&quot;&gt;97.2%&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;p&gt;In conclusion. A random 6 gives chance to a lower rank player to compete against a higher rank player, with odds favorable to the higher ranking player, but it eventually will lead us to a situation similar to the current one. My proposal for a Skill roll doesn&amp;#39;t have this limitation, though it needs to be tested to see if it will help to promote the hovercraft battles.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Fri, 24 Apr 2009 08:06:52 GMT</pubDate>
<author>TekMon</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;That&amp;#39;s all well and good for the /random 3 rolls - which are flawed, and that&amp;#39;s the goal to fix it.&lt;/p&gt;&lt;p&gt;As it stands, with increasing to a /random 6 roll, a ship with a stat of 0 going against a ship with a stat of 3 would still have a 1/12 chance of success, with a 1/6 chance to succeed or tie. (i.e. this is the equivalent of a ship with a stat of 1 [since we have relatively low 0&amp;#39;s] going against a ship with a stat of 4, which, outside of hull, does not exist yet). Under the normal system, the stat 0 would have 0% chance to hit or tie.&lt;/p&gt;&lt;p&gt;A ship with a stat of 0 going against a ship with a stat of 2 has a 1/6 chance of success and a 10/36 chance of success or tie (i.e. shp with stat 1 vs ship with stat 3). Under the current system, the stat 0 would have 0% chance to hit and 1/9 chance to tie.&lt;/p&gt;&lt;p&gt;A ship with a stat of 0 going against a ship with a stat of 1 (stat 1 vs stat 2) has an 11/36 chance to succeed and a 16/36 chance to tie. Under the current system, the stat 0 would have 1/9 (for comparison, that&amp;#39;s 4/36 - the /random 6 improves odds 4 times over here) chance to hit and 2 chances to tie.&lt;/p&gt;&lt;p&gt;These rolls are a significant improvement and, I believe, will be what we will use, at least in one test battle, though I do not foresee any difficulties.&lt;/p&gt;</description>
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<pubDate>Fri, 24 Apr 2009 09:12:16 GMT</pubDate>
<author>Neoteny</author>
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<title>Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Neoteny wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;That&amp;#39;s all well and good for the /random 3 rolls - which are flawed, and that&amp;#39;s the goal to fix it.&lt;/p&gt;&lt;p&gt;As it stands, with increasing to a /random 6 roll, a ship with a stat of 0 going against a ship with a stat of 3 would still have a 1/12 chance of success, with a 1/6 chance to succeed or tie. (i.e. this is the equivalent of a ship with a stat of 1 [since we have relatively low 0&amp;#39;s] &lt;strong&gt;going against a ship with a stat of 4, which, outside of hull, does not exist yet&lt;/strong&gt;). Under the normal system, the stat 0 would have 0% chance to hit or tie.&lt;/p&gt;&lt;p&gt;A ship with a stat of 0 going against a ship with a stat of 2 has a 1/6 chance of success and a 10/36 chance of success or tie (i.e. shp with stat 1 vs ship with stat 3). Under the current system, the stat 0 would have 0% chance to hit and 1/9 chance to tie.&lt;/p&gt;&lt;p&gt;A ship with a stat of 0 going against a ship with a stat of 1 (stat 1 vs stat 2) has an 11/36 chance to succeed and a 16/36 chance to tie. Under the current system, the stat 0 would have 1/9 (for comparison, that&amp;#39;s 4/36 - the /random 6 improves odds 4 times over here) chance to hit and 2 chances to tie.&lt;/p&gt;&lt;p&gt;These rolls are a significant improvement and, I believe, will be what we will use, at least in one test battle, though I do not foresee any difficulties.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Yes Neoteny, my point is that a situation where a random 6 will be useless doesn&amp;#39;t exists yet, but it migth eventually occur. With my Skill roll proposal, I&amp;#39;m aiming to fix the problem under the current base 3 system and keeping it from break, eliminating the modifiers when appliable, &lt;strong&gt;only for that single attack phase&lt;/strong&gt;.&lt;/p&gt;&lt;p&gt;Of course, the scenario when a lower rank player might have a better stat than a higher rank player needs more revision, specially with odd hovercraft configurations. Maybe a formula where the whole stat points are counted might give more balance than a straight stat debuff. Will think about it.&lt;/p&gt;</description>
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<pubDate>Fri, 24 Apr 2009 09:34:29 GMT</pubDate>
<author>TekMon</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;In all honesty, things aren&amp;#39;t meant to be equal - that&amp;#39;s the point of the stat increases. Beside that, enough of this game is already left up to chance that I don&amp;#39;t know if I feel comfortable leaving &quot;leveling the playing field&quot; up to the addition of another roll.&lt;/p&gt;&lt;p&gt;As I stated before, it makes things overly complex, and even then, there&amp;#39;s a pretty high and/or equal chance that a ranked player will retain their stats and nothing will change. Otherwise, they will be punished for being ranked, which is something I do not want. Additionally, the random upgrade of lower-ranked ships&amp;#39; stats doesn&amp;#39;t seem to fit into the scheme of the battle and doesn&amp;#39;t make logical sense to me.&lt;/p&gt;&lt;p&gt;/random 6 covers all the way to a stat bonus of 4 versus a stat bonus of 0 (i.e. stat bonus of 5 versus stat bonus of 1) giving at least a chance to combatants in that position. Indeed, there is a 0% chance of hitting at level 6, but if you analyze the distribution of stat points, you&amp;#39;d have to be an idiot to go for 6 stat points in just one area, and would have to be either incredibly stupid in your distribution or incredibly high ranked to do so (while still leaving most of your other stats defenseless).&lt;/p&gt;&lt;p&gt;For example, for a rank 5 (maximum rank) captain to have 6 stat poins in a particular aspect of his/her ship, they would have only 5 points to spread around to the other stats. Let&amp;#39;s say they leave energy at 1, they would then have four. At an even distribution, that&amp;#39;s 2 hull and 2 in either ballistics or shields. In this example let&amp;#39;s say it&amp;#39;s shields. They would then have a craft at 2 6 1 2. What does this mean? The ship would have relatively high ability to remain unhit, but would be incredibly susceptible to ram and only slightly more accurate than normal with ballistics, while having average move speed. At its best, it could possibly have 3 6 1 1 or 4 6 1 0. But at this point, you must also consider how often this craft, in its building (levelling), would be susceptable to attack and would likely be destroyed. It&amp;#39;s not a feasible design.&lt;/p&gt;&lt;p&gt;The same goes for throwing it all into ballistics or hull. Certainly a ship could end up with 11 hull, if they never put any point into anything else. It would also take them forever, since they would perpetually have 0 shields and 0 ballistics and would not be able to hit anything and would constantly be able to be hit.&lt;/p&gt;&lt;p&gt;At current, the only ranked captains of achieving a 6 or higher in a stat other than hull are Publius, ShiXinFeng (neither of which play anymore), TekMon, Tranque, and Void. The only one I can see it happening with would be Void, and even then, he would retain a 0 in sheilds and be dead in 2 hits.&lt;/p&gt;&lt;p&gt;I just don&amp;#39;t see a stat of 6 happening. And if it does, I see that the vulnerabilities it creates will more than level the playing field.&lt;/p&gt;</description>
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<pubDate>Fri, 24 Apr 2009 10:10:26 GMT</pubDate>
<author>Neoteny</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;I agree with you Neoteny. I&amp;#39;m not trying to punish veteran players. I was just rationalizing that the skill roll as a way to say &quot;bad days happen&quot;. Guns jam, shield generators fail, the pilot is drunk :: laughs ::, etc.&lt;/p&gt;&lt;p&gt;The question not should be if the current environment is friendly to new players, but how we can work to attract new players at all. &amp;nbsp;If after Rank 5 won&amp;#39;t be additional stats increments, then a random 6 will be enough fora lower ranked player, without crippling the efforts of a higher rank captain. Let&amp;#39;s test how the random 6 works.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Fri, 24 Apr 2009 10:39:34 GMT</pubDate>
<author>TekMon</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;Sorry for the lack of updates, but I&amp;#39;ve been bogged down with papers and finals. At current, I&amp;#39;m procrastinating from writing another eight pages for a fifteen page paper after having just finished severely editing a rather poor paper written by a classmate in another class.&lt;/p&gt;&lt;p&gt;The next battle held will invoke the /random 6 rule and, provided it is successful in its purpose, the /random 6 rule will be enacted as the new standard for hovercraft battles.&lt;/p&gt;</description>
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<pubDate>Wed, 29 Apr 2009 23:10:06 GMT</pubDate>
<author>Neoteny</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;This is getting very confusing!&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;Lyr&lt;/p&gt;</description>
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<pubDate>Sat, 2 May 2009 07:08:03 GMT</pubDate>
<author>Illyria22</author>
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<title>Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Illyria22 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;This is getting very confusing!&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;Lyr&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;But is solving the issue with the veteran ships vs new ships a bit. Which makes the confusion okay to me.&lt;/p&gt;</description>
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<pubDate>Sat, 2 May 2009 10:21:30 GMT</pubDate>
<author>Synapse777</author>
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<title>Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Illyria22 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;This is getting very confusing!&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Don&amp;#39;t worry about all the stuff TekMon said about skill rolls, we won&amp;#39;t be using those.&amp;nbsp; We&amp;#39;re just going to do /random 6 for ballistics and shields rolls (and perhaps ramming) instead of the usual /random 3.&amp;nbsp; It shouldn&amp;#39;t be too confusing.&lt;/p&gt;</description>
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<pubDate>Sat, 2 May 2009 13:00:21 GMT</pubDate>
<author>Omega0</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;/random 6 will replace /random 3 in all areas except initiative energy rolls. That&amp;#39;s all.&lt;/p&gt;</description>
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<pubDate>Sat, 2 May 2009 13:37:48 GMT</pubDate>
<author>Neoteny</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;Ok.&amp;nbsp; So when&amp;#39;s the next one?&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;Lyr&lt;/p&gt;</description>
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<pubDate>Mon, 4 May 2009 06:54:41 GMT</pubDate>
<author>Illyria22</author>
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<title>Re:Hovercraft Battles</title>
<description>&lt;p&gt;How many people still participate in this? I may play with a project of sorts of this summer...&lt;/p&gt;</description>
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<pubDate>Mon, 4 May 2009 07:25:57 GMT</pubDate>
<author>Bayamos</author>
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<title>Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Bayamos wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;How many people still participate in this? I may play with a project of sorts of this summer...&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;Quite a few.&amp;nbsp; Zion always seems to pull out a strong showing; EPN, Gerik and Lt0brien play.&amp;nbsp; Machine-side, there&amp;#39;s Illyria and b1t.&amp;nbsp; Tekmon seems to be holding up the Merv side.&amp;nbsp; And we still have no Cypherites.&amp;nbsp; It&amp;#39;d be pretty darn nice to have some more Machines, Bayamos!&lt;/p&gt;</description>
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<pubDate>Mon, 4 May 2009 07:42:13 GMT</pubDate>
<author>Fen</author>
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<title>Re:Re:Re:Hovercraft Battles</title>
<description>&lt;p&gt;&lt;cite&gt;Fen wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Bayamos wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;How many people still participate in this? I may play with a project of sorts of this summer...&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;Quite a few.&amp;nbsp; Zion always seems to pull out a strong showing; EPN, Gerik and Lt0brien play.&amp;nbsp; Machine-side, there&amp;#39;s Illyria and b1t.&amp;nbsp; Tekmon seems to be holding up the Merv side.&amp;nbsp; And we still have no Cypherites.&amp;nbsp; It&amp;#39;d be pretty darn nice to have some more Machines, Bayamos!&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I&amp;#39;ve been spotty on attending, mostly because real life has been more haywire than usual, due to my kitchen being remodelled (plus I&amp;#39;ve been limiting my time on DN1, but I won&amp;#39;t get into the reasons why). Once that&amp;#39;s done, I&amp;#39;ll make it up to you folks.&lt;/p&gt;</description>
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<pubDate>Thu, 7 May 2009 14:18:24 GMT</pubDate>
<author>MatrixRefugee</author>
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