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Point Breakdown of Ships Systems...

Posted: Mon Aug 19, 2013 7:13 pm
by Maxwell Luther
I'm assuming that a ship's PV is a result of variable system costs based on hull type as well as some playtest based adjustment jiggery-pokery. Whatever the case, I'd like to know how the particular systems pan out, point wise.

Posted: Mon Aug 19, 2013 10:02 pm
by Bolo_MK_XL
When PVs were first done, most Empires had specific Foes they faced. Certain weapons were rated depending on facing that foe also. Why PVs work well in one battle vs another battle against a rarely seen/new foe.

Posted: Tue Aug 20, 2013 3:25 pm
by Steve Cole
The formula is secret and has never been published.

It includes a sliding-scale cost for elements, with bonuses and penalties, some of those raw numbers and some of them percentages. Ships with weaker rear shields get a penalty, ships with surplus power get a bonus.

Posted: Wed Aug 21, 2013 1:26 pm
by Sgt_G
A ship is not the sum of its parts.

If two ships receive a refit adding a pair of aft-firing Phaser-3, and ship "A" has several phaser mounts, some of which can fire aft, and ship "B" only has a couple phasers that only fire forward, they will pay a different cost for the same phasers. Ships "A" might play one or two points, but ship "B" might pay five or six points. (numbers pulled from thin air)

Posted: Wed Aug 21, 2013 5:34 pm
by Steve Cole
While phaser-3s don't cost six points (not even a pair of them) there is a BPV "penalty" (reduction) for a lack of rear-firing phasers and adding phaser-3s might remove that penalty and (including their own cost) could result in a shift of that many points.