No, it doesn't matter if a unit is playable or not. If we did that, then we will be constantly cutting costs. I agree that a unit should be assigned the cost that is approrpiate for it, but without consideration of whether or not the unit is playable. As I said, the cost for Damage Control is hard to determine as there is no other Allied BB with that SA for comparison. It isn't only 5.5 Hull, but ER4+, also.
I see what you did with your cost of Alsace. Thanks for the explanation.
For the few units this Teams leadership decided to allow the Forums input;; and the input on this unit was not outrageous or bogus, it was fair minded and substantial;; they can't seem to get over the fact maybe they don't get it. Damage Control; the remarks by Shin bewildered me "Costing is tricky when adding such a useful SA to an already high Value unit" It never seem to affect all the other units with Damage Control to their peers. All types of units are needed to make a balanced and playable game; wether done by number values or unit value to the build this effect should be across the board. True they went into a new area but so have other Teams. Losing Flag 2 and adding DC is like a 5 point swing; where this number comes from compared to its usage with other units is ridiculous. There are 6 point hulls in this game some people have to get over it. Personally I think both proposals have failed to do game wise what most want to see in the last attempt at a UK BB that can compete with the German 6 pt Hulls. It looks to me you've took the closest thing to Lion; Alsace and split the difference.
(12-7-gamer) No, it doesn't matter if a unit is playable or not. If we did that, then we will be constantly cutting costs. I agree that a unit should be assigned the cost that is approrpiate for it, but without consideration of whether or not the unit is playable. As I said, the cost for Damage Control is hard to determine as there is no other Allied BB with that SA for comparison. It isn't only 5.5 Hull, but ER4+, also.
Ok I see what you are doing. You see being purposefully obtuse to needle me. You know it gets under my skin to have statistics and logic ignored. Good one! Thanks for the laugh!
No I'm not trying to needle you or get under your skin. If I am, my apology. Where we are disagreeing is where there are no statistics to use for comparison. But, I don't think it matters if a unit is playable or not, just get the cost right is all I ask. With this SA, it is difficult.
But, I don't think it matters if a unit is playable or not, just get the cost right is all I ask.
Ugh... If a unit is costed right, then it is playable. If a unit is over-costed then it will see less play to the detriment of WaS having less real unit choice (i.e. a unit that is good for scenario only); if a unit is under-costed it will see more play to the detriment of other units not being played (and also creates less choice for the player).
Hell, it seems like Alabama has scared the team. They've gone from undercosting a unit straight to being too conservative and overcosting a unit, skipping right past the aim of creating "properly costed and balanced" unit.
But, I don't think it matters if a unit is playable or not, just get the cost right is all I ask.
(admiral_tee) Ugh... If a unit is costed right, then it is playable. If a unit is over-costed then it will see less play to the detriment of having less unit choice; if a unit is under-costed it will see more play to the detriment of other units.
Hell, it seems like Alabama has scared the team. They've gone from undercosting a unit straight to being too conservative and overcosting a unit, skipping right past the aim of creating "properly costed and balanced" unit.
Sigh.
Not trying to belabor the point here, but case in point is the Shinano. The cost is 31 and there is debate that it should be as low as 28 points. Okay, even at 28 points it is hard to bring a 3 CAP CV with Replenish Aircraft, Poor Facilities 3 and lacking any boost to its attack aircraft in a CV battle. That is the point I'm trying to make. I'm not trying to point fingers as I think Solo believes (perhaps you) and I'm not claiming an attempt to nerf a unit.
Last Edit: May 29, 2017 23:30:37 GMT by shinnentai
Because this unit has been from the get-go a high-interest, high-value lightning-rod for this team. "Conservatives" want a relatively plain ship, "Power-Creeps" want a god-ship, "Players" want a usable ship, "collectors" want a ship, "Historicals" wish it wasn't being added to the game, etc. etc etc. As heated as things seem - and the posts are reading with some heat - the discussions "in-team" have been equally passionate for several arguments with wildly different ideas of what is right or appropriate or acceptable.
That cliched definition of a compromise where "all sides are unhappy with the result" is not far from the truth. This posting is one step closer to getting to a result.
Post comments, give feedback to the team (backed by data, playtests, stats, first impressions, opinions, etc.). The team is watching closely and is not unanimously in favor of any proposal so far, though we continue to work towards a finalized idea. Just look at how many iterations Ukrainia has gone through. Or Spee. Temeraire is honestly still "early-ish" in the process.
I just read the other thread on this unit. I guess my question is, just what exactly did you guys expect with this unit? I'm not sure this is about a point or two. It seems you guys were expecting something else with this unit. As I asked earlier, were you expecting the Montana or the Tsushima? What gives?
Looking back what I've written Bill, on the first thread, I think my threads have been fairly clear, that I don't want to repeat them here. Commentary like "Montana or the Tsushima" is a little dispairing to be honest. As that's furthest from the truth and already addressed many times in response to queries like "do you want this a Hull 6?"...
Hey look, I'm not trying to be argumentative, it was offered as an honest question. I should clarify, I didn't read every post and study them in detail from the other thread. I did a quick scan. However, you said you thought it was more a British Turtle than British Bulldog. It appears you were looking for something better. What did you have in mind? If you made your case in the other thread, I don't want you to rehash it here if you don't want to, but it does appear you are very dissatisfied by reading your comments. It appears you are objecting to just a change in SA's and desire something more.
(firesdstny) Why did it take 6+ weeks to come back with this?
Because this unit has been from the get-go a high-interest, high-value lightning-rod for this team. "Conservatives" want a relatively plain ship, "Power-Creeps" want a god-ship, "Players" want a usable ship, "collectors" want a ship, "Historicals" wish it wasn't being added to the game, etc. etc etc. As heated as things seem - and the posts are reading with some heat - the discussions "in-team" have been equally passionate for several arguments with wildly different ideas of what is right or appropriate or acceptable.
That cliched definition of a compromise where "all sides are unhappy with the result" is not far from the truth. This posting is one step closer to getting to a result.
Post comments, give feedback to the team (backed by data, playtests, stats, first impressions, opinions, etc.). The team is watching closely and is not unanimously in favor of any proposal so far, though we continue to work towards a finalized idea. Just look at how many iterations Ukrainia has gone through. Or Spee. Temeraire is honestly still "early-ish" in the process.
Fires, great post and as you stated this unit is most definitely a lightning rod for the dev team, and you will attract strikes on this unit from some quarter.
As a player, history novice, and fan of the game the only thing I can ask of you and the dev team is to put forth the best unit that is representative of what the unit could have been (since it's a 'fantasy ship') and balanced from a play/point perspective. We (as a community) do realize that there are some units you just can't do much with and others, like this one, that there are so many options and opinions it will take several iterations.
If it wasn't for the dev teams and the members on this forum, this game would have sunk years ago. So hang in there and don't take any of the negative feedback personally.
I do have to agree with Solo that the unit as is seems to be overcosted by a point or two. Otherwise, I like it.
(au64) I do have to agree with Solo that the unit as is seems to be overcosted by a point or two. Otherwise, I like it.
For the record, I am saying it is overcost by 2-3 points.
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As tee said, I am not going to rehash the "this is not going to be nor sought as a counter to hull 6s" comments I have made. I wanted Damage Control + Stalwart. I still believe that is not as overblown as the team thinks it is--(and I can see why the team seems to erroneously think it is if they believe Damage Control is a 5 point SA, especially as compared to the cost of adding an extra hull which is between 4-6 points). I would prefer Tee's suggestion but I am discussing what we have been given.
So, between the two proposals the team has offered, I prefer just Damage Control to just Stalwart. However, the cost has to accurately reflect what Damage Control means. I can see 60 or 61 points argued fairly. No more. If the Team is worried that people will take Temeraire more often than Lion at 60, then cost it at 61.
Again, the ER4 argument is a red herring. It will rarely happen in a way actually advantageous to using ER4. Opponents worried about this will target a different battleship with Turn 1 air, surface or sub shots. However, in a very small percentage of games it may work out that one point of damage is restored, ER4 is regained, and ER4 is used. This, however, is not going to be enough times to have any impact on the cost--the benefit is negligible.
Again, unlike an automatic SA like survivor, near miss, tenacity, determination, etc., Damage Control may never have a chance to come into play. One battleship hit and two long lances will sink an undamaged Temeraire (whereas only crippled a 6-hull).
It seems like the team is expecting Temeraire to always take no more than one damage a turn starting on turn 1, so it ends up having at least 4 DC rolls a game. That's unlikely to happen (and, frankly, shouldn't if playing smart).
Again, Alabama with Near Miss. That SA also "gives back ER4" (by never letting it be removed, but the difference is a matter of semantics--so we've seen this before, many times). I have not seen that ship ruining games--it just presents different strategies. That was a 2 point SA and it allows Alabama to be anything from a 5 hull to a 10 hull (blocks a vital shot; blocks a multiple LL hit; etc.). You don't have to wait until the end of a turn to try to use it--it is automatic the first time. The chance of success is always 50%, but, as just stated, the impact can be far greater.
One of the other issues we're in conflict with is that this would be the first BB of its size to have two "flavour" SAs. And only the third or fourth overall.
Not that that's necessarily an issue, but are there any SAs that aren't "survivability" type that may complement Damage Control?