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Modular Weapons costs 2.0

 Post subject: Modular Weapons costs 2.0
PostPosted: Sat Sep 02, 2006 10:57 am 
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Here's the latest version of the points costings.

The Tactical / Support / Close Combat options have been completely removed, replaced with Universal / Carapace / Arm mount types. Most weapons are now Universal, meaning that for the most part weapon limits have been removed or scaled down.

Instead of using the Tac / Support system to keep the titans in check, now if you want to take an uber-titan in your Imperial army you can, but you'll pay heavily for the privilige!

I'm very excited about this latest version, and Reaver & I are now working together to make these points costings fully compatable with his E:A-compatable Adeptus Titanicus rules.

Latest version is VERSION 2.01





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 Post subject: Modular Weapons costs 2.0
PostPosted: Sat Sep 02, 2006 7:51 pm 
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The fonts didn't embed in the PDF correctly, making the text unreadable on this Mac Powerbook.

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sat Sep 02, 2006 7:59 pm 
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I've tried compiling it again using an older pdf format.

How is it now?

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 6:05 am 
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Open fine with Konqueror, and with Firefox.  (I run SuSE Linux).  Give me a bit, I'll check it with the Windows machine.

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 9:18 am 
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Aye, I think it may have been a problem with the Mac not having a v1.5-compatible pdf reader?

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 1:29 pm 
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(Evil and Chaos @ Sep. 03 2006,04:18)
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Aye, I think it may have been a problem with the Mac not having a v1.5-compatible pdf reader?

Hmm... I suppose it's possible. ?The v2.0.1 PDF still isn't opening here. ?I'll try it on my Debian Sarge machine a bit later.

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 4:37 pm 
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One question I have, and a trawl through the archives hasn't cleared it up, is why the Reaver and Warlord have different weapons costs? I know it's something to do with translating from Netepic.

On the minus side, I think it makes the list more complicated, slower to use and harder to balance. What is the plus side? ( not saying there isn't one, just right now I can't see it ! )

Regards,
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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 7:03 pm 
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Yeah, it must be a Mac thing.  The PDF renders just fine on my Debian Sarge system.

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 8:10 pm 
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(Reaver @ Sep. 03 2006,16:37)
QUOTE
One question I have, and a trawl through the archives hasn't cleared it up, is why the Reaver and Warlord have different weapons costs? I know it's something to do with translating from Netepic.

On the minus side, I think it makes the list more complicated, slower to use and harder to balance. What is the plus side? ( not saying there isn't one, just right now I can't see it ! )

Regards,
Reaver

If you change the basecost of the Reaver so that it uses the Warlord weapons table, you get a moderate variance in cost final from a result built using the Reaver-specific table.

The result is that Reavers built using the warlord's cost table become circa 5%-10% cheaper when their total price is over 650 points, and slightly more expensive when their total is below 650 points.

The end result being that it becomes slightly more cost effective to buy the more expensive weapons on Reavers, and less cost effective to buy expensive weapons on a Warlord, proportionally speaking that is.


And yes, this rather complicated system is a result of the proportional-cost system I used for transferring the points costs of the hulls across from NetEpic to Epic:A.

If it was important enough, it wouldn't be too complicated to find a happy medium between the two points lists, and then change the hull costs of both titans. This would result in titans that cost similar points values under each system, but use a single selection table.


Oh yes, the plus side is that weapons systems that are proportionately more cost effective on cheaper titans can be costed accordingly (More expensively) to stop overly-cheap synergies from developing.

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 8:16 pm 
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Thanks for the info! I'd prefer to see just the one chart, but that's more of an instinctive desire for simplicity rather than an actual complaint. I guess the problem is compounded by having so many different weapons options.
Regards,
Reaver

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 03, 2006 8:31 pm 
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Heh, there are quite a few weapons there now aren't there. :)

As I mentioned, it should be possible to make a new points list that works for both classes of battle titan, but a single list would lose the benefit of making overpowered Reaver titans more expensive (Proportionately speaking) to construct.


Speaking purely from my feelings on this issue, this system appears more balanced, though there is an argument that some (only a small ammount) of this balance should be sacrificed on the altar of simplicity.





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 Post subject: Modular Weapons costs 2.0
PostPosted: Tue Sep 05, 2006 5:03 am 
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(Suvarov454 @ Sep. 02 2006,14:51)
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The fonts didn't embed in the PDF correctly, making the text unreadable on this Mac Powerbook.

What version of Mac OSX are you running? I had this problem for a while with several of the PDFs for Net-Epic (Specifically the unit guides). It went away when I updated Preview and the system to the most recent editions. Said PDF loads fine for me... So I'd suggest running a system update and making sure you're using the most recent software to load it.


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 Post subject: Modular Weapons costs 2.0
PostPosted: Sat Sep 09, 2006 11:41 pm 
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I can't open it with Explorer or Firefox.

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sat Sep 09, 2006 11:46 pm 
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Try updating your version of adobe acrobat?

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 Post subject: Modular Weapons costs 2.0
PostPosted: Sun Sep 10, 2006 6:41 am 
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It opens fine for me, but the top still says v2.0, not v2.01

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