CPV - Combat Point Value
Large ships in FT
are advantaged against an equal mass/cost of smaller ships. In a nutshell,
smaller ships will begin thresholding and losing net firepower sooner by
virtue of shorter damage rows and because destroying a smaller ship fully
removes that ship and its abilities from the equation.
A single Dreadnought vs 4 Destroyers, each one quarter the mass and one
quarter the hull of DN.
- If the DN takes a few
hits, there is no chance any systems are lost. If one of those DDs
takes the same number of hits, it has already passed one if not 2
threashold checks and has probalby lost weapons and systems.
- If the DN takes damage equal to 20% of it's hull, still
no systems lost as the first threashold has not been passed. That DD
with the same damage applied has probalby taken it's 3rd threashold and is
effectively crippled reducing the weapons and systems availble on the DD
side by nearly 25%
- If the DN takes damage equal 25%
of it's hull, then the DN looses about 16.7% of its weapons and systems
due to a threashold check. If those 4 destroyers take the same
amount of damage, one of those ships could be destroyed and in turn a full
25% of the weapons and systems are lost.
The Combat Point Value (CPV)
is being developed to a more true combat effectiveness point value.
Instead of the basic hull structure having Cost = TMF, the
following calculation is used:
hull cost = (TMF - Non-combat Mass)^2/100
rounded to nearest integer (minimum 1 pt)
is Cargo holds, passenger space, troop space, fighter bays and small craft
bays. Cargo holds, passenger space, troop space and small craft bays costs
0 pts per mass (since they don't contribute to the ship's combat capability);
fighter bays cost 1xMass pts (since they can re-arm and re-organize
NOTE 1: If
rules for armed Small Craft are introduced, Small Craft bays should cost
1xMass just like the fighter bays do.
Standard Fighter *groups* cost 48 pts in the CPV system instead of 18.
(Basically the cost of fighter bay and the hull section it is mounted in
is transferred to the fighter group itself.) The various fighter
modifications (Attack, Fast etc.) have the same add-on costs as in FB2.
Treating FTL drives as non-combat Mass priced at 0 pts (ie. just like
Cargo Holds) and requiring forces with sublight ships to pay for FTL tugs
to bring them to the battle seems to work quite well to balance sublight
forces against FTL-capable ones pointswise. This change has *not* been
implemented in the following CPV tables however.
Due to some questions on this formula, another way to state this formula
(TMF - non-combat Mass) multiplied times (TMF - non-combat Mass) then
divided by 100.