STO Weapon Deconstruction

So it’s been a while since I last posted– life’s been busy, and continues to be so. But that’s not what this post is for. Today, I’m popping up a little project I’ve been messing with in my spare time, as I have a need to have it actually posted somewhere.

So a little history: I’ve been playing Star Trek Online off and on since it was in beta, and recently I started getting extra-interested in getting a better feel for the systems in it– specifically various aspects of starship combat, which is my favorite part of the game. With this in mind and after deconstructing some Malifaux units for a Game Balance class last year, I started rummaging through the stats of various starship gear in STO, putting them in spreadsheets and working with the numbers to make some sense of how they compare to each other in ways generally felt to be important. I originally did this over a weekend, and occasionally pick it back up to make modifications and so on. This means it’s an ongoing project, but the current version of the spreadsheet is linked in the image caption above.

The major point of interest in this sheet is the Energy Effectiveness column and those for each damage type, which gives a sort of general idea of the effect a given weapon has on the game (IE: damage, with special effects like power loss expressed in terms of damage potential), divided by the amount of power drain that weapon places on the ship. Power drain was selected as a cost because energy credits largely cease to be a real issue at higher levels, and the shipboard power resources are usually what a captain is most concerned with at that point.

It’s important to note that this does not necessarily suggest that the most energy-effective weapon is always the best choice– it does, however, suggest that there are some definite preferred choices in situations where power drain is a major concern.

There’s also a few assumptions in place, like base ship stats, balanced power, and the notion that for the most part, you’d expect to be fighting stuff that is at the same level you are. Another issue is that in some cases, there was not enough damage to develop a solid mathematical basis for effectiveness, such as in the effect of auxiliary power shutdown/reduction.

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