Topic: Designer's Notes: Fighters

Over the past few iterations of Starmada, I've become slightly concerned about the special status granted to fighters. While it does serve to distinguish them as a separate "class" of unit, from a realism point of view (if one can refer to that in a space combat game) starships vs. starfighters is not the same as surface ships vs. aircraft.

So, I've been considering a shift to treating fighters as nothing more than really small ships. They would retain the benefits of being small (-1 to be hit) but would lose the abilities to "forsee" ship movement and inflict damage prior to suffering return fire.

The question to you is this: Good idea? Not so much?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Designer's Notes: Fighters

Moving after ships is fine- the complaints that have cropped up over time have mainly been about firing before ships.

Re: Designer's Notes: Fighters

Yes,  my concern was that fighters could waltz up to ships and fire on them with no opportunity for the ships to destroy them enroute, provided they were launched within movement range.

Re: Designer's Notes: Fighters

Option two, followed by one/three at equal status in that order of preference for me. Option two because it conveys a slight advantage to fighters, thus allowing fighter jocks to load up on fighters, but firing at ships at the same time so that AF weapons have a chance of dealing damage. Option three would also be okay, but am wary of initiative being used and this option almost screams out for it (as this would be very similar to B5W mode of movement). Option one still allows fighter jocks to dominate a battlefield at the detriment of my favoured tactic--Big Gun Battleships...:P

Re: Designer's Notes: Fighters

Option 3.  I feel that making fighters consistent with ships is a worthwhile simplification of the game (removal of fighter phase), and also discourages fleets comprised strictly of fighters (since if you have a fleet of almost entirely fighters, some of your fighters will very likely not end up in shooting range if they move alternating with ships).  As for initiative systems, I'm not sure how that's a concern...  The standard "If I outnumber you 2 to 1, I move 2, then you move one, and then we repeat" solution seems like it would work without the need for a per-unit initiative system.

Re: Designer's Notes: Fighters

Based on our play-testing of the initiative based activation sequence, I'd prefer to see option 2.

Allowing fighters to react to capital ships during movement seems logical, while at the same time having them resolve their combat at the same time as the capital ships also seems logical.
Even with an outnumbering mechanic for activation, I don't think I'd allow fighter flights to bump up the number of activations a force has. In my opinion all of the capital ships should be moving at roughly the same time, without the benefit of being able to delay that movement because of fighters.
Kevin

Re: Designer's Notes: Fighters

underling wrote:

Based on our play-testing of the initiative based activation sequence, I'd prefer to see option 2.

Allowing fighters to react to capital ships during movement seems logical, while at the same time having them resolve their combat at the same time as the capital ships also seems logical.
Even with an outnumbering mechanic for activation, I don't think I'd allow fighter flights to bump up the number of activations a force has. In my opinion all of the capital ships should be moving at roughly the same time, without the benefit of being able to delay that movement because of fighters.
Kevin

On the one hand, inflation activation is bad, and using fighters to delay your moves may be unrealistic (inasmuch as things can be unrealistic in a starship game tongue).  On the other, it does create an interesting choice - if you move your fighters first to delay your capital ship moves, then any offensive capabilities your fighters had are likely wasted since their range of 1 can probably be avoided.  If you move your capital ships first to delay your fighter moves so that they can be brought to bear against actual targets, then your capital ships will likely be in worse positions both for firing and defense.  So...  it does introduce an extra tactical wrinkle not present with move-after fighters.

Re: Designer's Notes: Fighters

I think Option 2 is best. Because it conveys the idea of fighters are more manueverable than ships so it gives them that kind of advantage. After that, (i.e. when it comes to firing on each other) there is no advantage.

Re: Designer's Notes: Fighters

I voted for option 1, although i feel strongly that firing should be subdivided in threee phases this way:
- flak first: fighters have to enter anti-fighter defense before firing
- fighter fire
- ships fire other weapons   

All fire take effect immediately

Marc

Re: Designer's Notes: Fighters

madpax wrote:

I voted for option 1, although i feel strongly that firing should be subdivided in threee phases this way:
- flak first: fighters have to enter anti-fighter defense before firing
- fighter fire
- ships fire other weapons   

All fire take effect immediately

Marc

That sounds pretty good to me if it isn't judged to be too fiddly.

Re: Designer's Notes: Fighters

I voted for option 2, but that is based mostly on past experience and I really want to see how the combat system works out before really having an opinion on how things should be in the new version.

Re: Designer's Notes: Fighters

graydo wrote:
madpax wrote:

I voted for option 1, although i feel strongly that firing should be subdivided in threee phases this way:
- flak first: fighters have to enter anti-fighter defense before firing
- fighter fire
- ships fire other weapons   

All fire take effect immediately

Marc

That sounds pretty good to me if it isn't judged to be too fiddly.

To avoid having to remember which weapons have fired or not at fighters, some weapons should only fire before fighter fire. After that phase, they can't fire.

Marc

Re: Designer's Notes: Fighters

:idea: Just put a dot on, or underline those weapons that fired during the anti-fighter phase.  I don't think that this would be difficult.  I place all my ship sheets in a clear plastic sheet protector and use an overhead projector marker to keep track of damage, etc.

Re: Designer's Notes: Fighters

Dan,
If you're considering making fighters the same as ships, why not open up some of the other aspects of fighters as well?
E.g. Range of weapons, fighters within fighters (missiles), ECM, stealth, etc.  I know I know...the math would be lovely.  smile

As far as the voting goes, I have an effect in mind that I would like to see.  I'll leave it in your good hands to determine how it's implemented.  I'd like to see escorts (i.e. small ships, not fighters) to have the ability to intercept seekers just by getting in their way.  Kinda like how escorts would take the hit from torps vs capital ships in WWII.

Speaking of torps, it would be cool to see fighters that can't be shot down at all...whatever description this may take.  Perhaps they fly "underwater" through subspace?  Again this may be redundant if fighters could have stealth, ecm, cloaked, etc.

Last request, I would love to see this trait (or something along these lines)....
Suppressable (*0.X): If the flight is targeted by a number of shots equal to half or more than the flight size, the flight cannot attack this turn, regardless of how many of the attacks actually destroy fighters in the flight.

I think that trait would go a long way to getting some value from investing in a little bit of anti-fighter tech.  Otherwise, taking a few flak type guns hardly seems worth it when the ships are getting overwhelmed by fighters.  It's also cool to imagine pilots screaming "There's too much fire!  I can't get a line in!"...before they fly back to base.

Finally, a word of caution.  Despite my obvious love of fighters, I worry that fighters are the one aspect of the core system that can be abused.  A mass of little ships is generally balanced against two huge capital ships.  But a mass of fighters?  I think it starts to become roshambo, depending on how much anti-fighter tech the capital ships have.  And so far you've done a really good job of avoiding roshambo.

I never tried to take a fleet of all independent fighters, but considering my group's collective love of the Starship-Exclusive trait, I think it would have raped the galaxy in our campaign.

Re: Designer's Notes: Fighters

Invulnerable fighters would kill the game faster than starships...

I have thought of a possible trait. We have currently fighter-exclusive and anti-fighter, why not a trait reducing the efficiency of weapons vs fighters, in essence, the opposite of anti-fighter?
It would allow the representation of weapons able to kill fighters    but with greater difficulties.

Marc

Re: Designer's Notes: Fighters

madpax wrote:

Invulnerable fighters would kill the game faster than starships...

I have thought of a possible trait. We have currently fighter-exclusive and anti-fighter, why not a trait reducing the efficiency of weapons vs fighters, in essence, the opposite of anti-fighter?
It would allow the representation of weapons able to kill fighters    but with greater difficulties.

Marc

But, if you just use the same mechanic as SAE where most weapons shoot at fighters at -1 to hit, isn't that exactly what you are talking about? Why add a trait to do what is already a fundamental rule?
Cheer,
Erik

Re: Designer's Notes: Fighters

There are only two things that really balance out fighters:

1) They are easy to kill.
2) They require require a carrier to get between battles.

If you remove either one the fighters can unbalance things.

Re: Designer's Notes: Fighters

Andromedan wrote:

There are only two things that really balance out fighters:

1) They are easy to kill.
2) They require require a carrier to get between battles.

If you remove either one the fighters can unbalance things.

Agreed. Point #1 is one reason I have never really liked the ability to increase a fighter flight's DEF above 1. I know the argument can be made that it could represent a really nimble fighter able to evade fire directed at it, but to me if you cap DEF at 1, and some fighters are able to survive some hits from starship scale weapons that makes them plenty tough enough to me. We played a couple of games in which fighter DEF applied only to combat with other fighter flights and when taking hits from Fighter-Exclusive weapons, and found that this helped a lot. A player could still get "tough" fighters if he wanted, but if they did manage to get hit by a starship-scale weapon they went POOF.

I found that the best fighter deterrent was to use both the Combat Interception and Dogfight rules. Player A wants to load up on Uber-Death Fighters...fine, I'll throw some cheap interceptors out there to pounce on the bandits and pin them in a dogfight. If they can kill some of the attacking fighters, great. If not, they can often tie them up long enough for other methods of fighter eradication to be usefully employed. This has worked particularly well against powerful strikers which can be deployed much cheaper than a regular fighter flight, but capable of massive damage.
Cheers,
Erik

Re: Designer's Notes: Fighters

I always preferred that fighters move after ships (because of better maneuverability and speed), but fire AFTER ships.  That means fighters must survive ship defensive fire before attacking ships.  This seemed to always work well in our games and encouraged players to have CAP and escorts for capital ships.  As far as cost, we slightly decreased the fighter point cost.

Has anyone else tried this?  What were your results?

Re: Designer's Notes: Fighters

graydo wrote:
madpax wrote:

I voted for option 1, although i feel strongly that firing should be subdivided in threee phases this way:
- flak first: fighters have to enter anti-fighter defense before firing
- fighter fire
- ships fire other weapons   

All fire take effect immediately

Marc

That sounds pretty good to me if it isn't judged to be too fiddly.

Me too.

I have an issue with the other options because they don't fit into the SAE type of ship movement, which I believe (hope) will still be an option.  If fighters need orders it'll be slow and they will often be out of range, but how do you move them at the same time as ships if not?

Moving at the same time only works in the initiative style movement which I hate.

Firing at the same time as ships isn't an issue for me, but then what's the point of fighters.

Re: Designer's Notes: Fighters

SNIP

diddimus wrote:

... but then what's the point of fighters.

I've been asking this question for yearswink
Kevin

Re: Designer's Notes: Fighters

I voted for option 2
My thoughts are based on studying the historical evidence, Star wars, Battlestar Galactica, and Babylon 5 as well as the fantasy stuff like Midway and the Battle of the Coral sea wink

1. Fighter combat is stuck in the WW2 mold of getting in close and personnel.

2. Fighters always seem to get in close but suffer from a target's defensive fire before delivering their attack.

How about move after ships and fire after ships?

I also think fighters need an abort result for 'failed to press home attack'.  Lots of pilots seem to get home without hitting anything but not getting shot down either.

My 5 Bobs worth...

Re: Designer's Notes: Fighters

mikeaxe wrote:

I also think fighters need an abort result for 'failed to press home attack'.  Lots of pilots seem to get home without hitting anything but not shot down either.

My 5 Bobs worth...

Fighters are expensive enough to make an abort result too costly for their use. Allowing ships    to fire before them, at least with flak, should be sufficient enough to reduce their power and thus their cost. Seeers should more affected this imho.

Marc

Re: Designer's Notes: Fighters

I voted for option 1, although I'm ok with anti-fighter batteries and weapons being allowed to fire first.  If a ship doesn't have some sort of fighter defense, then it is vulnerable, and that should be reflected in the game.

John.