jimbeau wrote:I don't think we're really dealing with the problem here. Fighters are too tough.
Is this still a problem with AE? I haven't honestly played enough to determine that. However, I'd suggest we bring back the old AFB which effectively "fires" during the fighter phase by killing fighters when they roll a "1" to hit. I always thought that was a very elegant way to do it. more powerful AFBs can be built by changing the number to a "2" and doubling the modifier.
I wouldn't adjust it any more than that.
Fighters have been contentious in both of the spaceship combat games I've played (Full Thrust and now Starmada X/AE). Both games have arguably been based on paradigms and assumptions about space-ship combat that make it much like WWII naval combat in space. With that in mind, it makes sense that a fleet with fighter is going to be more powerful than a fleet without. Once the Japanese showed the world the power and flexibility of naval aircraft (not talking about Pearl Harbor, which is as much about the power of ambush than air-power) it was essential that almost any naval group include aircraft. I'm sketchy on my naval tactics, but entire operational groups were organized around the support and protection of the carriers.
So with the WWII-esque effect of Fighters in SAE we're running into players who don't WANT to include Fighters in their fleet having problems dealing with opposing players who do include them. I know I'm not all that fired up about using swarms of fighters, but I also don't like to get b-slapped around by them.
IMO, fighters/seekers/drones are affecting the battle "from the outside". They are treated differently from everything else in the game. They move differently, they fire differently and they do their damage differently. It's no wonder that they have consistently had issues with points-costing and the like. Something has to be done to bring how fighters move, attack and are destroyed more in line with the rest of the ways we destroy each other's ships. Somehow that has to be done without nerfing them into uselessness or making them feel like their not fighters anymore.
I know that Dan is pretty invested (meaning, he likes them) in some of the rules covering fighters and the "feel" that gives them, but those differences are, IMO part of the problem. I love the game, don't get me wrong, I just really don't like the "Feel" of getting ambushed by fighters that were launched within sight and range of fleet without my getting a shot off at them. It "feels" wrong because in spite of all the other WWII-like assumptions, the fact that Fighters were very vulnerable when launching from the carrier during WWII is missing from Starmada. Even today they're still very vulnerable when they launch, assuming something can get into range of the carrier... (not likely these days given that our current enemies are more into attacking civilians and soft targets).
So what to do, what to do? Like a lot of you, I've been thinking about it. My life is kinda hectic right now with little free-time, but I'm going to try to write up some house-rules that will over-ride the fighter rules as written. I'll post 'em on my blog and invite comments when I get to it. It'll be kind of an overhaul of the fighters, and my humble efforts might suck, but *shrug* I wanna give it a go anyway.
--Flak Magnet