Topic: Fleet organization Redux
Having read the old thread on fleet organization, and skimmed over both setting books for SAE, I have a thought about how to make Fleet Organization a part of Starmada games...
The answer is campaign gaming! In a campaign setting players can freely organize their taskforces and fleets as they see fit. Home designed or stock ships, it doesn't matter. Want to send your largest ship out on it's own? Try it and see what happens.
A campaign will inevetablely lead to some severely unbalanced scenarios, that is why the option to decline combat, or to withdraw rom combat should exist. Your oponent may decide to pursue however...
I think a lot of the issue comes from playing one off battles that occur in a vacuum. This has never been the case historically. there have always been military and political circumstances surrounding battles and influencing where, when and with what they are fought.
One off table top battles don't have these influences. We can write rules about margins of victory, morale levels, withdrawal points, etc, but still the players will know that their losses will have no effect on the next game. In historical wars the outcome of this battle will always be influenced by the last one, and influence the next one. Even if only in the attitudes of the High Command.
A further aspect of fleet composition that campaign play (and to an extent free play) will bring out is the psychology of the players. If Andrew is known for building his fleets arounds large carriers with huge swarms of fighters it won't be long before his opponents start designing their fleets to counter this. In one-off play there is no disadvantage to this, but in a campaign which also includes Steve who favors very large, very big gunned ships, and Mark who goes in for stealth tactics and manuverability a fleet which must continue from one battle to the next and potenially fight any of these other players will tend to develop an organizational structure based on which tactics it encounters most frequently, and how its player prefers to deal with such tactics. Just the way fleet structure and ship design evolves in real life.
I don't think rules are needed (nor that they have been suggested), but I do think discussing strategies of fleet design could be fertile ground.