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.

Re: Fleet organization Redux

This is a great area for discussion, but it really can't get started unless you have a tech base to start from.   Fleet composition and organization is based on prevailing technology and experience of the current command/govenment.  (yes, I know that is obvious :wink: )

So you need to define the tech limits and assumptions of the fleet type in question before you can really talk about composition and organization.

Re: Fleet organization Redux

Good point Spence. However I do believe tehre are some universals as well.

Let's use the fleets from the Imperial Starmada Sourcebook or ISS as a point of reference.

ISS includes sample ships from 5 factions, three of which have 7 ships listed, the others having 4 and 5 ships listed. I assume it is safe to guess that these ships serve as models for the factions' ship design style and represent the most commonly encountered vessels.

I find it difficult to believe that an interstellar power would have only a half-dozen ship classes in service. I can believe that there might only be a handful of ship types, frigate, carrier, battleship etc, but would expect at least ome of these types to contain multiple classes of ship depending on the role the ship was to play.

Beyond such military types as troop transports, fleet support vessels and long range scouts, also missing are civillian vessels.

System Defense Ships seem largely absent as well. Local system control and exploitation would not require hyperdrive equiped vessels. Some defensive requirements could be met by stationary weapons platforms be they on planets, asteroids, moons, or space stations. However, unless all interstellar visitors arrive via a common entry point at least some mobile forces will be required as well.

If your Starmada universe uses "jump points", "gates", "wormholes" or other known system entry points then system defense is easy. Just build a very large weapon and point it at the door...

If not, you are stuck covering a very large sphere of potential entry points. This type of defense will need to deal with problems of detection and interception.

Detection could be by centralized very long range sensors, a network of short range dispersed sensors, localized sensors focusing on approaches to points of strategic interest or a blend of these.

Interseption could be accomplished by very fast global interceptors, or by slower localized interceptors at points of interest.

These problems are universals that fleet design will have to repond to.

Also universal are the problems of the attack. Range, damage inflicted, accuracy, rate of fire and amunition supply all must be factored in.

A race that favors short range, low accuracy, high damage potential weapons will have a very different fleet structure than one which favors long range, precision attacks with lower damage yielding weapons.

Let me get a little time with ISS under my belt and I'll be able to add a few concrete examples.

Re: Fleet organization Redux

Spence wrote:

This is a great area for discussion, but it really can't get started unless you have a tech base to start from.   Fleet composition and organization is based on prevailing technology and experience of the current command/govenment.  (yes, I know that is obvious :wink: )

So you need to define the tech limits and assumptions of the fleet type in question before you can really talk about composition and organization.

One way to do it is to assign point costs for various technologies and weapon traits and let people spend them.

Round A, everyone spends up to N% of their points, then reveals.

Round B, everyone spends the remainder of their points, but may NOT spend points on anything defined in round A.

Include a mechanism for generating more of these points as a function of time or random events in the campaign, and you can let the campaign grow dynamically.

Re: Fleet organization Redux

I haven't had time to write a good response, but I wanted to make a quick point.  If you really want to design a Fleet Organization that "makes sense" you can't make it militarily balanced. 

What I mean is a fleet composition will be the bare minimum needed to scrape by.   dave-the-lost mentioned his surprise at the limited types/classes for a interstellar power.    It should actually be looked at as normal.  A successful power that has won or prevailed will migrate to being a paper tiger because of politicians.  The politician will divert funds to his pet projects and needed fleet developments will be sporadic or non-existent until there is an actual possibility of the politicians suffering harm.  Then they will throw funding at the fleet until the danger is passed.    I don't remember and haven't ha a chance to read it again, but IIRC the fleets in question hadn't fought an actual war for a while up to the point of the OOB.  Skirmishes don't count.    So Senator Crooked most likely wouldn't support the construction of a System Defense Ship in system B  unless there was a very lucrative kickback or the enemy actually attacked and succeeded in hitting the local system.  Or of course said Senator had insystem assets he wanted to protect.

Think of Rome.  Things were great until they were the undisputed Great Power.  Then they started selling command positions and turning chunks of their troops into ceremonial armies.  When things started to fall apart they could not unify, the commanders they had were not true leaders and the troops were shadows of the original hardened troops that carved out the Empire.

In the end a "realistic" fleet for a "realistic" space faring civ will not be a well balanced self supporting fleet.  It will be composed of the last generations cutting edge with "just enough" to get the job done.

I'm just saying...

Re: Fleet organization Redux

Spence, you have a valid point... but there is something missing on most of the book fleets.... older, more obsolete models.....

Using your same criteria, Senator Crooked would hold a lot of money off, and would most likely use the phrase "you already have this or that frigate - it's been developed - why not keep using that?"

Admiral Needsaship, "but the technology is 40 years old.... we need to have an advanced ship to handle this or that scenario!"

Senator Crooked, "Yes, and this old frigate has already proven itself to be a capable ship... I'll tell you what, find out what the pricing would be to add a few more modern guns, and get back to me."

From what I remember (I'm at work, away from my books, so please feel free to correct me if I am incorrect on this), the ships listed are all mounting the most current tech for their respective factions.  Where are the older ships, or the mothballed fleet designs that can be called up and used? Where are the various MK II / MK III designs with upgraded weapons, or upgraded shields?  That's more in line with what I'd expect to see in the makeup of a fleet.

Nahuris

Re: Fleet organization Redux

Nahuris wrote:

Spence, you have a valid point... but there is something missing on most of the book fleets.... older, more obsolete models.....

Using your same criteria, Senator Crooked would hold a lot of money off, and would most likely use the phrase "you already have this or that frigate - it's been developed - why not keep using that?"

Admiral Needsaship, "but the technology is 40 years old.... we need to have an advanced ship to handle this or that scenario!"

Senator Crooked, "Yes, and this old frigate has already proven itself to be a capable ship... I'll tell you what, find out what the pricing would be to add a few more modern guns, and get back to me."

From what I remember (I'm at work, away from my books, so please feel free to correct me if I am incorrect on this), the ships listed are all mounting the most current tech for their respective factions.  Where are the older ships, or the mothballed fleet designs that can be called up and used? Where are the various MK II / MK III designs with upgraded weapons, or upgraded shields?  That's more in line with what I'd expect to see in the makeup of a fleet.

Nahuris

Absolutely.   

That is a problem with many published universes for various games.  I still need to re-read the actual ISS book so I didn't remember the details and was just responding to the mention of ship types and classes.    One of my pet peeves for gaming has always been that game fleets tend to always be “squeaky clean” in the design and balance arena.  I'm sure there are exceptions, but that is a tendency I have noticed.

I would love to see a supplement for ISS or HAC that had stats and OOB for the “Old Fleets”.  But I don't think we will see them.  Most players of games want their ships to be tough and well designed, not design mistakes built by the lowest bidder on half the promised budget.

Re: Fleet organization Redux

Spence wrote:

That is a problem with many published universes for various games.  I still need to re-read the actual ISS book so I didn't remember the details and was just responding to the mention of ship types and classes.    One of my pet peeves for gaming has always been that game fleets tend to always be “squeaky clean” in the design and balance arena.  I'm sure there are exceptions, but that is a tendency I have noticed.

This is a particular issue with 'Mada and SS, where the *weapon design* system is an accurate rating of the weapon's effectiveness, not how much it costs to deploy; with Squadron Strike, there is, at least, a mechanism in place to keep people from designing and deploying new weapons in a campaign at will...but a given 100 point weapon will be 100 points of effectiveness in both systems.

I would love to see a supplement for ISS or HAC that had stats and OOB for the “Old Fleets”.  But I don't think we will see them.  Most players of games want their ships to be tough and well designed, not design mistakes built by the lowest bidder on half the promised budget.

The Ten Worlds setting for AV:T has this kind of tech progression, as does the Honorverse, but it's deucedly hard to enforce in a build-your-own fleet system.

Re: Fleet organization Redux

Well, of  course not every stellar power is going to be some Keynesian democracy with well fed bureaucrats codling pet projects with soft hands.

No sir, in some stellar empires there's one big head man, he wears gauntlets and his pet project IS the military :twisted:

And when those guys are around, it affects everyone's perspective.

I always like to look at much earlier Europe as a model for space opera ideas, the modern model is not the only one that exists and really is something of a historical anomaly.

Re: Fleet organization Redux

One thing to consider with source book ship designs and fleet organizations;  you're not necessarily seeing the whole fleet but merely a sampling of the more common ships.  Using this as a basis of arguement is a bit unfair since there has to be a balance of useful, entertaining information and cost effectiveness/ page counts. wink

There is room to create the older, less techno-tweaked designs...or even a newer cutting edge proto-type...particularly within a campaign style game more likely than not.

Re: Fleet organization Redux

Barmy Flutterz wrote:

Well, of  course not every stellar power is going to be some Keynesian democracy with well fed bureaucrats codling pet projects with soft hands.

No sir, in some stellar empires there's one big head man, he wears gauntlets and his pet project IS the military :twisted:

Or the military might have incredibly awesome lobbyists. smile

"Well, I think that we can farm this contract over to this bidder."

"Sure. If the honorable senator from Epsilon Eridani would like his constituents to become Valkyrian breeding stock."

Re: Fleet organization Redux

go0gleplex wrote:

One thing to consider with source book ship designs and fleet organizations;  you're not necessarily seeing the whole fleet but merely a sampling of the more common ships.  Using this as a basis of arguement is a bit unfair since there has to be a balance of useful, entertaining information and cost effectiveness/ page counts. wink

There is room to create the older, less techno-tweaked designs...or even a newer cutting edge proto-type...particularly within a campaign style game more likely than not.

On that subject, what did you think of my two booklets? I was kind of hopeful that they would start a trend. Seeing lists of ships is nice but what do they look like? They were both in the first stages of Spaceflight/Combat, so fairly simple. Of course, species that have been warlike longer could make use of Wardogs units.

Paul

Re: Fleet organization Redux

I really want to be able to sit down and write a real post, but I am snatching a minute here and there.

Barmey mentioned one leader organizations as opposed to Democracies and such.  But I have a monkey wrench for that one.  In our own history we see that during the 1850-1940's, even with major powers being unified and directing their energy at building up naval power the fleet compositions were the some of the best examples of what we now know as a cluster*uck.   Not only were various fleets burdened with obsolete vessels (some obsolete even before they were launched) but Naval authority would actually ignore real world proofs in favor of ‘Proven Doctrine'.

While right/wrong is an endless debate with no real (in my opinion) winner.  I think that this lack of cohesiveness in fleet composition is something just doesn't happen in gaming (as some have pointed out).  Mostly because gamers just don't want to lose advantage by wasting points (which I don't blame them for).  But this outlook doesn't allow you many of the really cool battles like we can find in the early dreadnought era.  Or at least I think they are cool.   Yalu(SP?) River and so on.

The ship sups like ISS tend to be snapshots of the fleets with the selection trying to be ‘balanced' to enhance game play (also pointed out buy others).  But I took the thread to be a discussion about fleet compositions compared to a more realistic model, not fleet compositions based on maximum point efficiency base on a games ship building rules.  So that is the direction I will continue until someone says to go away wink

I need to sit down and write up what I really mean, so that people can understand me.  At least I hope they will understand me  :shock:

Re: Fleet organization Redux

I understand what you mean, and it's something I've wrestled with in Squadron Strike's campaign rules.

The best answer I can give on that one is to force each player to design some ships for their opponents - about 30% of the total fleet.  Players will cheerfully ignore any campaign restriction that isn't fun; the trick is to incentivize making dog ships.  Since they won't make them for themselves, they will cheerfully inflict them on someone else....

You might also want to look at the Squadron Strike tourney rules - I posted a copy of them here, I think.  Most could be adapted to Starmada.

Of course, that means that the person designing the ships also designs the weapons, which gets rid of the "Haha!  You didn't know about my Kaboomatron 3000 Range 30 Piercing Hull Eater!  Prepare to DIE!" aspect, which people seem to love in theory (three quarters of the fun of those ships come from wanking with a spreadsheet, not shoving them around a map...)

When I put it up for a straw poll, it got voted down FAST.

Re: Fleet organization Redux

Or have them design 25-35% of their fleet at one tech level lower than standard to represent the "older designs"...which will by default make them marginally less capable.

Re: Fleet organization Redux

Googleplex has a good way of looking at it....

My current fleet that I field for myself is a mix... but I have always done campaign style play..... however, some of my opponents only use the top end stuff, and it tends to drag the game down a bit.

Nahuris

Re: Fleet organization Redux

Ken_Burnside wrote:

When I put it up for a straw poll, it got voted down FAST.

Well, yeah. It's not like it would actually change anything. you might as well just give each side 30% less hulls, because the analytical tendencies that create min-maxed vessels would be redirected to creating the most useless vessels possible under whatever rules you happen to use. If you're assuming munchkin tendencies, I don't see how anything that comes out of that particular ruling would be any more "realistic". Most of the dogs that came out of naval procurement (such as the Omaha) at least managed to look good on paper, whereas any max-min'd vessel probably wouldn't even pass that muster.

Re: Fleet organization Redux

Years ago I got to play in some mini-campaigns run by a guy named Rob.  I can't for the life of me remember the last name.  Anyway we used two systems in the various campaigns, Starfire and Star Fleet Battles (both in their earlier incarnations but not 1st ed).  Both had fairly extensive ship lists from earlier editions/campaign setups/supplements.  The way each of us “selected” our fleets was pretty unique. 

1.  The GM built up multiple packets that held predefined “battlegroups” or “squadrons” each worth X points, but had their actual contents concealed.   These would be balanced for the tech at the time they would have served.

2. He created a random roll chart for each “empire” based on only older ships lists with each roll returning X points of ships.  Usually one cruiser or above and/or a group of small boys equaling that point break.

For each campaign start up, we would randomly select “battlegroup” packets equal to 1/3 of the total points we had to spend.  After reviewing them we “built” modern ships equal to 1/3 of the total points we had to spend.  And then finally we rolled randomly on the chart to fill out our available fleet.

What this did was gave us final fleets of equal points, but ones we didn't have 100% control of composition.  By looking at the “packets” first we could try to compensate our OOB to accommodate our personal tactics but at least the “packets” we cohesive units.  But then we had to deal the balance of the fleet being a random collection of type/class.

Try defending a multisystem “empire” based on a fleet like that!  Now those were fun games!

Re: Fleet organization Redux

go0gleplex wrote:

Or have them design 25-35% of their fleet at one tech level lower than standard to represent the "older designs"...which will by default make them marginally less capable.

Which is one way to do it - but means the amount of work needed before you get to the campaign goes up.

What we do right now for SS is that you spend your Resource Dev Points in two rounds.

The first round is defenses, fighter technology, generalized technology, and technological infrastructure.  (Colonies, shipyards, repair yards).

That first round gets revealed, including how many points weren't spent.

The second round is the cost to set a class of ships, and defining what weapon traits your empire knows how to use, on the three families of weapons in the game.  Plus other weapon related caps, and how much you're devoting to developing ECCM.

That second round isn't revealed until combat happens.

Now, in theory, it could be broken into three rounds - defense parameters, weapons parameters, and then ship designs.  But I'm not sure that two rounds of file swapping prior to the start of the campaign won't be seen as "too much work".

The weapon parameterization would, in Starmada terms, be seen as "OK, he's building a weapon of X spaces, and has these four weapon traits available, but I don't know which ones are going on which weapons."

Re: Fleet organization Redux

RiflemanIII wrote:
Ken_Burnside wrote:

When I put it up for a straw poll, it got voted down FAST.

Well, yeah. It's not like it would actually change anything. you might as well just give each side 30% less hulls, because the analytical tendencies that create min-maxed vessels would be redirected to creating the most useless vessels possible under whatever rules you happen to use. If you're assuming munchkin tendencies, I don't see how anything that comes out of that particular ruling would be any more "realistic". Most of the dogs that came out of naval procurement (such as the Omaha) at least managed to look good on paper, whereas any max-min'd vessel probably wouldn't even pass that muster.

Take a look at the tourney rules we came up with for this as one way to do it.

You design a fleet to X points, following some pre-set guidelines.

It gets printed out and put on the wall, including how many copies of that fleet are going to be in the tourney.

Everyone bids on a fleet in match points in a single round, sealed bid auction.   To win your own fleet, you have to have twice as high a bid as the next highest bidder.   If 25% of the people entered in the tourney feel that you submitted a BS fleet (one with no engines, no defenses and no weapons, for example), they can bid Builder Swap.  At which point, you're charged for your highest bid, and are given the turd fleet you designed.

We award prizes on highest rated fleet design (mix of average bid and how they performed in combat), winning the fly-out part of the tourney (how well you did in the fleet you bought, inclusive of the handicap), and painting minis.  (Highest bid for a fleet gets first choice of minis presented to play; modulo how the fleet the minis were used for performed in the tourney).

In a nutshell - you design a fleet, you may not be the one flying it...and if you aren't, you want people to think it's cool.

Re: Fleet organization Redux

Hey, this is a very good discussion on creating good and exciting games through limiting ship types. I whole heatedly support that.

I was just mentioning before about how the modern world, and even relatively recent European history is not the only example for how governments and navies would organize themselves. I also think that stellar powers would look on their navies more as traditional states have looked on their armies; Which is to say not as a luxury for protecting distant interests but as the bedrock of survival. Of course that all depends on how dangerous the setting is.

Personally, I'm always drawn to the settings that are more modeled on feudalism or a fading/broken empire myself with an endless shroud of threat overhanging all governments and the idea of disarmament being fodder for the court jester lol

Anyway, all that is peripheral to the main point of this thread, so don't mind any of it and the last thing I want to do is get this side tracked. It's not a matter of debate or being 'right', it's just about what kind of source material we like to draw from.

Ok, next time I'll try and work in a coherent post that deals with the main issue of this thread.