Re: Fighter/Seeker Query

Ken_Burnside wrote:

Fighters in space games are all about the 'rule of cool' - if they're cool, they're worth having.  Anyone trying to put realism into space fighters isn't going to be happy with the end result of that discovery process.  (Short answer: Cruise missiles.)

Yeah, that and 'drones' (ala SFB) are what "Strikers" are supposed to address....insofar as my view of Admiralty discussions led me to believe.

Ken_Burnside wrote:

Fighters from a game design perspective are one of those places where linear cost increases can bring nonlinear benefits.

Yep, the additive vs squares vs cubes thing....

Ken_Burnside wrote:

In Starmada, more than most other titles, this sticks out like a sore thumb, because Dan's been pretty good about making sure that nonlinear benefits get appropriately scaled costs.

Dan's agggresive pursuit of simplicity, and making play balance THE priority is the lynchpin that's made Starmada what it is, and not just aother online set of rules - like everything I've ever written.   big_smile

Re: Fighter/Seeker Query

Hello everyone!
I just returned from south Florida where we played 7 games of Starmada at Gaming Glenn's awesome store.  One game with just Glenn and I was a 3800 point battle .  I never use fighters, but almost always use a lot of strikers.  In fact in the 3800 point battle, I had over a hundred of my Sea Dart Strikers:   {speed 15, 1/3+/1/1, Piercing +1}   8) 
Flight after flight of these strikers would move from up to 15 hexes from Glenn's ships and then ravage them.  Although he did shoot down a few Sea Darts the turn before, the AFBs  on his ships were able to do Nothing!   Since I don't plan to use fighters, any AFBs on my opponents' ships don't seen very useful...
After these strikers attacked and reduced the shields on Glenn's ships and knocked out many of his weapons, my fleet,  demolished his already ravaged fleet.  These Sea Darts also are excellent fighter-hunters.
I can't imagine the havoc that these speed 15 Sea Dart Strikers would cause a fleet with range 18, 15, 12, 9, ... weapons. :!:

Re: Fighter/Seeker Query

You'd think that after ten years, *someone* would *finally* get the fighter rules right.
Ho ho ho...
:wink:
Kevin

Re: Fighter/Seeker Query

BeowulfJB wrote:

Hello everyone!
I just returned from south Florida where we played 7 games of Starmada at Gaming Glenn's awesome store.  One game with just Glenn and I was a 3800 point battle .  I never use fighters, but almost always use a lot of strikers.  In fact in the 3800 point battle, I had over a hundred of my Sea Dart Strikers:   {speed 15, 1/3+/1/1, Piercing +1}   8) 
Flight after flight of these strikers would move from up to 15 hexes from Glenn's ships and then ravage them.  Although he did shoot down a few Sea Darts the turn before, the AFBs  on his ships were able to do Nothing!   Since I don't plan to use fighters, any AFBs on my opponents' ships don't seen very useful...
After these strikers attacked and reduced the shields on Glenn's ships and knocked out many of his weapons, my fleet,  demolished his already ravaged fleet.  These Sea Darts also are excellent fighter-hunters.
I can't imagine the havoc that these speed 15 Sea Dart Strikers would cause a fleet with range 18, 15, 12, 9, ... weapons. :!:

Like the old saying goes, the best counter to a fighter is a fighter.
Star Burst Striker:{size 4, speed 15, Atk 3+, Area Effect/Interceptor/ROF-3, 47 pnts}
Put a bunch of these near your fleet on Combat Intercept. That should slow down the mass fighter/striker waves. Or at least force them to spread out a lot. :wink:

Re: Fighter/Seeker Query

I know what I would like to see in this respect, Anti-Fighter Batteries getting the first shot in against Fighters, Strikers and Seekers. If only on the basis of Every historical or fictional film that I have seen. As soon as something is incoming (first aircraft and now missiles also, hell, even a 5" shell has been hit by a target ship) every weapon that can try to hit it does open fire, sometimes even before the target is in range(the I DON'T WANT TO DIE instinct). In a space environment where hull puncture can be followed quickly by death I should imagine that the instinct to fire as soon as possible at anything that is trying to kill you will be that much stronger.
Automated or live finger on the trigger, nothing is going to let the other guy shoot at them first at short range. As thedugan pointed out, any chance of surprise Unless in hiding powered down, should not be possible.
Probably with repeating, I think that fear would keep the trigger finger down.

Fighters with combat endurance based upon their size (VBAM sizes would do nicely here.ULt=1, Lt=2,SF=3,Med=4,Hvy=5 & Shvy=6)
Once they have used the combat endurance in attacking either other fighters or ships, being unable to instigate further attacks and have a -1 penalty if they are then attacked. This would force them to bug out if independent fighters or return to their carrier.
Just my 2p worth.
Paul

Re: Fighter/Seeker Query

OldnGrey wrote:

I know what I would like to see in this respect, Anti-Fighter Batteries getting the first shot in against Fighters, Strikers and Seekers. If only on the basis of Every historical or fictional film that I have seen. As soon as something is incoming (first aircraft and now missiles also, hell, even a 5" shell has been hit by a target ship) every weapon that can try to hit it does open fire, sometimes even before the target is in range(the I DON'T WANT TO DIE instinct).l

I'll second that. AFBs as constituted do not give the feel of a CIWS/Phalanx type system, or even a the massed light batteries of 20/40mm type guns on late war WWII vessels (or of more recent vintage the massed light batteries of the Galactica) which kill/disrupt fighter attacks through volume of fire. See planes on an attack run...start shooting...let planes fly themselves into the engagement envelope of the weapon(s). In the case of a modern CIWS it is more like line up on target and spit out enough metal that something is bound to hit. Either way, the emphasis isn't on gunner tracking and methodically plinking enemies as they come near.
Erik

Re: Fighter/Seeker Query

I actually think we need a new weapon mod, so we are not limited to just AFBs in the reaction role.

Ideally, something that wraps up everything 'needed' against fighters/strikers/seekers, in one reasonably priced mod.

My thought:

"Point Defense" (or whatever) weapon mod.

1.)  Ignores the to-hit penalty for shooting at fighters.
2.)  Fires, and has its fire effects resolved, after all fighters have moved, but before any fighter may fire.
3.)  May only engage fighters.  Cannot be used against ships.

#3 'pays for' #1 and #2.  Multiplier is up to Dan, but to me it looks like a wash (x1).  He will probably think it ought to be much, much higher. smile

Re: Fighter/Seeker Query

Marcus Smythe wrote:

My thought:

"Point Defense" (or whatever) weapon mod.

1.)  Ignores the to-hit penalty for shooting at fighters.
2.)  Fires, and has its fire effects resolved, after all fighters have moved, but before any fighter may fire.
3.)  May only engage fighters.  Cannot be used against ships.

#3 'pays for' #1 and #2.  Multiplier is up to Dan, but to me it looks like a wash (x1).  He will probably think it ought to be much, much higher. smile

1) Already covered by the "anti-fighter" trait.

2) I can see a weapon that fires in the fighter phase -- but it cannot wait until all fighters have moved and then attack before the fighters do. That would take away the move-then-shoot action of fighters.

3) You'd think that figher-only (or ship-only) weapons should be cheap -- but you'd be wrong. smile Consider: one ship with 10 all-purpose weapons and another with 10 ship-only and 10 fighter-only weapons. If you assume the fighter-only/ship-only traits should have a x0.5 multiplier, then both ships should be equal. But they are clearly not. The first has 10 weapons to bring against opposing ships; so does the second. The first has 10 weapons to bring against opposing fighters; so does the second. But the first must make some choices from turn to turn; the second does not.

For the bomber/interceptor fighter traits, I set a x0.7 multiplier -- and even that might be too low.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fighter/Seeker Query

cricket wrote:

1) Already covered by the "anti-fighter" trait.

2) I can see a weapon that fires in the fighter phase -- but it cannot wait until all fighters have moved and then attack before the fighters do. That would take away the move-then-shoot action of fighters.

3) You'd think that figher-only (or ship-only) weapons should be cheap -- but you'd be wrong. smile Consider: one ship with 10 all-purpose weapons and another with 10 ship-only and 10 fighter-only weapons. If you assume the fighter-only/ship-only traits should have a x0.5 multiplier, then both ships should be equal. But they are clearly not. The first has 10 weapons to bring against opposing ships; so does the second. The first has 10 weapons to bring against opposing fighters; so does the second. But the first must make some choices from turn to turn; the second does not.

For the bomber/interceptor fighter traits, I set a x0.7 multiplier -- and even that might be too low.

1.)  I was going for a one-stop-shop trait, given the limit of 3 traits per weapon.

2.)  A weapon that can only fire at the same time as fighters do will be useless against the 1 turn TOT seeker/striker flights.  I suppose that having your anti-fighter weapons be exceptionally long range is an option, but a very painful one in CR terms.

3.)  The sum of the cost of the two traits would have to be greater than 1, for the reasons you outline.  If anti-ship-only is .7, (and, we will assume, accurately costed as such) then anti-fighter-only cannot cost less than .4.  Where it falls on the scale between .4 and .9 is I supposed determined by how many fighters one anticipates are likely to be part of the game.

Re: Fighter/Seeker Query

Marcus Smythe wrote:

A weapon that can only fire at the same time as fighters do will be useless against the 1 turn TOT seeker/striker flights.  I suppose that having your anti-fighter weapons be exceptionally long range is an option, but a very painful one in CR terms.

It's pretty expensive in real-life, too.

Antishipping cruiser missiles only travel at mach2-3, IIRC. CIWS isn't REAL long range radar, but extends beyond the range of the gun, I'm pretty sure.

If we're talking something that travels THAT fast in the game, it's going to be hard to hit.

Re: Fighter/Seeker Query

thedugan wrote:

If we're talking something that travels THAT fast in the game, it's going to be hard to hit.

Fighters/Strikers/Seekers SHOULD be difficult targets to hit. Historically the idea has been to lay a huge barrage in front of an attack from the air and hope some of it connects. Modern escorts/defenses hope to first shoot down at long range with missiles and in failing that destroy disable the attacker in the terminal attack phase. One gun has a chance of hitting, but the Exocet will probably win more often than not. I like the idea of AFBs as it adds an element from the WWII in space type view, but it needs to have a chance. I played around with giving each AFB 1 die VS each attacking flight of fighters (during the fighter attack), and each 6 rolled (by the defender) killed one fighter before the fighters rolled to attack. It seemed to work ok, and it made the defending player feel like he was defending rather than just getting a beating. We actually started doing this with Starmada X AFBS because it just seemed to be better than on a 1, a fighter dies (and made AFBs an active Drone defense). Don't know if that would change the pointing of the AFB or not but it seemed ok to us.
Cheers,
Erik

Re: Fighter/Seeker Query

One possible Idea...do NOT read anything official into this...  neutral

Phalanx Fire Option:
AFB's may be rated 1-3, the rating equalling the dice that are rolled against the incoming fighters/ seekers/ strykers...whatever.  This will of course adjust their points cost...so AFB-1 would be normal cost, AFB-2 x 2.5, AFB-3 x 4 (or adjusted for the actual statistically correct impact by the math guys). 

When Strykers/ Seekers/ Fighters (etc) are "Sprint Launched" or close to the 1 Hex engagement range, the AFB's get a reaction fire before the incoming small craft make their attack.  Small craft are still destroyed on the standard die roll. (There's just possibly more dice rolling).  Main weapons with the anti-fighter trait may NOT use reaction fire against small craft, ONLY AFB's gain that benefit.

Re: Fighter/Seeker Query

I'm with Jim on this one.  I haven't played enough games of Starmada to completely comment on this issue.  I know that fighters can bascially swoop in an kill a ship without it haven't a chance to fire back.  With this thread going to 3 pages in a couple of days, I guess it might be an issue for others.

AFB to fire at incoming small craft sounds fine with me, but the point cost might need to be adjusted.

-Bren

Re: Fighter/Seeker Query

underling wrote:

You'd think that after ten years, *someone* would *finally* get the fighter rules right.
Ho ho ho...
:wink:
Kevin

It's not that simple, everyone's got a different concept in their heads.

Insert previous technical merit's discussion here, and add in a cup of "everyone thinks in terms of WW2 scenarios" and a scoop of "Star Wars allegories that don't really apply"...

Re: Fighter/Seeker Query

thedugan wrote:
underling wrote:

You'd think that after ten years, *someone* would *finally* get the fighter rules right.
Ho ho ho...
:wink:
Kevin

It's not that simple, everyone's got a different concept in their heads.

Insert previous technical merit's discussion here, and add in a cup of "everyone thinks in terms of WW2 scenarios" and a scoop of "Star Wars allegories that don't really apply"...

Let's not forget that noone has yet to treat fighters as craft of the appropriate comparative scale either.

Re: Fighter/Seeker Query

BY "craft of the appropriate comparative scale" do you mean that we may all have different ideas as to fighter size? As in one guys "fighter" is another guys bloody torpedo boat? And another guys fighter is a dinky powered space suit with shooty bits?

Aye, that's true enoufh laddie....
:mrgreen:

Re: Fighter/Seeker Query

Fighters are all about the 'rule of cool'.

What's cool is subjective.

Me personally, I'd rather have cruise missiles in my games.  However, that tends to suffer when people want to take Cylon Basestars against Imperial Star Destroyers. wink

SS uses an approach that's halfway between B5Wars and Starfire.

Fighters move in flights; they get some special movement abilities.  Each fighter has a damage track that looks like a ship from Starfire.  A dedicated antiship weapon will usually vape a fighter; point defense weapons might take multiple hits to kill one.  There is a Defensive fire step before Standard Fire; any unit can fire on small targets during Defensive Fire.  Anything that survives makes an attack in Standard Fire,

When you attack a squadron of fighters, you choose which one you shoot at; after seeing how much damage was done, the fighter squadron player may choose to make an evasion roll to put another fighter into the path of the damage.  Fighter squadrons that lose too many members in Defensive Fire have a penalty when firing in Standard Fire, due to morale issues.

Re: Fighter/Seeker Query

thedugan wrote:

BY "craft of the appropriate comparative scale" do you mean that we may all have different ideas as to fighter size? As in one guys "fighter" is another guys bloody torpedo boat? And another guys fighter is a dinky powered space suit with shooty bits?

Aye, that's true enoufh laddie....
:mrgreen:

We've been playing with 2300 ad ships converted to Starmada, and since 2300 ad fighters use starshiip scale weapons and for all purposes are treated as very short-ranged starships we use Hull 1 ships with no Hyperdrive and Overthrusters to model the "Fighters" of that setting. Detonation missiles become strikers, and "fighting missiles" become fighters. Overall it has worked well, I think. No ships have AFBs or Point Defense, but missiles in the setting move relatively slow compared to full-fledged starships (some are slower than your average battleships) so it is difficult for them to get a launch/attack in without exposing their ship to some kind of return fire. Typically, an attacker salvos as many of his strikers at long range, and they try to soften up an opponent before moving to beam range. With smaller engagements it is easier for targets to get swamped by strikers, but in squadron-sized battles the sides mount a large number of weapons which can shot at the strikers on approach and generally whittle down a few before they reach their intended target. Overall, the system really does replicate the feel of the 2300ad system very well for our taste. We've tried some other settings that are fighter heavy (IE B5) and found that the only way to hand fighters is with fighters.
Cheers
Erik

Re: Fighter/Seeker Query

I'll admit, my 'taste' for fighters in space games has been badly poisoned by play experience, which usually consists of one of two conditions:

1.)  Too few fighters.  Don't contribute much, and in some games (notably FT), don't carry their weight when too few.
2.)  Too many fighters.  Opposing fleet vanishes under fighter fire, cannot meaningfully defend self.

And I had a few too many games of #2, and not as the guy with fighters.

For SMAE?  Its not really a huge problem hereabouts... don't get to play much, and none of us has really 'gone to town' on fighters/strikers/seekers yet (More Star Trek than Star Wars feel preferred in games 'round here).

So, in general, much ado about nothing, at least from me.  I suppose rather than 'worrying' about the impact of the fighter/seeker/striker heavy fleet on games, I should remind myself that, like range 30 fleets with stealth systems, regenerating ships with cloak and damage control rules, and their cousins, fighter-heavy fleets are just another flavor of specialized fleet, and as such are going to be sudden death or suddenly dead.

Re: Fighter/Seeker Query

Blacklancer99 wrote:

We've been playing with 2300 ad ships converted to Starmada

That sounds glorious, Comrade Erik. I loved 2300ad back in the distant day when it first came out (ca. 1986?).

Whereabouts in MA are you? I can't quite imagine finding time to join a Starmada group. But if there was one nearby I might actually try to find the time.

Re: Fighter/Seeker Query

thedugan wrote:
underling wrote:

You'd think that after ten years, *someone* would *finally* get the fighter rules right.
Ho ho ho...
:wink:
Kevin

It's not that simple, everyone's got a different concept in their heads.

Well, sure it is.
I'm right, and everyone else is wrong.
:mrgreen:

Re: Fighter/Seeker Query

By scale I mean treating the craft for what it is;

1) a single or two-man vessel
2) generally weighing in below the 50 ton range
3) realizing that it's beam weapons are nowhere near capable of producing the same damage potential as capitol beam weapons (unless you ARE building a gunboat type small craft...at about 3x or better the size)
4) something that relies on the others in its squadron to allow it to make its missile/bomb strike on the target.

The rule of cool sells games. *shrug*

But until it's looked at from an engineering/physics possible modeling perspective, you'll always have "balance" issues no matter what rules you play them under.

Re: Fighter/Seeker Query

okay, I think I've said this before, but

If it's a balance problem, up the cost of them. Problem fixed. make em worth double what they are now and you halve the number of fighters on the field.

no advanced physics required. (it's already hard enough to teach people to play without having to go into space-o-dynamics)

Simple, but not simplistic, right?

Re: Fighter/Seeker Query

Adjusting points is like patching a pothole without fixing the underlying problem...which is one of scale.  It's not something unique to S:AE either...and adjusting scale isn't that complicated since S:AE is made for tweakin.

Even then...tactically speaking, you're still going to get a swarm of fighters in the face at some point. It's just that they should only get one "OMFG!" level attack...then be stuck with "watch us plink away with knitting needles" until they return to re-arm. 

Seekers and strykers being one-way affairs simply lack the flexibility of continued combat activity...and of re-arming.

:geek:

Re: Fighter/Seeker Query

underling wrote:

You'd think that after ten years, *someone* would *finally* get the fighter rules right.
Ho ho ho...
:wink:
Kevin

We're talking about rules for something we don't have much idea how it will work in real life. 

I wonder what the rules would look like if someone in 1920 wrote a set of future naval rules, say for +100 years.  Fixed-wing aircraft probably wouldn't even be considered.  Lighter-than-air craft might make for the main air element, if any.  Perhaps he would join the naval vessel with the new land tank and allow for vehicles that would go both on land and at sea and come up with: The Battletankship.  big_smile