Topic: Scout
I would like to have some insight about the following, please:
ELINT/Scout ship:
I would like to know if rules for scout ships with special electronic abilities exist?
Marc
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mj12games.com/forum → Starmada → Scout
I would like to have some insight about the following, please:
ELINT/Scout ship:
I would like to know if rules for scout ships with special electronic abilities exist?
Marc
How much would that weapon cost?
The problem, as I see it, is that the usefulness of such a weapon will vary based upon the difficulty the target will have in counteracting the "shift" effect. Thus, a consistent cost is difficult to determine (but I'm willing to listen to any suggestions).
ELINT/Scout ship:
I would like to know if rules for scout ships with special electronic abilities exist?
The first step is to determine what exactly an ELINT/Scout ship would DO in game terms...
madpax wrote:How much would that weapon cost?
The problem, as I see it, is that the usefulness of such a weapon will vary based upon the difficulty the target will have in counteracting the "shift" effect. Thus, a consistent cost is difficult to determine (but I'm willing to listen to any suggestions).
Well, I'll have to think of it :?
ELINT/Scout ship:
I would like to know if rules for scout ships with special electronic abilities exist?The first step is to determine what exactly an ELINT/Scout ship would DO in game terms...
At first sight, it would be about countering stealth, countermeasures... or giving Fire control... to friendly ship.
Marc
I think we discussed something similar to your Scout idea here, a long while ago. I believe the notion of being able to buy extra Searchlights has also been proposed for scouts (but again, pricing was an issue there).
How about something like this,
For each Scout level a vessel may perform one of the following actions each turn: Add +2 to the attack rolls of one vessel, subtract -2 from all of the attack rolls from one ship.
For 2 Scout levels a vessel may Negate Stealth Special Ability of one vessel.
For 3 Scout Levels a vessel may perform one of the following actions each turn: Negate the Cloaking Special Ability of one vessel, Add +1 to the attack rolls of all friendly ships, Subtract -1 from the attack rolls of all enemy ships.
For 4 Scout Levels a vessel may create the effect of Dust Cloud Terrain within 10 Hexes of its current location.
If you normally allow both opponents to see each others ship data during the game you could make that a Scout function instead, using one Scout level to reveal a sheet or one Scout level to block an opponent from seeing one.
How you determine Scout levels would be somewhat tricky (and probably specific to your campaign or games), but I would suggest a scout would have to have Countermeasures, Fire Control and Science(500) for level 1, then increase the level of Science by 500 for each level.
Of course this was all typed before I finished my first cup of coffee, so be kind
Cheers,
Erik
How you determine Scout levels would be somewhat tricky (and probably specific to your campaign or games), but I would suggest a scout would have to have Countermeasures, Fire Control and Science(500) for level 1, then increase the level of Science by 500 for each level.
Of course this was all typed before I finished my first cup of coffee, so be kind
Cheers,
Erik
On the contrary, that's interesting. A bit too strong, but the ideas are good.
I'm still thinking about the gravitic shifter (and I should have made two different posts... :roll: ). As for the scout, it should be something not too strong enough in order to avoid ruining a game.
Marc
I have separated both topics (sorry for the inconvenience :oops: ).
About the scout, to avoid complication, I would make it a ship trait, once only per ship (no levels, no addition of levels).
This trait can be used during the ship firing phase, just before the first ship is able to fire.
A ship using its scout function is able to do the following (numbers given can be adjusted):
- Allow a friendly ship (including it self) to add a +1 to all its weapon fire against one enemy ship only.
- Negate an countermeasure trait from an enemy ship .
- Negate a stealth trait from an enemy ship.
- Add a -1 to the DR for detecting a cloaked ship
- Allow all friendly ships (including itself) within 10 hexes (a 'modified' Dust cloud )to benefit from a -1 against all enemy fires.
I'd like to enable all those abilities (except detecting a cloaked ship) via a DR. For example, you need a 4+ to active a function, with a modifier depending on the difficulty of the action. For example, negating a stealth should a -1 DRM.
Marc
I have separated both topics (sorry for the inconvenience :oops: ).
About the scout, to avoid complication, I would make it a ship trait, once only per ship (no levels, no addition of levels).
This trait can be used during the ship firing phase, just before the first ship is able to fire.
A ship using its scout function is able to do the following (numbers given can be adjusted):
- Allow a friendly ship (including it self) to add a +1 to all its weapon fire against one enemy ship only.
- Negate an countermeasure trait from an enemy ship .
- Negate a stealth trait from an enemy ship.
- Add a -1 to the DR for detecting a cloaked ship
- Allow all friendly ships (including itself) within 10 hexes (a 'modified' Dust cloud )to benefit from a -1 against all enemy fires.I'd like to enable all those abilities (except detecting a cloaked ship) via a DR. For example, you need a 4+ to active a function, with a modifier depending on the difficulty of the action. For example, negating a stealth should a -1 DRM.
Marc
Ok, after having thought about it for a bit more (and having consumed a great
deal more coffee) I came up with this for scouts:
Special Equipment: Electronic Warfare:
Electronic Warfare equipment is employed by combat scout ships to improve the
combat capabilities or survivability of themselves or other vessels. During the
orders phase the controlling player selects one mode for the Electronic Warfare
Equipment; Offensive, Defensive, or Jamming. During the Combat Phase a scout vessel with
Electronic Warfare Equipment in Offensive mode may increase the reduce the ACC
numbers of a vessel's weapons by 1 (so a weapon which normally have a 4+ to hit
now hits on a 3+) against a single target. Alternately, a scout vessel employing its Electronic Warfare
Equipment in Defensive mode selects an enemy vessel which has all of its weapons
ACC numbers raised by 1 (so a weapon which normally has an ACC of 4+ now hits on
a 5+) due to the scout's electronic interference. In Jamming Mode the area surrounding the scout vessel is treated as a Dust Cloud (see terrain) to a distance of 10 hexes from the scout. This affects all ships within that area, friend or foe (though the ship initiating the Jamming is not affected).
Vessels with Electronic Warfare special equipment ignore the penalties of
Stealth equipped ships.
Additional Electronic Warfare special equipment on a vessel has no additional effect other than redundancy.
As you can see I was thinking along the same lines of making it a single piece of equipment, but with a different twist. I have no idea what the best way to point or SU this would be!
Cheers,
Erik
Edit: fixed a grey area
Ok, after having thought about it for a bit more (and having consumed a great
deal more coffee) I came up with this for scouts:
And maybe I should try drinking coffee...
Special Equipment: Electronic Warfare:
Truly very interesting.
Ok with offensive and defensive capability.
In Jamming Mode the area surrounding the scout vessel is treated as a Dust Cloud (see terrain) to a distance of 10 hexes from the scout. This affects all ships within that area, friend or foe.
So, all ships within 10 hexes of the scout ship in jamming mode treat their target as being twice as far as they are actually?
Vessels with Electronic Warfare special equipment ignore the penalties of
Stealth equipped ships.
Why not, but, as I see how scout ship are (small ship with low weaponry), not very useful.
Why not another mode 'heavy scan' (or simply 'scan'): A friendly ship disregards the stealth trait of an enemy ship.
As you can see I was thinking along the same lines of making it a single piece of equipment, but with a different twist.
And I like that!
I have no idea what the best way to point or SU this would be!
Maybe something like the 'Fire control'.
Marc
So, all ships within 10 hexes of the scout ship in jamming mode treat their target as being twice as far as they are actually
Yeah, I see this as one of those things someone might throw out to try and get away from an enemy or to use when you have a great range advantage to keep your foe from getting to shoot back.
Why not, but, as I see how scout ship are (small ship with low weaponry), not very useful.
Why not another mode 'heavy scan' (or simply 'scan'): A friendly ship disregards the stealth trait of an enemy ship.
See, I was thinking more of B5Wars ELINT Ships, most of which tend to be bigger. How about if in offensive mode (rather than inventing a new mode) an option would allow a friendly ship to ignore stealth instead of adding a bonus to ACC?
And maybe I should try drinking coffee...
How can you survive without the elixer of life????
Erik
See, I was thinking more of B5Wars ELINT Ships, most of which tend to be bigger.
Problem is, I don't remember much about B5 Wars rules (but I have them at hand, currently and should give them a look). I was thinking more about SFU scout ships.
How about if in offensive mode (rather than inventing a new mode) an option would allow a friendly ship to ignore stealth instead of adding a bonus to ACC?
Why not, that's mainly rethoric . I added a mode to avoid having two different modes with the same name.
And maybe I should try drinking coffee...
How can you survive without the elixer of life????
Erik
Who said I was alive? :mrgreen:
Marc
Problem is, I don't remember much about B5 Wars rules (but I have them at hand, currently and should give them a look). I was thinking more about SFU scout ships.
Either way, it is more about flavor: a tangible representation of powerful, specialized sensors, and should work the same, more or less.
Who said I was alive? :mrgreen:
My bad, :oops: , I didn't mean to assume...
Erik
The necessity of modeling Scouts in the Federation Commander conversions will eventually arise. In this background, Scouts are ships that have items of equipment called Special Sensors. Each Special Sensor used gives the Scout one Ability each Turn. While I have not played Federation Commander, I have played Star Fleet Battles for a long time. This leads me to guess that the Abilities (in Starmada terms) that a Special Sensor would give include: loaning (for one Turn) Countermeasures to one ship that it has a Target Lock on and that is within a range of 6 (the Scout must have Countermeasures to do this, and may only loan Countermeasures to as many ships as it has Countermeasure systems),loaning (for one Turn) Fire Control to one ship that it has a Target Lock on and that is within a range of 6 ( the Scout must have Fire Control to do this, and may only loan Fire Control to as many ships as it has Fire Contol systems), attacking any single Flight of Drones that it has a Target Lock on and that is within a range of 6 (I would guess that this should be treated the same way that an attack on a Flight of Drones by a Tractor Beam would be), and adding +1 to a roll made to detect a Cloaked Vessel. It should be noted that Countermeasures and Fire Control can be loaned in either a positive or a negative sense. This means that an enemy vessel loaned Countermeasures would become easier to hit by +1 (non-cumulative) and an enemy vessel loaned Fire Control would have its To-Hit Rolls reduced by -1 (non-cumulative). These seem to be similar to the suggestions made by madpax.
The necessity of paying for Special Sensors, Fire Controls, and Countermeasures will limit the capabilities of the Scout. I do not personally care whether Special Sensors have a fixed cost in Space Units or whether they cost a percentage of the Hull's total Space Units. However, Special Sensors are often traded with Weapons in ship designs as though they were Option Mounts. This would tend to suggest that they have a fixed cost in Space Units like the Active Sensors in the VBAM/Starmada books. I do not remember whether Special Sensors give any advantage to a Target Lock roll, but they likely should.
The suggestion Scouts should have jamming capability (though not pertinant to a Federation Commander conversion) is one that I like. It should, however, be a separate system or item of equipment.
I have a couple of issues with the proposal for EW Equipment as it currently stands:
[*] Offensive: Debatably balanced against Fire Control... the ability to gain a +1 to hit with any and all weapons is much more powerful than negating a penalty (you could, for example, load up ships with 6+ weapons and then use Offensive Scouts to spot for them, doubling their accuracy. You'd basically need to make EWEQ large and expensive enough that you could fill a battleship hull with 6+ weapons and an EWEQ, and have it be roughly as expensive as a battleship hull full of 5+ weapons). The targeting limitation may balance it, but it worries me from a balance perspective. I'd probably go with "Can give a friendly ship Fire Control" from a balance and simplicity perspective.
[*] Jamming: This just has some unclear rules involved, since the basis (Dust Cloud) is a full-map effect rather than a limited area. If you're inside the jamming and fire at a target outside the jamming, does it count double? Do you just double the hexes that were jammed that the shot passes through? What happens if you shoot in one side and out the other? Basically, edge cases (in both possible senses of the phrase).
Also, I could see this being useful for getting fighters into position if your opponent favors long-range anti-fighter weapons, or potentially for neutralizing enemy AFBs (depending on the ruling of effects of dust clouds on AFBs; I think by RAW it wouldn't effect them, since they effect targets in 'an adjacent hex', not 'at range 1') if you can get your jammers close enough (I see cheap low-hull, no weapons, high-engines ships with just an EWEQ and maybe Stealth or CM for this purpose - accelerate them up to fighter speeds and have them move in with a fighter wave to provide cover. Buy and field them in bulk to make sure your fighters stay covered).
I think my biggest issues with it as a whole, though, are balance and Dan's "One Trait, One Effect" rule of thumb. I would definitely split it into three components with separate functions and separate pricing, because as one monolithic component, it's 1) fantastically powerful (in part because it's really versatile, and in part because its functions are all strong) and 2) it's really complicated for just one thing. Plus, the versatility would make it really, really hard to price (though anything that grants an ability to another ship is going to be impossible to price perfectly, unless you have its price be a function of the composition of the fleet that is fielding it, which is just a nightmare from a paperwork perspective).
I do like JR's notion of limited range on the scout abilities, though "Target Lock" is totally foreign (I don't have the KA/RA books, so if it's something in there, that would explain it). Bonuses to finding Cloaked vessels make sense as well; that's probably one of the more elegant implementations of anti-cloak technology possible.
While we're at it, I'm going to throw out the notion of hyperdrive interdiction - when active, subtracts 2 (or some other constant, or (1d6 mod 3) plus 1, or ???) from the hyperdrive build-up pools of all ships within some number of hexes. Probably a 5% SU, x1.15 or x1.2 (or so) ORAT ability. Alternatively, you could buy hyperdrive interdiction nodes kind of like mine factors (at a flat cost per node). Then, each node can be used during the shooting phase to make an 'attack' against a target with difficulty varying by range like Teleporters (maybe 1d6+2 or 2d6 vs. range to target). A success reduces the target's hyperdrive pool by 1. Or make them work just like mines that inflict hyperdrive pool damage to any target in the field during the end phase. Kind of special purpose, and I don't see myself ever using it, but it does fit in some universes (I believe SW has hyperspace interdictors, for example).
Very interesting!
According to the above, here is my synthesis :
There are many scout abilities, each a distinct ship trait:
- Loan Fire control: The scout ship (the ship with that trait) is giving Fire Control to any friendly ship within X hexes. This doesn't (shouldn't…) affect the scout ship fire control (ie, it can still use its own)
- Loan Countermeasures: The scout ship is giving Countermeasures to any friendly ship within X hexes. This doesn't (shouldn't…) affect the scout ship countermeasures (ie, it can still use its own)
- Detect Cloaked ship: The scout ship add a -1 to any detection DR against a cloaked ship within X hexes.
- Jamming: Any ship within X hexes of the scout ship treats a target as being twice the range. Shooting ships outside that radius of X hexes of the scout ship are not affected.
Personally, I prefer having only one scout trait, this trait enabling the scout ship to do as it pleases (one turn loaning countermeasures, the next trying to detect a cloaked ship, etc.). It would avoid having to multiply ship trait for the same ship, and whatever, only one function could be used per turn. Also, We could make it a non-redundancy trait, that is, only one such trait may be used on the same ship.
Jamming, whilst interesting on a theoretical basis, makes me uneasy. I'm not convinced of its usefulness (or, allowing modifications, could become too powerful). Ships within that radius will surely be within short range of the scout ship, making it short work, making the scout ship very vulnerable, and those outside that radius are not affected. Also, currently there exist missiles able to lock on jammers, rendering them not only ineffective, but helping the missiles greatly.
Marc
Very interesting!
According to the above, here is my synthesis :
There are many scout abilities, each a distinct ship trait:
- Loan Fire control: The scout ship (the ship with that trait) is giving Fire Control to any friendly ship within X hexes. This doesn't (shouldn't…) affect the scout ship fire control (ie, it can still use its own)
- Loan Countermeasures: The scout ship is giving Countermeasures to any friendly ship within X hexes. This doesn't (shouldn't…) affect the scout ship countermeasures (ie, it can still use its own)
- Detect Cloaked ship: The scout ship add a -1 to any detection DR against a cloaked ship within X hexes.
- Jamming: Any ship within X hexes of the scout ship treats a target as being twice the range. Shooting ships outside that radius of X hexes of the scout ship are not affected.
Personally, I prefer having only one scout trait, this trait enabling the scout ship to do as it pleases (one turn loaning countermeasures, the next trying to detect a cloaked ship, etc.). It would avoid having to multiply ship trait for the same ship, and whatever, only one function could be used per turn. Also, We could make it a non-redundancy trait, that is, only one such trait may be used on the same ship.
Jamming, whilst interesting on a theoretical basis, makes me uneasy. I'm not convinced of its usefulness (or, allowing modifications, could become too powerful). Ships within that radius will surely be within short range of the scout ship, making it short work, making the scout ship very vulnerable, and those outside that radius are not affected. Also, currently there exist missiles able to lock on jammers, rendering them not only ineffective, but helping the missiles greatly.
Marc
After thinking about it more, it seems that if you look at converting source material, they all treat "combat scouts" a bit differently. Maybe in the end it is easiest to create a setting specific set of scout abilities and require some special equipment to operate them. I was also thinking of what was mentioned earlier that 1 special equipment equals 1 game effect (something like that) and I thought maybe the answer is to make several pieces Special Equipment that can do different things that can be built in to simulate Scout abilites. In other words, an "Offensive" scout equipment for increasing fire control, a "defensive" for loaning protection, a "Jamming" for increasing range, an "Advanced Sensors" for increasing detection abilities (anti-cloak, etc). This more "modular" approach would also leave room for some "scouts" that are more or less capable in absolute terms of electronic warfare. Anyway, just thinking out loud as it were.
Erik
After thinking about it more, it seems that if you look at converting source material, they all treat "combat scouts" a bit differently.
That's because in wet-navy terms (the traditional analogy for space combat), "scouts" are a strategic asset, not a tactical one. They help you find and engage the enemy on your terms, but once you've engaged him, the scouts don't help much. IMHO, the source materials treat scouts differently because they are trying to define a role for them that doesn't have a clear analogue in naval combat.
Blacklancer99 wrote:After thinking about it more, it seems that if you look at converting source material, they all treat "combat scouts" a bit differently.
That's because in wet-navy terms (the traditional analogy for space combat), "scouts" are a strategic asset, not a tactical one. They help you find and engage the enemy on your terms, but once you've engaged him, the scouts don't help much. IMHO, the source materials treat scouts differently because they are trying to define a role for them that doesn't have a clear analogue in naval combat.
Quite right. I was never happy with the "Scout" designation for the tactical side of space combat; I always liked the old B5Wars "ELINT" a bit more. It seemed more descriptive and decidedly more sci-fi sounding. There are strategic scout-like functions that are outside of Starmada's theater, but I think "Electronic Intelligence" or "Electronic Warfare" vessels could certainly have a place in a fleet as long as the game doesn't become mired in ECM/ECCM/EW nightmare calculations.
In modern navies just about every blue water vessel is large and sophisticated enough to be its own EW platform to some degree (and this is much as games like Starfire seem to present their EW, with "Scouts" being a strategic asset). While "navies in space" is certainly the most approach to space combat, there are settings that have specialized combat scouts. These settings tend to have more specialized warships in general, like B5Wars and SFU, with more "niche-y" design types (witness the myriad of Earthforce Hyperions!).
Wait, did I have any point at all here?
Oh yeah, I think that it all comes down to the setting you want to represent or possibly convert as to whether such a ship/function makes any sense. If you are doing a straight up conversion of an established source which features Scout-ELINT-EW whatever you want to call, it would seem to be appropriate. If you are creating your own universe (my isn't that a bit pretentious!) than there is absolutely nothing to say that it must be included, just like any other rule or mechanic.
Quite right. I was never happy with the "Scout" designation for the tactical side of space combat; I always liked the old B5Wars "ELINT" a bit more.
I acouldn't agree more. I used the term 'scout' mainly becuse most ELINT ships (or equivalent) are termed scout, as in the SFU.
but I think "Electronic Intelligence" or "Electronic Warfare" vessels could certainly have a place in a fleet as long as the game doesn't become mired in ECM/ECCM/EW nightmare calculations.
If we use existing trait (fire control and countermeasures, mainly), it should be easy. I feel that we could create some more.
Marc
Blacklancer99 wrote:Quite right. I was never happy with the "Scout" designation for the tactical side of space combat; I always liked the old B5Wars "ELINT" a bit more.
I acouldn't agree more. I used the term 'scout' mainly becuse most ELINT ships (or equivalent) are termed scout, as in the SFU.
but I think "Electronic Intelligence" or "Electronic Warfare" vessels could certainly have a place in a fleet as long as the game doesn't become mired in ECM/ECCM/EW nightmare calculations.
If we use existing trait (fire control and countermeasures, mainly), it should be easy. I feel that we could create some more.
Marc
I personally would prefer to differentiate the "Scout/ELINT" capabilities from the standard FC and CM as this would make them different and "special" compared to the equipment on a "regular" ship. Then again, I guess maybe the ability to loan them to another ship would automatically make them special, especially in a setting where the regular warship has neither.
Erik
I personally would prefer to differentiate the "Scout/ELINT" capabilities from the standard FC and CM as this would make them different and "special" compared to the equipment on a "regular" ship. Then again, I guess maybe the ability to loan them to another ship would automatically make them special, especially in a setting where the regular warship has neither.
Erik
Whether those are separate equipments or the same one able to chose between different functions could be determined later. What should be those functions, and how should they work?
The first ones we already determined are:
- Loan Fire Control: A friendly ship within X hexes receive the Fire Control trait for this turn. Cannot be used by a ship already having that trait.
- Loan Countermeasures: A friendly ship within X hexes receive the Countermeasures trait for this turn. Cannot be used by a ship already having that trait.
- Detect Cloaked Ship: May add +1 (non cumulative) to the detection DR when trying to detect a cloaked ship.
Any other thought?
Marc
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