Topic: Now I'm complaining about fighter defense...

For a while now I have had a bit of a problem with fighter defense ratings. I just never liked that you could hit a flight with a starship class weapon and the flight could “shrug off” the hit because of a high defense rating (particularly as it ignores high IMP and DMG). I know that high defense can also be used to simulate nimble fighters that are even harder to nail than the average, but I never really liked that argument either because in conversions you could end up with fighters that were supposed to be small and nimble (and therefore higher DEF) being larger in terms of SUs than other supposedly heavier and more lumbering fighters. I know we have all had several discussions about how we think it could work better, and I've tried a couple of things with mixed results, and what I am thinking of may have been mentioned before. If it was, I apologize as I didn't turn anything up searching for the topic. What I am thinking of doing is applying fighter defense ONLY against Fighter-Exclusive starship weapons, fighter weapons with the Interceptor trait, and Anti-Fighter Batteries. Other weapons hit a fighter, it goes boom. This will make my “heavy” fighters more survivable against interceptor-type fighters and light guns, but if my dreadnought's main battery hit a flight…something dies…The interceptor fighter can have other advantages in a fighter v. fighter engagement (increased ATK, higher SPD, etc...), but I don't think either should be able to ever survive a successful "Hit" from a starship heavy weapon.
Thoughts?
Cheers,
Erik

Re: Now I'm complaining about fighter defense...

It does make sense, as any fighter getting hit by a 5" or larger gun is going to get hurt (and pity the poor fighter jock that gets hit by an 18").

I'd like to ask: how many people actually use fighter defence? I started to, but now I use it only for advanced fighters or to represent gunboat-type designs (which I might use for the Zolrinans--might have said too much), so fighter defence is never really an issue for me, although I tend to downgrade fighters as much as possible because I'm a dreadnoughts man myself...:)

Re: Now I'm complaining about fighter defense...

Hardly ever use it unless the setting calls for a "Flying Brick with a seat glued on" (Armour plated) heavy type fighter.
Even then, only one or two points to give the fighters a chance of surviving a hit.

I think Interceptors should have had a +1 on the hit die and defence used only against other fighters and AFBs.
After all a fighter-exclusive weapon is still a "ship sized" weapon and could potentially be quite BIG! :evil:

Erik, you could always ban defence or only allow a maximum of 3 under the Three M system?
(My Universe, My Game, My Rules)

Paul

Re: Now I'm complaining about fighter defense...

murtalianconfederacy wrote:

It does make sense, as any fighter getting hit by a 5" or larger gun is going to get hurt (and pity the poor fighter jock that gets hit by an 18").

I'd like to ask: how many people actually use fighter defence? I started to, but now I use it only for advanced fighters or to represent gunboat-type designs (which I might use for the Zolrinans--might have said too much), so fighter defence is never really an issue for me, although I tend to downgrade fighters as much as possible because I'm a dreadnoughts man myself...:)

Fighter defense has come up a number of times with the couple of people I occasionally play with and I have played around with it, especially when converting fighter heavy backgrounds. I like having fighters that are tougher for other fighters to take on, but I don't like the way that there toughness translates against ships. To extend your analogy: an American Hellcat fighter from WWII was much "tougher" with integral armoring, self-sealing fuel tanks etc...than the Japanese A6M Zeke, but either of them tangles with a 5/38 cal anti-aircraft gun (a relatively speaking small warship gun, which if firing AA rounds had little value against a warship), they both lose ugly.
Cheers,
Erik

Re: Now I'm complaining about fighter defense...

OldnGrey wrote:

Erik, you could always ban defence or only allow a maximum of 3 under the Three M system?
(My Universe, My Game, My Rules)

Paul

This is exactly what we have done (Max 2 in fact), but like I said above, I'm just trying to expand the fighter v. fighter DEF while down-grading it vs ships.
Cheers,
Erik

Re: Now I'm complaining about fighter defense...

We had a guy field 250-point flights of independent hyperspace-capable defense 5 extra hull damage 'superfighters' for a while as his entire fleet...  this led to everyone putting Piercing +2 on all of their anti-fighter weapons once we found Cricket's ruling here that piercing worked against fighter defense.  Since everyone already had P+2 on all of their anti-ship weapons, P+2 became the universal standard for all weapons.  It kinda sucked.  Later, after the superfighters died out to cheap, cost-effective interceptors who could keep them locked down all game in dogfights for a tiny fraction of the price, we started seeing Defense 1 on all small craft, since it got around P+2 and is cost-efficient.

Re: Now I'm complaining about fighter defense...

It looks like the eternal war between armor and sword.
That's one thing I dislike about letting players creating their own fleet this way. It is prone to some abuse and extreme. That's a very personnal view, of course, I accept that it exists.

Marc

Re: Now I'm complaining about fighter defense...

madpax wrote:

It looks like the eternal war between armor and sword.
That's one thing I dislike about letting players creating their own fleet this way. It is prone to some abuse and extreme. That's a very personnal view, of course, I accept that it exists.

Marc

Personally I dislike player designs without limitations. Too often it turns into a "rock-paper-scissors" game. I try to stick to conversions of existing backgrounds or I try to work with the other player(s) on an agreed upon set of maximums/limitations. For example, MadSeason and I played several extremely enjoyable games last year in which we placed hard caps on fighter defense, weapon ranges, piercing(x) among other things. In addition, we even placed limitations on how we could alter our designs after playing games, so it was possible to "fix" a problem to some degree, but some design shortcomings that came to light had to be lived-with to some degree. The short campaign we played became less a contest of design philosophy, but of finding tactics that worked best for the ships we had already come up with versus exploiting the weaknesses of the other player fleet. I know there will always be players who's enjoyment comes from the design process and trying to find that perfect combination of systems and traits, and its great that Starmada is a game that gives them as much enjoyment as it brings me, though I personally disagree with the R-P-S approach.
& That's my 2 cents,
Erik

Re: Now I'm complaining about fighter defense...

Yeah, it was very much a continuous arms race.  We did have caps on stuff, though; range 15, no P+3, Ignores Shields, or Starship Exclusive, no ammo, and probably a few others that I'm forgetting.  It made the game itself possibly less fun, but the real game became trying to predict what each of the other four players would bring to the table.  This was accomplished by theorycraft discussions with them, or sometimes by dropping hints ("Hey, I hear Tim's bringing X.  You might want to develop a counter...") and hoping that they would act on them, thereby letting you predict what they'll bring.  It became an exercise in simulated military intelligence and social engineering, and was fantastically fun in and of itself. 

It wouldn't've worked with a smaller playerpool, though, or if we didn't play in teams - the fact that we randomized teams for each game meant that I had an incentive to have a counter to each other fleet, but also to make sure that no other fleet was horrifyingly unprepared for the current state of the game, because I just might end up teamed with it.

And as for any kind of 'in-universe' consistency, I justified it to myself that each battle was the singular turning point of a major war, with all the smaller, less-important battles skipped.  Then we had another 20-30 years to modernize our fleets, form new alliances, and get ready to do it again.

Re: Now I'm complaining about fighter defense...

We also banned some things to make the game more playable & stable: the Weapon-traits Repeating, Ignores shields, and Piercing+3.  We have also limited all starship weapons to maximum range 18.  Bases can have weapons that shoot up to 30 tho.  We also have a maximum tech of zero.  This has made the game a less game of rock-paper-sissors.
We have deleted seakers & strikers also.  Fighters of all types are allowed. 8-)

Re: Now I'm complaining about fighter defense...

I can understand about the repeating trait, and also about continuing damage, which can be truly horrifying, the former with a very good ACC, the latter... anytime.
Repeating is almost innoffensive with ACC 5 or more, whilst it can be devastating (and terribly annoying for the target player) with ACC 3 or less. Continuing damage, aside being very chaotic, ensures you to deal 1 hull damage per DMG.
Both these traits shouldn't be removed, just toned dow. It can be done, for example, by limiting the number of reroll (1 for example), or, for the repeating trait, by adding a -1 DRM for each reroll (for example, the initial fire is made on ACC 3, the first reroll on ACC 4, etc.)
Ignore Shields and Piercing +3 seems OK to me, as they are not that cheap. But Piercing +1 (and non-piercing -1) is enough for me.
I'm still trying to understand why a higher tech is better than a lower tech. Giving them the same weapons and other traits, the lower trait will have a bigger ship, thus making it more resilient (and more expensive). Of course, it becomes interesting if you limit the hull size, but otherwise...?
Seekers are not terribly powerful, as per my poor experience. They can be easily dealt with (send cheap fighters, point defense, use terrain...), are expensive, and can be shot down. I fail to see their uber-power, although I don't play Starmada by designing my own fleet.

Marc

Re: Now I'm complaining about fighter defense...

madpax wrote:

I'm still trying to understand why a higher tech is better than a lower tech. Giving them the same weapons and other traits, the lower trait will have a bigger ship, thus making it more resilient (and more expensive). Of course, it becomes interesting if you limit the hull size, but otherwise...?

Basically it comes down to the fact that at higher tech level you can put more "stuff" in a given hull size. In a game based on points it more or less means that the higher tech ship will be more expensive but more capable for a given hull size. The higher TL, Hull 4 ship should be able to beat the lower TL Hull 4 ship, and the points will reflect that. Tech Level is not real useful thing in a "pickup game" sense for the reasons you described, but it mostly helps when doing setting specific things or conversions.
Erik

Re: Now I'm complaining about fighter defense...

To be fair, Repeating actually breaks exactly even at 3+ with its x3 cost.  You get x6 expected hits at 2+, x3 at 3+, x2 at 4+, x1.5 at 5+, and x1.167 at 6+.  Thus, it is only 'super-efficient' when firing at 2+; if you can get 3+, then it's just a swingier way to get the same number of expected hits as three weapons of the same stats without repeating, and at 4+ or higher, it is expected to be inefficient for its cost.  Adding -1 mod for each reroll would complicate the analysis somewhat...  For instance, a 4+ degenerating repeating weapon would have an expected number of hits per shot equal to 1/2(1+1/3(1+1/6(1+1/9(1+1/18(1+1/36))))) = .697ish, meaning an effective multiplier of 1.4 on 4+.  At 3+, it's 1.13 hits for a 2.3 multiplier, and at 2+, it's 1.77 hits for a 3.6 multiplier.

For the following, consider the term 'hyperefficient' to mean "(expected hits with trait / (expected hits without trait * trait cost)) > 1".  x(n) hyperefficiency denotes that the expected hits with a trait or set of traits divided by the expected number of hits without those traits times the product of the costs of those traits is n.

Basically, the trouble is that Repeating is a trait that very hyperefficient under certain circumstances (2+ => x2 hyperefficient), and very not-cost-efficient under others.  I do believe 3+ Repeating, Increased Hits, Inverted Range Mods were the scariest weapons I ever did meet after we banned 2+ base accuracy; Repeating is x2 hyperefficient at optimal range, Increased Hits is x1.3 hyperefficient at 2+, and the Inverted Range Mods lets you hit with that 2+ early for x1.4 cost, which just more than cancels the efficiency of the Increased Hits, leaving you with weapons that are x1.85 hyperefficient at long ranges.  Incidentally, this was why the Grumm Eviscerator was scary; because it was hyperefficient at long ranges (though only x1.4 hyperefficient, compared to x1.85 on the design above).  The problem with assigning a weapon CRAT multiplier to Repeating is that if you assign one that reflects its usefulness is most cases, then it means the trait is very hyperefficient on the 2+ edge case, and if you assign one that reflects its effectiveness at 2+, then it's terribly overpriced at any other accuracy.  For instance, this is why that Arcturan heavy cruiser with the 5+ repeating weapons is just godawfully inefficient; the pricing on Repeating is based on 3+, and paying for repeating on 5+ weapons is just a bad idea from a "payoff per CRAT" perspective.  You're paying x3 CRAT for at best an x2 increase in effectiveness, and more likely an x1.5 increase (or worse if you're up against a fleet with CM or Stealth).  Repeating scales in crazy ways; while things like Range-Based RoF are x1.5, x1, and x.5 efficiency in the different bands, Repeating efficiency does not scale in such a linear fashion against different accuracies.

One possible solution, I guess, would be to assign a price to Repeating based on the accuracy of the weapon it's being added to.  This opens up a whole nest of other problems, though, and isn't something that has been done before, I believe...

Re: Now I'm complaining about fighter defense...

it really depends on the setting. For most, yes, the only mods allowed on fighters are offense, but when you get to settings like, say, Wing Commander, where fighters can soak a bit of ship fire, the defense comes out again.