Re: The Fighter issue
"Spot on points wise"? Then why is there this big discussion if several are seeing problems with it? Evidently you love space fighters, and it shows in how you favor them: they're too cheap, and there's no effective ship based system to counter them that isn't a kludge.
Wow. You've got a serious chip on your shoulder about this, huh?
I don't "love" space fighters-- as a matter of fact, I use them less often than nearly anyone I've played with. And I have played against fighters, lots of them; probably more so that anyone else on this list. And IN MY EXPERIENCE (again, emphasizing the fact that YMMV) there has not been a problem with their cost, over 12+ years of playing.
Their combat rating is mathematically defensible, if not completely justifiable due to the uncertainty involved in costing their strike-first capability. But as has been said many times already, if you find them unbalancing or unpalatable, up their cost. Period. Starmada is made for tweakin'. Nobody's gonna come in and arrest you if your fighters suddenly cost 75 or even 100 points.
Regarding ship-based countermeasures, I'm not sure what a "kludge" is, but some ideas:
Anti-Fighter Batteries (not exactly barn-busting, but get the job done-- they've gotten a bad rap on this list, IMHO)
Sunbursts (make 'em move around)
Shockwave (blows 'em up real good)
Low Shields (anything less than 4 makes 'em overpay for the halves shields capability)
High-ROF weapons (no point wasting PEN and DMG)
Small escort ships (triangular formations work well)
Point Defense System (fighters don't get to halve its effectiveness)
Mines (effective picket system)
Drones (like having your own fighters, but cheaper)
Battle Satellites (mobile mines)
Carronade (random, but nasty)
Electronic Warfare System (hit 'em without penalty)
Anime Spinal Mounts (line 'em up, take 'em out)
Yes, nearly all of these require you to survive at least one turn's worth of attacks from the enemy fighters -- but that's why you put out screening vessels...
I hate the concept that I HAVE to have fighters to counter theirs. I really do. I don't want to play WW2 Pacific carrier battles in space (I do plenty of that in the WW2 games I play).
You don't HAVE to have your own fighters (see above). However, they are admittedly the most logical counter.
Space is not air or water. You cannot base space-fighter technology on man's experience with AIRcraft, and in comparison to WATERcraft. The two crafts work in a different medium. Space fighters and space ships will operate in the same medium (or lack of one): space.
The most popular sci-fi settings are roughly wet-navy based, with fighters galore (even Star Trek broke down and added the things by the end). Thus, creating the "Universal" starship combat system without a fairly substantial accommodation for fighters would be lunacy.
Starmada is not intended to be realistic... never laid claim to be. But if you really don't like fighters, you don't have to use them. And if your opponent insists upon it, there are several viable options, many of which have been discussed at length. In addition, we've been discussing two additional ones; the 1/2 ROF weapon and CSP. Heck, I'd even be willing to allow range-3 weapons as point defense.
I have a question: has there been any extensive playtesting of fighter-based fleets vs non-fighter based fleets? As in, not just a battle or two as bad or good dice rolls, or bad or good tactics, can make a difference, but many battles having one side or the other having a much better winning percentage?
Yup.
Me versus Brian Jurczyk, who designed the original Arcturan Federation ships. Lots and LOTS of fighters. I, on the other hand, used some fighters, but relied on defenses (ECM and AFB were standard on all Imperial Starmada vessels). Worked out pretty well -- relatively even chance of winning, provided I didn't do anything stupid.
Honestly, I'm not intending to be obstinate here, and I don't have any particular soft spot for fighters; I've listened to the concerns, and I know the damned things can be frustrating en masse. But I've also seen many people offer suggestions on how to deal with them as they are -- as well as some relatively simple house rules to tone them down.
Perhaps it's time to take a vote? Is it more inobtrusive to change fighter point costs, alter one (or more) of their special abilities, or arbitrarily limit the number you can field in a given fleet? Or something else? Or leave it alone, and let individual gaming groups decide for themselves?
Majestic Twelve Games
cricket@mj12games.com