Topic: Tactics in Design-your-own-ships games

Something that struck me the other day... I was reading a really excellent book on naval tactics "Fleet Tactics", Wayne P. Hughes...  and at one point the author commented something to the effect of "Some officers respond to a problem by writing an enginnering request".  I cant find the sentence itself, but what the author complained of was a tendancy, in a high tech and highly enginnered navy (here, our own) to respond to a problematic situation or enemy capability with a purely enginnering solution, rather than attempting to develop a tactical one.

And it got me to thinking...

To what degree do we, as the godlike tax-assessors, procurement department, war office, and fleet commanders of our imaginary navies, blessed with absolute knowledge of weapon effects and the ability to regun our entire fleet in an afternoon, and regun an entire fleet in an instant, forgoe the 'fleet commander' axis of that task?

Do we tend to, when faced with a problem, return with an enginnering, hard-wired solution rather than attempt a tactical solution?

Certainly tactical solutions are not always possible, and even in a point game, two fleets may be so asymetrically designed as to make meaningful tactical choices absent, whatever their point totals.

But where this is not the case, how much time to do we spend trying to noodle out a tactical solution?  What are some cases where you faced a foe that was the rock to your paper, where things done in play (rather than in engineering) redressed the balance?

Finally, how does this inform ship design?  Do we build 'Robot' navies, that can only execute one tactic (while being perfectly equipped to do so), or do we build generalists?  Even within generalists, do we go for the resilience of simplicity in design (remembering that, whatever we may do at the table, complex tactics are not often a feature of 'real' naval battle), or do we design complex ships, or complex fleets of individually simple ships, that must be played like an instrument to perform, and which are usually 'fragile', inasmuch as that complexity introduces multiple points of failure in design and tactics, but which at the same time are in some ways 'resilient', inasmuch as they have mulitple capabilities each of which may apply in multiple situations? 

Just trying to stimulate some discussion.  Ya'lls thoughts are appreciated.

Re: Tactics in Design-your-own-ships games

Hello,

Great post! big_smile     Today I played 2 games of StarmadaX against a friend of mine.  His ships have 12 batteries of weapons that are R=18, 3+, 2/1/2, Increased penetration.  He had 4 of these 15 hull, speed 7 ships with LRS,PDS, & Lv 3 shields.  The increased penetration is brutal! :shock:   He won the first game. :?   I had three of the "improved Mississippi" DNs (listed in the B-Basin). 

:idea: For the second game, I had my 3 dreadnoughts use Evasive Maneuvers.  This EM did the trick because while we both had the same reduction in to hit probability, he also lost a lot of PEN dice.  His ships did not have overthrusters, and with his weapons firing only in a&b arcs, I was also able to outmaneuver him at medium range, and only 1 of his ships had a shot.
[All of my ships have overthrusters!] smile 

But as Marcus noted, I was tempted to find an "engineering solution" to deal with Increased Pen.  When I got home and saw that adding ECM would raise my ship's cost by 221, I decided I would bring some fighters along to screen the ships.  The solution to this was a tactical one, not an engineering one.  Also, the 221 CR increase each ship would have to add ECM will add lotsa Long Rang Fighters...  I try to make my ships good all around, not designed for one particular person.  My fleet gets used up here in Jacksonville as well as in S. Fla. :!:

Re: Tactics in Design-your-own-ships games

-nods-  Evasive as a quasi-defense against Increased Pen, since increased Pen is dependant on the to-hit roll.  Makes sense.

I'll be honest... alot of times when I look at the force correlations for my own pet navy (Ive got like.. 5 or 6 designed, but one that is my baby), the solution so often seems to be 'and then we hit the Erratic Manuvers...'

For the record.. I envy you the amount of SMX you seem to get to play.

-thinks-  Can anyone think of times where there was actual synergy and an appropriate return on investment in separating your fleet?  Even with explosions cutting down the 'stack it all' tendancy, I cant think of any time in my games that I've (widely) separated elements on a battle map to advantage. (barring instances where on element was vulnerable carriers that had launched and were running, or that like).

Something like the cloaked point-blank ship of doom, influencing your foes manuver because of where it MIGHT be?  Or separation to allow one element to close on the tail-pipes of a clumsy, narrow arc fleet (and, of course, sacrificing the other element to said clumsy fleets guns)

Re: Tactics in Design-your-own-ships games

Marcus Smythe wrote:

To what degree do we, as the godlike tax-assessors, procurement department, war office, and fleet commanders of our imaginary navies, blessed with absolute knowledge of weapon effects and the ability to regun our entire fleet in an afternoon, and regun an entire fleet in an instant, forgoe the 'fleet commander' axis of that task?

Do we tend to, when faced with a problem, return with an enginnering, hard-wired solution rather than attempt a tactical solution?

This is exactly why I truly love campaign games than those one-off games that I unfortunately get to play all too much.  I think when you work in a campaign system to the games, you see a lot more tactical shift than engineering shift.

I've played a couple solo-VBAM/Starmada games that didn't last much longer than contact with an empire that has a polar opposite than my design strategy since I was over-taken before I could get anything new in the design queue...

Interesting discussion...
-Bren

Re: Tactics in Design-your-own-ships games

Marcus Smythe wrote:

-thinks-  Can anyone think of times where there was actual synergy and an appropriate return on investment in separating your fleet?  Even with explosions cutting down the 'stack it all' tendancy, I cant think of any time in my games that I've (widely) separated elements on a battle map to advantage. (barring instances where on element was vulnerable carriers that had launched and were running, or that like).

Well, this may be a function of weapon ranges in Starmada -- there have occasionally been questions about whether longer-ranged weapons should be weighted more in the points value.

But... quoting from Hughes, "The tactical maxim of all naval battles is Attack effectively first." By virtue of having nothing else with which to compare, starship combat games have (almost) exclusively been analogous to naval warfare -- and as Tim Swenson pointed out in an essay published in the Compendium, Hughes' principles can be applied to great effect in Starmada.

Theoretically, there should be no reason to split your force. Practically, this is easier said than done -- at the very least, battle damage will require some dispersion. At the same time, you certainly don't want to allow your entire fleet to become immobile, as then you allow the enemy to take the initiative.

So, I've always felt it was important to have enough separation to allow me to dictate the timing and location of the first blow -- but grouped enough to prevent being destroyed in detail by the enemy.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tactics in Design-your-own-ships games

cricket wrote:
Marcus Smythe wrote:

-thinks-  Can anyone think of times where there was actual synergy and an appropriate return on investment in separating your fleet?  Even with explosions cutting down the 'stack it all' tendancy, I cant think of any time in my games that I've (widely) separated elements on a battle map to advantage. (barring instances where on element was vulnerable carriers that had launched and were running, or that like).

Well, this may be a function of weapon ranges in Starmada -- there have occasionally been questions about whether longer-ranged weapons should be weighted more in the points value.

But... quoting from Hughes, "The tactical maxim of all naval battles is Attack effectively first." By virtue of having nothing else with which to compare, starship combat games have (almost) exclusively been analogous to naval warfare -- and as Tim Swenson pointed out in an essay published in the Compendium, Hughes' principles can be applied to great effect in Starmada.

Theoretically, there should be no reason to split your force. Practically, this is easier said than done -- at the very least, battle damage will require some dispersion. At the same time, you certainly don't want to allow your entire fleet to become immobile, as then you allow the enemy to take the initiative.

So, I've always felt it was important to have enough separation to allow me to dictate the timing and location of the first blow -- but grouped enough to prevent being destroyed in detail by the enemy.

1.)  Im not sure about the long-range-weapon-pricing-thing.  Ill admit, I'm always tempted to go 18, or longer if people are comfortable with longer, and as a long-time cheeze-whiz number-cruncher, I fear my temptations...
But I dont have the play experience to say for certain.

2.)  Hmm.. cant justify buying the Compendium, now that I have brigade, but I'd like to see that article.
2a.)  Its interesting to be visiting with a self-selected community of people who are likely to have read Mr. Hughes.  big_smile
3.)  Damage to mobility will of course cause either separation or immobility.  And I DO like sending a ship with damaged shields, etc back and away from the foe, but still in weapon range... allowing my foe to fire at the damaged ship at longer ranges, or to start picking on a new target...
4.)  By using separation to dictate the timing of the first blow, I take you to mean first effective blow.  Hmm.  Ill have to play with the time and motion geometry of that in my head before Im sure I know what you mean/how it would play out on the map.

Re: Tactics in Design-your-own-ships games

Very nice initial posting. Thanks for starting this discussion.

Recently, in a small group that I discuss Starmada issues with, a topic of similar theme came up. The basic question boiled down to this: does Starmada offer the sorts of give-and-take choices to the player -- in the game phase , not in the design phase -- that make for interesting battles?

The answer is many-faceted, and likely to be arguable no matter where you land. But, in my humble opinion as a great fan of this game, the answer to this question is not as many as it should.

The number of choices made by the commander -- in the game phase -- is limited to "where do I move?" and "whom do I shoot?" And this is about it. So lets look at these one at a time:

(1) Where do I move? The problem with a game like Starmada in this particular choice is that, given the formulae used to design the ships in the first place, the definition of a "quick" ship in Starmada is about 5 or 6 hexes of movement once you get into the ships of hull 5+. Below hull 5, you have some more speed that can come into play. But the bulk of your firepower is wrapped up in ships that are moving slowly enough that accurate predicitons of movement are highly likely.

(2) Whom do I shoot? The problem with a game like Starmada in this particular choice is that, give the fact that the game (by default) allows all weapons a firing rate of at least one shot per turn, at no time are you trying to decide if firing this turn is a good idea. If an enemy is in range -- fire! Always. Never hold back. Never wait for a better shot, because if the better shot comes, you can shoot him again.

So, I have to say (again, stressing that this is despite my love of the game) the number of potential tactical choices that can be made (under the default conditions of Starmada) is drastically limited. This is exacerbated by the certain additional design philosophies that are built into the game:

(3) Universal Defenses: When I have shields in the game, I have universal, omni-directional shields that come down at a uniform rate. In other words, not via design nor via battle damage will I ever have a weak side of the ship that needs to be protected above and beyond the others. Granted, there is the screens rule; but (in my humble opinion, and in my experience), screens are among the more abusable rules in Starmada. Set up 12 screens (at the cost of 3 shields) and you effectively have shield 4/4/4 on the front three zones; move up to screens 16 (at the cost of 4 shields) and you have 5/5/5 on the front zones with a screen to spare... if shields were designated and fixed in given directions (ie: I had 6 different shield ratings that protected and were damaged independently) then things might be different. I might have a weak shield that causes me to have to maneuver to keep the stronger remaining shields at the enemy.

(4) Forward Arcs: The game treats any and all arcs as equal. And this is demonstratably not true. Consider: in the formulae for the OCV of a weapon, the range of the weapon and the engine rating are combined, as a method of incorporating the additional range a good movement score will grant a weapon. But this is most effective for the AB arcs, less effective for the CD arcs, and have relatively little impact on the EF arcs (if at all). Combine this with the low movement rates discussed above, and you have the core reason so many home-brew ships have every single weapon in the AB arc.

(5) Simplicity: Dan has created an amazing game that is simple, and as advertized, is not simplistic. However, simplicity and depth are at odds with one another in game design. One can go too far and become too simple (how many people continue playing candyland after the age of 8? How many tactics manuals could be written for that game?); just as one can become too deep (Star Fleet Battles has a compiled, complete rulebook that is over 500 pages with options for its options; The initial investment in time to learn the game can be tremendous.). However, if anything, the gaming world has proven that it can strike a balance between simplicity and depth without becoming too complex. For example: Chess.

In Chess, you have 6 different pieces that have 6 unique sets of simple rules that define them. You have a fixed playing field (8x8 checkerboard pattern). You have a fixed starting condition (piece locations). You have two basic mechanics in the game (move, capture). You have one basic restriction rule applied (blocking). And you have a handfull of "advanced topics" -- pawn initial movement and en passant; king-rook castling; pawn promotion.

From these simple rules -- which take up no more space to write than the current Starmada X rules (minus the design rules!) and yet this is a game that has a depth that has taken centuries to explore. And some people claim today, it has not been fully explored, even today.

So what conclusions can be drawn?

Starmada is a good game. Starmada has the potential to become a great game if Dan wants to make it one. But he has to be willing to push the envelope a bit, and see how far the basic framework will let him go.

And from what I have read, and from the conversations I have had with Dan... I think he is not only willing... he is ready.

Re: Tactics in Design-your-own-ships games

If you're talking turn-to-turn tactical decision making (i.e. where to move, what to shoot at), I have always felt that Grand Fleets has much more of that than Starmada. In the games of Starmada that I have played and/or watched, the decision making from turn to turn just isn't that important.
Maybe it's just been the particular ship designs used in those games.
I don't know.
But maneuvering just hasn't been that important.
In Grand Fleets, because of the historically limited firing arcs, and because of the over-concentration rules, it's everything.
Kevin

Re: Tactics in Design-your-own-ships games

KDLadage wrote:

The number of choices made by the commander -- in the game phase -- is limited to "where do I move?" and "whom do I shoot?" And this is about it.

One point I'd like to make before getting into specifics -- and you reference this as well, in saying "a game like Starmada" -- is that these are issues that face ALL miniatures wargames, with few exceptions.

But the bulk of your firepower is wrapped up in ships that are moving slowly enough that accurate predictions of movement are highly likely.

True. One potential fix with little (if any) potential to break the game would be to change the formula for engine size to (SU/100)^1.3*2 instead of *3.

If an enemy is in range -- fire! Always. Never hold back. Never wait for a better shot, because if the better shot comes, you can shoot him again.

We're getting into areas where the "game vs. simulation" debate will rear its head. Obviously, we're not simulating anything with Starmada other than preconceived notions about what space combat should be like -- but as has been mentioned already, there is a close parallel with naval combat. And there it depends upon what era of wet-navy you're talking about -- WW1 and WW2 battlefleet clashes don't need to worry about ammo. Modern navies do, but that's because ships are nothing more than missile and aircraft platforms. Starmada (at its default) is clearly more aligned with the former than the latter.

When I have shields in the game, I have universal, omni-directional shields that come down at a uniform rate. In other words, not via design nor via battle damage will I ever have a weak side of the ship that needs to be protected above and beyond the others.

An optional rule that ranks the shield rating of each "hex side" separately would be easy to implement.

The game treats any and all arcs as equal. And this is demonstratably not true.

Aside from giving the different firing arcs varying costs, I can't see how to avoid this. For example:

A/B = 3
C/D = 2
E/F = 1

Thus, a weapon that fires into the AB arc would cost three times as much as an EF weapon, and 20% more than an AC or BD weapon.

However, if anything, the gaming world has proven that it can strike a balance between simplicity and depth without becoming too complex. For example: Chess.

One glaring problem with the analogy -- Chess is devoid of the chance/luck factor. In addition, players are limited to moving one piece at a time. So, the decision points is the same as in Starmada (where to move and whom to "attack"); it's just that your resource (time expressed in "moves") is finite.

Starmada, as a pseudo-simulation, really needs to allow all ships to move each turn. Even "command points" as in For the Masses would not work -- ships just don't sit and do nothing without orders.

Thinking about this further, I think what you're arguing for are "resources" of some kind -- for example, in SFB there's "power"; in Battletech, there's "heat"; in Jovian Chronicles/Heavy Gear, there's "actions".

I can see adding one or more of these as options -- but I hope you're not suggesting that the basic framework of Starmada should be changed?

Starmada is a good game. Starmada has the potential to become a great game if Dan wants to make it one. But he has to be willing to push the envelope a bit, and see how far the basic framework will let him go.

Hold your tongue! Starmada is a great game -- but it can be greater... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tactics in Design-your-own-ships games

underling wrote:

I have always felt that Grand Fleets has much more of that than Starmada. In the games of Starmada that I have played and/or watched, the decision making from turn to turn just isn't that important.
Maybe it's just been the particular ship designs used in those games.
I don't know.
But maneuvering just hasn't been that important.

It's odd you should say that, as I have always felt that Grand Fleets is the same basic game as "vanilla" Starmada (i.e., without weapon abilities and/or equipment). The ONLY thing that is in Grand Fleets that is not in Starmada is the need for formations/command structures. Perhaps that's what makes you feel like GF is more about maneuver.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tactics in Design-your-own-ships games

cricket wrote:
KDLadage wrote:

The number of choices made by the commander -- in the game phase -- is limited to "where do I move?" and "whom do I shoot?" And this is about it.

One point I'd like to make before getting into specifics -- and you reference this as well, in saying "a game like Starmada" -- is that these are issues that face ALL miniatures wargames, with few exceptions.

This is true. And I would like to say that, generally speaking, in the games where more choices are offered (or where the choices involved in the two listed become more critical), the game tends to benefit from it.


cricket wrote:
KDLadage wrote:

But the bulk of your firepower is wrapped up in ships that are moving slowly enough that accurate predictions of movement are highly likely.

True. One potential fix with little (if any) potential to break the game would be to change the formula for engine size to (SU/100)^1.3*2 instead of *3.

This would be a step in the right direction, in my opinion. But I would need to see how it impacted things -- and you would need a lot more than just my word, I am sure. smile


cricket wrote:
KDLadage wrote:

If an enemy is in range -- fire! Always. Never hold back. Never wait for a better shot, because if the better shot comes, you can shoot him again.

We're getting into areas where the "game vs. simulation" debate will rear its head. Obviously, we're not simulating anything with Starmada other than preconceived notions about what space combat should be like -- but as has been mentioned already, there is a close parallel with naval combat. And there it depends upon what era of wet-navy you're talking about -- WW1 and WW2 battlefleet clashes don't need to worry about ammo. Modern navies do, but that's because ships are nothing more than missile and aircraft platforms. Starmada (at its default) is clearly more aligned with the former than the latter.

This is odd, in that I did not see this as a "gamist vs. simulationist" debate would get involved. But you are right. I was looking at this from a "force the player to make choices that have an impact on more than just this turn" aspect. Currently, when I fire a weapon, my opportunity cost is that I cannot fire that weapon at a different target this turn. I feel that more opportunity cost needs to be built into the game -- and a simple "weapons cannot fire in successive turns" option would provide the additional opportunity cost in that it is unavailable to fire at any target next turn as well. Simulationists can call this a cool down, or a realoading period... it really doesn't matter much in my eyes. Then, in games like this -- I am a gamist at heart.


cricket wrote:
KDLadage wrote:

When I have shields in the game, I have universal, omni-directional shields that come down at a uniform rate. In other words, not via design nor via battle damage will I ever have a weak side of the ship that needs to be protected above and beyond the others.

An optional rule that ranks the shield rating of each "hex side" separately would be easy to implement.

Yes. Yes it would. smile


cricket wrote:
KDLadage wrote:

The game treats any and all arcs as equal. And this is demonstratably not true.

Aside from giving the different firing arcs varying costs, I can't see how to avoid this. For example:

A/B = 3
C/D = 2
E/F = 1

Thus, a weapon that fires into the AB arc would cost three times as much as an EF weapon, and 20% more than an AC or BD weapon.

I am not sure how to fix this, to be honest. Right now, we rate the number of arcs a weapon fires into and use this to calculate the SU and OCV. The current rule is good for SU; but the ruling would need to impact OCV differently than it does SU. Which is a violation of some of the concepts that go into Starmada... so I am not sure it would be worth doing, in the end. sad


cricket wrote:
KDLadage wrote:

However, if anything, the gaming world has proven that it can strike a balance between simplicity and depth without becoming too complex. For example: Chess.

One glaring problem with the analogy -- Chess is devoid of the chance/luck factor. In addition, players are limited to moving one piece at a time. So, the decision points is the same as in Starmada (where to move and whom to "attack"); it's just that your resource (time expressed in "moves") is finite.

True. This was not meant to be an exhaustive comparison. Just that from simplicity can be born a great deal of depth if care and thought go into design of the game itself.


cricket wrote:

Starmada, as a pseudo-simulation, really needs to allow all ships to move each turn. Even "command points" as in For the Masses would not work -- ships just don't sit and do nothing without orders.

I am certainly not suggesting a "sit and do nothing command points" concept. I am suggesting that things be modified to make maneuver more important in the game. Make it possible to seriously out-maneuver the opponent. Right now, the ability to do this is somewhat lacking (in my opinion).


cricket wrote:

Thinking about this further, I think what you're arguing for are "resources" of some kind -- for example, in SFB there's "power"; in Battletech, there's "heat"; in Jovian Chronicles/Heavy Gear, there's "actions".

Yes. Back when I first approached you with the idea of doing a Mecha-like game based on the Starmada X engine, I told you that (in my opinion), something was needed. Some sort of expendable resource, or "thing" that was tracked that caused you to have to make choices that, absent that "thing" would be obvious. I pointed out that "Heat" in Batteltech was that thing -- and that one simple mechanic adds a lot -- in fact, a tremendous amount -- to the tactical considerations of the game. Far more times than I can count have I designe d amech that was deficient in the number of heat-sinks it needed to operate efficiently...


cricket wrote:

I can see adding one or more of these as options -- but I hope you're not suggesting that the basic framework of Starmada should be changed?

The basic framework? No. The basic framework needs to remain as simple and "vanilla" as it can be without removing all tactical consideration. But the options that define a setting or a particular game need to create problems and tactical considerations that are otherwise absent from the core game.

At the same time, the options need to be designed in such a way that any number of ships from any number of universes can be played against one another in a reasonable fashion without creating trouble.

For example, it is obvious that the universe that has the USS ENTERPRISE and the universe that has the SUPER-STAR DESTROYER is not the same universe. I am sure that the rules that define the ships in questions will be different. But they should not be incompatable. I should be able to fly my ENTERPRISE and battle my SUPER-STAR DESTROYER without too much trouble.


cricket wrote:
KDLadage wrote:

Starmada is a good game. Starmada has the potential to become a great game if Dan wants to make it one. But he has to be willing to push the envelope a bit, and see how far the basic framework will let him go.

Hold your tongue! Starmada is a great game -- but it can be greater... smile

Sure. I can buy that. After all, I have paid for and purchased seven copies of Starmada (from the two copies of the COMPENDIUM to BRIGADE to the X rulebook...) I think I like this game enough to say it is GREAT with room for improvement... smile</r>

Re: Tactics in Design-your-own-ships games

cricket wrote:

Aside from giving the different firing arcs varying costs, I can't see how to avoid this. For example:

A/B = 3
C/D = 2
E/F = 1

Thus, a weapon that fires into the AB arc would cost three times as much as an EF weapon, and 20% more than an AC or BD weapon.

As I think more on this, I don't hate it.

But there is the problem that, if we make the EF arcs too cheap in relationship to AB, ships will load up on rear-firing arcs and just fly backwards into combat. wink

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tactics in Design-your-own-ships games

I think we have to leave arc costs where they are.

AB arcs favour ship designs that want to close with the enemy.  Most ship designs, for better or worse, do.  Mid to short range guns.

CD arcs favour ships that like holding the range constant, or at least diminishing the rate of closure.  Ive built some ships like this.

EF arcs favour ships that want to open up the range, or at least deny the foe the ability to close the range.


Now, if were saying we think the game would be a more interesting game if arcs mattered more?  I agree.

But how to get there?

Thought:  Make ships less nimble.  Not slower.. less nimble.  Its realtively easy to build a ship (6 thrust) that can pull a 180 in a single turn.  If ships were a bit more clumsy at the helm, then there would be a greater risk of ending up with enemies outside of your AB arcs and closing fast... raising the need for off-arc weapons.

Just as long as we dont let it degenerate into 'giant space fighter dogfights', Im golden.

EDIT:  Rate of Fire Thought
One idea to 'reign in' the lower cost of ROF, and add more decision points at the same time...

Assume that the generic, ROF1 weapon fires once every three turns.
ROF 2 weapons may fire twice within those three turns...
and an ROF3, every turn.

As damage now is always better than damage later, this would somewhat pay for the cost break ROF 3 guns get...

Re: Tactics in Design-your-own-ships games

Marcus: good point.

There was a "very simple vectored movement" option floated about a while back The idea was that a ship could accel/decel at the rate given by the Engine Rating. Turns cost 1 MP per speed you were currently going.

Thus, if the ship had a engine rating of 5, and were going 5, then the ship needed all of its thrust it had this round in order to turn. If it were going 6, then it needed to slow down a bit before it could turn (or build up for the turn by paying at least 50% of the turn cost this round, and then paying the remaining cost for that turn in the following round).

This would certainly cut back on the nimbleness, reduce the ability to predict movement (as the ships could accelerate pretty good) and so on.

Re: Tactics in Design-your-own-ships games

My only concern with vector style movement, or any movement method that allows ships to cover more than their MP in hexes per turn, comes from my time playing Full Thrust.

In Full Thrust, its VERY easy to fly VERY fast (in either of their movement systems).  By very fast I mean 'close from outside of effective engagement range to point blank in a single move'

Now, granted, in the 'very simple' system, you couldnt move very fast and turn at the same time.. unless your willing to go slooowww...

What does the very simple system do about the tendancy to build 2 arc AB ships, around move 3, that just quite literally sit and spin?  We dont really have 'you must move or die' seeking weapons in SMX, so the penalty involved in being very slow is somewhat limited.  Sure, you might face foes that will attempt to dictate the range.. but your a low-speed hull, meaning you can probably outgun most foes at most rangebands.

This has some cross-fertilization problems with the 'variable shield arc values' and the 'power allocation' discussions.  Even SFB ultimately sometimes has trouble, outside a seeking weapons paradigm, getting ships to spend power to move...

One of the things I most love about SMX is the fact that anyone attempting to make like Nelson at Trafalger HAS to accept significant incoming fire as their price for closing to point blank.  You just cant (in SMX, normally) get from 'out of range' to 'point blank (or even worse, overshooting)' very easily.

This feels more like 'big ships with big guns', which is what I like about it.

Re: Tactics in Design-your-own-ships games

I agree with the observation that maneuvering is not as important as it should be.

The "simple vectored movement" KDLadage suggests might be a good solution. I wouldn't mind seeing the formulae adjusted so that small ships can, in principle, move MUCH faster than large ones. Imagine the Millenium Falcon flitting among Star Destroyers. Having a number of nearly-immobile "fortresses" on the map has the side benefit of creating terrain, something that is always lacking in space games. Also, while small, fast ships might continue the AB tradition, larger ones would be forced to have a little variety.

For a more realistic Newtonian system, perhaps the cost of rotation (as opposed to acceleration) should depend on the size of the ship. One obvious solution is to use the explosion size table to determine the cost for a 60 degree rotation. Very large ships, especially those with engine damage, might not be able to rotate, at least not in one turn...

I support fractional ROF, so I can buy a bigger weapon that can fire only every N turns. This should be priced so that I get something in return for the lost flexibility, e.g., I can fire 50% as often for 40% of the cost.

Cricket says, 'quoting from Hughes, "The tactical maxim of all naval battles is Attack effectively first."' Does anyone know of a corresponding maxim for air combat?

Re: Tactics in Design-your-own-ships games

mundungus wrote:

Cricket says, 'quoting from Hughes, "The tactical maxim of all naval battles is Attack effectively first."' Does anyone know of a corresponding maxim for air combat?

Wouldn't it be the same?
And maybe even moreso?
Kevin

Re: Tactics in Design-your-own-ships games

Oh, and one other thing:

I agree with KDLadage that there should be a sense in which one side of a large ship can be weakened, in terms of defenses and/or firepower. There's not point in maneuvering around a spherical opponent with a uniform distribution of turrets.

Re: Tactics in Design-your-own-ships games

Marcus Smythe wrote:

2.)  Hmm.. cant justify buying the Compendium, now that I have brigade, but I'd like to see that article.

I have uploaded the relevant pages from the Compendium:

www.mj12games.com/tactics.pdf

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tactics in Design-your-own-ships games

Marcus Smythe wrote:

Thought:  Make ships less nimble.  Not slower.. less nimble.  Its realtively easy to build a ship (6 thrust) that can pull a 180 in a single turn.  If ships were a bit more clumsy at the helm, then there would be a greater risk of ending up with enemies outside of your AB arcs and closing fast... raising the need for off-arc weapons.

Any vector-type movement will have this effect, and likely encourage CD arcs over the others...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tactics in Design-your-own-ships games

If Vector is what gets us there, I can live with it.

Maybe some sort of upper speed limit, and a fairly strict one... I'm just trying to avoid the 'out of range' to 'point blank range' jump...

And thanks for the upload.  The article was a good distilliation of Huges, applied to the space context.

Re: Tactics in Design-your-own-ships games

Marcus Smythe wrote:

If Vector is what gets us there, I can live with it.

Maybe some sort of upper speed limit, and a fairly strict one... I'm just trying to avoid the 'out of range' to 'point blank range' jump...

And thanks for the upload.  The article was a good distilliation of Huges, applied to the space context.

The "Teleporting Ship" or "Picard's Maneuver" is a consequence of nearly any true vector system. However, their are ways of mitigating it.

Consider, for example, CAR WARS. In the last edition of that game published, the movement/fire phase was divided into three sub-steps. Before you ask, no I am ot suggesting anything as unweildly as the 32-impulse system of SFB.

However, if you were to have ships moving, even at speed 30, and divided this move into three equal parts -- then they cannot close more than 10 before the next fire opportunity comes up. ROF 1 weapons cannot fire in more than one of these sub-steps each round; ROF 2 weapons can fire 1 time in up to 2 of those steps; ROF 3 weapons can fire once in each step...

Re: Tactics in Design-your-own-ships games

KD:  I could live with quasi-vector in that format.  And I do like breaking up ROF to give interesting shoot/no shoot decisions.

Re: Tactics in Design-your-own-ships games

Here is what it looks like:

01: - 1 -
02: 1 - 1
03: 1 1 1
04: 1 2 1
05: 2 1 2
06: 2 2 2
07: 2 3 2
08: 3 2 3
09: 3 3 3
10: 3 4 3
11: 4 3 4
12: 4 4 4
13: 4 5 4
14: 5 4 5
15: 5 5 5
16: 5 6 5
17: 6 5 6
18: 6 6 6

This chart shows the SPD: Ph1 Ph2 Ph3

SPD = Speed (or velocity)
Ph1 = Phase 1
Ph2 = Phase 2
Ph3 = Phase 3

There is a firing oportunity after movement in each phase.

ROF 1: Can fire once in any one phase
ROF 2: Can fire once in any two phases
ROF 3: Can fire once in each phase

Keep in mind that any ship moving a speed of 18 would need an engine rating of 18 to turn one hex-facing each round.

    [*]At that speed, with an engine rating of between 9 and 17, the ship would take two rounds to turn one hex facing.[*]At that speed, with an engine rating of between 6 and 8, the ship would take three rounds to turn one hex facing.[*]At that speed, with an engine rating of 5, the ship would take four rounds to turn one hex facing.[*]At that speed, with an engine rating of 4, the ship would take five rounds to turn one hex facing.[*]At that speed, with an engine rating of 3, the ship would take six rounds to turn one hex facing.[*]At that speed, with an engine rating of 2, the ship would take nine rounds to turn one hex facing.[*]At that speed, with an engine rating of 1, the ship would take eighteen rounds to turn one hex facing.

In all honesty, the logistics of most maps means that the max speed most ships will even dare will be in the 12-15 range, if that. Still, given the fact that ships may or may not turn, maneuvering will be at a premium.

Re: Tactics in Design-your-own-ships games

Hmm, even three phases feels too bookkeepy to me. (At the same time, I have to admit I liked the old Starfire system.)

What about an "opportunity fire" system where you can (perhaps at a penalty) fire at a ship at some earlier point in its movement path for the turn?