From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Fri, 15 Jan 1999 10:33:40 -0500
Subject: Curing the fighter blues
I finally figured out what bothered me about FT fighters, and possibly how to fix it. Fighters are powerful systems with high attrition rates. Most engagements I have seen have them cripple a ship or two before being completely wasted. Recovery/survival of pilots and fighters is left to the post combat campaign story, if there is one, and refuel/resupply during combat is basically a non-issue. 20th century analogs aside, I think fighter attrition is too high in FT for the _feel_ I would like. But their combat effectiveness is just fine, IMHO. In order to have the feel I'd like, I need to keep overall fighter power similar, but reduce attrition. I see two ways of doing this - one more cosmetic, the other a game variation. Cosmetic: Fighters are only _destroyed_ on rolls of 6 by the various antifighter systems (including on rerolls). Other rolls simply render a fighter damaged or combat-incapable. For added detail, allow another roll for damaged fighters to see if engines are down to allow the fighter to return to its carrier: 1-2 Engines OK, 3-5 1/2 thrust 6-engines out (rescue required after combat). Variation: PDS and Dogfighting fighters kill one fighter on a 6 (including rerolls). PDS, however can 'tie-up' fighters without destroying/damaging them. If a PDS rolls a 4, the attacking fighter groups strength is reduced by 1 (one fighter must break off its attack to evade PDS). If a PDS rolls 5, strength is reduced by 2. On a 6, it is reduced by 3 (two disrupted attacks, one destroyed fighter). Individual fighter atttacks are less effective this way, but more fighters survive to attack later turns.Playtesting, as always, is needed for this variation.