From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Sun, 11 Jun 2000 14:38:49 -0400
Subject: RE: Custom Fleets & Gimmickry
Begin at the beginning: Stilt: > The purpose of a starfleet of any sort of starfaring power is to keep One of the purposes, sure. > The general point is that science fiction is rife with examples of [ID-4, ST, BGS, SW, B5 First Ones examples follow] Your statement may be true about (many) specific SF universes. I know you don't play in it, but I don't think it's true of the Canon FT universe. There are no Old Ones or Planet killers in the FT game universe, and while you can add that in, you have to be aware that's what you're doing. The only FT system with quantified effect in planet to surface fire is, I beleive, Ortillery, and Ortillery is not a sterilizer. Planet Killers may make for fun, if not good, TV and movies, but not for fun or good space combat games, IMO. > A starfaring power that does _not_ want this to happen to them has to I hope you're not assuming the Beam-6 fleet designed specifically and explicitly to defeat your first posted version of the dreadplanet was advocating that such a fleet be the mainstay of any particular putative starfaring civilization. > An enemy with slower ships with greater That depends _entirely_ on the assumptions gaming universe, as Laserlight and others have illlustrated. While you like the example of the KV jumping the starbase (was it on a planet? I forget) There is other list discussion trying to hammer out the physics of the Tuffleyverse that implies that FTL must be exited some significant distance form target objectives. This in now way precludes you from saying that in your universe you can FTL a tac nuke into the opponent's flag bridge, or, more 'realistically' FTL a few planetary radii away and commence assault, but that's not the universe I like to play in. > _That_ is why I would not give a lot of respect to the broad Given the myriad differing assumptions of the game universe you like to play in, I'm happy to concede that this, and other subsequent points you make are true for _your_ games. > IMHO, show me a game where keepaway tactics are considered sound, I think it a bit premature for anyone to say what interstellar war is _really_ about, other than a cool tactical and/or strategic game. Given the absence of true reality, we are all within our rights to make a fake reality however we want. IMO, as long as it's fun and has an internally consistent logic to the liking of the players, I think you can make a game where virtually _any_ tactic can be considered sound for at least some game circumstances. Later... > A skirmish fleet, regardless of the exact amount of time involved, I could see things happening in a universe similar to yours this way (Though from what I have read of your pseudo campaign, resources are so virtually limitless that any type of fleet can appear in any type of combat.) Dreadplanet (as initially presented) appears and defeats defenders of system X. Beam-6 fleet is dispatched to hunt down and kill dreadplanet. It succeeds, since that dreadplanet can't defeat that fleet. Then both sides tweak subsequent dreadplantes and Beam-6 fleets to counter each other changeing weapons, fighter mixes, escorts, etc, each evolving away from the gimmicked original designs. This has already happened to some extent in the "tweaking" discussions on this list. FWIW I can also see in your particular universe, building a competing race that doesn't have home planets or many hard targets. Nebula dwellers...Dark Matter residents.... Energy beings that live in stellar coronas.... [FTL exit range...] > Most likely, this is only going to happen if you've got either a large A large number of assumptions at play here. I happen to be of the SF gaming school that large gravity wells like stars have significant hyperlimits (several AU) and individual planets have limits of several tens of radii. Thus assualts on planets outside the life zone start on the order of 10 turns away from a planet, and assaults on planets within can be seen coming significantly in advance (whether much can be done about it is another question...) > I'd probably take, as my example, the "Assault on Starbase 13" scenario > in MT: I wouldn't. Enough of your game universe is different from base FT, I wouldn't assume that _this_ example should rule you either. > Let's not forget that scanner range in the previous books was matter. Aside from sensors being one of the occasional favorite debate points of some listers, if Fighters can evade Novas for free, why can't active scanners go as far as twice your max weapon range? Why can't FTL detection be something completely different (and longer range, say 10 AU) than ship scanning? The answer lies entirely in the asumptions you choose to play with.