From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Wed, 12 Jul 2000 11:18:53 -0400
Subject: [FT] "Agile" Fighters (yet another re-evaluation of ftrs)
I like and I hate fighters. I like them as an SF battle vehicle, and I like their sense of drama. I dislike their execution in almost all starship-level SF games for a couple reasons. 1) They're either too weak to be effective or too powerful for their relative size/cost. FT strikes a balance, but I've disliked certain things about the FT system. One is the mortality of fighters and pilots (see the comapnion post about that). FT treats fighters like other expendible weapons. Players have to (and have) home up with rules for fighter and pilot survivability to determine exactly what happens when a fighter is "Killed" by PDS or other fighters. Fighters also tend to have effective lifetimes of only a fraction of their endurance when facing PDS/ADFC grids, which is logical, since you need a strong PDS net to catch a swarm of fighters lest they very quickly cripple your ships. A possible answer to these issues is a new fighter type - Call it the Agile Fighter or the Survivor's Fighter or the Armoured Fighter, depending on your PSB. It can be considered a reworking of the interceptor, in part, without the interceptor's anti-fighter abilities. It has weak offense, but strong defense and survivability. It costs the same as a normal multi-role fighter. On attack, Each fighter does one point of damage on a roll of 6 only, plus normal rerolls. Vs. screen 1 and screen 2, the fighter loses rerolls, but still scores 1 pt on a 6. Conversely, PDS knocks out 1 fighter on a roll of 6, no rerolls. Dogfighting Agile fighters kill 1 opposing fighter on a 6, no rerolls, but can force opposing groups to dogfight rather than attack another target. Vs. SM's Agile fighters kill 1 on a 6 + rerolls. Dogfighting fighters vs. Agile fighters each act as PDS. Interceptors gain rerolls. Vs. PB's Agile fighters score 1 hit on a 6. Here's a statistical damage comparison between Normal and Agile fighters over 6 attack runs (assuming no additional CEF burns to engage) No scrn Normal Agile Notes vs 0PDS 28.8 10.6 vs 1PDS 15.4* 9.6** *1.2 ftrs surv 6 turns **5 ftrs surv vs 2PDS 6.7* 8.6** *Dest after 3 t **4.7 dam after 3 t, 4 surv vs 3PDS 3.8* 7.6** *Dest after 2 t **3.1 dam after 2 t, 3 surv vs 4PDS 2.2* 6.5** *Dest after 1 t **1.6 dam after 1 t, 2 surv Vs screen 1 and screen 2 the numbers story is similar. I think this makes them reasonably balanced, but would welcome further analysis and recommendations if people think they should cost more than normal fighters. What I haven't mapped in is the Morale effect of Agile fighters vs. others. The greater survivability means they will suffer fewer morale failures, but undergo more morale checks, since they'll be under fire for more turns. I'm not sure if that's a wash, balance-wise. On a _strategic_ scale, they should cost more per fighter, since they are more survivable, but FT NPV costs do not always map well with strategic costs, IMO. Total damage from Agile fighters is greater vs larger numbers of PDS, but is spread out over the full 6 turns of endurance. If fighters need to burn endurance to engage, then Agile fighter damage numbers suffer more than normal fighters vs 2 or more PDS per group. I like this because 1) fighters survive longer, and 2) they do less maximum damage, and their toll is more cumulative or attritive rather than a single fast punch. When used along with strategic rules, fighter forces become more palateable, since pilots are far more likely to survive numerous sorties. When I get around to NIFT Carrier Ops, I hope to playtest them. If they work out, I might convert them into New Israel's Super Stealth Fighter (currently (very expensive) fighters w. Screen 2 equivalent)