[FT] Fighters (the bleeding continues)

7 posts ยท May 13 2002 to May 16 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Sun, 12 May 2002 21:08:18 -0400

Subject: [FT] Fighters (the bleeding continues)

I find it interesting that people talk about how changing the stats for a
given system will produce an unrealistic result, as if an initial statistical
representation is somehow sacrosanct and "realistic". The original values were
tested under a limited range of situations, the original point totals derived
by fallible human beings. There is no sacrosanct comparison to some
"realistic" set of values... as far as I know, no one has yet built a space
fighter OR a working FT PDS suite. In fact, since the game is generic, we
don't even know WHAT that is exactly. So how exactly can numbers be more or
less realistic given our near total ignorance? They cannot.

It is quite possible with laser based PDS suites and the kind of fire control
the FT universe would absolutely require that nothing short of hundreds of
fighters could stand any chance to overwhelm the average PDS system. PDS that
engaged ALL targets is as realistic (depending on the technologies involved)
as PDS that does not. In fact, it may be that no fighter occupied by a human
can handle the kind of manouverability that would be required to actually
avoid PDS at all, so anytime you were inside the PDS range, you'd pretty much
be dead. Modern PDS systems are fairly dangerous to anything (missile, but
especially large air target) that gets inside the effective range. 20mmm or
30mm has a nasty way of ruining your day.

This means little, referring to the original thought that we have no idea what
these PDS systems really are. They could be lasers, slugthrowers, fragmenting
charges, etc. Oerjan has already suggested
that the PDS system rolls may represent a multi-layer defense with
missiles/guns/charges all abstracted into one roll. Who knows? Since we
don't, all we can argue about is what kind of genre we want to simulate and
how. And there isn't any good reason to say one genre is
better/worse. Everyone has unique tastes.

And those who are arguing for "realism".... <my ribs hurt that's so funny>.
You're talking about speeds of 60,000 kph and rather ludicrious
long term accelerations. You're believing in anti-grav. But you can't
believe PDS that attacks everything or a limitation on the number of fighter
groups attacking a ship? (ha ha hahahaha!)

Okay, now that I've recovered from paroxysms of laughter at the ridiculous...
(and a smirk at John A. chiding people for poor manners... good shot John....)

...what is it about the idea of having a variety of PDS/fighter rules
and letting each player group that wants to simulate a genre pick to their
taste that is so disturbing to some folks? Seemed to me Jon T was quietly
speaking up in favour of such an inclusionary approach. Seems to me those
jumping on his head saying "X is the timescale and Y is the movement rate when
both are explicitly vague ON PURPOSE" is kind of besides the point.

Jon has indicated his model for fighters to attack ships was more the
Pearl Harbour/Star Wars fly in close, fire your laser canons, get out
model. That model suggests ranges at max of a few kilometers, maybe even a few
hundred meters. The 6" range (and no, don't bother telling me that is 6000km
because it IS NOT.... it MAY be 6000km, or it may be 6000m.... no one can say
since this is intentionally left vague!) represents how close you have to be
to initiate your attack run. During that turn, you make the run in, fire an
attack, and peel back out, taking PDS fire all the while. That doesn't
represent stand off weapons, but if you only have a 1km or less sphere around
the ship that constitutes final attack distance, you can well justify
resolving the fighter attacks in waves.

People have cited historical examples of fighters attacking in waves of
up to 9. Of course, most of the historical footage I've seen shows 1-2
fighters coming in at a time. You might have 9 attacking from a squadron, but
maybe all 9 aren't diving at the same target at the same instant. Or maybe
they are. But limiting to squadrons of 6 for space fighters is entirely
believable, until we have a workable mechanic for squadrons of arbitrary size.

I think those of you so concerned with "realistic" models, or so concerned
with making the game "unplayable" just because suddenly
fighters are a bit more evenly balanced - you might want to check out
Harpoon. It's nice and realistic. And about as much fun for most people as
collecting pocket lint.

FT is an ostensibly generic game. A truly generic game enables the
simulation of any genre by providing alternatives/options/genre rules
packets/costings. FT isn't quite there yet. The idea of going there
shouldn't be terribly disturbing to anyone, since the end result would be you
could keep things as is, add in one of the generic packets, etc.
- pretty much play the way YOU want to. I don't see anything to be
gained from saying "Darn it, my model is right, all the others blow goats and
should not be allowed!".

Don't be selfish.... try to think in an inclusionary manner and instead of
saying "Well, X player is playing in an immature style" or "FB1 fleets just
suck" or "...if he'd brought this combination of things".... where does that
get us and how does it improve the experience for new players? How does
conforming another player to YOUR particular bias about how things "should be"
improve the quality of their experience with the game? It doesn't. So what
does it buy us as the GZG community or Jon as a guy trying to make a living
selling stuff? Nada.

FB1 designs aren't sacrosanct, but for practical reasons, no one is likely to
try to reissue them. Part of the future of the game is preserving value for
the players who have already spent a pile on existing books. FB1 rules aren't
sacrosanct (God knows some FB2 SV rules are a bit bent....). FB1 costings
aren't sacrosanct. All of these things are ARBITRARILY SELECTED in the first
place, so there is no issue of HOLY CANON here. Just the practical question of
"what can we do to make the game more fun for more people"? If that means some
alternate rules
by genre and alternate costings, so be it. That excludes no-one. If it
means NPV corrections (easily published in one chart) to FB costings, so
be it. FB per-SSD changes or new systems are less likely as invalidating
all the FB1 designs is a greater problem.

So we move forward in a practical, inclusionary fashion. And at the end of the
day, if you can't play nice and share the universe......

Tomb.

From: Laserlight <laserlight@q...>

Date: Sun, 12 May 2002 21:58:42 -0400

Subject: Re: [FT] Fighters (the bleeding continues)

> would be required to actually avoid PDS at all, so anytime you were

Is that the same as "mostly dead"?

> ...what is it about the idea of having a variety of PDS/fighter

It's going to require about 14,000 playtest games to balance all the possible
combinations. Aside from that, not a thing.

> So we move forward in a practical, inclusionary fashion. And at the

...then go make your own. If it's fascinating, tell us about it and maybe
we'll come visit. And probably fiddle with the details of that

From: Ray Forsythe <erf2@g...>

Date: Sun, 12 May 2002 22:14:48 -0400

Subject: Re: [FT] Fighters (the bleeding continues)

> Laserlight wrote:

> would be required to actually avoid PDS at all, so anytime you were

More or less. I guess it's another way of saying "mission kill."

From: Richard and Emily Bell <rlbell@s...>

Date: Mon, 13 May 2002 22:13:16 -0400

Subject: Re: [FT] Fighters (the bleeding continues)

It occurs to me that the simplest way to eliminate the problem of soapbubble
carriers is to eliminate soapbubble carriers. Carrier operations require
larger crews than those required by more conventional warships. If the ship
intends to be more than a mobile launchpoint for a base's fighters (ie, the

From: Charles Taylor <charles.taylor@c...>

Date: Wed, 15 May 2002 19:47:46 +0100

Subject: Re: [FT] Fighters (the bleeding continues)

In message <3CE072BC.C3C80860@sympatico.ca>
> Richard and Emily Bell <rlbell@sympatico.ca> wrote:

> It occurs to me that the simplest way to eliminate the problem of
In other words - 1 hanger bay per crew factor.

From: Richard and Emily Bell <rlbell@s...>

Date: Wed, 15 May 2002 23:00:16 -0400

Subject: Re: [FT] Fighters (the bleeding continues)

> Charles Taylor wrote:

> In message <3CE072BC.C3C80860@sympatico.ca>

From: Charles Taylor <charles.taylor@c...>

Date: Thu, 16 May 2002 22:55:28 +0100

Subject: Re: [FT] Fighters (the bleeding continues)

In message <3CE320C0.F044C1BD@sympatico.ca>
> Richard and Emily Bell <rlbell@sympatico.ca> wrote:

> Charles Taylor wrote:
If the ship
> > > intends to be more than a mobile launchpoint for a base's fighters