[FT] Small Craft and Customizable Fighters (long)

4 posts ยท Jun 5 2002 to Jun 6 2002

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

Date: Wed, 05 Jun 2002 18:54:14 +0100

Subject: [FT] Small Craft and Customizable Fighters (long)

Well, I've had some more ideas on the subject, inspired by some of the other
ideas mentioned on the 'filling the gap' thread...

Customisable Fighters

To simplify the maths I'm assuming that some of the cost of fighters (and
small craft) is included in the cost of the hanger, I'm also assuming a hull
MASS for a fighter of 1, for the same reason.

A basic fighter consists of a body, weapons, engines, and power reserve
(Combat Endurance)

The body costs 1 point

Weapons are categorised into fighter weapon classes, thus:

Class Effects 1 1 hit on roll of 6
2       1 hit on roll of 5+
3 1 hit on roll of 5, 2 hits on 6 4 1 hit on roll of 4 or 5, 2 hits on 6 5 1
hit on roll of 3, 4 or 5, 2 hits on 6
6       1 hit on roll of 3 or 4, 2 hits on 5+

These can apply to both fighter, where 1 hit = 1 kill, and ships, where 1 hit
= 1 damage point.

Thus a multirole fighter has class 4 weapons against both fighters and
ships (represented as 4/4), an interceptor has (6/0), and an attack
fighter has (1/6) (The actual class is based the average damage
inflicted, classes 2, 3 and 5 exist to fill gaps in the progression)

To determine the costs of the fighter weapons, add the anti-fighter
class to four times the anti-ship class, and divide the result by 10,
rounding to the nearest whole number, thus a multirole fighter's weapons
cost (4+4x4)/10, or 2, an intercepter's weapons cost 6/10, or .6,
rounded up to 1 (should be 2), and an attack fighters weapons cost (1 +
4x6)/10, or 2.5, rounded to 3. If the weapons don't re-roll 6s, multiply
the relevant cost component by 5/6 (0.8333). If the weapons ignore
screens, multiply the cost by 6/5 (for simplicity, assume class 1
weapons ignore screens).

The Engines have a cost of 1 point per 12 MU of movement

Combat Endurance Factors cost 1 point per 3 CEF, but the first 3 are free.

Defences: standard fighter durability has its cost included in the body,
'heavy' fighter durability (as a heavy fighter) adds +2 points, while
'super-heavy' durability (as Noam's Super Stealth fighter) costs +6
points.

This can be described as a 'defence level' defence level 1 is 'heavy', and
defence level 2 is 'super heavy', reduce the class of fighter scale weapons by
the defence level (this makes interceptors slightly more effective against
heavy fighters).

The cost is then discounted by 3 points that are already paid for in the cost
of the fighter bay (1.5 MASS and 4.5 points per fighter)

To the total cost = body (1) + Weapons + Movement/12 + (CEF/3 - 1) +
defences -3

Extras:
=======

Torpedoes cost +5 points (2 x average damage)

Anti-fighter missiles costs .75 points times their average damage

Multi-purpose anti-fighter + anti-ship missiles cost 3x their average
damage

Agility - this equals +2 classes of anti-fighter and +1 defence, and
Agile Interceptor would be equivalent to a Heavy Interceptor.

The recommended limits to fighter capability are 3 points in primary
weapons, 36 mu movement, 9 CEF, and super-heavy hull. If a fighter maxes
out on more than 1 of these, add +1 to its cost.

Small Craft
===========

Small Craft have a hull size of 1 to 5 MASS, and usually only a limited
endurance (those with unlimited endurance should be built as FB ships).

Small Craft with fighter-like manoeuvrability:

These are built like fighters, but the 'body' cost is 1 per hull MASS.

They have an internal capacity of 1 less than their hull MASS

This capacity can be used to mount longer-ranged or heavier weapons:

2-4 fighter torpedoes consume 1 MASS, as well as their points cost

'limited' B-1 battery: includes fire control, requires CEF to use,
reduce to 3 fire arcs - 1 MASS and 4 points.

1 MASS can be used for hull, in which case it costs 1 MASS and 2 points per
hull box, and increased defences cannot be brought.

Fighter-like small craft can be targeted by any anti-fighter weapons,
even if not directly attacking (they are bigger), and can be targeted with
large weapons whose class is no bigger than their hull MASS, with
the attack resolved as a class-1 beam in point defence, but the maximum
range of the weapon (thus a size 3 small craft can be targeted by beam
batteries or k-guns of up to class 3). SMPs and MKPs are considered
class 2, and Pulse Torpedoes/Pod Launchers class 3 for this purpose.

Small Craft may also be built with ship-like manoeuvrability, in which
case it is either purchased as a normal Main Drive, or as a limited endurance
main drive, which requires no MASS, and costs 1 point per 20 thrust per MASS,
and requires 1 CEF per 20 thrust used. Advanced drives cost 50% more.

Small craft can purchase extra CEF by filling capacity, 1 MASS gains an extra
6 CEF at not cost.

Well, what do you think?

From: Roger Burton West <roger@f...>

Date: Wed, 5 Jun 2002 22:33:08 +0100

Subject: Re: [FT] Small Craft and Customizable Fighters (long)

> On Wed, Jun 05, 2002 at 06:54:14PM +0100, Charles Taylor wrote:

[snip interesting stuff]

Looks good, but I have one big problem with this: you're ignoring
multiplicative effects. Looking at it in terms of combinations of the classic
fighter types, having one Fast group and one Attack group will be worth less
than having one Standard group and one Fast Attack group,
because the Fast Attack group is a more effective weapon - it can get
more firepower to where it's needed more quickly.

I'd be inclined to cost custom fighters on the basis of
(firepower cost) x (movement+endurance+defence cost), with appropriate
factors to keep the numbers reasonable.

Cheers,

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

Date: Thu, 06 Jun 2002 18:23:15 +0100

Subject: Re: [FT] Small Craft and Customizable Fighters (long)

In message <20020605213308.GA1662@firedrake.org>
> Roger Burton West <roger@firedrake.org> wrote:

> On Wed, Jun 05, 2002 at 06:54:14PM +0100, Charles Taylor wrote:
Actually, the last time I proposed multiplicative effects for customisble
fighters, all the comments I got said to just stick with
adding points - so this time I did :-)

But I'll see if I can work out a version based on your formula.

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

Date: Thu, 06 Jun 2002 18:35:42 +0100

Subject: Re: [FT] Small Craft and Customizable Fighters (long)

In message <b8c5f0414b.Charles@nerik.monkslode.fsnet.co.uk>
> Charles Taylor <nerik@monkslode.fsnet.co.uk> wrote:

[snip]

I've had some further thoughts on small craft...

> Small Craft

Their points cost is determined using the following formula:

Cost = Hull Size x (CEF/3 + Move/12 -3) + (Weapons cost) + Defence level
> They have an internal capacity of 1 less than their hull MASS

In which case the Drive rating replaces the Move value in the equation above.
The drive consumes CEF at a rate of 1 CEF per 12 points of
thrust - this can be split over multiple uses. Advanced drives are
costed as if they had 50% extra thrust.

Small craft with ship-like manoeuvrability can only be targeted with
weapons whose class is less than or equal to their MASS, but the weapons fire
is resolved normally.
> Small craft can purchase extra CEF by filling capacity, 1 MASS gains

I'm wondering whether or not to put a drive-related restriction on
secondary moves for small craft & fighters using fighter-like movement
- say, cannot exceed 12 mu, and cannot exceed movement allowance, or
half movement allowance.

> Well, what do you think?