From: DOCAgren@a...
Date: Tue, 30 Jun 2009 00:30:37 -0400
Subject: [GZG] Subject: Re: Mixed Role Fighters (design system)
_______________________________________________ Gzg-l mailing list Gzg-l@lists.csua.berkeley.edu http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l Sorry Guys and Gals, But Iâve been busy trying to get my Wedding Plans done after a # of Companys we were dealing with closed between Jan and June(Married June 20th). I I had this writen but it was saved as a draft not sent. Message: 5 Date: Sun, 19 Apr 2009 10:13:23 -0500 From: John Atkinson > On Sat, Apr 18, 2009 at 4:11 PM, Doc <docagren@aol.com> wrote: > I have a set of rules for designing fighters, and it included allowing > to make these Mixed Roles Fighters, and will allow U to build all of > stock GZG fighter types at right cost. ?You find that more you squeeze > a fighter, it will cost you much in points, and you still find they > as fast a stock fighters. > http://www.freewebs.com/heavymetaldrake/modular Fighter Designs.pdf Apologies for the email that was blank. That's something I've been wondering about--the various expensive points values of all-singing, all-dancing fighters emphasizes that they can do ALL, though only one or two capabilities is useful in any given situation (excepting Heavy) and costs them such that for a given quantity of Superfighters I will nearly always be able to field more standards and interceptors to shoot them down. The majority of the cost, under the standard point system for single role fighters, seems to be less the fighters themselves and more in paying for the carriers to get them to the fight. Superfighters reverse that equation. John>> Yep John, Superfighter do reverse the curve betwen cost of Carrier and Fighter. Can U bring enough lower cost fighter to kill the super model.. I donât know. I have had a Large Stealth Super Fighter Squadron (4 planes), piloted by Ace Pilots endup taking down 5 Squadron (2 Light, 2 Multi-role and 1 Heavy Attack Squadron) at about the same cost at the lost of 1 plane, and 1/2 way thur I divived into 2 aircraft flights.  Sometime tacics and dice luck fall your way too. Date: Sun, 19 Apr 2009 12:03:16 -0400 From: Ryan Gill So, just for the sake of argument, what if you have a fighter system that's a full generation ahead of all of the other space-craft it's up against. Look at the F22 as an example. The Super-Bugs (F18) (gen 4.5) F-15s and F16s (Gen 4) have all had fits trying to get them in their gunsites, let alone shoo them down. So far as I've heard, ONE F-18 jock managed to get a kill shot by violating the ROE for the practice engagement which meant the F22 jock was probably trying to avoid a collision rather than kill the F18. In this case it would seem that the F22 is head and shoulders above everything else. At Red Flag the F22s got 144 kills with no kills on their own side. =0 A I know this makes for gaming that's tough for the guy with the lower gen fighters, but in theory, the technology between say the NAC and the LLAR should reflect this. The LLAR doesn't go to war with the NAC because they don't want to get buried. More or less the same reason a lot of nations don't go to war with the US or for that point, the Republic of Manitcore. The functional differences between the tech edge as things have progressed between the advanced and the slightly advanced have increased dramatically.>> Well, my fighter design system can handle Advanced and Obsolate Fighters as well as standard level tech.  So yeah you can mix up MIG17 and F22 see my comment above about 1 4 aircarft squadron and itâs kills to lost ratio. But, F22s with AWACs vs F16s with AWACs is still no contest. How does this work in FT?>> The design system you can build an AWACs bird if you wish (giving fighter the sensor range of a standard warship) pre ourt sensor rules.  My system not perfect and I admit but it has made fighter combat around here different then other places.