Missile Balance

2 posts ยท Apr 6 1997 to Apr 7 1997

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Sun, 6 Apr 1997 11:28:45 -0400

Subject: Re: Missile Balance

> On Wed, 2 Apr 1997, Mikko Kurki-Suonio wrote:

> > Mikko, do you measure in cm or inches? My average speeds (and my

Well... my largest models are about 12 cm long (meaning they extend 6 cm

forward and back from the center point you measure from), but they usually
aren't that wide:) Unless a ship ends up straight ahead of another, there's no
problem getting into close range even with SMPs!

It does make extending shields a little less useful, though...

My table is only 80cm * 120cm (2'8" * 4'), which is why I have to measure in
cm. That "translates" the board size to 6'8" * 10' ("200cm * 300cm").

Enough space for maneuver:)

> > opinion of fighters, which are much more maneuvrable than fighters:
they
							      ^^^^^^^^
I meant MISSILES, of course...
> > suddendly weren't able to catch anything!

My reaction exactly, no matter why you say "Oops":)

If it is because of the "fighters are more maneuvrable than fighters"
slip, well... I didn't exactly mean that :/

If it is because the fighters weren't able to catch anything, I elaborate:

To be more exact, they _were_ able to intercept the enemy heavies - if
they went to the right place some turns in advance (preferrably from the turn
they launched!). If they didn't go to the right place, they weren't able to
catch up (not in time to save their carriers, anyway); if they did, they could
get one shot in before the enemy ships left them behind. That usually wasn't
enough to hurt the capitals badly, while the fighters themselves suffered
badly from *DAF fire.

The fighters usually weren't able to get even one shot in against the
speed 40+ escorts unless the escorts either screwed up badly or
deliberately engaged the fighters.

The tactic of spreading the fighter groups over a large area could mean (if
the enemy was kind enough to spread out) that more fighter squadrons had
targets - but it also meant that _fewer_ squadrons would engage each
target, and that more PDAFs could engage the fighters. No good:(

Fast fighters were better able to catch starships, of course. Even they had
trouble with the escorts, though, and their extra cost meant there'd

be somewhat less of them.

This was with the FT turn sequence and movement system. With the MT turn
sequence (fighters move before starships), the problem would be even worse.

With the vector movement, well... I gave fighters unlimited ability to change
facing both before and after the move (ie, they needn't end their move facing
the direction in which they applied their main thrusters), as well as a main
thrust rating of 12, which helped a lot:)

I did the same with vector-movement missiles, too, but that was far too
effective (since it basically gave the missiles a 24mu attac range. Ouch!).
They need to be limited as to how much they can change facing; I

haven't played enough with them to know how limited they should be.

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Mon, 7 Apr 1997 03:58:20 -0400

Subject: Re: Missile Balance

> On Sun, 6 Apr 1997, Oerjan Ohlson wrote:

> Well... my largest models are about 12 cm long (meaning they extend 6

My Gundam and custom capitals are sometimes over 20cm long. They are a bit too
big for gaming, and the table "action spot" gets crowded enough as it is.

> My table is only 80cm * 120cm (2'8" * 4'), which is why I have to

I play on half-a-ping-pong-table, which gives a little over 4'x4'.

> If it is because of the "fighters are more maneuvrable than fighters"

I figured as much...

> This was with the FT turn sequence and movement system. With the MT

I always use the MT sequence.