From: Roger Books <books@m...>
Date: Wed, 7 Jul 1999 12:32:18 -0400 (EDT)
Subject: More Fighter questions
In FB style FT how many fighter groups can you launch in a turn?
From: Roger Books <books@m...>
Date: Wed, 7 Jul 1999 12:32:18 -0400 (EDT)
Subject: More Fighter questions
In FB style FT how many fighter groups can you launch in a turn?
From: Tim Jones <Tim.Jones@S...>
Date: Wed, 7 Jul 1999 17:43:48 +0100
Subject: RE: More Fighter questions
> In FB style FT how many fighter groups can you launch in a turn? Depends if you are a 'Carrier' or not - see FAQ (included below) for discussion on this point How many fighters can be launched/recovered in a turn? At present, same as FT2, a Carrier can launch 2 groups per turn while other fighter carrying ships can launch one group per turn. All fighter carrying ships can recover one group per turn. What is a Carrier now that all ships can carry fighters? Determining what constitutes a carrier is flexible. A suggested determination is based on the Carrier designs in FT2 and in FB1.
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 14:16:08 EDT
Subject: Re: More Fighter questions
In a message dated 7/7/99 11:43:16 AM EST, Tim.Jones@Smallworld.co.uk writes: << What is a Carrier now that all ships can carry fighters? Determining what constitutes a carrier is flexible. A suggested determination is based on the Carrier designs in FT2 and in FB1. > [quoted text omitted] I would think that you could define a carrier as any size ship that has effectively replaced its option to include primary batteries for the inclusion of a preponderance of fighter bays - would that not do?
From: John C <john1x@h...>
Date: Wed, 07 Jul 1999 18:27:16 GMT
Subject: Re: More Fighter questions
> << How 'bout this: Any ship which devotes more mass to fighter bays than it does to it's other weapon systems is defined as a carrier. I'm a fan of simplicity, myself....
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 14:33:03 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 1:29:05 PM EST, john1x@hotmail.com writes: << How 'bout this: Any ship which devotes more mass to fighter bays than it does to it's other weapon systems is defined as a carrier. I'm a fan of simplicity, myself.... > [quoted text omitted] Hear! Hear! and concurrence!
From: Roger Books <books@m...>
Date: Wed, 7 Jul 1999 14:38:57 -0400 (EDT)
Subject: Re: More Fighter questions
> On 7-Jul-99 at 14:28, John C (john1x@hotmail.com) wrote: Since we didn't see it anywhere we were going to be very simple, you can launch 1 fighter group per turn for every 3 fighter groups carried. (IE 1-3=1 launch/turn, 4-6 = 2 launches/turn, 7-9=3 etc etc). I have always been a bit bothered by the "if it's a carrier" bit without giving a decent definition of what a carrier is.
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 14:47:18 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 1:40:24 PM EST, books@mail.state.fl.us writes: << Since we didn't see it anywhere we were going to be very simple, you can launch 1 fighter group per turn for every 3 fighter groups carried. (IE 1-3=1 launch/turn, 4-6 = 2 launches/turn, 7-9=3 etc etc). > [quoted text omitted] It should be based on the number of BAYS not squadrons. The bays launch and recover fighters and you could carry extra squadrons as CARGO and still be launching them if you don't tie it to the facility to launch and recover.
From: Doug Evans <devans@n...>
Date: Wed, 7 Jul 1999 14:01:59 -0500
Subject: Re: More Fighter questions
*** The bays launch and recover... *** And arm, and fuel, and otherwise ready to launch. Old argument, obviously some of which I've forgotten. My recollection was that you COULD carry fighters as cargo, but stowed away meant time and bay space to ready for launch, a LONG time compared to fighters hot-in-the-bay, or even just landed from a sortie... In fact, a long time compared to the period of a battle. Other's mileage varied wildly on this one, though. The_Beast
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 15:02:27 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 2:00:30 PM EST, devans@uneb.edu writes: << My recollection was that you COULD carry fighters as cargo, but stowed away meant time and bay space to ready for launch, a LONG time compared to fighters hot-in-the-bay, or even just landed from a sortie... > [quoted text omitted] Absolutely - that's why launch rate has to be tied to bay facilities NOT number of squadrons carried
From: Doug Evans <devans@n...>
Date: Wed, 7 Jul 1999 14:14:01 -0500
Subject: Re: More Fighter questions
*** Absolutely - that's why launch rate has to be tied to bay facilities NOT number of squadrons carried *** Which, in FT's simplicity, is the same thing, unless you start adding crated squadrons. You seem to complain there isn't a one-to-one correspondence of bays to launch. If you MUST have that, then it's a house rule. The_Beast
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 15:18:13 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 2:13:07 PM EST, devans@uneb.edu writes: << You seem to complain there isn't a one-to-one correspondence of bays to launch. If you MUST have that, then it's a house rule. The_Beast > [quoted text omitted] I like the two launches, 1 recovery - but tying it to the number of bays and tying squadrons to bay facilities makes big sense.
From: Roger Books <books@m...>
Date: Wed, 7 Jul 1999 15:22:56 -0400 (EDT)
Subject: Re: More Fighter questions
> On 7-Jul-99 at 14:52, ScottSaylo@aol.com (ScottSaylo@aol.com) wrote: A rules lawyer thing. My assumption would be that if it is in storage it would not be available during a combat. The tighter rule here is how much space does a stored craft take? I would assume 1 fighter takes one space.
From: Doug Evans <devans@n...>
Date: Wed, 7 Jul 1999 14:25:28 -0500
Subject: Re: More Fighter questions
Whoops, not exactly the same, right? I mean, since FB1, they're costed separately. Still, mechanics combine them. Personally, I'm willing to use 'it's a carrier if St.Jon states so in GZG published work.' If you want a bunch of fighters launched together, make a bunch of single bay ships in a squadron... *meat* The_Beast devans@uneb.edu on 07/07/99 02:14:01 PM Please respond to gzg-l@CSUA.Berkeley.EDU To: gzg-l@CSUA.Berkeley.EDU cc: (bcc: Doug Evans/CSN/UNEBR) Subject: Re: More Fighter questions *** Absolutely - that's why launch rate has to be tied to bay facilities NOT number of squadrons carried *** Which, in FT's simplicity, is the same thing, unless you start adding crated squadrons. You seem to complain there isn't a one-to-one correspondence of bays to launch. If you MUST have that, then it's a house rule. The_Beast
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 15:27:41 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 2:24:31 PM EST, books@mail.state.fl.us writes: << A rules lawyer thing. My assumption would be that if it is in storage it would not be available during a combat. The tighter rule here is how much space does a stored craft take? I would assume 1 fighter takes one space. > [quoted text omitted] That's what I am saying carrying extra fighter squadrons to claim their availability for launch IS a rules lawyer question. Tying it to bays relieves the problem. A modern carrier has four launch catapults therefore it can launch four aircraft in rapid succession. That is tied to the launch facilities not to the number of squadrons carried. Occam's razor says tie your rules to the facts and then go for simplicity.
From: Doug Evans <devans@n...>
Date: Wed, 7 Jul 1999 14:28:36 -0500
Subject: Re: More Fighter questions
You know? I REALLY hate it when someone's eloquence SO exceeds my own! Why couldn't *I* have stated it so well! *seeth* The_Beast ScottSaylo@aol.com on 07/07/99 02:18:13 PM Please respond to gzg-l@CSUA.Berkeley.EDU To: gzg-l@CSUA.Berkeley.EDU cc: (bcc: Doug Evans/CSN/UNEBR) Subject: Re: More Fighter questions > In a message dated 7/7/99 2:13:07 PM EST, devans@uneb.edu writes: << You seem to complain there isn't a one-to-one correspondence of bays to launch. If you MUST have that, then it's a house rule. The_Beast > [quoted text omitted] I like the two launches, 1 recovery - but tying it to the number of bays and tying squadrons to bay facilities makes big sense.
From: Indy Kochte <kochte@s...>
Date: Wed, 07 Jul 1999 15:04:56 -0500 (EST)
Subject: Re: More Fighter questions
> > What is a Carrier now that all ships can carry fighters? [...] > >I would think that you could define a carrier as any size ship that You might want to think about what scale you're operating at. Someone a while back calculated that a typical FT turn was 15-20 minutes long. Discussion of this amongst the playtesters gave one option of allowing all fighters to be launched in a given turn (I personally leaned this way, esp if a turn was 15-20 minutes long). > I have always been a bit bothered by the "if it's a carrier" bit There was some discussion of this a few months ago in the archives. I don't remember what the average consensus was on this offhand. Mk
From: Roger Books <books@m...>
Date: Wed, 7 Jul 1999 16:10:30 -0400 (EDT)
Subject: Re: More Fighter questions
> On 7-Jul-99 at 15:30, ScottSaylo@aol.com (ScottSaylo@aol.com) wrote: > That's what I am saying carrying extra fighter squadrons to claim Sounds like a plan. Any thoughts on 1 for 3? That would make the launch rate on most of the current "casual" carriers 1, current CVL's would be 2, and the current CV's would be 3. We may try letting everything launch at once anyway. I know the carrier I was on could launch many more than 12 planes in 15 minutes, and that isn't even counting futuristic launch procedures. A B5 type launch facility (or the LAC setup in HH) could reasonably deliver 100 fighters in 10 minutes.
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 16:17:54 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 3:13:10 PM EST, books@mail.state.fl.us writes: << We may try letting everything launch at once anyway. I know the carrier I was on could launch many more than 12 planes in 15 minutes, and that isn't even counting futuristic launch procedures. A B5 type launch facility (or the LAC setup in HH) could reasonably deliver 100 fighters in 10 minutes. > [quoted text omitted] No doubt, but it might be best to visualize the technology first - and then try to describe it in terms of the rules. Does each fighter have it's own tube? Do they launch from the outer surface of the ship? Do they require a catapult? Can they launch on their own engine power? How are they recovered? Then you can describe rules to facilitate playing within the time period.
From: B Lin <lin@r...>
Date: Wed, 7 Jul 1999 14:59:00 -0600
Subject: RE: More Fighter questions
I seem to recall that the previous archived discussion had covered systems such as parasite fighters, launch tubes, and recovery systems, as well as discussion on "jeep" carriers for transport of crated fighters. Some of the ideas discussed IIRC were that fighter bays represented the bay space required to arm and repair a fighter, not necessarily the space for the launch apparatus or recovery mechanism and that these items were considered separate from but integral to the bays - in other words, the bays represented the bays, but a launch/recovery unit was attached to every two or three bays, and that if you wanted more launch/recovery units there were house rules for adding those - especially parasite racks. I just thought of another reason for Flat Tops in Space. In non-combat situations the additional area provided by the large deck allows for easier management and movement of the fighters into the correct order for launch, in addition, work that doesn't require an atmosphere (burning in new systems, testing engines etc) can be performed on the deck, freeing up valuable hangar space for more essential functions. --Binhan [quoted original message omitted]
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 17:25:53 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 4:14:13 PM EST, Lin@RxKinetix.com writes: << I just thought of another reason for Flat Tops in Space. In non-combat situations the additional area provided by the large deck allows for easier management and movement of the fighters into the correct order for launch, in addition, work that doesn't require an atmosphere (burning in new systems, testing engines etc) can be performed on the deck, freeing up valuable hangar space for more essential functions. > [quoted text omitted] Yeah, but what about weapon impact on the decks when the fighters are in place? Do you take the first damage to armor from the spacecraft spotted on deck? They surely aren't covered by armor! Large open launch and recovery facilities are fine, but I think I'd want all that repair equipment under some armor. After all the hangar deck is protected on "flat tops"
From: Channing Faunce <channing@g...>
Date: Wed, 07 Jul 1999 17:45:57 -0400
Subject: Re: More Fighter questions
ScottSaylo@aol.com wrote:No doubt, but it might be best to visualize the technology first - and then > try to describe it in terms of the rules. Does each fighter have it's Sometime ago I suggested an optional rule that would allow launch facilities and fighter bays to be purchased seperately. If memory serves correctly it was 9 Mass / 27 points (same as FB Hangers) for Launch Bays and 6 Mass / 18 points for Hanger Bays. You could launch in one turn as many fighter squadrons as you had Launch Bays. I am working from memory here and the values may not be exact. If anyone has the post or wishes to search the Archives I'd appreciate it.
From: ScottSaylo@a...
Date: Wed, 7 Jul 1999 17:59:18 EDT
Subject: Re: More Fighter questions
> In a message dated 7/7/99 4:51:58 PM EST, channing@glasscity.net writes: << Sometime ago I suggested an optional rule that would allow launch facilities and fighter bays to be purchased seperately. If memory serves correctly it was 9 Mass / 27 points (same as FB Hangers) for Launch Bays and 6 Mass / 18 points for Hanger Bays. You could launch in one turn as many fighter squadrons as you had Launch Bays. I am working from memory here and the values may not be exact. If anyone has the post or wishes to search the Archives I'd appreciate it. > [quoted text omitted] Anything along those lines should work. Simplicity is one of the reasons I like GZG, but if it's rules are reality based (even in a conjectural technology) they just satisfy better. LESS FILLING!... TASTES BETTER! You know the argument
From: Ground Zero Games <jon@g...>
Date: Wed, 7 Jul 1999 23:21:19 +0100
Subject: Re: More Fighter questions
> In a message dated 7/7/99 2:13:07 PM EST, devans@uneb.edu writes: As a [semi-official] suggestion, how about launch full complement in one turn (based on earlier comments about turn length), and recover 50% (rounded up) of full complement? Thus a ship with five groups embarked could launch them all, but recover only three per turn. Gets away from having to define "carriers" in terms of game function - carrier just becomes a descriptive term applied to any ship that has a large percentage of its payload devoted to fighter bays. "Crated" fighters carried in cargo or in fleet auxiliaries should only be
From: B Lin <lin@r...>
Date: Wed, 7 Jul 1999 17:18:17 -0600
Subject: RE: More Fighter questions
That's why there the caveat of non-combat situations. Just like real wet-navy carriers, if there is a chance for attack, most of the arming and fueling occurs below decks in the hangars (i.e. fighter bay in FT). When not in combat, the flat top allows more available "space" to perform routine maintenance. If someone is caught with fighters out on the deck (surprise attack during refit for instance) the fighters would count as limited armor - perhaps 3 fighters equal one point of damage to represent them being highly vulnerable while sitting there. --Binhan [quoted original message omitted]
From: Neal Kaplan <NKaplan@S...>
Date: Wed, 7 Jul 1999 16:53:43 -0700
Subject: RE: More Fighter questions
Just to jump in here, getting caught with their fighters on deck is exactly what cost the Japanese navy a few carriers at Midway. All that fuel and ammo sitting on the deck certainly didn't protect the ship. This is just off the top of my head, but maybe the fighters could be something like "available targets," in that if a carrier is caught with exposed fighters, a mini-threshold check is made for each hit to the ship. On a 6 (or 5-6), a fighter is also hit, destroying the fighter and doing some extra damage to the carrier itself. -Neal > -----Original Message----- [snip] > If someone is caught with fighters out on the deck (surprise
From: Brian Bell <bkb@b...>
Date: Wed, 7 Jul 1999 21:51:10 -0400
Subject: RE: More Fighter questions
I liked the original rules of 1 launch for non-carriers and 2 for carriers (defining a carrier that has equal or more mass in fighter bays as offensive weapons). Someone stated that when he was on a carrier, they could launch 12 planes in 15 minutes (with 4 catapults). This seems to just about match the original rules. Turn is about 15 minutes. Each fighter group is 6 fighters. 2 launches per turn is 12 fighters per 15 minutes. --- Brian Bell bkb@beol.net <mailto:bkb@beol.net> http://members.xoom.com/rlyehable/ --- [quoted original message omitted]
From: David <dluff@e...>
Date: Wed, 07 Jul 1999 23:53:15 -0400
Subject: Re: More Fighter questions
True about the launch rate but the strike force would form over the carrier group and continue on as a stike group. Although the time to launch you force would eat up fuel in space it would be different. As your fighters are launched, they just glide in space while the newly launched fighters catch up to the growing formation. Very little fuel wasted and when all fighter arrive, they all would attack together. No need for the carrier to get involved in combat and to launch the fighters near enemy ships, unless something like a sneak attack at morning (like Pearl Harbor) or such. > Brian Bell wrote:
From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Thu, 8 Jul 1999 09:41:06 -0400
Subject: Re: More Fighter questions
2 Quatloos here - Given the nominal game turn is 15 minutes (yes, it's nowhere set in stone, but that's the convention GZG-Jon has mentioned more than once) I find it hard to believe that "cargo" fighters can't be readied in a bay designed for fighters for several hours, unless the "cargo" version of the fighter is actualyl stored deconstructed in boxes. I think it would add an interesting flavor to a scenario to have an additional fighter group drawn out of cargo (assuming mass devoted to it on the carrier) every 2-4 turns, depending on total bay space, available crew units etc...
From: Roger Books <books@m...>
Date: Thu, 8 Jul 1999 10:00:24 -0400 (EDT)
Subject: Re: More Fighter questions
> On 8-Jul-99 at 09:43, Izenberg, Noam (Noam.Izenberg@jhuapl.edu) wrote: I don't find it hard to believe at all. You have to bring up each piece of electronics, test it and verify no problems. Check pressurization on the cabin. Provide whatever is needed for fuel. Verify the ejection seat, etc etc. Remember, space is a much more hostile environment than anything you are used to dealing with, and all you need is one defect from the manufacturer to kill the person flying the beast. I wouldn't be at all surprised to see an 8 to 10 hour warmup including live tests of the engines. "Oh #!$&, my controls just froze up, the wiring harness must have..." <nice female computer voice> "impact in 3 2 1" BOOM. You don't just take a spacecraft out of mothballs and throw it into combat.
From: j a c <journeyman2000@j...>
Date: Thu, 8 Jul 1999 10:07:05 -0400
Subject: Re: More Fighter questions
> On Wed, 7 Jul 1999 16:17:54 EDT ScottSaylo@aol.com writes: How bout this? Fighters are moved to external launch points before a battle (if there is time) and may all be launched at once. The bay space is there for repairs, refueling, rearming, general storage, etc. As such, when a squadron comes back, they must enter the bays for re-fit. So, all squadrons may launch simultaneously, but they must enter bays at a lower rate, say 1 for 3. Also, I would assume that fighters are carried in the bays during normal travel. So any carrier entering a battle from jump needs to launch its fighters from the bays, again, say 1 for 3. Also, this means that carriers caught by surprise will have their fighters still in bays, while the attacker will be able to have all his ready on external points. So, in a shorter form........... Fighters ready on external points all launch simultaneously Fighters returning for re-fit enter bays at a rate of 1 sq for 3 bays per turn Fighters ready, but still in bays launch at a rate of 1 sq for 3 bays per turn Fighters not ready, still in bays may begin launch at ready state, after 1 turn delay The last is obviously a surprise situation. Tora Tora Tora anybody?? Or maybe Midway is more appropriate. Has anyone considered what happens when a fighter bay full of armed and fueled fighters gets taken out by a threshold roll?? How bout this? Bay with fighters gets hit ........................ carrier takes number of hits equal to 2x number of fighters in bay. Why 2x? They are inside, in an enclosed space, and are going to hurt things. Badly. Obviously this ignores screens and armor. This could get nasty if more than one goes, possible chain explosions, a carrier could be crippled or destroyed by one good attack, ala Midway. BTW, fighters on external points when their bay is hit are destroyed, but there is no chance of additional damage (other than scuffing the armor) There's another good reason for having them outside. Anyway, there's my 0.02 Cr, before taxes
From: Doug Evans <devans@n...>
Date: Thu, 8 Jul 1999 09:14:39 -0500
Subject: Re: More Fighter questions
*** True about the launch rate but the strike force would form over the carrier group and continue on as a stike group. Although the time to launch you force would eat up fuel in space it would be different. *** Before you go throwing away this 'disadvantage', remember that it might help to balance the utility of masses of fighters, which others seem to have some problems with. Me, I am STILL far more afraid of massed SML's... WITH Hobie's reversed Kotche effect for 'em. ;->= The_Beast
From: ScottSaylo@a...
Date: Thu, 8 Jul 1999 10:38:44 EDT
Subject: Re: More Fighter questions
In a message dated 7/8/99 8:45:24 AM EST, Noam.Izenberg@jhuapl.edu writes: << 2 Quatloos here - Given the nominal game turn is 15 minutes (yes, it's nowhere set in stone, but that's the convention GZG-Jon has mentioned more than once) I find it hard to believe that "cargo" fighters can't be readied in a bay designed for fighters for several hours, unless the "cargo" version of the fighter is actualyl stored deconstructed in boxes. I think it would add an interesting flavor to a scenario to have an additional fighter group drawn out of cargo (assuming mass devoted to it on the carrier) every 2-4 turns, depending on total bay space, available crew units etc... > [quoted text omitted] A fighter crated for transport as cargo may be in several crates and require assembly, engine test and run up, electronics calibration and test flight - come on! Using one "out of the box" in a matter of a couple hours - no way.
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Thu, 8 Jul 1999 07:47:44 -0700
Subject: Re: More Fighter questions
> 2 Quatloos here - Given the nominal game turn is 15 minutes (yes, it's version > of the fighter is actualyl stored deconstructed in boxes. I think it Even given that perhaps a "boxed" fighter could be prepared in 4-8 turns, I think that this would detract from the game unless used as a house rule. Far better, I think, to have the extra fighters brought on line inbetween scenarios. Besides, the crew is going to have other things on their mind in the middle of combat, other than taking things out of storage.
From: Doug Evans <devans@n...>
Date: Thu, 8 Jul 1999 10:00:41 -0500
Subject: Re: More Fighter questions
*** Even given that perhaps a "boxed" fighter could be prepared in 4-8 turns, I think that this would detract from the game unless used as a house rule. Far better, I think, to have the extra fighters brought on line inbetween scenarios. *** Thanks, Schoon! Really, the point is, work out the play balance, fit it in to the simple elegance of the rule structure, THEN worry about the PSB, right? *gasp* A ship with 10-14 fighter squadrons?!?! jeremy,superships should be added VERY carefully, usually in one-off games! However, inspite of my questions about fighters-in-space, I think I'll play with the idea of launch tubes similar in concept to SML's... The_Beast
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Thu, 8 Jul 1999 17:39:09 +0200
Subject: Re: More Fighter questions
> Channing Faunce wrote: > Sometime ago I suggested an optional rule that would allow launch This might be OK as long as you can't store fighters in the launch bay and the carrier only carries fighters in the hangar bays (ie, the launch bay is a launch/recovery *only*). I'm wary about it, though: unless the enemy surprised the carrier (drops out of FTL on top of it or vice versa, etc) I've never had any problems staying away for long enough to launch my entire fighter force - ie, the limited launch capacity hasn't been any real penalty. When you reduce the hangar bay Mass to 6 (effectively reducing the cost of the fighter squadron by ~20 points) without adding any real penalty to compensate, the game balance is kinda broken :-( Regards,
From: John Leary <john_t_leary@y...>
Date: Thu, 08 Jul 1999 15:58:22 -0700
Subject: Re: More Fighter questions
> ScottSaylo@aol.com wrote: > A fighter crated for transport as cargo may be in severa It is highly likely that a 'crated fighter' will have double the mass of a fighter already assembled, and take up more space. Not only will you have to put the thing together and test it, but you then must put away the packing to clear the deck for operations. However, the problem is one of divergent views; one group thinks of packing cases with fighters inside and the other thinks of fighters in an area off the main hanger deck/bay. The fighters in the 'storage area' are fully flightworthy and only need to be armed and positioned for launch. Bye for now,
From: Beth Fulton <beth.fulton@m...>
Date: Fri, 09 Jul 1999 09:37:14 +1000
Subject: Re: More Fighter questions
G'day, The Beast exclaimed: > *gasp* A ship with 10-14 fighter squadrons?!?! Sorry to scare you mate, but in FB you don't need a supership to carry 10-14 fighter groups, in fact I've got two carrier designs (for two different nations) that have 10+ fighter groups one is simply the Jean d' Arc with the weaponary replaced by bays and the other carrier in question has more bays, but less mass - it has a fragile hull. See what you can do with fragile hulls and/or the firm belief that the rest of your fleet will keep you safe (probably)... why do I have this strange sense of deja vu? ;) Cheers Beth
From: ScottSaylo@a...
Date: Thu, 8 Jul 1999 22:14:33 EDT
Subject: Re: More Fighter questions
In a message dated 7/8/99 5:59:20 PM Central Daylight Time, > john_t_leary@pronetusa.net writes: << However, the problem is one of divergent views; one group thinks of packing cases with fighters inside and the other thinks of fighters in an area off the main hanger deck/bay. The fighters in the 'storage area' are fully flightworthy and only need to be armed and positioned for launch. > [quoted text omitted] Generaly speaking a carrier does not have replacement aircraft aboard - they want the space taken up with fighters they can launch NOW. A fighter in the cargo hold is one crated for cargo storage, not flight operations, ask a Carrier crewman alive today.
From: Fred and Evelyn Wolke <thewolkes@e...>
Date: Thu, 08 Jul 1999 22:36:07 -0400
Subject: Re: More Fighter questions
> At 10:14 PM 7/8/99 EDT, you wrote:
From: John Leary <john_t_leary@y...>
Date: Thu, 08 Jul 1999 20:03:16 -0700
Subject: Re: More Fighter questions
> ScottSaylo@aol.com wrote:
I do agree with the replacement A/C statement.
I think too much is being made about this 'crate' concept.
If it will make you all feel better, change the 'storage area' to
read 'Airframe and Engine maintenance area' and/or 'Weapons and
Electronics maintenance area'. Rationalization can do wonders!!
Bye for now,
From: Laserlight <laserlight@q...>
Date: Thu, 08 Jul 1999 23:27:42 -0400
Subject: Re: More Fighter questions
> And that crated fighter is better off (except for a very small few) on Of course, on a tender it can't fight either. No launch facilities. Maybe better put it back on the carrier.
From: Roger Books <books@m...>
Date: Fri, 9 Jul 1999 08:21:45 -0400 (EDT)
Subject: Re: More Fighter questions
> On 8-Jul-99 at 19:01, John Leary (john_t_leary@pronetusa.net) wrote: I have no problem with them being armed and positionned for launch, as long as you pay for them (in space and points) that way. IE if they are armed and ready to go then they should be another triangle on the SSD.
From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Fri, 9 Jul 1999 08:57:22 -0400
Subject: Re: More Fighter questions
Re: Activating "crated" fighters Roger Books: > I don't find it hard to believe at all. You have to bring up each There are certainly a number of objections to the idea, but I can't buy this one inan SF setting. If the thing was designed to be spaceworthy and combat capable, its desgned to take glancing blows from weapons and still be spaceworthy. If it can't be "assemebled" (and that could be as simple as unfolding the wings on a carrier-based fighter today) and checked in a half-hour power-up, it doesn't belong in service, IMHO. > Remember, space is a much more hostile environment than anything you This (and other comments) talk about truly "crated" - as in in a box in several pieces - and never before assmbled or tested fighter. In that case I'd agree, but If I were storing "replacement" fighters on-board a carrier, they'd be well broken in and at least mostly assembled - the cost/balance being storage space vs. activation time. Pack it as small as possible in the space available, but still 1 mass per fighter. These are subtleties, easily swallowed in PSB. Again, I think it would have to be scenario specific - probably involving the heroic efforts of an outmatched carrier... Carrier with minimal escort caught by attack group must get additional fighters out or be meat. JTL: > ...The problem is one of divergent views; one group thinks of packing Bingo. Put me in the latter camp.
From: Roger Books <books@m...>
Date: Fri, 9 Jul 1999 09:25:30 -0400 (EDT)
Subject: Re: More Fighter questions
> On 9-Jul-99 at 09:00, Izenberg, Noam (Noam.Izenberg@jhuapl.edu) wrote: Then pay for them. Come up with a reasonable rule and I won't complain. How about: You may have fighters in storage, they take up 1 space per fighter and cost the same 20 per fighter group (or whatever the base fighter costs). If necessary the fighter group may be brought online during combat, it takes 1 DC roll per fighter to do this (IE, 6 for a group). You must also have a free bay in order to do this. Sound fair?
From: ScottSaylo@a...
Date: Fri, 9 Jul 1999 09:32:35 EDT
Subject: Re: More Fighter questions
> In a message dated 7/8/99 10:31:29 PM EST, laserlight@cwix.com writes: << Of course, on a tender it can't fight either. No launch facilities. Maybe better put it back on the carrier. > [quoted text omitted] Has it ever occurred to you that part of the carriers air group is the pilot? The reason for having replacement aircraft is to replace battle losses battle losses often include the aircrew. Maximizing the usage of the aircraft carried means you depend upon your fleet supply train to get replacement crew and and strike craft. They're a wasted space on the carrier and vital in the fleet train.
From: ScottSaylo@a...
Date: Fri, 9 Jul 1999 10:01:03 EDT
Subject: Re: More Fighter questions
In a message dated 7/9/99 7:58:22 AM EST, Noam.Izenberg@jhuapl.edu writes: << >...The problem is one of divergent views; one group thinks of packing cases with fighters > inside and the other thinks of fighters in an area off the main Bingo. Put me in the latter camp. > [quoted text omitted] Bingo! Why waste the hangar space on a spacecraft you can't launch right now! That is consistent with classical carrier usage, the position of lots of spares to replace battle losses is NOT consistent with classic carrier usage. Put me down for the former. Because it is consistent with the wet navy ambience FB provides.
From: John Leary <john_t_leary@y...>
Date: Sat, 10 Jul 1999 10:21:17 -0700
Subject: Re: More Fighter questions
> Roger Books wrote: ...Snip...JTL > How about: It was OK, 'til you got to the damage control roll per fighter. We are talking about starting with fully functional fighters, not damaged goods. Do you plan to apply this to fighters that have been recoved from a combat mission as well? It actually makes a more reasonable scenario for recovered fighters than for fresh from storage fighters. Bye for now,
From: John Leary <john_t_leary@y...>
Date: Sat, 10 Jul 1999 10:23:47 -0700
Subject: Re: More Fighter questions
> ScottSaylo@aol.com wrote: > Bingo! Why waste the hangar space on a spacecraft you can't launch I take that the concept of CAP, and the thought of a second strike wave are not viable concepts in your plans. Bye for now,
From: ScottSaylo@a...
Date: Sat, 10 Jul 1999 17:39:35 EDT
Subject: Re: More Fighter questions
In a message dated 7/10/99 12:22:06 PM Central Daylight Time, > john_t_leary@pronetusa.net writes: << It was OK, 'til you got to the damage control roll per fighter. We are talking about starting with fully functional fighters, not damaged goods. Do you plan to apply this to fighters that have been recoved from a combat mission as well? It actually makes a more reasonable scenario for recovered fighters than for fresh from storage fighters. > [quoted text omitted] You're still avoiding the fact that carriers (for real carriers, that is) today do not carry spare aircraft because they are not worth carrying. It takes up hangar and ordnance storage space that coule be better utilized soring ordnance and fighters ready for ops. Large space fleet carriers will operate under the same constraints [at least I can see no reasonable argument that they would not]. The replacement aircraft are flown in to the carrier from land bases or from other carriers. Aircraft in crates are NOT loaded on to carriers with cranes. Today a carrier sets sail from port with nothing moire than a COD aircraft and the anti supbmarine carriers aboard. The air group flies out to meet the carrier and lands aboard for stowage on the hangar deck or the ready launch areas. Why would deep space carriers function differently? A fighter not ready to be spotted and flown isn't worth having aboard, and if you have it aboard then by God fly it! [thus making it non-cargo and operational, right?0 Carriers lose aircraft in operations, aircraft from other damaged bird farms will find their way aboard and replacements will be flown out. The fleet train will replenish POL, fuel spare parts and ordnance. In space a fighter could be assembled on a minimal hangar bay on the replenishment ship and floated free with a pilot provided by the carrier if spares have to be brought on line. There's no way to justify dead weight replacement strike craft sitting in cargo bays on the carrier, unless that means they cannot be brough on line until assembled, tuned, adjusted, checked out and test flown. If that is the case then they are not available other than on a campaign basis during rest and refit periods.
From: ScottSaylo@a...
Date: Sat, 10 Jul 1999 17:41:30 EDT
Subject: Re: More Fighter questions
In a message dated 7/10/99 12:24:33 PM Central Daylight Time, > john_t_leary@pronetusa.net writes: << I take that the concept of CAP, and the thought of a second strike wave are not viable concepts in your plans. > [quoted text omitted] CAP and second strike aircraft are part of the air group and therefore operation strike craft carried aboard ready for OPS. I think that would be apparent. I think that is also in line with (wet) navy oerations today. Really other than planning for ways in which space oerations can be different in game mechanics the ONLY model we have for testing what is reasonable is to look at wet navy ops.
From: John Leary <john_t_leary@y...>
Date: Sat, 10 Jul 1999 21:25:46 -0700
Subject: Re: More Fighter questions
> ScottSaylo@aol.com wrote: XXX For a brief moment let us define the terms that will be used: FTFB Wet Navy My term Hanger Bay Flight Deck Hanger Bay N/A Hanger Deck Storage Note: in the FTFB the arming/fueling of fighters is conducted on the (wet Navy) flight deck only. JTL XXX > You're still avoiding the fact that carriers (for real carriers, that It > takes up hangar and ordnance storage space that coule be better XXX I have repeatedly stated that the 'stored' fighters are fully operational, just because the pilots are at a briefing during the initial fighter launch does not mean that they are not on the ship. JTL XXX Large space fleet carriers will > operate under the same constraints [at least I can see no reasonable The air > group flies out to meet the carrier and lands aboard for stowage on XXX Lets look at it this way, you an I bring fleet carriers on the board, yours has six squadrons already launched, mine has four, the number of hanger bays on each of our ships. Your compliment is six and mine is 7 squadrons of fighters. Your ship has 6 hanger bays, mine has 4 and three storage areas, other than that the ships are the same. On turn one, two of the three 'stored' squadrons on my ship are moved into hanger bays. On turn two, the two are armed/fueled and the third is brought to the hanger bay. On turn three, the two are launched and the third is fueled/armed. On turn four, the third is launched. This is the way I would run such a ship, others may have different ideas. I hope that this has made things a little bit more clear as to the intent. Bye for now,
From: Tom McCarthy <tmcarth@f...>
Date: Sun, 11 Jul 1999 09:48:30 -0400
Subject: Re: More Fighter questions
Scott Saylor says, "Don't carry spares; use the space for combat ready fighters. Resupply is easy in today's navy, and will be in the future. Carrier space is at a premium today, and will be in the future.". Of course, the supply lines for fighter replenishment today are probably less than 36 hrs at any time. Can the same be said of the GZG-verse ? It's a function of your FTL mechanism, really. Certainly in a "gates separated by real space" universe, the supply lines can be days or weeks long; long enough to justify spares and repairs.
From: Laserlight <laserlight@q...>
Date: Sun, 11 Jul 1999 10:11:43 -0400
Subject: Re: More Fighter questions
> Scott Saylor says, "Don't carry spares; use the space for combat ready universe, > the supply lines can be days or weeks long; long enough to justify Play it any way you want it. Can we kill this thread now?
From: Fred and Evelyn Wolke <thewolkes@e...>
Date: Sun, 11 Jul 1999 11:19:54 -0400
Subject: Re: More Fighter questions
> At 09:48 AM 7/11/99 -0400, Tom McCarthy wrote: universe, > the supply lines can be days or weeks long; long enough to justify
From: ScottSaylo@a...
Date: Sun, 11 Jul 1999 17:29:00 EDT
Subject: Re: More Fighter questions
In a message dated 7/10/99 11:26:51 PM Central Daylight Time, > john_t_leary@pronetusa.net writes: << storage areas, other than that the ships are the same. On turn one, two of the three 'stored' squadrons on my ship are moved into hanger bays. On turn two, the two are armed/fueled and the third is brought to the hanger bay. On turn three, the two are launched and the third is fueled/armed. On turn four, the third is launched. > [quoted text omitted] Why not simply increase the number of hangar bays? The flight deck and the hanger deck on a wet navy carrier are used equally for fueling and ordnance. As many aircraft as are possible to cycle on to the deck are up there. The launch is conducted as additional aircraft are brought onto elevators and deck spotted for the next launch. Strikes tend to be assembled on the deck and launched, then because of fuel restraints the aircraft form up an dmove on with subsequent launches forming subsequent strikes. But in reality if you launch tankers first, then the first launch aircraft can hang around and top off while the subsequent aircraft are spotted and launched. Slower strike aircraft can launch first and the fighter cover can launch second and form up as the slower strike aircraft move out on their strike route. The whole thing is - if you got it assign it to missions, and if it is available to assign to a mission it is not a "stored" aircraft or a "cargo" situation it is part of the Carrrier Air Group and is not a "spare" in any real sense. Carriers tend to carry aircrew in about a 20% excess for aircraft available, so air crew can rest while the strike elements are rolled out for another mission. The air group conducts all air operations whether it be CAP, S&R, Strike, Reconaissance, ASW, EW and ECW or tanking or running back to shore to pick up fresh lobsters for the admiral. All the aircraft aboard are functional and ready for service. There aren't any stored in little mothball containers waiting to replace losses. And that's what you seemed to be saying. That they were stored for use if needed. To most that would imply that they are spares, not meant for immediate operations and without maintenance and flight crews to assign to them until strike craft are expended in some way. It seems to be a waste of assets to make storage areas rather than other hangar bays and launch facilities so the strike craft can be cycled through maintenance, ordnance and launch like they should be. A carrier design would gain nothing by having sighters aboard that cannot be used right NOW. And if they can't be used right now they are not part of the fleets assets during any particular action (scenario) thought they might be brought on line between scenarios in a campaign sense. Why bother to waste that space aboard the carrier when your fleet train or logistical bases can do that for you?
From: ScottSaylo@a...
Date: Sun, 11 Jul 1999 17:33:58 EDT
Subject: Re: More Fighter questions
In a message dated 7/11/99 8:45:37 AM Central Daylight Time, > tmcarth@fox.nstn.ca writes: << Of course, the supply lines for fighter replenishment today are probably less than 36 hrs at any time. Can the same be said of the GZG-verse ? >> For which purpose you have a fleet train or you BETTER have a fleet train.
From: John Leary <john_t_leary@y...>
Date: Sun, 11 Jul 1999 17:36:45 -0700
Subject: Re: More Fighter questions
> ScottSaylo@aol.com wrote: ...Large snip...JTL Because I was trying to be reasonable and invoke some sort of play balence penelty for the 'hanger deck/stored' fighters. If I wanted to be unreasonable, I would have had 8 fighters Sq.on the carrier, (2 hanger bays, 6 in hanger deck/storage) and launched them all at the start of the game per the rules. And at this point, I defer to the roar of the bored and decline further comment. Bye for now,