From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Thu, 2 May 2002 16:24:40 -0400
Subject: Roger Books wrote:
> Roger Books wrote: Limit the number of fighters than can attack a ship in one turn. Flak Magnet: Which seems realistic (as opposed to arbitrary) when you consider that the different flights of fighters have to worry about co-ordinating their fire and vectors in order be able to do significant damage. If you want _this_ bit of realism, fighters should have an easier/tougher time attacking a ship based on the other fire it's taking from (and dishing out to) missiles and other ships. If you don't then you're being arbitrary about the level of 'realism' you wish to employ and reject. If one flight screws up another's vector then you have both flights breaking formation, not making attack runs and generally getting hosed out of the sky by ship anti-fighter defenses. On the '20 minute turn' granularity of FT, that still seems arbitrary. Perhaps basing the max numbers of fighter that can attack by the ships classification (and thus general size/mass). That introduces more Mass breakpoints in ship design But, my mother taught me not to take shots at other's ideas without presenting an alternative: I haven't seen this discussed (here or the test list) (which doens't mean it hasn't been hased out when I wasn't looking): A modification of the fighter morale rules which incorporates the same feel, but not the arbitrary hard limits. Each fighter group to attack rolls 'morale' even if it is a full complement. Each roll gets +1 for each successive group that attacks, in addition to reductions from lost fighters. This can be interpreted not merely failed morale, but as a combination of that and fighters finding valid attack vectors harder to come by as more and more groups engage the target ships, until the space is all but saturated. A roll of 1 allows attack even if for groups beyond the 6th. Committing to the morale roll means the group is making an attack run and burns an endurance point regardless of the roll outcome. This makes Mobs of 4 fighter groups or more decrease pretty seriously in efficiency. Assuming full groups (No PDS damage), The _average_ number of standard fighter attack dice goes like this: