Stealth, with feeling. (looong)

2 posts ยท Jan 29 1999 to Jan 30 1999

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Fri, 29 Jan 1999 10:50:23 -0500

Subject: Stealth, with feeling. (looong)

I'm home, and I'm sick. Joy to the world. Here I'll respond a little to 10
digest's work of stealth back and forth.

Please forgive me if I fail to attribute correctly. I am also likely to repeat
some things already long dead by list standards. My apologies.

Re: Stealth fighters JTL > While I agree with most of the above, heavy
fighters are considered to
JTL > be at level one screen, not armored.   Kra'vak fighters are
armored not JTL > screened.
JTL >      The object of 'stealth' is to reduce/eliminate the ability of
the
JTL > enemy to detect the stealth ship.   Once detected, the stealth
ship is just JTL > another target! It is wildly unfair to change the premise
of stealth to equal JTL > that of a screen simply because you are likely to be
shot at.

I suppose that is so, but I think the granularity of FT is too big to allow a
large number of subtle different effects. All other things aside, If a fighter
is 'stealthy, ' as in harder to target, is it not logical to reduce the
effectiveness of a PDS die to bring that PSB effect into game terms? The Heavy
fighter in MT (p 12.) says it is "better protected against attack by armored
hulls, heavier structural components, etc.... treeat them as if they had level
1 screens" This is
_exactly_  the same rationale as stealth for fighters. And by this
rationale, each fighter gets this protection, so rerolls are the same as
initial rolls. I'm not quoting rules to be a rules lawyer, but rather to
show that the low resolution of the game allows - indeed demands - this
kind of simplification.

As for stealth 2 being unbalanced, If it turns out to be, I'll happily
increase the cost.

JTL > This also JTL > invites the same change at ship level when the ship is
likely to be shot at. JTL > I personally dislike situational rules, they
invite abuse and hard JTL > feelings.

I also dislike situational rules, but fighter armor and ship armor are treated
differently because of the resolution of FT. Why not fighter stealth and ship
stealth?

JTL > >      In the game the stealth appears to have blocked all
effective=20 JTL > > sensors on the affected ships and placed the weapons
systems in=20 JTL > > a 'local' fire control mode as all beam weapons were
reduced by JTL > > the same percentage.=20

OER>Depends on how you consider weapon fire to occur.

OER> My view - biased by Starfire, but that's rather unavoidable in my
case -
OER> is that a weapon's effect is gradually attenuated over range. This OER>
attenuatioin is partially offset by accurate enough targetting. "1 point
OER> of damage" isn't necessarily a *single* hit - it may just as well
be OER> several minor hits, combining to make up 1 point... and if your OER>
targetting is poor enough that you can't get enough hits on target to OER>
inflict that single point, the weapon is no longer able to inflict OER>
damage.

Got it in one, Oerjan! The FT turn is anywhere from five minutes to 20+
minutes depending on your preference. Weapons can fire alot in 20 minutes, FT
abstracts multiple firings of variously attenuated weapons over a turn into a
singe die roll per weapon. It is the same as the old D&D style of melee where
each 'turn' was one minute of combat, and you only got one chance 'to hit' per
turn.

OER> This explanationi also helps explain how the NAC could see the NI ships
OER> at all when they were outside maximum weapons range - they just
couldn't OER> get a good enough fix on them to hit them with enough shots to
make it
OER> count :-/

Bingo.

JTL >> I am looking forward to the next edition of stealth ships, the JTL >>
thrust 6, 2 stealth, 2 screen and all weapons in the AS or AP area.
JTL >> These should be lots of fun.   JTL

OER> Thrust 6, 2 levels of stealth, 2 levels of screen... that's 60% of the
OER> total Mass before you include the hull structure.....
OER> ... especially since you need long-ranged weapons (Class-3 or
higher)
OER> to benefit fully from the stealth :-/

Another bingo. Stealth is expensive in terms of mass and cost. Plus its an
easy fix to say that active screens nullify the effects of stealth. That would
be logical to me.

OER> A Strong hull with Thrust-6 and Stealth-1 has used up 80% of its
Mass
OER> before putting on FTL and weapons. A Strong hull with Thrust-6 and
OER> Stealth-2, or a Super hull with Thrust-6 and Stealth-1,  has to
choose OER> between weapons and FTL drive. Somehow I think the restriction
isn't OER> really necessary even though the PSB makes sense.

Ah. True enough. Good point.

RE: HEavy and stealth fighter costs Oerjan, I wouldn't bet against your
statistical analysis. Raising the cost of heavy (and stealth) fighters
wouldn't bother me in the least if that would balance them better. Can you
figure in the increased probablility of stealth or heavy fighters being drawn
into furballs by interceptors? If they are known to be that much more
effective, they will surely be the primary targets of interceptors, which will
reduce their cobat effectiveness against ships to zero while they are engaged
in dogfights. Perhaps this would shave a couple points off? Hm?;)

JTL >	 The stealth ship is 22 inches from my ship.   I fire a type 3
beam, JTL > because the ship is within the range where I can see it on my
sensors.   The
JTL > type two beam cannot hit the stealth ship because it cannot see the
stealth ship JTL > using the same sensors.

Heeere's the problem. The stelath ship is harder to lock on to. The class 3
beam can't pinpoint it well enough tto hit with any accuracy until 24", ath
that point, it's destructive potential would normally be twice that at 36",
but since it's still not easily able to lock on to the stealth ship, it can't
connect witht he full power of the weapon.
The class 2 beam _can_ see the ship, but at it's maximum normal range,
the addintional difficulty in locking onto the stealth ship means it, too will
not be effective at this range. It's a subtle but important distinction.
Oerjan did a much better job with this than I with his message of Jan 26.

JTL > The stealth directly affects the performance of my weapons on my ship
JTL > even when I have a sensor lock on the target ship. JTL > Do you see a
problem here, I do.

But you don't have a sensor lock. You have a probable location of the enemy,
but even at range 22" you're still not locked. That's why class
3's get only 1 die from 16-24". By the PSB of stealth, the only time you
have a _true_ lock on the enemy is when it is within 8" (for stealth 2)
and all weapons fire full dice against it.

Re: Stealth battles and range: OER > On a cramped playing area with fixed
OER > borders, long-range and stealth ships are crippled. (Note that the
OER > Iceberg-Kochte battle was fought on the floor - ie, a
comparatively large OER > playing area.)

Too true. I wouldn't play the kind of scenario I played with Indy on just any
pair of gaming tables unless we were using cm as our units.

Re: Fighter Costs: OER > This gives a total cost for Heavy squadrons including
bay of 98 pts
OER > (using standard re-rolls) or 101 pts (using "screened" re-rolls),
ie a
OER > cost increase of +11 or +14 pts (both of which are pretty close to
the
OER > current +12), and for the Super-Heavies 114 or 123 pts, ie +27 or
+36 pts
OER > (both of which are higher than Noam's +24, particularly since he
(IIRC)
OER > used "screened" re-rolls - but very, *very* much lower than my
panicked
OER > +63 pts of yesterday :-) ).=20

The number wiz strikes again. I'll buy this striaght up. I'd easily cost
stealth 1 fighters at +14 per squadron, assuming that rerolls are vs.
stealth 1, adn stealth 2 and +36 per squadron. To clarify the class 1
vs. stealth, I'd say they were unmodified vs. stealth 1 (even a few glancing
hits from a class 1 would destroy a fighter), and hit on a 6 vs. stealth 2.

Re: Back to weapon range JTL > With the target at 22 inches in the prior
example, and the
JTL > stealth ship on the sensors, and the 'A/3' battery able to fire
JTL > normally, I just cannot justify the inability of the 'B/2' to
JTL > fire/hit.   The stealth aspect of the target ship is gone!

Remember, the Class 3 batt does _not_ fire normally. It's effective
range _bands_ are reduced (0-8", 8-16, adn 16-24). The stealth does not
magically disappear for some weapons and not for others.

JTL > This all sounds more in the area of ECM (WW) than stealth.

Just different PSB.

JTL > Stealth is a passive system and has no value once defeated.
JTL > ECM (WW) is an active system designed to fool/mislead the enemy=20
JTL > sensors. (and thereby degrade the performance of the enemy weapons.)

I see stealth doing the same thing you see ECM doing. I have no problem
envisioning passive hull modifications/materials that are designed to
fool enemy sensors, and work at all ranges.

LAS > I understand Oerjan's "lots of shots in the right area" concept and
agree LAS >with it; however, I have to side with John's p.o.v. on the way
stealth LAS >should work. The function of stealth is to prevent the enemy from
knowing LAS >you are there.

Not in my book. The enemy can know where you are (to within the mu) all he
wants, he just can't lock his weapons on to you. Hiding your location is the
job of the cloak. In my original description of stealth I said
that it would affect detection, but left it non-specific, since
detection and sensor rules are a value added part of FT anyway. I'm not going
to make a case for how stealth would affect general sensor detection any time
soon. I want to get the combat effects clarified and balanced first.

MWS > The FCS system in FT is, quoting from FT2 pg 7: MWS > "... a suite of
sensor systems and computer facilities to direct the f= MWS > ire of a ship's
offensive weaponry..." MWS > "Each FreCon system permits the ship to engage
ONE target..." MWS > Now, while this is very basic stuff, it does very
strongly imply that the MWS > FCS system work in a very similar manner as the
Fire Control systems on modern MWS > jets.
[Snip modern analog]
MWS > The range of the weapon used is independent of the range and
tracking/engagement
MWS > ability of the FCS, since you can use *any* FCS mounted on a ship to
fire MWS > *any* weapon.

No argument here.

MWS > If your "stealth hull" affects the FCS of an opposing ship, then the
only= MWS > two main game effects that make any sense given the PSB of the FCS
are as fol= MWS > lows:

MWS > 1) It can degrade the ability of the FCS to "lock on" to the target at
all MWS > ranges. This would reduce the "to hit" roll of all weapons, not the
range MWS > (in a manner similar to standard screens vs beams).

That's a matter of interpretation. If you look at it the way I do (and
Oerjan, too, I think', degrading the lock on can _instead_ be
interpreted as reducing a weapon's effective range bands.

MWS > 2) It can "hide" the ship from the opposing FCS at range. This is the
effect that MWS > you are trying for.

Actually, no. It is effect 1 that I am looking for. Effect 2 is a
co-incidental result of the reduction of range bands.

MWS > Unfortunately, the weapons range reduction as you have proposed just
doesn't MWS > fit in using the PSB provided <g>.

I'll bow to the higher authorities on this, but I think I've got a reasonable
case.

MWS > A single FCS can be used to direct any number of weapons against a
single
MWS > target - subject to individual weapons restrictions, of course
(Pulse Topr, MWS > Needle Beam, etc.). If so, how can a single FCS lock on to
a stealthed ship MWS > at 20 MU well enough to fire several Class 3 beams at
the target, and yet MWS > still be confused enough to not be able to fire its
battery of Class 2 beams MWS > at the same target? It *has* target lock,
otherwise the Class 3's couldn't
MWS > fire - so why can't the Class 2's smite the stealthed ship as
well?

Again, Oerjan has said it better, but. At 20 MU, the FCS has _not_
locked onto a stealthed ship. It's got a better idea of where it is -
good enough that the 20 minute barrage of class 3 beam fire abstracted into a
single die roll for that weapo for that turn may in fact be able to hit enough
to do some damage. But the class 2's are still not effective, since they're
more attenuated and weaker at this range, and their barrage is too spread out
to accumulate a 'point' of damage. When
firing against a stealth 2 ship _no_ FCS has a _lock_. It only has a
better or worse idea of where the stealth ship is. The closer the range, the
tighter the focus, but only when the stealth ship is very close (8" for
stealth 2) can all beam weapons fire at it without penalty. Your assumption
seems to be that you can't fire and hit without a 100% lock. My assumption is
that you can (and must) fire at stealth ships without 100% lock.

Once more with feeling: JTL > Having pinpointed your position when your ship
crossed the 24 inch
JTL >  line, my 'A/3' can fire at your because you are 'target locked'
at 22 inches.
JTL >  There is no logical reason that my 'B/2' cannot fire on you at 22
inches
JTL >  because you are 'target locked' and within range.    JTL

1) The A/3 is _not_ target locked.
2) The A/3 does 1 die damage because it has to cover more sky with the
same power to hit the probable location of the target target at all.
3) B/2 is also not atarget locked
4) B/2 can fire, but, since it also has to cover more sky with the same
energy, it can't total enough damage to do a single die damage until range 16"

JTL's sensor rules: Interesting, and probably would work in the campagn
setting. The part of Minbari stealth I'm modifyinginto FT is the ability to
almost see them visually, but still not target them with weapons. The Earth
Force dhips
_knew_ the Minbari were there, but couldn't get a lock with weapons.

----
That's quite a few mouthfuls. Sorry to have taken so much list space with it.
John (and Mark Shurtleff, and Laserlight) we may simply have to agree to
disagree about this, or maybe hash it out with a beer or three sometime.

" But if its locked on, it can hit" " But it can't lock on"
" But it can do damage, so it's locked on to _something_"
" Not necessarily..."

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

Date: Sat, 30 Jan 1999 11:46:53 +0100

Subject: Re: Stealth, with feeling. (looong)

> Noam wrote:

> I'm home, and I'm sick. Joy to the world.

Hope you get better soon!

[Mucho snipped]

> RE: HEavy and stealth fighter costs

No way of figuring out the increased probability of them being *engaged* in
furballs with Interceptors (or the probability of being shot at with
Class-1 batteries), since that depends almost entirely on the enemy
player - both what units and fighters he brings to the battle and how he
uses them :-/

The effects once *in* the furballs is easier, but there's some room for rule
interpretations here as well. Against Heavy fighters there's no
problem - rolls of 6+1 inflict 2 casualties and a re-roll, so the
Heavies
take 5/6 the casualties a Standard squadron would (ie, 1.2 their
survivability, or a combat power boost of 9.5%). For Stealth fighters it
depends on how you treat rolls of 6+1 - if they inflict 1 casualty +
re-roll the Stealthed survivability is twice the normal (just as against
PDS and normal fighters, combat power boost of 41.4%), but if the 6+1
roll inflicts 2 casualties + re-roll their survivability is "only" 50%
higher (combat boost 22.5%). I read the Interceptor rules to mean "rolls
of 1+6 inflict as much damage as a roll of 6 would normally", which
leaves the Stealthed fighters unchanged.

If the Class-1s are reduced to killing 1 Stealth-2 fighter on a 6 (+
re-rolls), you're back to the "double survivability" (ie, 41.4% combat
power increase just as against PDS and other fighters).

The only thing the Stealth-2 *doesn't" have double survivability against
are, ironically enough, Attack and Torpedo fighters - and their to-hit
rolls are pretty pathetic anyway; if you reduce their anti-fighter
firepower further they wouldn't be able to fire back at all and
Stealth-2
fighters would be the prime units to take them out :-/

> If they are known to be that much more effective, they

They certainly will be primary targets (...OTOH, if you have a mix of
Stealthed and Standard fighters, I might take out the *Standard* ones
first - you lose more firepower faster that way), and Heavy groups do
suffer a bit. I'd say the "+1 on the die roll" doesn't change the
relation between Stealthed and Standard fighters, though the Class-1
defences do unless you reduce their power as well to account for the Stealth.

So, all these things considered, I think the Stealth-2 fighters are
quite
comfortable at +36 points or so. Yes, if your enemy replaces all his PDS
with Class-1s you might suffer - but then at the same time he has left
himself without ADFC coverage, which reduces the number of weapons shooting at
your fighters quite a bit.

> Re: Fighter Costs:

> OER >+24, particularly since he (IIRC) used "screened" re-rolls - but

Stealth-1 and Heavy fighters (since they are identical) do suffer
proportionally more from Class-1s and Interceptors, so the current +12
seems OK in their case. You were right earlier - if the re-roll ignores
the Heavy/Stealth-1 status, the heavies would be a couple points too
expensive at +12 :-)

> adn stealth 2 and +36 per squadron. To clarify the class 1

That puts the Stealth-2 firmly at +36 points per squadron, yes.

> Again, Oerjan has said it better, but.

Not sure I did - I just said it earlier <g>

> Your

Indeed, *all* weapon fire outside 12 mu or so is done without 100% target lock
with our interpretation of the damage mechanisms. If you had 100% target lock
at all ranges (against unstealthed targets), you'd probably
be able to inflict (FT-level) damage with a Class-1 at range 54 (where
the main sensors give up)  :-/

Oh, yes - forgot this in the general discussion earlier: If you make a
Stealth device which is vulnerable to treshold checks but only takes up the
same Mass as Screens, it is worth a *lot*. I'd start with a cost of 10*Mass or
so, and then adjust after playtesting. The reason for this huge difference vs
the Stealth *hull* (which uses twice the Mass percentage for the same effect)
is that you have this much more space for weapons... and the treshold check
vulnerability isn't nearly enough to
compensate. (Especially not on largish ships with 2-3 DCPs in the last
two hull box rows :-/ )

Later,