Re: Full Thrust vs Starmada
From: "Grant A. Ladue" <ladue@c...>
Date: Mon, 25 Apr 2005 14:06:20 -0400 (EDT)
Subject: Re: Full Thrust vs Starmada
>
> > Hmm, sounds like this one of those cases where a "setting specific"
=
> rule is going to be needed. Of the settings that I can think of where
=
> fighters are anti-ship immune, the fighters themselves are the main =
> anti-fighter weapons. As such, you'd be crazy to *not* take PDS and =
> fighters to counter the other guy's fighters in those settings. Why
not =
> make the "fighters are targetable" rule be the default in the GZG =
> setting, but explain how the system would work in other
"non-targetable" =
> settings? I know it's not ideal to have a system that doesn't work for
=
> all settings, but this may just be a case where there isn't a system =
> that will work for all settings. <
>
> My initial reaction to this is to think that this is putting the cart
=
> before the horse. Surely it's simpler to have the targetable fighters
=
> rules as optional add-ons in the way that they are now -- keep things
=
> simple and add complexity as desired for the appropriate setting(s).
If =
> that requires a note to the effect that FB designs assume the use of =
> these optional rules, then so be it; it's still a lot simpler and
neater =
> than to have to take something _out_ when playing in a fighter-heavy =
> sub-genre.
>
> Phil
I would be a little hesistant to do it this way, but I suspect it's
just
the semantics of "optional" that I worry about. Perhaps it should be
phrased
as: Fighter combat can be handled one of two ways:
Option 1 is targetable fighters, with these reasons for
why
you might want to use them and what it leads to.
Option 2 is non-targetable fighters, with these reasons
for
why you might want to use them and what it leads to.
Then people could choose appropriately based on what they want and
what
genre they're working from. Heck if you point based them a bit
differently,
you could even have different forces using the different options on
the
table at the same time. That might even be a good way to simulate
one race
having very nimble fighters (only targetable by pds), while another
has
"older" tech fighters (targetable by all). Make the "nimble"
fighters be
1/2 again more expensive, and there you go.
The only thing that could really easily balance the problem of many
many
fighter groups overwhelming a ship would be to just limit the number
of
groups that can attack a certain size of target at once. I mean is
it
really appropriate for 20 fighter groups to be able to all target one
destroyer at the same time? Wouldn't a lot of them just interfere
with the
others? If the objection to that is that the turn length lets them
all make
attack runs, then the pds of the ship should get to fire at all of
them as
they come in, not just a few.
grant