GZG List archives -- June 2006

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Re: Fighter Fixes was Re: Re: Re: [GZG] Revised Salvo Missiles Update



Yuk! *This* is the future direction of FT? The game that's supposed to be quick and fun to play? Really?


All I can say at this point, Robert (and all out there), is "don't panic!!" ;-)

The beta fighter test rules that you are referring to are fairly old now, having been generated by lot of thrashing around on the playtest list a good while back.... please don't consider them "official", even from a beta test standpoint. At the moment, as time allows I'm working on some VERY much simpler proposals which I believe address the most important fighter issues while staying in the spirit of the original FT rules. Not a lot has happened for some months due to a lot of Real Life(tm) issues getting in the way, but I'm gradually getting back on to the development stuff.
I don't want to say too much more at this point because there is still a good bit of testing and tweaking needed before I can consider releasing a "public beta" to the main list, but watch this space.... :-)


Jon (GZG)


One of the great attractions of FT is that it generally doesn't require lots of plusses, minuses and modifiers. This seems to take mechanisms that are *mostly* optional rules in FT2.5 and make them core in FT3, and a *lot* of extra chits, markers etc. are going to be needed to keep track of screening, escorting, evading etc.


Apart from the complexity, this "fighter fix" also smuggles in some pretty major changes to other non-fighter "ordnance"-style systems:

1) Arbitrary bonuses for certain weapons systems: "Salvo Missile, Plasma Bolt, and AMT markers AUTOMATICALLY gain a -3 target DRM to any non-PD-mode fire against the marker." Why? For example, an AMT has the same mass as a Heavy Missile, so why should it be harder to hit? In fact the privileged projectiles that receive this -3 DRM seem to be not just harder, but *impossible* to hit with non-PD weapons, while Heavy Missiles are laughably easy to knock down (see next comment).

2) Evasion and missile range: The "burn an endurance point for evasion" rule is very hard on standard Heavy Missiles which have only three CEF, greatly reducing their effective range if they evade. My feeling is that missile ranges are already short compared with beams, and this only exacerbates this. On any turn when an HM *doesn't* evade, by the way, a B4 anti-ship battery (for example) could knock it down with one shot at 48mu as easily as a dedicated PDS would at point-blank range! That feels completely artificial and gamey, and *certainly* puts my suspension-of-disbelief meter in the red zone.

Finally I was left a bit gob-smacked by this comment: "Similarly the fighter morale rules are GONE. They were always dubious from a PSB point of view (why would robotic fighters be scared of being destroyed?)".
Since when have FT fighters been robotic? With the exception of the Cylons in Blunderstar Gargantua, does any movie or TV background feature robotic fighters? The whole *point* of space fighters is so that spunky young things with great hair and teeth can zoom round the galaxy packing attitude and disobeying orders...


Best regards, Robert Bryett
rbryett@xxxxxxxx

On 27/06/2006, at 5:43 PM, J L Hilal wrote:

Beta fighter rules from the list archives
http://lists.firedrake.org/gzg/200403/msg00286.html

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