Re: [FT] Even more NAC ships
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Tue, 10 Feb 2004 23:00:55 +0100
Subject: Re: [FT] Even more NAC ships
Hugh Fisher wrote:
>I've been designing and testing some new NAC ships (for
>Outworld Command, so mostly escorts and cruisers) and
>finally got around to creating some web pages:
><http://members.ozemail.com.au/~laranzu/fullthrust/OC/index.html>
Tacoma/C: NPV is 93, not 91. This was the only design error I could see.
Mosquito: Legal, but... there's a good reason why so few others use
screens
on ships this small: they simply don't have enough hull integrity to
make
the screens worthwhile. If I were the RN admiralty (not sure whose navy
the
R*S*N is, but it ain't the NAC's!) I'd stick to the armoured version
even
if the Solar War heats up again.
Vandenburg/AT: Legal, but I've never managed to understand why the RN is
still so fond of putting single-arc P-torps on thrust-4 tubs - this made
a
lot of sense when the main threat consisted of the old-style thrust-2
ESU
capitals, but there aren't many of those left in the 2190s!
Vandenburg/M: Completely wasted against the KV IME (the probability of
hitting with the SMs is too low to make them useful for reducing the
KVs'
scattergun loads), but could be very useful against Phalons -
particularly
if the missile launch is combined with a close-range beam/torp attack.
(If
you can force the Phalons to use their Pulser-Cs for point defence work,
they can't fire them at your ships... and if they hold them back to fire
at
your ships, they tend to get rather badly hurt by the missiles before
they
can fire.)
Vandenburg/HK: Looks like a good Kra'Vak killer.
Renown: If this was intended as an anti-Kra'Vak ship I kinda doubt its
success rate - unless it gets lucky on its first attack run it is too
clumsy to bring its P-torps and B3s to bear on the enemy.
Excalibur/M: Jack of all trades, master of none. Single-arc P-torps on a
thrust-4 ship again :-/
Wasp and Essex: Having a lightly-protected carrier with lots of fighters
makes good sense if the main threat against the carrier comes from enemy
fighters. Trouble is, with the short operational ranges FT fighters
typically have (ie., the carrier is there on the table instead of a few
blocks to the rear) the likelyhood of a carrier staying out of the
enemy's
range for very long isn't all that high unless the fighters are able to
take the enemy out first. IOW, the underlying doctrine behind the Wasp
and
the Essex relies on the current imbalance where the fighters usually
*are*
able to take FB1-style enemies out before they can hit the carriers :-/
***
Looking at your rule suggestions:
>Aft attacks
>Screens and armour have no effect against direct fire attacks made
from
within the aft
>arc of the target, unless from fighters. (Direct fire weapons include
beams, pulse
>torpedoes, K-guns, and pulsers, but not placed ordnance such as
missiles
and plasma
>bolts.)
>
>Placed ordnance weapons count as an aft attack only if the ordnance
markers are within
>the aft arc and the launching ship is within the aft arc and not more
than 18 MU away. If
>both these conditions are met, screens and armour have no effect, PDS
rolls of 4 do not
>kill a missile, and the effect of scatterguns is halved (round up).
>
>Fighters never benefit from aft attacks.
>
>The PSB reason: engines are large and vulnerable. It's difficult to
put
armour on the
>outlets, and the exhaust emissions disrupt screens. Long range
missiles
and fighters
>are not as precise nor as concentrated, and for obvious reasons
fighters
don't fly directly
>behind rocket motors!
>
>The real reason: to encourage sneaky tactics, especially flanking
movements by light
>ships, but hitting from the rear is too easy for fighters.
The main effect of this proposal is to make screens and armour less
desirable than they currently are - very nice for the Kra'Vak and for
those
lighter NAC and FSE ships which don't have either screens or armour, of
course, but in my experience being able to shoot at the enemy without
him
being able to return fire is quite sufficient to encourage sneaky
tactics
already.
>180 degree turn (cinematic)
>This represents a roll or spin around the ships axis without a change
in
course, the >engines fired to brake the ship and then accelerate in the
opposite direction.
>
>Any ship with undamaged engines and a current velocity not more than 2
times its >maximum thrust level may reverse course (change facing by 6)
by
writing "180" as its >only movement instruction. In that turn the ship
is
moved straight forward by a distance >equal to half its starting
velocity,
then turned 180 degrees in place. Its final velocity is >zero.
>
>The 180 degree turn is more difficult than regular ship movement, so
no
offensive >weaponry may be fired by the ship making the turn. Defensive
systems, including PDS, >function as normal.
Interesting concept, but this means that the ship effectively gets 2x
its
normal thrust in the turn it uses this manoeuvre. If your engines are
that
powerful when you flip over, why can't you use their full power to
accelerate straight ahead as well?
>Often used in Andromeda, and occasionally in Babylon 5 by even the
clumsy
Earthforce >ships.
IME the EF ships are best represented by using EFSB-style
limited-rotation
Vector movement, not Cinematic <shrug>
>Turning while halted
>Change the special rule for turning ships with velocity zero to:
>
>A ship with a velocity of zero (ie: stationary) may, in its movement
phase, use up to its >full thrust rating to change course.
>
>The PSB reason: a halted ship is using the same push thrusters to
change
course as
>when it is moving. It may be able to turn a bit faster because the
hull
is not being
>subjected to simultaneous thrust in a different direction from the
main
drive, but not that >much faster!
>
>The real reason: standing still is an effective tactic because such a
ship cannot be >outflanked and can turn faster than any enemy to bring
weapons to bear. It is especially >effective for slow warships because
the
enemy will have invested mass and points in >thrust rather than weapons,
but cannot take advantage of this.
Being able to use the full thrust rating for turning instead of only
half
*is* "that much faster", unless you of course have Advanced drives in
which
case there's no difference at all - and by your "not subjected to
simultaneous thrust in a different direction" logic *any* ship should be
able to do this "double-speed turn" no matter how fast it is currently
moving, as long as it isn't using main drive thrust to change its speed
at
the same time...
I agree with your real reason for this concept, but IMO you should go
all
the way and say that a halted ship should only be able to turn as
quickly
as it can when it is moving.
>Entering battle under FTL drive
>Change the procedure for jumping in to:
>Ships entering the battle under FTL drive are placed on the board
simultaneously at the >start of movement at their intended arrival
point.
The player writes down the initial >velocity for the ship which must be
between 1 and its maximum thrust rating.
>Each ship then rolls 2d6-1 for direction of displacement, with 12
being
towards the >enemy.
How do you define "towards the enemy" if there is more than one enemy
ship
on the table? If there is more than one enemy formation present? If you
arrive in the middle of the enemy formation?
[...]
>After all ships have been placed in their final positions, any that
are
now within 6MU of a >ship or other body that was on board before this
turn
roll 1d6 and take that many points >of damage. The ship/other body
already
on board is not harmed.
[...]
>The real reason: the current rule is randomly destructive, and
encourages
suicide jumps
>by small ships into the midst of the enemy. In some settings this
might
be appropriate,
>but generally not for humans and almost certainly not just to inflict
1d6
of damage!
ENTERING the battle under FTL drive isn't much of a problem IME, since
you
have to note down when and where you're going to arrive at the start of
the
game - so unless you drop out of hyper immediately in the enemy's
deployment area, you're not particularly likely to hit him. 'Course, the
hit probability would be higher on a small table than on the 80x120 mu
ones
I usually play on!
LEAVING the battle under FTL drive is a worse problem IME, particularly
if
you use Mass 3 "FTL torpedoes" to do it. They're not as destructive as a
really bad FTL exit can be, but they're far more accurate.
>Beam 3/4 damage (cinematic)
>In cinematic battles Class 2 beams are generally regarded as the most
cost effective. >Class-2 beams are generally regarded as the most
effective
since the tables are >generally too narrow to allow the larger beam
types
to take full advantage of their longer >range.
[...]
>The class of a beam is the range band at which it does 1 die of
damage.
At the next >closer range band (Class 2+) it does 2 dice, at the next 4
(Class 3+), and continues to >increase by 2 dice for each closer range
band.
The B2s were deliberately designed to be somewhat more cost effective
than
the larger beam types in order to keep the larger beam types from
dominating the game completely on large gaming tables where the
longer-ranged beam types can use their range advantage to the full. On
smaller tables, such as those generally used by the Canberra club (at
least
according to Alan and Brendan) the longer-ranged weapons can't use their
range advantage much since the table doesn't allow the opposing forces
to
manoeuvre much outside B2 range, and this naturally favours the
shorter-ranged B2s.
Because of this, while increasing the close-range firepower of the
larger
beam batteries is a way of making them more useful on smaller gaming
tables
it risks making too powerful on larger tables - not quite as bad as the
old
A batteries used to be, but going in that direction. If I were you I'd
put
in a note that this modification is intended for small-table games.
[...]
>To prevent too many superweapons, each beam level above 4 has a mass
*twice* as >much as the previous:
This is of course the standard beam mass progression, not a new rule.
>If this is too drastic a change in the game mechanics, instead shift
the
costs for heavy >beams down a little:
>Class 3 battery (1-arc) Mass 4, +1 per extra two arcs
>Class 4 battery (1-arc) Mass 8, +1 per extra arc
This mass reduction is a *more* drastic change to the game balance than
the
above firepower increase. If you use the freed-up Mass to buy more small
beam batteries the mass increase gives *at least* as many extra beam
dice
as the above proposal - but if a ship has multiple large batteries, it
can
give even *more* extra dice than the above, and with wider arcs to boot!
>Soap bubbles
>Actually my suggestion is that we don't need a rule.
In that case my suggestion would be that you're either very naive or
very
lucky with the selection of opponents available to you. Probably the
latter, if you're a Canberra gamer.
>The only real solution to the problem of "soap bubble" carriers is
already written:
>Play the game, not the rules
>A thorough beating from the Narn Bat Squad is the only preventive
measure
that works >on the type of player who builds soap bubbles. If it weren't
soap bubble carriers, they'd >be building soap bubbles with extended
range
missiles, or, well something.
"The type of player who builds soap bubbles" can just as easily be a new
player who stumbles across them without knowing that it is "impolite" to
build them as an actual munchkin. How do you explain to such a newbie
that
"you mustn't use these designs, they're too powerful"? Same with the
large-ship balance problem - how do you explain to a newbie that he
mustn't
put all his points into a single or a few very large capital ships?
"Because I say so" is only marginally better than sending the NBS at
him.
>Designing a set of tabletop rules that are both playable and cannot be
abused is a near >impossible task. [...] The immediate temptation is to
add
new rules to restore balance. It
>doesn't work.
Designing a set of tabletop rules where the potential rules abuses only
give an advantage similar in magnitude to the effect of winning an
initiative roll, or where "mainstream" designs (eg. like those in the
Fleet
Books) are slightly more effective than the "extreme" ones, isn't all
that
difficult - IF you aim for this from the outset. Unfortunately Full
Thrust
wasn't designed this way, and adding balancing rules afterwards can be
very
difficult if the basic rules structure is screwed up; in this case it is
often better to re-write the entire trouble area from scratch.
>Full Thrust is simple and playable, which puts it ahead of 90% of the
wargame rules on >the market. That it has loopholes does not
disadvantage it.
Full Thrust is steadily losing market shares to the space combat games
among the remaining 10% of the wargame rules on the market. I'd say that
this makes FT's loopholes a fairly serious disadvantage, unless you want
FT
to drop out of the market and get replaced by other games...
>Certainly keep striving for a simple, playable, and perfectly balanced
game, but don't be >too disappointed if it's not.
Above you told us NOT to strive for a simple, playable and perfectly
balanced game because "it doesn't work". Make up your mind.
>There is a solution that does work and is universally applied in
competitions, again all
>the way from ancients to science fiction. Restrict the players choice
through canonical
>army/orders of battle, or fleet lists. Full Thrust needs more fleet
books, not a rule against
>soap bubbles.
In historical gaming, it is possible to write historical/"canonical"
OOBs
because we know at least reasonably well what units were available to
the
historical army/navy we're modelling. We also know from history roughly
how
powerful the various units ought to be relative to one another.
In SF/Fantasy gaming OTOH we *don't* have any such knowledge.
Restricting
players "canonical" forces is equivalent to saying "you may only use the
stats we provide" - and implicitly also "you may only use the models we
provide" - which means that the game can't be used to play out battles
in
any background *other* than the Official (TM) one. "You want to use
Full
Thrust to play Star Wars battles, or Star Trek, or BattleStar Galactica?
Sorry, you're not allowed to do that - none of them are in the Official
(TM) background, and you're only allowed to play games set in the
Official
(TM) background." Is this what you want?
Also, how exactly do you think any new Fleet Book fleets can be both
balanced against and different enough from the existing FB fleets to be
interesting if the game rules aren't balanced? With unbalanced game
rules
you either get a GW-style "must have the latest official fleet" race, or
a
game where all fleets are minor variations of the FB1 ones. Is this what
you want Full Thrust to become?
>One last thought before you write new ship construction rules to ban
soap
bubble >carriers outright: they do exist in Babylon 5.
Changing the ship design rules to ban soapbubble carriers outright has
already been tried; so far all such attempts have either had no effect
at
all or made the FB2 Phalon carriers illegal. This does not seem to be a
practical solution to the problem.
>On two occasions we see large, FTL capable raider motherships that
carry
24 fighters
>but are extremely slow, have no visible offensive or defensive
weaponry,
and blow up >even more quickly than usual for ships in B5.
The reason why the Raider carriers got beaten is that the B5 battles
were
not points-balanced. In the first of these battles the other side had
not
only heavier large ships but also at least as many fighters as the
Raiders
had, and of higher quality than the Raider ones (Starfuries are
explicitly
described as being more effective in space dogfights than the
atmosphere-capable Raider delta-wings); in the other case that the
Raider
ship ran into a Shadow vessel capable of slicing up multiple Narn
warcruisers just as easily as it diced the Raider carrier.
By bringing up these two examples, you're implicitly suggesting that the
cost of soap-bubble carriers be increased to allow the opponents to
bring
more powerful units to an equal-points battle against soap-bubbles :-/
Regards,
Oerjan
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
-Hen3ry