Re: Fighters and Hangers
From: agoodall@a...
Date: Thu, 04 Mar 2004 20:54:12 +0000
Subject: Re: Fighters and Hangers
Rand wrote:
> *shrug* It was made very clear to me, long ago, that the more
fighters,
> the more unbalanced the rules.
Oerjan was just pointing out that if you increased the number of
fighters, my example would lead to more fighters available to destroy a
cruiser. Another way of looking at it is how I corrected it, just
replace "cruiser" with "destroyer".
> Erm... Actually... It does make some difference. By tieing up his not
> yet involved fighters, you lessen the number available to gang-up...
If
> he assigns one to each ship, and then I entangle one for each group I
> have, that leaves that many fewer that he can then pile on one ship.
In my example, it meant that I had one fewer fighter to use. Not much of
a change.
> Oh, and that same rule keeps a furball from happening... If they can't
> be fired apon, they're not in a furball, eh?
No. You seem to be confused on this. A dogfight is triggered by moving
fighters. A furball is triggered by moving fighters. Dogfights and
furballs are resolved in the combat segment. The rule that prevents
firing into a dogfight does not prevent the creation of furballs,
because furballs are created in the movement segment.
> I didn't say they were elegant, or effiecient solutions. :) (Did I?)
No, you didn't. Oerjan's point, and mine, is that they don't fix
anything in the current rules, and just make the game harder to play.
> > So why can't you do this against salvo missile salvoes that roll
less
> > than a "6"? (Or if you use scatterguns, against strength-1 plasma
bolts?)
> >
>
> You really want to open this can of beans? One problem at a time... :)
He's just pointing out that when you go to tinkering with one aspect of
the rules, you end up opening all sorts of metal nematode containers.
*S* It's the reason that a fix to the fighter problem has been so long
in coming.
--
Allan Goodall agoodall@att.net
http://www.hyperbear.com agoodall@hyperbear.com