[GZG] Subject: Re: Mixed Role Fighters (design system)
From: Doc <docagren@a...>
Date: Tue, 30 Jun 2009 00:30:37 -0400
Subject: [GZG] Subject: Re: Mixed Role Fighters (design system)
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Message: 5
Date: Sun, 19 Apr 2009 10:13:23 -0500
From: John Atkinson
On Sat, Apr 18, 2009 at 4:11 PM, Doc <docagren@aol.com> wrote:
> I have a set of rules for designing fighters, and it included allowing
you
> to make these Mixed Roles Fighters, and will allow U to build all of
the
> stock GZG fighter types at right cost. ?You find that more you squeeze
in to
> a fighter, it will cost you much in points, and you still find they
die just
> as fast a stock fighters.
> http://www.freewebs.com/heavymetaldrake/modular Fighter Designs.pdf
Apologies for the email that was blank.
That's something I've been wondering about--the various expensive
points values of all-singing, all-dancing fighters emphasizes that
they can do ALL, though only one or two capabilities is useful in any
given situation (excepting Heavy) and costs them such that for a given
quantity of Superfighters I will nearly always be able to field more
standards and interceptors to shoot them down.
The majority of the cost, under the standard point system for single
role fighters, seems to be less the fighters themselves and more in
paying for the carriers to get them
to the fight. Superfighters
reverse that equation.
John>>
Yep John, Superfighter do reverse the curve betwen cost of Carrier and
Fighter. Can U bring enough lower cost fighter to kill the super
model.. I don’t know. I have had a Large Stealth Super Fighter
Squadron (4 planes), piloted by Ace Pilots endup taking down 5 Squadron
(2 Light, 2 Multi-role and 1 Heavy Attack Squadron) at about the same
cost at the lost of 1 plane, and 1/2 way thur I divived into 2
aircraft flights. Sometime tacics and dice luck fall your way too.
Date: Sun, 19 Apr 2009 12:03:16 -0400
From: Ryan Gill
So, just for the sake of argument, what if you
have a fighter system that's a full generation
ahead of all of the other space-craft it's up
against. Look at the F22 as an example. The
Super-Bugs (F18) (gen 4.5) F-15s and F16s (Gen 4)
have all had fits trying to get them in their
gunsites, let alone shoo them down. So far as
I've heard, ONE F-18 jock managed to get a kill
shot by violating the ROE for the practice
engagement which meant the F22 jock was probably
trying to avoid a collision rather than kill the
F18.
In this case it would seem that the F22 is head
and shoulders above everything else. At Red Flag
the F22s got 144 kills with no kills on their own
side.
=0
A
I know this makes for gaming that's tough for the
guy with the lower gen fighters, but in theory,
the technology between say the NAC and the LLAR
should reflect this. The LLAR doesn't go to war
with the NAC because they don't want to get
buried. More or less the same reason a lot of
nations don't go to war with the US or for that
point, the Republic of Manitcore. The functional
differences between the tech edge as things have
progressed between the advanced and the slightly
advanced have increased dramatically.>>
Well, my fighter design system can handle Advanced and Obsolate Fighters
as well as standard level tech. So yeah you can mix up MIG17 and
F22 see my comment above about 1 4 aircarft squadron and it’s kills to
lost ratio.
But, F22s with AWACs vs F16s with AWACs is still
no contest. How does this work in FT?>>
The design system you can build an AWACs bird if you wish (giving
fighter the sensor range of a standard warship) pre ourt sensor rules.
My system not perfect and I admit but it has made fighter combat around
here different then other places.
DOC Agren
Lurker on the Digest