Rules That Should Have Never Been

Following on to the "Rules You Would Change" thread, how about rules that never should have been introduced in the first place? At all. Ever. In any form. Here is my in-work list of rules I think should not have been included with a short reason:

1) Remote controlled fighters - Although this "makes sense" in the future or even modern world of warfare I just think the rule is unnecessary and silly.
2) ECP - A bad follow-on idea to try and help a race that is misses out on another rule that should have never been:
3) ECM Drones - Just a bad idea. Helps out certain races but not others and slows the game down by increasing the number of units on the board, drawing the game out with more things to damage or negatively affecting damage to ships, and also adding to EW, a rule that I would not perhaps drop but needs to be scaled down considerably.
4) Drogues - Unnecessary and goofy.
5) Module M - The whole thing. Just not a good module. This should be the Star Trek V of SFB. It never happened.
6) Megapacks/Megafighters - Just a squirrelly rule that may result in broken units or render other similarly priced units obsolete.

Other candidates for possible discussion:
1) EW - Some of this seems fine but it is unnecessarily complex and does not scale well with units. As I said above, I am not sure it should be dropped but altered certainly. Others may think differently.
2) Bombers - Sort of interesting but I don't get the whole "cannot be carried by ships" while Interceptors and PFs can be but it has been a while since I read these rules.
3) PFs - Meh
4) X Era - This was hoarked up terribly, in my opinion, upon initial release. Twiddling some constants (speed change limitations, etc.) and turning two turn weapons into one turn weapons does not make the game more interesting to me. I don't know what the new X revisions did to this so maybe it is better, now. Similarly, I don't find the Early Years stuff that interesting for the same reason (twiddling with the game constants, i.e., tractor range, transporter range, speed changes, etc.) but I know lots of people like this so I am perhaps the odd ball here. Heck, they announced that Module Y3 is coming out in September!

How about you? What are your rules that should be completely eradicated from the game or should have never been introduced in the first place?

Ken wrote:

>>1) Remote controlled fighters - Although this "makes sense" in the future or even modern world of warfare I just think the rule is unnecessary and silly.>>

Agreed. I mean, in the grand scheme, I think they are mostly a wash (you don't really gain anything or lose anything for using them by remote control. I think you lose some dogfight rating or something?), but yeah, they do seem silly.

>>2) ECP - A bad follow-on idea to try and help a race that is misses out on another rule that should have never been:>>

Well, given that ECM drones exist, ECP is fine. If kludgey. But I'm totally with you on ECM drones not existing.

>>3) ECM Drones - Just a bad idea. Helps out certain races but not others and slows the game down by increasing the number of units on the board, drawing the game out with more things to damage or negatively affecting damage to ships, and also adding to EW, a rule that I would not perhaps drop but needs to be scaled down considerably.>>

Agreed. I'm not opposed to ECM--I played a squadron game recently with ECM, and it was interesting and gives a significant edge to plasma ships that I never noticed before, which is a good thing in the grand scheme. But the ECM rules could *really* use a lot of streamlining in the sense of removing a lot of extraneous EW sources--ECM drones, MRS, ECP, ECM drogues, Erratic Maneuvering. Just have, like, ship generated EW, scouts lending (maybe...), plasmas get ECCM, fighters get the EW they get, and call it even. All that other jank just clutters and complicates.

>>4) Drogues - Unnecessary and goofy.>>

Agreed. Just, like, a whole lot of complicated and over the top.

>>5) Module M - The whole thing. Just not a good module. This should be the Star Trek V of SFB. It never happened.>>

I dunno--I like module M in theory. Especially with Y era ships where they always end up crippled, gunless, and floating in space at close range with no shields, we got a lot of mileage out of Module M advanced boarding party combat. when the Kzinti boarded the Lyrans by swinging over on *really* long ropes. Fun stuff. The ground combat suffers from being too simplified to be interesting, but too complicated to be swift and streamlined. It always struck me as some rules that were designed by military guys who just wanted to be able to detail military organizations in the game. I have hopes that the SFB ground combat game that is coming out in the theoretical near future (Star Fleet Assault?) will be quick and fun.

>>6) Megapacks/Megafighters - Just a squirrelly rule that may result in broken units or render other similarly priced units obsolete.>>

Yeah, they are also a whole lot of words for not much effect--fighters get double speed, 2 hit points, and a couple extra drones. Which means that in situations where the fighters weren't already killing you, they still aren't killing you. And in situations where the fighters *were* killing you, they just kill you worse.

>>Other candidates for possible discussion:
1) EW - Some of this seems fine but it is unnecessarily complex and does not scale well with units. As I said above, I am not sure it should be dropped but altered certainly. Others may think differently.>>

As noted, I think if it was streamlined a lot, it would work much better. All the extraneous EW sources could get pruned off. I'm not even convinced that scouts are a good idea (primarily 'cause they make the game take even more forever as you try to figure out exactly what unit needs exactly how much EW at any given moment). Kill ECM drones/ECP; jamming drogues (those exist, right?); MRS; SWACs; scout PFs; erratic maneuvers, and you be getting somewhere.

>>2) Bombers - Sort of interesting but I don't get the whole "cannot be carried by ships" while Interceptors and PFs can be but it has been a while since I read these rules.>>

They are harmless. I mean, as they can't be carried by ships, they don't show up much. And so only end up in weird giant assault scenarios that no one will ever play. But even if they do show up, they are totally, ya know, whatever.

>>3) PFs - Meh>>

I don't really like attrition units so much myself. Just for practical reasons. But if fighters exist, PFs aren't horrible. Just streamline the EW rules and they get easier to deal with.

>>4) X Era - This was hoarked up terribly, in my opinion, upon initial release. Twiddling some constants (speed change limitations, etc.) and turning two turn weapons into one turn weapons does not make the game more interesting to me. I don't know what the new X revisions did to this so maybe it is better, now. Similarly, I don't find the Early Years stuff that interesting for the same reason (twiddling with the game constants, i.e., tractor range, transporter range, speed changes, etc.) but I know lots of people like this so I am perhaps the odd ball here. Heck, they announced that Module Y3 is coming out in September!>>

The new X stuff is about the same as the old X stuff. I have no problem with X stuff in general, as, ya know, not super exciting, but not horrible. X ships fighting X ships is kind of silly, as all the upgrades are just a wash, and you might as well be playing regular tech, but I can see how X tech fighting regular tech would be interesting. Module Y is also kinda fun in theory, due to the incredible simplicity of everything. You got a couple ships with a couple guns and not much power or speed makes for some interesting dynamics. I mean, I haven't played with Y era stuff for over a decade. But I playtested it a lot when it was first published, and we had a good time.

Oh, the temptation...

I am sorely tempted to join in to this discussion with 25 pages of ranting text. But we are so far behind on Council prep, and I've got other stuff going on too, that I have to exercise the willpower to resist. Maybe after Council.

Please carry on without me. But I'll probably be reading...

-DC

My list of rules

Remote controlled fighters,
Super computer controlled ships,
Pretty much any rule introduced in the last 10 years - I dont like the new heavy fighters, megafighters, bombers, drogues, ECP, sabot, carronades, ever increasing number of unnecessary ships filling a smaller and smaller gap designed solely to keep sales up, partial X-tech (bad enough having X-tech mixed with standard SFB tech), A-Admin shuttles, or the D6D.

Had to throw in the last one as its own ship even though its been around for ever :)

Sabbot and Carronade

Yeah, I dunno--Sabbot plasma is really handy, apparently. And makes plasma ships a lot more competitive in late war game when everyone has a billion fast drones and PFs and whatever. They are pretty simple, rules wise, and interesting. I like'em.

Carronade is pretty much the same way. They give the Gorns at least *something* unique and interesting. And are simple enough to not make trouble or require new SSDs or something. I still want them to stick those on the Gorn TCC.

D6D

Yeah, the fact that it doesn't have double-drone control is just stupid. What's the point of having a drone bombardment ship that can't bombard?

DB Ships

Their real purpose is to fire Type III over a massive range, so really dont need the drone control. Though the D6D is a special case because its an awesome front line ship as well. If building a Klingon fleet youd be crazy to not load up on them. Especically if youre up against Kzinti.

Agreed

And maybe this is a good example of a ship that was designed to do something (long-range bombardment) that would preclude it from ever making an appearance in a scenario.

I love drone bombardment cruisers in a campaign. Scout channels plus lotsa drones makes for a great support ship!

New Rules - Likes/Dislikes

Recent rules added that I like:

Sabot

Makes plasma more competitive in a greater number of scenario circumstances, including even on an open map. I think they're still disadvantaged on an open map, but Sabot mitigates this quite a bit.

Carronades

At last, something for the Gorns other than GAS shuttles. And it's utility in shooting down drones in addition to cloak-hunting and knife-fighting makes an excellent alternative firing mode.

ECP

Even though I'm not a plasma fan, I liked the idea of the plasma races getting "something" for EW defense. But EW in general...(see below)

Ones that I don't like:

Remote-control fighters

I'm not even sure why this rules was created. I don't know anybody that's actually used it. A waste of space.

Bombers

Again, unecessary and with the restrictions imposed on their deployment, virtually unusable in any event. Why would I want one of these instead of an INT or PF (unless playing in a year when INT/PF are not available)? Even then, not sure I'd want one over regular or heavy fighters...

Drogues

Expensive and unecessary. Just gives an excuse to pack more cheap weapons into a ship.

Rules that either need some tweaking, or I feel "meh" about:

Mega-packed fighters

This is just force escalation. Anyone who plays with fighters will also try to mega-pack them as much as possible. I'm certainly guilty of this as the Fed using "the Third Way" in the Far Stars Campaign. I'm quickly going to reach the point where you won't see an A20 of F111 group that won't be mega-packed, and 20% of my standard fighters will be mega-packed as well. The way the rule works, it's actually better to have 2 mega-packed fighters than 3 that are not. In particular, the A20FM is one of the scariest units for its cost (27 plus at most 4 points for drone speed upgrades...but in the campaign, this cost is only 17.5 at most) in the game now. While I like the idea of fighters being as fast or faster than ships (dare I use the word "realistic?"), I'm not convinced this was the way to do it.

X ships

While the idea that the X ship rules were in dire need of revision is absolutely true, and these did make some positive changes, I'm still left looking at ships suffering from more than the usual bit of cookie-cutterism that makes me feel just kind of...well..."meh." Nevertheless, rest assured there will be a Federation X Squadron of Death appearing in Far Stars...after all, I have to maintain pace or surpass my opponents!

Core rules I'd like to see changed:

EW - Although I said I like ECPs above, I only say that to balance against the ECM drone-using empires. Really, what I'd rather see is that most of the EW rules tossed out the window. My ideal? No ECM drones or ECP. No EM except for attrition units. No built-in EW (no freebies, except maybe for the Orions). No generated EW except by scouts using their channels, or carriers loaning to fighters. Natural EW is ok (except EM, and no, I don't really consider EM to be natural EW in the first place...if it's something your ship can do, it ain't natural).

Attrition Units:

I'd like to see these scaled waaaay back. But so much has been printed, that ain't never gonna happen. My ideal? No PFs of any kind. No WBP or megapacks. No EW fighters. No built-in EW. The ONLY races that get any kind of attrition units are:

Romulan - Gets the G-I and later versions of that same fighter. That's it. No carriers in service that carry more than 6 fighters (exception: Superhawk)
Kzinti - gets the AAS and HAAS. That's it.
Hydran - A speed 15 Stinger-1. That's it.
Lyran - gets the INT, gets WBP after Y180. No more than 4 on any ship, no more than 6 total in any force. NO LYRAN FIGHTERS. NO LYRAN DRONES. EVER.

Ships and refits

Don't get me started. Radical changes here. Ask Tos Crawford or Andy White (I think that's Andy's last name) about a project we worked on years ago called "Star Fleet Classic" or "Star Fleet Gold." Suffice to say, most war classes...gone. Most refits...modified, scaled back, or just gone. Oh yeah, and the Feds don't have drones anymore. Instead they got something called an "ASW" defense (anti-seeking weapon). It's reloadeable munition functioned as an ADD against drones, but could also be used against plasma. The Gorns? No plasma-Rs. The Romulans? No plasma-Ss. The Kzintis? No extra disruptors or DERFACS. The Klingons? no P1s (except command ships) or UIMs, and other limits. I could go on and on...

Drones

The whole drone construction thing is horribly complicated now. My ideal? Scale it back. You still have drone speed upgrades. You still can have armor or swordfish, just for a little variance and to shake things up and make lab identification still important. You still have type I and IV drones. Everything else? gone.

Mines

Wow. Did we ever need these rules? Gone, including TB.

Shuttles

SPs...gone. They were a silly idea. SS and WW are ok, unless we make even more radical changes to plasma...but then we're starting to look like FC...and I don't like that.

Everything is either just fine, or are so minor as to be not worth mentioning...

Tank wrote:

(Tank, who are you? I'll give the offical BBS something--you always know who you are talking to. Which is nice.)

>>Remote-control fighters

I'm not even sure why this rules was created. I don't know anybody that's actually used it. A waste of space.>>

Yeah, as noted, these strike me as silly, but harmless. It isn't like they make the game any more complicated. They just take up a couple pages in a module filled with silly stuff. I figure that this rule is useful in a campaign where you are keeping track of pilots or something.

>>Drogues

Expensive and unecessary. Just gives an excuse to pack more cheap weapons into a ship.>>

Yeah, I'm not quite sure why it was necessary to be able to weasel at speed 12.

>>EW - Although I said I like ECPs above, I only say that to balance against the ECM drone-using empires. Really, what I'd rather see is that most of the EW rules tossed out the window. My ideal? No ECM drones or ECP. No EM except for attrition units. No built-in EW (no freebies, except maybe for the Orions). No generated EW except by scouts using their channels, or carriers loaning to fighters. Natural EW is ok (except EM, and no, I don't really consider EM to be natural EW in the first place...if it's something your ship can do, it ain't natural).>>

I'm totally ok with ship generated EW, as it is very limited in scope and fixed in EA, except for the pool of never enough reserve power. Kill the ECM drones and ECP and MRS and SWAC and EM. And really, if you got rid of scouts loaning EW, the EW phase becomes infinitely quicker. Yeah, Scouts become useless, but I can live with that.

>>Wow. Did we ever need these rules? Gone, including TB.>>

Yeah, mines are horrible.

I like Bombers - but they

I like

Bombers - but they should have limited ship options.

Mega fighters

Sabot

Carronades

I don't like

EW- could be SOOO much simpler and still give you the same affect.

Remote Control Fighters - pain with no gain... In 200 years I would assume that fighters will all be remote controlled, we didn't need special rules.

The super remote controlled ship rule

Drogues

X-Ships - Even the revisions are bad. They should have given them new system names and rules to go with those systems. Partial X refits are problematic as well

Early Years - Would have liked to see a greater diversity of ship designs.

Mines - Overly complex, need simplification

Shuttles - Eliminate WW, SP, and SS. SS should be a monster only option. SP are taken care of by fighters. Limit WW to MRS shuttles.

F-101 - This is a SVC attempt to nerf the Feds

PF - Again overly complex, they shouldn't need a EA form.

One of the things I've never

One of the things I've never understood was the myopic zone for the ISC PPD. The established wave length travels from the ISC ship to the target ship and then the pulses travel along that wave length to inflict damage. It travels through the myopic zone, yet causes no damage until the fourth hex. Always thought that a little strange and tend to want to do away with that particular rule personally.

Just tossing that out there :)

Dave - it's there to prevent synergy with tractor beams

There are also plenty of physical phenomena that produce myopic zones. This isn't to say that the SFB use is physically correct...but SFB and physics are like the banker and the hooker. They're walking down opposite sides of Main Street in different directions at 6 AM, giving each other polite nods due to professionals* in related but not identical fields going to the end and beginning of their respective business days.

*My apologies to any sex workers offended by impugning their professionalism by comparing it to bankers.

Not myopic

<pedant>Myopia is short sight. It ought to be hypermetropia.</pedant>

You made me go look up a word

...

I still don't see why it

I still don't see why it would have a myoptic zone (PPD). What would tractor beams have to do with it? Seems odd, particuarly in light of trying to use OL's. I know that movement either way could allow OL use, but timing would really be an issue.

If the pulse travels from the ship, down the wavelength to the target, then the pulse isn't able to damage until X distance from the originating ship? That just seems odd to me.

It's like photons.

It's like standard-load photons. A non-OL photon can't hit at R0-1. Why not is anyone's guess. It may have been canon, but I expect it's there to make the game more interesting.

I can't see that it's really a balance issue: being tractored and PPDd does only 24 (36 with OL), whereas a tractor and plasma-S does 30 or 60.

FC you can

In FedCom they changed it so that photons hit on a range of 0-1 (1-6 chance). The PPDs still have the myopic zone. Odd.

Out of curiousity, does

Out of curiousity, does anyone use the Klingon mutiny rule? I never have, just seems like it adds more complication than it needs. Same with the UIM burnout, since the tourny version doesn't burn out, neither does our regular SFB version. YMMV.

The PPD as it is today

but removing the "myopic zone" would be too good - at least in the tournament. (I express no opinion about non-tournament play where variation in choice of maps and rules makes the game impossible to balance for all conditions.) This largely has to do with the ease in which overloads could be employed. I'll concede that I too see no relevance, or at least no substantial significance, to tractor beams in this conversation.

I dunno Paul, I'm not

I dunno Paul, I'm not convinced either for tournament or regular SFB. Let's look at it from the perspective of a tractor anchor at one hex distance.

A type S plasma will deliver 30 pts of damage to the facing shield and of course the F will do 20 pts. And there is no chance to miss.

A helbore will deliver 20 standard or 30 OL with the advantage of not having to face a weak shield. There is a slight change to miss i.e. 1 out of 12.

A Fusion will do 8 or 12 or 16 depending depending on the loading to the facing shield on the best roll with no chance to miss.

A photon 8 or 16 (of course standards can't hit at range 1) but the OL has no chance to miss at this distance.

Disruptors 5 or 10 with a 1 in 5 chance to hit (and can do it again the following turn of course).

The PPD (if it could hit at range 1) would do 16 standard or 24 OL, to a facing shield with 4 or 6 damage on the two side shields. There is a 3 in 12 chance of a miss (if we use the same to-hit as ranges 4-10).

I don't see the PPD as 'out of bounds' on damage caused for a several reasons. First, other weapons such as the HB or Pl-S cause about the same or more damage with virtually no chance/no chance of a miss. The HB has the added advantage of damaging all shields plus half through the weak/down shield regardless of where it is i.e. TAC isn't going to help the target ship. Second, the PPD could miss 25% of the time, even at this range and while subsequent pulses will probably hit, we are now getting into lower damage ranges. Lastly, the target ship can TAC whereby the full damage isn't necessarily blowing through a shield like in most other cases.

I would submit that the PPD could/should be able to fire at 0-3 without major issue and perhaps even increase the to-hit from 1-9 to 1-10. That's my thoughts.

My second general thought is that any weapon that can fire at 0 or 1 as an OL but not as a standard is....well, stupid. It's the same weapon so why would an OL be able to hit but not a standard? That just doesn't make logical sense to me.

Photon Explanation

Probably like regular torpedos of today the standard photon has a device that disables the torps ability to explode within a certain distance as a safety feature. The OL option is a combat emergency situation, so this device is removed or cannot function when the torpedos are overloaded (i.e. operated outside of standard codified safety procedures)

My proposed reasoning for the myopic zone for game play:

As to limiting the the fire within 3 hexes by the PPD one must consider the way the damage is inflicted. Would you prefer a straight 30 batch of internals or would you like 6 impulses of 4 internals each? Or even if you turn, 2 sets of four internals and then 4 more impules of one internal? One will destroy your hull and hamper your power production in addtion to tearing some weaps off your ship, the other neuters your ability to fight at all.

A wee side note:
The HB misses 1 in 36 with a 12. And the PPD has a 1 in 6 chance of missing with a "to hit" roll of 9 or less with two dice.

I understand what you're

I understand what you're saying about the torpedo arming at a distance from the ship, but regarding OL's, that usually isn't an combat emergency situation. For the most part it is usually SOP to OL to blow the doors off the enemy. Just a thought.

Not the tractors

I agree there is nothing special about the amount of damage that the weapon does. In fact, understanding that is part of understanding how to beat the ISC in tournament play. But the damage itself is not the issue. Your rules change means the PPD will be easier to use and will do more damage than it currently does. Forget the tractors - that just does not matter. Think of it this way, if we made Photons do 9 STD and 18 OLP, instead of 8 and 16, would that be to good? Getting rid of the myopic zone is the same thing. To keep the weapon balanced but getting rid of the zone, you would have to reduce its damage capabilities.

The tractor explanation is from the race designer

That was HIS justification for why the PPD couldn't target within range 3. I think it's also the one ADB accepts.

Having four more hexes of overload range makes it all but certain that 6 pulses of PPD damage will hit on an overload, as opposed to now, where it impacts the use of the weapon.

Also, it's not JUST the PPD hitting at range <3. It's the PPD plus plasmas plus phasers. With the PPD stripping weapons away as a separate volley.

The power to damage output on a PPD is 3:1 inside range 10. Each pulse that hits converts 2 energy into 6 damage. The only non-phaser direct fire weapons that do better than this:

TR-Heavy inside of range 3. (6 power for 19 average damage)
Fusion Beam at range 1 (2 power for 6.33 damage on average; a phaser-1 does 1 point less damage for half the power.)

David wrote:

>>I dunno Paul, I'm not convinced either for tournament or regular SFB. Let's look at it from the perspective of a tractor anchor at one hex distance.>>

I'll echo Paul here--the issue with the PPD and the myopic zone is not that it is or is not sensible, or that tractors do or do not have anything to do with it. The issue is that the PPD currently, with the myopic zone, is a reasonably balanced weapon in general, and in the very carefully balanced tournament environment specifically. If you remove the myopic zone, the PPD just becomes better than it currently is. And it doesn't *need* to be better than it currently is. Currently, the PPD is a completely solid, powerful weapon. There is no reason at all to make it better.

I imagine that when the PPD was originally designed in, what, 1985 or so, the myopic zone was included as a balancing factor for it being such a good long range weapon--the PPD's optimal range bracket reaches out to R10, which no other DF weapon does (they all top out at R8). So it makes sense that if your optimal range bracket is going to reach out to R10 that you balance it out by doing something like giving the weapon a penalty at short range (such as making it not able to fire at R0-3). This is basic game design theory--balance out advantages with disadvantages.

At this point in time, the PPD is what it is, and the ships that carry it are what they are. And part of that is that they have a myopic zone under range 4. You could certainly just remove that if you wanted, but then that weapon and all those ships just suddenly become better than they were designed (and costed) to be. Why is this a good idea?

Echelon

I suppose it's really that the ISC were designed to justify the echelon. While the PPD would obviously be better without hypermetropia,and this would screw up the existing tournament balance, no sensible engineer would design it that way.

It could be argued that someone insisted on software to stop it operating at short range, lest an overzealous ISC captain decided to engage the enemy too closely and hence risk his expensive capital ship.

Maybe astigmatism might be an alternative house rule? Or strabismus.

So Just From A Conceptual Stand Point

Why is anyone interested in removing the myopic zone of the PPD?

Like, yeah, maybe it doesn't make "sense", but then neither does ships fighting at 20x the speed of light, so that isn't really a solid reason to question something, for my money.

If PPDs were under effective, or the ISC in general were under effective, I could certainly see looking at the myopic zone of the PPD. But PPDs are very strong, and the ISC in general are totally reasonably effective. And removing the myopic zone from the PPD would just make PPDs and ISC ships better than they are now. I mean, I don't know that it would make them vastly better or anything, but certainly better. And I don't think that is something that needs to happen.

ISC in fleet battles

How do they hold up in fleet battles? Does the Echelon work?

Yeah, Pretty Much

Spreading an echelon out in the large formation that is suggested in the actual rules is less effective than it could be, but having a modified echelon works fine--you have strong PPD ships a number of hexes behind a bunch of smaller ships with plasmas, and you have a good, working formation--in SFB, really, having your fleet all in one hex is generally the way to go, so building an echelon that is all of your gunline in hex A and then all your PPD ships in hex B that is, like, 5 hexes back from the gunline works fine and doesn't have the problem of trying to keep all your ships in formation all the time.

The long range of the PPDs means that it is easy to wreck opposing ships, and the small gunline ships being in front means that your opponent needs to either kill them (while getting shredded by the long range PPDs) or ignore them and try to get the PPD ships that are further away while you are getting pelted by plasma Fs and phasers from the gunline.

The idea is solid, and revolves around the PPDs doing what the PPDs do and the design of the ISC ships--you have a multitude of front firing short ranged plasmas, and then when you turn off to reload, you get to launch the rear arc plasma Fs at anyone who is trying to pursue.

Like most plasma races

on a fixed map they hold up fine, on an open map they don't stand a chance. Also, like most races, they do best without any SC4 ships and all flown in the same hex.

Paul Wrote:

>>on a fixed map they hold up fine, on an open map they don't stand a chance.>>

Yeah, I think the #1 "Rule That Should Have Never Been" is "Open Maps".

I realize that closed maps are "unrealistic" and all, but the game tends to be virtually unplayable in any sort of "this is a good game" sense when you have an open map and no reason to stay anywhere in particular. My recent (limited) experiences with open maps is that games on them are just silly, endless, and generally unfun. My past (extensive) experiences with open maps is that they are just silly, endless, and generally unfun.

If all games assumed some sort of closed map (1x1; 2x2; map revolving around a fixed point such as a planet or base that is relevant to the scenario at hand, whatever), and the game was balanced with this in mind, I suspect it would be better across the board.

>>Also, like most races, they do best without any SC4 ships and all flown in the same hex.>>

Well, sure. But given that the ISC have a blanket limit on PPDs in a given fleet, you are likely to end up with 2 ships with PPDs and then a bunch of ships that don't have PPDs. So working with the echelon concept, and having a gunline (a hex full of non PPD ships) a few hexes in front of the PPD ships (i.e. a hex full of PPD ships) actually works, given that the PPDs are long ranged, and the PPD ships tend to also have long ranged plasma, and you get a situation where the weapons and ships work as designed.

I mean, yeah, if the game is on an open map and all fire is taking place at R50, then yes, having them all in one hex is the way to go. But if you are in a situation where ships are going to inevitably end up inside of R15, say, having ISC ships in a vague echelon formation actually works well.

Open maps AOK!

Bakija:

If you are talking tournaments, yeah, open maps are not good. However, plenty of scenarios need open maps to work, like the classic "Refiner's Fire" (which I just played the FC version).

Eric Wrote:

>>If you are talking tournaments, yeah, open maps are not good. However, plenty of scenarios need open maps to work, like the classic "Refiner's Fire" (which I just played the FC version).>>

Here is the thing with the open map--one side or the other in any given match up is always going to have incentive to keep the range as open as possible. So the end result of pretty much any open map game is one side runs and runs until it gets to a point where it is worth turning a bit, firing some, and then running away for another couple turns.

With an open map, there is no way to enforce combat, and as the game revolves around combat, that is counter productive. If you are on an open map, and want to never get inside of R20, you never have to get inside of R20. As a result, most seeking weapons are useless--someone launches 50 drones at you? Just turn and run away for 3 turns and come back when then drones all die. Eventually, they run out of drones.

With nothing anchoring forces to a specific area (a base, a planet, a map edge, a convoy that can't move that fast, whatever), battles shouldn't ever have a decisive end. As there is no need to ever get close to your opponent, and someone is always going to have more of an advantage in getting close than their opponents.

I'm sure that there are the occasional scenario where an open map is all that makes it work--some situation where force A is running and force B is chasing, and the victory conditions don't revolve around ships just blowing each other up. Which are exceptions to the general. But in situations where you have ships fighting, and the desired result is that one side beats the other side in combat? Open maps are horrible.

Back at ya, Bakija

(sorry, couldn't resist)

Plenty of scenarios used fixed maps, many more than open. The option is with those who set up the scenario. If its an option that works well in some forms a rule that should never have existed? Some of my faves play on open maps. I mentioned "Refiner's Fire," I'll add one I played two weeks ago, "Mutiny on the Demonslayer." Neither would work on a closed or floating map.

In fact, i have very little problem with options, unless the options become the norm. I don't care much for SFB because every game I played the group would vote on options, and they loved PFs and fighters. So every game had to have them. And ADB has kind of pushed that because so much later material almost depends on it.

What really gets me is the rules that should be special cases, like scatterpacks, which should have been designed with more disadvantages so that it is a rare use thing... instead they are used all the time. In fact, i asked a friend to play Fed Com, and the first thing out of his mouth was "does it have scatterpacks."

Peter says:

"The Eschelon works on a closed map."

If it is small enough, it might. I don't see why, however, it would be better than not using it. I also don't see why the ISC should bring - in a straight BVP fight, as constrained by S8 any SC4 ships. They will still be better off with cruisers - some with and some without PPDs. In a fleet combat, concentration of firepower is basically 100% of the game. If you shove some of you units ahead of other of your units, then in most cases the opponent need only (and should only) concentrate its firepower on your forward units. Since your opponent will be in a single hex, that will be easy for him.

There are two realities we face outside of the tournament:
1. BVP has many many holes. People designing fleets with BVP as the limiter are going to maximize effectiveness to BVP. With the exception of some escort ships (generally prohibited in use by S8), SC3 ships are your effectiveness optimizers. This is not necessarily so for the Fed and the Hydran, but for everyone else (where the HW range and/or strength is directly determined by size class) it is. The ISC is no different. It is just foolish to spend 80-100 BVP on something with nothing but F-torps. If it does not have a PPD or an S-torp then it does not belong in your fleet.

2. Fleets don't hurt the opponent with each pass; they mission kill ships. This is the fundamental differnece in a game between 1-2 ships on a side and 3-10 ships on a side. From a role play perspective or even in some campaign settings where rate of production, etc., come into play, the ISC plan of sacrificing SC4 ships works fine. In a single combat BVP fight where both players are simply interested in "winning" this strategy is just guaranteed to fail. If you don't have a reason to care if nearly your entire fleet was destroyed/crippled - as long as your opponent's fleet was destroyed. then pushing SC4 ships out in front of your SC3 ships, just means that the opponent gets to concentrate firepower on your SC4 ships and you don't. That is not a recipe for success.

Eric Wrote:

>>(sorry, couldn't resist)>>

Couldn't resist what?

>>Plenty of scenarios used fixed maps, many more than open. The option is with those who set up the scenario. If its an option that works well in some forms a rule that should never have existed?>>

Again, here is the thing. SFB is primarily about ship combat. Ship combat is unlikely to be interesting on floating maps, as someone will always have an incentive to keep the range open. So you have a rule that discourages actual combat in a game that is designed to emphasize combat. Which is a horrible idea.

>>Some of my faves play on open maps. I mentioned "Refiner's Fire," I'll add one I played two weeks ago, "Mutiny on the Demonslayer." Neither would work on a closed or floating map.>>

Sure. IIRC, neither of which actually involve combat as a goal, however. They involve running from combat. Which works fine on a floating map. As noted, floating maps are fine for scenarios that are designed such that they aren't a problem. Stand up fights on open maps, however, don't work.

Paul wrote:

>>"The Eschelon works on a closed map.">>

Where did I say that? I mean, I don't disagree with that, but I never actually said that.

>>If it is small enough, it might. I don't see why, however, it would be better than not using it.>>

'Cause when you have your 2 PPD ships behind the rest of your ships, the PPD ships don't suffer at all (due to the long range of the PPDs) and your opponents then need to either ignore the close range gunline ships while firing at the further away PPD ships, or shoot the closer ranged gunline ships and get PPDed to death by the PPD ships.

>> I also don't see why the ISC should bring - in a straight BVP fight, as constrained by S8 any SC4 ships.>>

Not really relevant to the discussion. Sometimes you have to take SC4 ships (scenario constraints or designed scenario). Even if you don't take any SC4 ships at all, you still only get to have a maximum of, like, 2xPPD ships. So even if you have nothing but a couple PPD ships and then an armada of CLs, it is still generally worth your effort to put the PPD ships a few hexes behind the group of non PPD ships. As the PPDs don't suffer and the PPD ships become harder to attack.

>> They will still be better off with cruisers - some with and some without PPDs. In a fleet combat, concentration of firepower is basically 100% of the game. If you shove some of you units ahead of other of your units, then in most cases the opponent need only (and should only) concentrate its firepower on your forward units. Since your opponent will be in a single hex, that will be easy for him.>>

Sure. At which point they are not killing the PPD units, which are still being effective (due to the long ranges of the PPDs). Which is what you wanted in the first place.

>>The ISC is no different. It is just foolish to spend 80-100 BVP on something with nothing but F-torps. If it does not have a PPD or an S-torp then it does not belong in your fleet.>>

And yet sometimes you have to use SC4 units. Sometimes you have a fleet handed to you 'cause you are playing a scenario. Sometimes you are playing in a campaign. Sometimes you are building a fleet for a fight that has added constraints (i.e. something like "half your BPV must be spent on SC4 units" or something). Even then, if you have nothing but SC3 units, it is still worth protecting your small number of PPD armed units by putting them a few hexes behind the rest of your ships.

>>then pushing SC4 ships out in front of your SC3 ships, just means that the opponent gets to concentrate firepower on your SC4 ships and you don't. That is not a recipe for success.>>

The front line ships get to concentrate fire on your opponent's ships, and the PPDs get to also concentrate fire on those same ships due to the longer range.

Bakija wrote:

>>Couldn't resist what?

I couldn't resist the play on your name. Bakija/Back at ya. LOL

>>SFB is primarily about ship combat. Ship combat is unlikely to be interesting on floating maps, as someone will always have an incentive to keep the range open. So you have a rule that discourages actual combat in a game that is designed to emphasize combat. Which is a horrible idea.<<

The floating rule is an option, based on your scenario. If it was "all scenarios use floating maps" then your argument would be better. In fact, I think you come fro, a flawed perspective on SFB.

SFB is a space combat game, much as Halo is a first person shooter. But like Halo, there are many ways to play. Halo can be free for all, capture the flag, team slayer, bomb rush, etc. Each are a different game with a different feel, and the objective ones are not about killing, but getting something done. This is the flexibility SFB has given since the beginning. It can be a classic fight, where fixed maps are best, but if the scenario give you objectives and time limits you are forced not to disengage because not getting your objective done IS losing.

The tournament rules are a scenario in themselves, and are not in the core rules. For me, if there was no objective scenarios these games would have lost interest for me. I like dueling, but playing scenarios with new exciting goals is what I am about. And writing a good scenario is a mix of story, goals, ship selection, and map type.

Last night I played a really cool game playing SH135 "Rescue the Supply Tug" on FCOL. The floating map was NEVER an impediment to this scenario. In fact, I had a total blast playing it.

Eric wrote:

>>I couldn't resist the play on your name. Bakija/Back at ya. LOL>>

Oooh. Ok.

>>The floating rule is an option, based on your scenario. If it was "all scenarios use floating maps" then your argument would be better.>>

This is true. My point is simply that games of SFB that are straight up fights on open maps don't really work. And as such, the game should be balanced assuming that there is some kind of edge on the map.

You can balance a game with a closed map as the standard, and still make working scenarios that use an open map. But if you balance the game with no map standard to speak of, large portions of the game don't work well if you use an open map.

>>Last night I played a really cool game playing SH135 "Rescue the Supply Tug" on FCOL. The floating map was NEVER an impediment to this scenario. In fact, I had a total blast playing it.>>

Sure. Again, if you design a specific scenario with specific objectives that use an open map, it can, and probably will, work fine. On the other hand, if you just decide to have a fight on an open map (which is the default state of the game--the having a fight), it probably won't work fine. So you design the game and balance the game assuming a closed map of some type. And then if you want an open map for a given objective based scenario, you use an open map for that given objective based scenario. But the game rules needs to be balanced for a specific rules set for them to work. And the difference between an open map and a closed map, in terms of having ships fight, is vast. And currently, some empires are viable on an open map and some are horrible on an open map. Which makes playing non objective based scenarios generally pointless on an open map.

An open map scenario that I

An open map scenario that I remember as very entertaining was the CL story with the Helbore armed Hydran ship trying to get away from the D6 and F5. It was a running battle on an open map, but worked well and was fun.

I can see an open map getting untenable depending on the amount of players and or ships if people are all over the place though. And I can see seeking weapon races lacking a bit against a non-aggressive opponent.

How about speed 64 plasma (wink)!

Open maps v. closed maps

Granted it as been about 20 years since I played SFB but I never played a closed map. More recently, I never play a closed map on Federation Commander. We never had a problem with boring games. Partly because we realized that the point of a pick up fight was to fight or in other words cause damage.

I mean seriously, if your opponent's entire tactical plan is run away, why bother playing him.

Archduke wrote:

>>I mean seriously, if your opponent's entire tactical plan is run away, why bother playing him.>>

There is only so far that can get you.

When you are playing a competitive game vs someone, you can generally assume that your opponent is going to do what they need to do to win the game. And they might not go into the game thinking "my whole tactical plan is to run away". But when you are actually playing the game, when you launch 40x fast drones at them, or a few dozen enveloping S torps, running away for a couple turns suddenly seems like a completely reasonable plan.

Which is only really a possibility on an open map.

If you are playing a campaign (where you care if your ships live or die) or playing a competitive scenario (say, a squadron based tournament or something), or heck, just a pick up fight, people are going to do what gives them an edge. And when there is an open map, once and a while, what gives you an edge is running away from drones or plasmas or fighters for a few turns. Which leads to long, boring, silly games.

As noted, if the game had been balanced from the get go assuming some sort of a closed map, and then you have, like, optional rules for an open map for use in specific scenarios that are balanced to use an open map, but the game is up front and clear that the game is balanced assuming a closed map, everything would have worked out fine.

Also, SFB is a simulation of

Also, SFB is a simulation of space combat. Last time I checked, there were no map borders in space.

Number one flawed reason:

"Also, SFB is a simulation of space combat. Last time I checked, there were no map borders in space."

This is definitely the #1 reason given for not using a fixed map. It is undeniably true (though, conveniently ignores that SFB is 2D and space is not). The problem is that it fails to address the primary concern for any game: fun and balanced.

If you ever actually played against someone who took advantage of an open map (as I did in college just to get my group to stop using them) you would find immediately that it would be the last BPV based battle royale you ever fought on an open map. It essentially results in massed p-1 fire from extreme range, with plasma launched at R35, en masse, just to force the opponent to turn off and open the range up to the fifties again to restart the phaser fight.

It is a stupid, boring game in which nothing will be accomplished. But, it is also the only game plasma should ever play, because coming into closer range means allowing the other side to use HWs when you have none.

It is, in fact, a perfect simulation (apart from the whole 2D thing) of what should happen if a plasma fleet meets a non-plasma fleet in open space, but it is also terribly dull.

It also does not just apply to plasma. That is exactly how a Fed or Hydran fleet should operate too, but for them coming into R30 of the disruptor fleet.

Eric wrote:

>>Also, SFB is a simulation of space combat. Last time I checked, there were no map borders in space.>>

As already noted, yes. This is true. But if it makes for a bad game, it doesn't matter that it is "realistic". I mean, last time I checked, ships can't fly through space at 25 times the speed of light and instantly shoot each other with energy beams either.

The game needs to work. And in a large number of situations, using an open map doesn't work.

Yes, you can certainly make scenarios that are built around an open map and work fine with an open map. But a large amount of the time, having an open map just leads to a bad game. So what SFB needed to do was balance the game based on a closed map. And then it could certainly have optional rules for open maps, but be very clear about the game being balanced for a closed map.

As the game stands currently, in terms of just fighting, some empires/technologies are perfectly reasonable on an open map (Feds, Klingons) and some are completely useless on an open map (Gorns) and some are way too powerful on a closed map (Hydrans). Which makes running fleet battles or campaigns difficult. 'Cause a single map assumption (open or closed) affects all sides differently.

Balance the game for a closed map, so that everything works out reasonably well on a closed map. Assume that fights are going to happen on a closed map. Have optional rules for an open map for specific objective based scenarios. The game would have worked out much better across the board.

SFB is not a simulation of anything. The numbers don't work.

Also, SFB is a simulation of space combat. Last time I checked, there were no map borders in space.

SFB is a game. It's a game based off of a science fiction series that ran before the Apollo program put footprints on the moon. The science fiction series was based strongly on both Western television programs and Horatio Hornblower.

The game has to work, first and foremost.

Just so we can put the "SFB is a simulation" argument down once and for all, let's run the numbers given in the game.

What SFB has to do with combat in space is appreciably zero. It's probably negative.

* Ships do not have vectors, they move like speed boats. Including the inability to rotate 180 degrees and fly backwards on their prior course.
* Ships can go from speed 31 (31 x the speed of light) to 'stopped' in an instant over a turn break, or in two impulses with emer decel. In space, 'stopping' requires applying thrust in the opposite direction for the same amount of velocity change as used to build up your velocity. (Because your ship is probably lighter, this may take less time to stop - but it's still appreciable.)
* Waste heat dissipation from power systems is ignored.
* Reaction mass is ignored.
* Kinetic energy is ignored.
* The third dimension is ignored.

In SFB, speed 1 is the speed of light. One hex is 10,000 kilometers, and light would cover 30 hexes in one second.

Therefore, the length of an SFB turn is 1/30th of a second. One impulse is 1/960th of a second.

In 1/960th of a second, a marine boarding party can:
A) Beam onto an enemy ship.
B) Fight guards there
C) Plant an explosive device
D) Beam home.

Not bad for redshirts. :)

To handle F&E movement, the ships have to be able to cover 6-7 500 parsec hexes in 6 months.

One parsec is 3.26 light years. One hex is 1,630 light years across. Covering 6 of them in half a year means that you've got an average speed of 19,560 x the speed of light. In round numbers, this is an average of warp 26 in Trek blither.

Ship detection in SFB is short ranged (about 250 hexes with a scout), or about 8 light seconds.

One F&E hex is 1,630 light years. One day is 86,400 seconds; one year is 365.25 days or 31,557,600 seconds. That means there are 31,557,600 light seconds per light year.

The area of an F&E hex is equal to (3*√3/2)*r^2. Plugging in numbers, we get:

(3*1.732/2)=2.598 * (1630/2)^2 = (1.299 * 1630)^2=4,483,255.71 square light years. (For anyone writing wargames measured in hexes, with a defined hex scale, that final formula: (1.299 *N)^2 is a useful one to memorize.)

4,483,255.71 square light years times 31,557,600 gives 141,480,790,611,643.44 light seconds.

The detection radius of an SFB ship is a circle 8 light seconds in radius, so area is (3.14*8) or 631 light seconds.

141,480,790,611,643/631 = 224,216,783,853 scouts needed to guarantee detection of anything moving through the hex. In proper logistics, you'd actually need 3x that number.

(Hey, Joe - would you play F&E with 224.2 billion scouts per hex? :) )

It gets significantly worse if you assume the hex has a height of 1,630 light years, and thus a volume of 7,277,614,542,423,755,772,984,000 cubic light seconds, and the scout has a spherical detection radius of 37,393 cubic light seconds. 194,621,243,565,263,640,872 scouts are needed if the F&E hex has depth. 200 quadrillion scouts to keep track of sure sounds like fun.

Which means that in canonical scale numbers, the only time you're going to have a fight is if both sides REALLY REALLY REALLY want it. As in, they give engraved invitations with exact times and dates 75 days in advance, and full coordinates.

Or, every fight is over a starbase or planet.

Either of those is as good a justification for "closed map" as anything. Using "SFB is a simulation of space combat" as a justification is sort of like saying "Because the Earth is flat, the key to interstellar travel is getting to the bottom layer of turtles and giving it a good kick in the tail-plate"

Only when on vacation ;-)

"(Hey, Joe - would you play F&E with 224.2 billion scouts per hex? :) "

"It gets significantly worse if you assume the hex has a height of 1,630 light years,"

And it is, according to Cole, although in reality, the Milky way is about 1,000 ly thick in the spiral arms.

"Which means that in canonical scale numbers, the only time you're going to have a fight is if both sides REALLY REALLY REALLY want it."

Which is why pinning never made sense. It makes even less sense, now that you've laid out the math

"Or, every fight is over a starbase or planet"

Which is the only thing that makes sense. (IMO)

Wow Ken, calm down. This is

Wow Ken, calm down. This is about if open maps are a bad rule in SFB, not if SFB is real or not.

BTW: SFB is a simulation game, accurate to its own universe, just not accurate to our universe. A simulation game does not mean accurate, especially if you are simulation something imaginary. IMO Warhammer is a simulation game as much as Advanced Squad Leader, or even RISK, some are more accurate than others, some are based in real situations, or imaginary worlds. Of course, my definition of simulation may be broader than yours, YMMV.

However, you cannot argue that on the old Star Trek there were no borders in space that stop you moving or instantly cause disengagement, and because you can define scenarios with whatever kind of map you want, the argument that open maps are bad for SFB is moot.

So, Bakija, it comes down to this, we are both right to ourselves, and wrong to each other. I have no problem with open maps, you do, and further argument wont change our opinions.

I enjoyed it though.

There is a difference between

a simulation (SFB is designed to simulate space combat in ST:ToS) and a simulation that obeys physical laws. I don't think there was any pretense or suggestion that SFB was the later; it is, however, most definitely the former.

But yes, on your last point - a closed map is an abstraction (like so many other things in the game) not an actual physical barrier (tournament excepted where the justification for the barrier are a race of super-beings a la Q).

Its like movies, they are

Its like movies, they are simulations of reality, but they can have things real life does not have, like magic. As long as they universe in a movie is self consistent, that is what keeps the suspension of disbelief. Even with minor flaws in self-consistency (like retcons in Star Trek, or the whole background of Doctor Who), fans can be very forgiving.

BTW: When we going to play our Lyran vs. Klingon game. Can you play any afternoon?

Eric wrote:

>>However, you cannot argue that on the old Star Trek there were no borders in space that stop you moving or instantly cause disengagement, and because you can define scenarios with whatever kind of map you want, the argument that open maps are bad for SFB is moot.>>

The point is that it isn't actually moot. The problem is not "I don't like open maps, so I want to use closed maps all the time". If that was the issue, then I agree that it would be moot.

The issue is that some empires and technologies work well on open maps while some don't. And the balance of a given game often completely revolves around map choice--map choice is not a zero sum. If I have, say, an all fusion and fighter armed Hydran force, if I play against Klingons on an open map, I will lose the game. If I play against Klingons on a closed map, I will win the game. The issue is not "which map is more fun and which is more realistic". It is that some ships and weapons are very good on closed maps and very bad on open maps. You take a Gorn fleet on a closed map, and it will be very effective. You take a Gorn fleet on an open map, and it will be hard pressed to do any significant damage at all against a direct fire opponent.

I'm looking at the game as if it should be a reasonably balanced system. You can't make, say, plasma torpedoes that are balanced on *both* open and closed maps.

So in a situation of "just pick the map that makes you happy", different kinds of maps make different empires happy. If I'm playing a game as the Hydrans, I want to use closed maps all the time. If I'm playing a game as the Klingons, I want to use an open map against the Hydrans (so I can keep the range open indefinitely and not get boxed in by the fighters) but I want to use a closed map against the Fed (so the drones can catch them, and I can box them in when they are running to reload).

That the game (and the empires and ships and weapons in it) works vastly differently on different map types makes it so you can't actually balance the game successfully.

Lyran v. Klink

I am available next week M,T,Th,F needing to end a session at apx. 6PM Pacific time.

You said is Bakija,

You said it, Bakija, the game is "reasonably balanced." Seems that way to me. The question is not "is the game balanced" but "is the scenario balanced." It is not what makes you happy or the empire happy, but what makes the scenario work the best. Which is why tournaments are played on closed maps.

There are other rules to adjust scenarios. Time limits, victory conditions, for instance. What about setting a distance for disengagement. Usually a ship is ruled disengaged if it gets X number of hexes away from the other force. This seems to limit running for opponents.

to take your argument further, then asteroid maps should be eliminated as they cause problems for Kzinti.

In the end it is just a game, and rarely are they perfect.

Eric, in a couple of Trek episodes...

However, you cannot argue that on the old Star Trek there were no borders in space that stop you moving or instantly cause disengagement, and because you can define scenarios with whatever kind of map you want, the argument that open maps are bad for SFB is moot.

is provably false. There's a border that prevents the Enterprise from leaving the Milky Way Galaxy.

And a fixed map doesn't mean the ship is destroyed if it leaves - it means it's run away from the fight and will not return.

My 'twitch' is on saying SFB is a simulation of space combat. Without additional qualifiers.

SFB's numbers are pretty silly when examined for internal consistency, adherence to physics or even when logic is laid near them to rest. :)

And SFB's numbers really don't matter so long as the game is fun.

I'm going to chime in and

I'm going to chime in and stir the pot in a different direction. Orions....are you seriously kidding me? Here's a 'race' that really isn't a race that can pretty much load up with any heavy weapon, type I phasers and on top of it all, double their engines. I'll give my unsolicited view on each area, much to the chagrin of Orion players (smile).

Heavy weapons: The major races don't pass out heavy weapons like candy, and they aren't exactly available in the local drug store. Heavy weapons are serious technology, hardware, software, equipment, supply and upkeep. The technical data would be classified and the materials closely guarded. I could see the VERY rare circumstance that would allow a disruptor or photon or whatever to fall into the hands of pirates. But to think that they could manage to reproduce such technology (even from reverse engineering) would require a vast amount of expertise, experience and monetary resources to do so, not even considering upkeep on a 'fleet' wide perspective. Yeah, some of the cartels 'might' have the financial resources to do so on a VERY limited basis, but surely not on every blasted pirate ship in space! Pirate ships are meant to tackle unarmed or poorly armed cargo ships, not tackle fleet cruisers!

Phasers: I can see the Ph-3 being the standard 'civilian' phaser for cargo, tankers and civilian passenger ships for local defense, meteor defense etc. But just as with heavy weapons, the type I phaser (and even the Type II to a certain extent) would be serious weaponry that requires a lot more than just loading them on the pirate ship. I could see the occasional pirate have one or maybe two type I phasers if it is a larger 'enforcement' type ship, but by no means would the vast majority have a type I phaser for all the reasons in the HW paragraph above. At the most, type II phasers on a bunch to overcome the poorly armed freighters.

Doubling engines: Seriously...are you kidding me (lol). SFB would have pirates as huge organizations with near unlimited resources and facilities to provide a plethora of weapons to the ships PLUS the ability to double the output of all their engines which no other race can do even though they are actual fleets with near limitless resources. For example, the Federation, with all of its scientific resources (from who knows how many member planets) can't do what pirates can do? Sorry, I don't buy that. And why would the Orions need technology to double their engines if their primary (by large) targets are poorly armed slow moving freighters?

I know someone will probably come along and give an explanation for all of this....but to be honest I probably won't buy it. I think the major fleets would have long ago hunted down the bulk of pirate ships, facilities and resources so that they were a nuisance but not some actual major type of ship threat.

Well that might have opened a can of worms (wink).

And a side note for Ken,

And a side note for Ken, there is no border on the edge of the galaxy that prevented the Enterprise from leaving. It just turns your best friend into a telekinetic freak with delusions of god-hood LOL.

Ken said...

"...is provably false. There's a border that prevents the Enterprise from leaving the Milky Way Galaxy."

Actually that border would be specified in a scenario set in that location, so it is not provably false. It may not even be a border, but something akin to an energy barrier with space on both sides. In general, space doesn't have borders.

"And a fixed map doesn't mean the ship is destroyed if it leaves - it means it's run away from the fight and will not return."

This is scenario dependent. Many scenarios specify the ship is considered destroyed, other that it has disengaged, others make the border impossible to leave.

"My 'twitch' is on saying SFB is a simulation of space combat. Without additional qualifiers."

I should have qualified it. But we are talking about SFU here, not reality.

"SFB's numbers are pretty silly when examined for internal consistency, adherence to physics or even when logic is laid near them to rest. :) And SFB's numbers really don't matter so long as the game is fun."

Agreed. Like I said, internal consistency is more important. Of course, SFU has problems with that in areas.

Dave: On Orions...

Almost everything about Orions, including engine doubling, comes from Mission to Babel. Indeed, this is the Trek episode that provides the most 'canonical' information for Star Fleet Universe combat on the screen.

It provides numbered shields, shield reinforcement and overloaded weapons (albeit as something the Orions do to increase firepower), as well orion engine doubling.

Journey to Babel...

.....to be accurate.

Ah, but remember Spock's

Ah, but remember Spock's comments on the power curve of the Orion ship? He stated that this vessel was in effect a suicide ship that never intended to return to its home base.

Additionally, the Orion vessel was only armed with phasers, no heavy weapons of any type.

What I'm saying is that if anyone really likes the Orions 'as-is' then by all means enjoy them. We don't use them 'as-is' because they are far too powerful for what they actually are and what they actually do i.e. pirates that go after unarmed or poorly armed civilian freighters. They shouldn't be able to seriously challenge a fleet naval vessel.

As always YMMV :)

Peter,

>>>And they might not go into the game thinking "my whole tactical plan is to run away". But when you are actually playing the game, when you launch 40x fast drones at them, or a few dozen enveloping S torps, running away for a couple turns suddenly seems like a completely reasonable plan.<<<<

Then drop a weasal and continue forward ;~}

Seriously though, I think that is a person who is not playing the game with the intent it is meant and would not play them again. Additionally, I think the ability to force a person into a non-existent corner is a cheat. You should use skill and tactics to force the engagement not some arbitrary rule. Understand, I wouldn't have a problem with a disengage due to distance rule (should be an rather large number) but feel that basing your tactics on forcing a player into a corner like a boxer on the ropes is just as bad as running away.

Part of our difference I think comes down to you are apparently play mostly fleet/squardron actions and I did not. I very rarely ever played in campaigns/fleet actions. Our typical fight was either 1v1 or 3v3 (typically CA & 2xDD but occasionally a carrier with escorts) so facing 40 drones or EPT's (which we almost never did) was not a issue that arose.

Russell wrote:

>>Seriously though, I think that is a person who is not playing the game with the intent it is meant and would not play them again.>>

Yeah, see, that is a world I'm not at all interested in--the world of "I don't like the way my opponent is using the legal rules of the game to his advantage, so I'm either not ever going to play with him again (or I'm going to browbeat him into playing the way I think is appropriate)", which is an incredibly common issue in wargaming (every game ever has the endless argument of "that strategy/tactic/plan/unit/whatever is cheesy and not actually playing in the spirit of the game!", which is the result of someone using some broken rule to their advantage, and rather than actually addressing the broken rule, people focus on trying to get people to not abuse said broken rule through peer pressure/shame/whatever). I'm a big fan of playing the game using the rules and doing my best to kill my opponent, and assuming that they are going to do the same thing. If I wanted to play a game that was governed by assumed intent, I'd play an RPG where there is an impartial judge.

I'd much rather that the rules of the game just work regardless of the player's different views of what is the "intent" of the game.

>>Additionally, I think the ability to force a person into a non-existent corner is a cheat.>>

If the game is designed to work that way, then it isn't a cheat.

>> You should use skill and tactics to force the engagement not some arbitrary rule.>>

You can't use skill and tactics to force engagement on an open map, no matter how hard you try. If your opponent wants to keep the range open and snipe endlessly at R50 with P1s and never get closer than that? No amount of skill and tactics is going to prevent them from doing that. All that is going to prevent that is either a built in objective that prevents that (i.e. attacking or defending a fixed base/convoy/planet/crippled ship/mcguffin/whatever) or having a closed map of some type.

>>Understand, I wouldn't have a problem with a disengage due to distance rule (should be an rather large number) but feel that basing your tactics on forcing a player into a corner like a boxer on the ropes is just as bad as running away.>>

See, but if that is how the game is designed and balanced, it isn't as "bad" as anything. The tournament, for example, is designed and balanced for playing on a fixed map. The whole system revolves around the existence of a closed map, and was developed with the closed map. So forcing someone into a corner is just part of the game by intent.

>>Part of our difference I think comes down to you are apparently play mostly fleet/squardron actions and I did not.>>

Nah. Really, I almost exclusively play tournament games. I play occasional goofy scenarios; I had a good time with the Size Class 4 Squadron Tournament recently on SFBOL; I played the FF Captain's campaign on SFBOL a couple years ago, and the whole thing collapsed, primarily 'cause we all had to play 3x FF duels, which were on open maps, and it turned out that everyone hated that.

>> I very rarely ever played in campaigns/fleet actions. Our typical fight was either 1v1 or 3v3 (typically CA & 2xDD but occasionally a carrier with escorts) so facing 40 drones or EPT's (which we almost never did) was not a issue that arose.>>

Sure. But that is something that you can face. And the game is, at least on some level, designed to facilitate that. But even one on one, an open map is silly--if one side gets a seeking weapon advantage (i.e. I launch a SP or have 4 drones on the map compared to your 2 drones on the map even), you just turn and run away for 3 turns. The drones fall off the map and then you come back.

If you are playing a simple fight on an open map, the two players are either going to (explicitly or implicitly) agree to just close and fight (which is just as arbitrary as using a closed map) or they aren't, at which point the fact that the open map is open leads to really long and ridiculous games, and some empires are considerably less effective than others.

Seconding the Orion complaints

all good points, IKVAvenger. And to nitpick the nitpicks of the nitpicks, "Journey" To Babel never mentions "engine doubling" or any other weapons than phasers, just a high power curve on a ship that's small enough to be crippled after one Fed CA salvo. The SFB Orions might not be any fun to fly if they were all like that, but that's the Canon Orions. What's in SFB ain't them.

Like so many "things" in SFB taken from TOS, The Designer took what he wanted and ignored others. For example, it's that very episode where The Captain That Shall Not Be Named orders the weapons officer to fire photon "tubes 2,4 AND 6 as they come to bear." Didn't know NCC1701 was a BCJ, did ya?

and they never suffered "shock effects," either.

Bakija said:

"See, but if that is how the game is designed and balanced, it isn't as "bad" as anything. The tournament, for example, is designed and balanced for playing on a fixed map. The whole system revolves around the existence of a closed map, and was developed with the closed map. So forcing someone into a corner is just part of the game by intent."

Where do you get this idea? This is not true. In fact, it may be the complete opposite. Look at the scenarios in the core rules:

SG1.0 "The Duel" is the basic ship-on-ship contest. It is on a floating map. SG2.0 "Fleet Action" is on a floating map. SG3.0 is the first fixed map, but it is a base defense scenario. In fact, more than half of the scenarios in the Basic Edition used floating maps.

This continues into Advanced Missions, with SG11.0 "First of its Kind" has a base and FRD and is on a floating map.

I think you think this whole game is about tournament play. Well, the tournament scenario came later (and is published in in a later book), with specialized ships geared for that scenario.

Also, I would say if you are in a duel and someone is sniping for (at most) 1 point of damage per PH-1 per turn, he is not trying to win. Probably someone you should not play against.

Eric wrote:

>>Where do you get this idea?>>

Get what idea? That the tournament was designed with a closed map in mind? It was.

>>This is not true. In fact, it may be the complete opposite. Look at the scenarios in the core rules:>>

I'm not quite sure what you are talking about here. Russell wrote that "boxing someone into a corner is just as bad as running away" (implying that using a closed map is arguably as bad for the game as I seem to think an open map is). I pointed out that if the game was designed to have been based on a closed map (like the tournament is), then boxing someone into the corner is just an inherent part of the game. And if the game is balanced with this in mind, everything works just fine. It wasn't. But it probably should have been.

>>I think you think this whole game is about tournament play.>>

Uh, no? I think the game is about space combat. And historically speaking, games about space combat that exist on infinite open maps tend to blow.

>>Also, I would say if you are in a duel and someone is sniping for (at most) 1 point of damage per PH-1 per turn, he is not trying to win. Probably someone you should not play against.>>

If the most effective plan for a given fight is "fire massed P1s at R50 over and over again", then they certainly are trying to win. If you are, say, a Gorn fleet fighting a Fed fleet on an open map? That is going to be the best way to actually try and win--you stay out of range of the photons, and launched plasma isn't going to accomplish much on an open map. Going closer than range 50 is just likely to mean that you get hit by photons while not hitting back with plasma.

I'm not saying this will be a *fun* game. But it is likely the most effective option. It'll take hundreds of turns. It is incredibly boring. And yet still, often the best plan, tactically speaking.

Bakija

You said "The whole system revolves around the existence of a closed map, and was developed with the closed map."

Your argument is all maps should be closed, because that how the game is. My point is that is not how the game was conceived. You base all your arguments on the tournament scenario which IS NOT the game itself, but a scenario designed for tournament play.

You said: "Uh, no? I think the game is about space combat. And historically speaking, games about space combat that exist on infinite open maps tend to blow."

In your opinion. IMO, I have enjoyed many scenarios based in open maps. None blow, however they are not tournament scenarios, but objective ones. i have mentioned several scenarios I have recently played and loved on open maps. As an analogy, just because you like bananas does not mean everyone likes the taste. I really think you are in the minority here; but you feel that most would agree with you.

So, if your enemy is greater sniping at range 50, you don't reinforce? For goodness sake, at range 50 a D7 would do an average of 0.83 in his most effective volley (3 x PH-1, 2 x PH-2). If he keeps moving away, I think this is a violation of the non-aggression tournament rules.

I would still like you to answer my one point, which you effectively ignored: Fighting in an asteroid field makes drone and plasma races less effective than direct fire races. If your opinion is that open maps should not be in SFB because of the points you made, do you also think asteroid rules should not be in the game? Because that is the logic you are applying here.

Umm, no.

"Your argument is all maps should be closed, because that how the game is."

When Peter has clearly stated the exact opposite of this, it is probably best not to assert that it is, in fact, his argument. When he said something to this effect he was very clearly talking about the tournament.

If you go back and look at his post on Sun, 11/14/2010 - 15:36 you will see him very clearly talking about balance on different types of maps.

Now he does say that balance, generally, should be for a closed map. I agree with that assessment from a game dynamic point of view. You can, of course, balance a game around an open map, but it limits your options (every one needs to have similar direct fire capabilities or the entire game needs to be slowed down (maybe a max tactical speed of 20 or some such)). As I said before, and I am certain Peter would agree, just because a game was balanced, generally (i.e. balanced to BPV) on a fixed map does not mean that most, or even any, scenarios need to be on a fixed map. It just means that your shortcut - BPV - won't work so you have to balance open map scenarios on play testing, not on points. Frankly, that is a better way to do it anyway.

What is certain is that you have to pick one map condition and balance everything to that condition. I think a closed 42x30 map is a good choice here, but I freely admit you could use an open map as the condition against which everything is balanced. What you can't hope to do is have a single number represent the "strength" of a ship and have that number work without regard to map condition. I think that is all Peter is saying and I am certain that is all I am saying.

No, Paul, I have always

No, Paul, I have always argued that it depends on scenario and Peter has made it quite clear that I am wrong in that opinion. Look at his words: "The whole system revolves around the existence of a closed map, and was developed with the closed map." This is not true. His assertions is "balance the whole game to closed maps and use open when you want." Actually, it is opposite, it is based on open, with the tournament scenario narrowing the possibilities for that particular milieu.

it would be proper to say "the tournament scenario is based around a closed map."

As I have shown, most of the scenarios in the core books are on open maps. So therefore "the whole system" was not developed around closed maps, which he feel it should be.

But most scenarios are on open maps. it is balanced by the need to win by accomplishing objectives. in "rescue the tug" the tug could not go fast until it repaired. The Klingons win y capturing it. The Feds need to defend it, or lose if they do not. So an open ,map is appropriate (as the tug is trying to escpape.

My point is that a closed map is fine for tournament play, as the tournament is a specific scenario for SFB, but not the only scenario. If his argument is tournamet play should not be on open maps, that is exactly how it is. But he has also talked about other scenarios, responding to the ones I have recently played, and feels that they shoul also be on closed maps.

I guess I feel that SFB has become more of a dueliong game than a scenario game, which really limits its fun.

Seemed pretty clear to me

That when Peter said "The whole system revolves around the existence of a closed map, and was developed with the closed map" he was talking about the tournament system. I really don't see how any reasonable reading of his words could think anything else.

"The tournament, for example, is designed and balanced for playing on a fixed map. The whole system revolves around the existence of a closed map, and was developed with the closed map. So forcing someone into a corner is just part of the game by intent."

That whole paragraph was talking about tournament SFB.

Looks to me like you are just trying to pick a fight.

The system and game are

The system and game are independent of the tournament. Also, the tournament scenario is specifically on a closed map. So I don't know what his argument is them.

From the tournament book: (P17.1) MAP: The map is fixed; it does not float.

So, I still do not uinderstand why he is against open maps when the tounament does not have them?

In fact, his first point was not about tournaments:

"Yeah, I think the #1 "Rule That Should Have Never Been" is "Open Maps".

"I realize that closed maps are "unrealistic" and all, but the game tends to be virtually unplayable in any sort of "this is a good game" sense when you have an open map and no reason to stay anywhere in particular. My recent (limited) experiences with open maps is that games on them are just silly, endless, and generally unfun. My past (extensive) experiences with open maps is that they are just silly, endless, and generally unfun."

I then mentioned how much I enjoyed "refiner's fire" which is open map. Never did he say he was talking specifically about torunaments, and he could have just told me that, instead he came back with this:

"I'm sure that there are the occasional scenario where an open map is all that makes it work--some situation where force A is running and force B is chasing, and the victory conditions don't revolve around ships just blowing each other up. Which are exceptions to the general. But in situations where you have ships fighting, and the desired result is that one side beats the other side in combat? Open maps are horrible."

His contention is that there should be no open maps, even though "occasional" scenario works. My contention is that it is dependent on the scenario itself to define limits.

What ever. If you think i am out for a fight, fine, then i will drop it. End of discussion.

Eric wrote:

>>You said "The whole system revolves around the existence of a closed map, and was developed with the closed map.">>

Yes. Which was preceded by:
"The tournament, for example, is designed and balanced for playing on a fixed map."

You even quoted that part. Which indicates that the second sentence "The whole system revolves around the existence of a closed map, and was developed with the closed map" was talking about "the tournament, for example". I can certainly see how you might have misconstrued that. But the sentence that you are referring to above is specifically talking about the tournament game. And nothing else.

Eric also wrote:

>>I would still like you to answer my one point, which you effectively ignored: Fighting in an asteroid field makes drone and plasma races less effective than direct fire races. If your opinion is that open maps should not be in SFB because of the points you made, do you also think asteroid rules should not be in the game?>>

Well, no, my opinion is not "open maps should not be in SFB". It is "SFB should be balanced assuming a closed map, and you can have special rules for open maps for scenarios that are balanced specifically for open maps, but be clear that the game is balanced, in general, for a closed map". Which I have said in multiple places.

>> Because that is the logic you are applying here.>>

Well, no. I agree that asteroid fields are disadvantageous for drone and plasma races. No one is going to run a campaign, however, where every fight is in an asteroid field (well, I suppose someone might. But it is obviously a bad idea...)

I'll put in my two cents and

I'll put in my two cents and say that I've played rather extensively on closed maps and feel they work better than open maps. I don't play tournament rules, and we've played with a variety of races. I've not seen ANY race so outrageously unbalanced that they couldn't be beaten. In five campaigns with multiple races present, we've had Kzinti win, Gorn win, Hydran win, Klingon win and Orions win. The Orions didn't win by simply duking it out with major warships either. The scenarios were situational and the Orion player, working within the limitations of a select cartel, just picked the right ships and the right modifications to get the key scenarios as wins.

Open maps that I've played on have been lengthier games, generally seemed less fun in that one side was almost always "running away" as they fought and were a bit more tedious. So while I can see some uses for an open map, I and most of the people I've played with, prefer closed maps.

One of the big changes with FC...

Which makes open maps a bit more viable is that weapons all got the same maximum range.

So the "Retrograde at range 50 lobbing torps at idiots" strategy is harder to execute.

I've been running the

I've been running the Farthest Stars campaign for nearly four years now. We play on an 84x60 map and it's worked fine. Fleets are restricted by the Flexible Command Rating System from the Campaign Designer's Handbook, so they cap out at 5-7 ships (depending on class density) rather than 12 ships, but all in all we've seen a lot of heavy squadron combat. In asteroid fields, ion storms, radiation zones, open space, around a planet... you name it. We've found the double-sized map keeps things from being too claustraphobic, but having a fixed size keeps it from being open-map foolishness.

There is rule (S2.827), the Stalemate rule, that we use to keep people from doing cowardly plinking at r50.

I skipped quite a few posts

I skipped quite a few posts once they started going back and forth on open/closed maps, so pardon me if I missed a similar comment. Someone mentioned that in an equal BPV fight, it's better to bring as many large ships as possible. This is a serious problem, IMO, and is probably one of the biggest things that needs to be fixed. Some campaigns address this to some degree by restricting build options, but that doesn't help non-campaign games. I personally would like to try making one point of movement equal to one point of EW, but I understand that many people don't like using EW.

Well

>>Someone mentioned that in an equal BPV fight, it's better to bring as many large ships as possible. This is a serious problem, IMO, and is probably one of the biggest things that needs to be fixed.>>

Big ships are better than small ones in squadron/fleet actions, as it is harder to kill the big ones with concentrated fire. So you will always be better off spending, say, 150 BPV on a cruiser (with 30 box shields) than that same 150 BPV on a couple FFs (with 15 box shields). If you do 30 damage at long range to the cruiser, it is fine. If you do 30 damage at long range to one of the FFs, it is going to be seriously damaged. So when given the choice, you take the big ships.

Then, you have the Command rating rules--a given fleet maxes out at 11-12 ships (a command ship, maximum 10 other ships, maybe a free scout). When using BPV, this isn't really an issue, but certainly when you see fleets in F+E, you generally see a DN and then 10 CC/CA/CWs to fill up the spots while countless DD/FFs fly around on the fringes, not actually fighting. The Battle Group rules from F+E ported into SFB try to kind of make smaller ships worth using, which works in F+E (when using BGs, the Klingons will always want to use a BG of 3xD5 and 3xF5 taking up 5 command slots instead of 5xD5), but not so much in SFB, as generally, the limiting factor will be BPV and not command slots.

There isn't really a way to fix this disparity in SFB without just arbitrary rules--something like "1000 BPV, 500 BPV must be spent on SC4 units" for a given fight. But as when you set up a fleet battle, you can use any arbitrary rules you want, you can always fix this with arbitrary rules (just like open/closed maps...)

Not quite the way I see it

I made the comment you are paraphrasing and you get it not quite right. What you are looking to do when min/maxing fleet composition is, generally (there are some exceptions - e.g. monitors), to maximize fire power. Generally (again, not always) this means maximizing heavy weapons.

If you are the Fed, SC4 is totally fine - as long as it is the DD+ (+ is the AWR refit, right?). For a bit over 100 points, the DD+ brings 90% of the firepower of a CC/NCA/NCC. This is because: 1. the DD has a full cruiser HW load (4 phots) and as a bonus has most of what the other cruisers bring in p-1s; and 2. Photons don't change based on the ship.

Klingons and Roms are the other extreme. Every SC4 ship you bring means 1. a lot fewer HW for the cost and 2. shorter range on those HW. For example, an F5 has 2 Disruptors limited to range 15. A D7 has 4 Disruptors that go to 30. the Roms are in even worse shape, because they can't even really use their NCLs. A FH has standard heavy plasma cruiser armament - 2S, 2F. The SpH+ is 1S, 2F and the SkyH/SeaH is just 2F.

So, if I have 1000 points to put together a fleet, I can probably maximize my photons by having a lot of DD+s. The smallest useful ship a Rom is going to be able to field is a KE. The smallest useful Klingon is probably the F6 (I think - the ship based off the F5 but with 3 Disruptors and 5 p-1), though even there you are loosing 1 HW, but it may be that for the points you would maximize HW by including a couple. Maybe, maybe not.

Different empires are effected differently by this. Most Disruptor and Plasma races can't really touch their small ships, Feds are totally unaffected and Andromedans and Hydrans are in between (both mitigate this effect with "fighters", the Andro "fighters just happen to be huge).

Fleet Restrictions

I dont see a problem with capping the number of SC2 and SC3 ships in a fleet. You only get 1 free Scout and your Command ship doesnt count towards the limit, so there are already arbitrary restrictions. In F&E you can have an Admiral bring 1 extra ship as well. Or spend Command Points.

To me its also about common sense. The US wouldnt send a Cruiser and 8 Carriers to a war zone without any smaller ships. Much like a space fleet would still want the smaller screening ships. Each ship serves a role. And if you are going to have a campaign, there is no reason to not use a sensible arbitrary rule. Id assume most people are adult enough to allow common sense. And if they arent adult enough, maybe they arent worth playing against.

Dont the S rules already address this (I know SPP updated things a while back but I dont recall actually seeing the final result)?

Hoju wrote:

>>To me its also about common sense.>>

One person's "common sense" is another person's "horrible idea", so there is only so far that is going to get you.

>> The US wouldnt send a Cruiser and 8 Carriers to a war zone without any smaller ships.>>

Sure. But the US is constrained by reality. In SFB, not so much. In F+E, foe example, small ships see fights all the time--you have, by virtue of the fleets you start with and your construction, a lot of frigates and destroyers. Yeah, when you have a main battle fleet over an opposing Star Base, you are going to be a DN and 10 cruisers (more or less). But a lot of the time, you put DDs/FFs on the line to take damage or 'cause you don't have enough big ships to fill in the space or 'cause you don't want to risk more important units. In an SFB pickup game, you aren't constrained by reality or fleet composition or fleet positions. So you tend to just buy the best, biggest ships you can. As that tends to make the most effective fighting force.

>>Much like a space fleet would still want the smaller screening ships.>>

Not really. The way SFB works, there are few advantages (if any) to spending X BPV on small ships when you can spend it on big ships. The little ships don't move faster than the big ships, aren't harder to hit than the big ships, and don't result in proportionally more guns than with the big ships. There are ways that small ships could have been more effective in SFB--if, say, smaller ships could move faster (say, DNs had a maximum speed of 20, CAs had a maximum speed of 24, CLs a maximum speed of 26, DDs a maximum speed of 28, and FFs a maximum speed of 30 or something), then small ships would have a concrete advantage. Or if smaller ships had penalties to be hit (or free ECM or something), they'd be worth the effort. But that would have required a lot of reorganizing the game from the ground up. As it is, small ships, generally speaking, are just not really worth getting if you can get bigger ships instead.

>> Each ship serves a role.>>

Well, except that the roles of ships in SFB don't really differentiate that well. Scouts are scouts and carriers are carriers and escorts are escorts, but a basic warship is a warship, and speding 150 BPV on a strong cruiser is almost *always* going to be better than spending 150 BPV on a couple FFs.

>> And if you are going to have a campaign, there is no reason to not use a sensible arbitrary rule.>>

Sure. If you are setting up a campaign, your forces are probably going to be bound by position and fleet size, and as a result, you'll probably end up using SC4 ships where you need to. If you are playing a pick up squadron/fleet battle, it makes complete sense to me to arbitrarily say "half of your BPV needs to be spent on SC4 units" or whatever, as a way to approximate a "realistic" force.

>>Id assume most people are adult enough to allow common sense. And if they arent adult enough, maybe they arent worth playing against.>>

Again, you can't really assume that. And setting yourself up to be disappointed 'cause your opponent brings a C8 and 10xD5s when you have a historically accurate, "realistic" fleet built is something you are best avoiding from the get go. If you want people to build fleets based on your expectations, make the scenario such that that is how the fleets will send up.

>>Dont the S rules already address this (I know SPP updated things a while back but I dont recall actually seeing the final result)>>

Not really. The S rules legislate how you can use specialty ships (CVs, escorts, leaders/command variants, maulers, wazoo ships, whatever), but not really so much the use of SC4 ships. It is notable, however, that most "Battle Force" articles/scenarios specify that you need to spend a certain amount of your force allocation on SC4 units.

Fleet Restrictions

>>One person's "common sense" is another person's "horrible idea", so there is only so far that is going to get you.>>

As I said, if you are so opposed to the way the other player wants to play the game, dont play against them. If they really refuse to play unless they can take a DN and 10 Cruisers, then you can either play a similar fleet of your own, or say 'no'.

There are many ways of restricting things. Capping BPV. SC limits. Minimum number of ships/Maximum number of ships. Even looking at F&E Construction you get a lot of smaller ships, fewer larger ships, so there is no reason to not follow similar logic.

None of them break the game. None of them ruin the fun. None of them will favour one race over another, outside of perhaps the Feds and the Photons, though there are many ways to deal with a fleet stacked with DD+.

Personally, Im not sure I would enjoy a DN+10xCA vs DN+10xCA fight. I like having smaller ships which can be used for point defence, or thrown forward and challenge the enemy to focus fire on them, or risk them getting to point blank range and throwing out drones/ESG/OL HWs/etc.

Having fleets made up from a range of ships introduces far more tactics than "stay at range and bombard/sabre dance/knife fight when it involves all 11 ships doing exactly the same thing.

Hoju wrote:

>>As I said, if you are so opposed to the way the other player wants to play the game, dont play against them.>>

Why not just invent scenario rules that make fleets look the way you want them instead of refusing to play people?

>>There are many ways of restricting things. Capping BPV. SC limits. Minimum number of ships/Maximum number of ships. Even looking at F&E Construction you get a lot of smaller ships, fewer larger ships, so there is no reason to not follow similar logic.>>

Yes? What I've been saying here all along is that if you want fleets to look a particular way, make scenario rules that make them look a particular way. Have a fight where both sides have 1000 BPV, half of that BPV needs to be spent on SC4 ships, and you need to have exactly 8 ships. That is going to end up with a "realistic" looking fleet.

>>I like having smaller ships which can be used for point defence, or thrown forward and challenge the enemy to focus fire on them, or risk them getting to point blank range and throwing out drones/ESG/OL HWs/etc.>>

The problem with that is, again, that small ships don't operate any differently than bigger ships, except that they are easier to take apart piecemeal. You can do the exact same thing with big ships. Or by pushing your little ships ahead, your opponent just kills them from effective range while your big ships are too far away to hurt your opponent's main force (which is why the ISC are uniquely goodish at this particular plan).

Again, if small ships had something going for them over and above big ships, there would be a concrete reason to take them--I think in the Omega side of the universe, I think little ships were faster than bigger ships (CAs could move, like, 26; FFs could move 30 or something, just based on their engine sizes). Which was interesting--if FFs/DDs could move faster across the board than CA/DNs, it would be advantageous to have FF/DDs in your fleet and there would be in game reasons (that aren't arbitrary) to get them.

>>Having fleets made up from a range of ships introduces far more tactics than "stay at range and bombard/sabre dance/knife fight when it involves all 11 ships doing exactly the same thing.>>

I don't know that it does. I mean, yeah, having carriers and maulers and scouts make you do things differently than just having basic warships, but having DDs and FFs instead of just cruisers doesn't really. Except in that if you have DDs and FFs with disruptor and plasma ships, you are stuck with a lot of short ranged weapons (putting you at a disadvantage) compared to Photons or Hellbores or whatever.

Flanking...

Would be much easier with 2 small ships going either side, than with 1 large ship ripping itself in 2 :)

Long range weapons are only an advantage if youre fighting at long range. Disruptor races tend to either have drones which more than make up for the lack of long range fire, or ESG which encourage closing with the enemy, or Web which stops the enemy altogether (though also makes your own DIS useless).

That said:

>>Why not just invent scenario rules that make fleets look the way you want them instead of refusing to play people?>>

Im pretty sure this was the point I made in both my posts. You have many ways of making an interesting large battle, and avoiding people stacking 10xD5K on a C7/BB/etc. There really doesnt need to be a time when this sort of battle happens, unless both sides want it.

Peter B said

" In an SFB pickup game, you aren't constrained by reality "

That's why I never liked the argument from SFB players that F&E wasn't realistic (relative to SFB). Unless one plays campaigns, SFB players don't have realistic constraints; if the losses in reality matched SFB scenarios, fleet commanders would lose their jobs.

Not to say that the scenarios are bad; quite the contrary, many of them are fantastic. But there are no consequences for getting your forces torn up beyond a few VPs

Because it is not balanced

"I dont see a problem with capping the number of SC2 and SC3 ships in a fleet."

Well, that is totally fine in a Kzinti v. Klingon/Lyran fight, for example. But would just be one further way the Klingons fell behind the balance curve in a Fed v. Klink fight Or even a Klink v. Hydran fight (or sub Lyran for Klink).

Likewise, it would work fine in a Rom v. Gorn, Rom/Gorn v. ISC, but would again just put the Roms or ISC further behind in a Fed v. Rom/ISC.

You have already started with a system - BVP - that is poorly balanced. If you start adding in restrictions like SC in a "build your fleet" BVP game, then it will break down further.

The best way to do this is scenarios. Frankly, if you consider the Tournament game a scenario (I do), that is all I play. You need to forget BVP and create fleets and situations that are fun and balanced. If you ignore S8 command limits, you can generate a reasonable Klingon fleet that is 50% or more SC4 to fight a similar Fed fleet. When you do that, however, you are going to need to accept that the Klinks are going to have more "BVP" than the Feds if you want the fight balanced.

I think it is far too late (SFB just lacks the popularity it once had to make this work), but if long ago the CLs had replaced the "Battle Group 500" (or whatever) articles with fleet builds designed to fight each other and play tested them, you could have had a pretty decent pool of balanced engagements.

Totally different point, Joe

"That's why I never liked the argument from SFB players that F&E wasn't realistic (relative to SFB)."

This complaint (which was never mine, since I just didn't enjoy F&E for completely different reasons) is not based on fleet construction. It is based on the fact that fleets and units in F&E that fought each other and would be, for example, closely matched because of the Off/Def points assigned to each ship would, in SFB, be totally one sided. F&E abstracted (as, of course, it must do) the combat abilities of a ship down to a number.

Frankly, if the ships played tactically (SFB) were as well balanced as the ships played strategically (F&E) then SFB would have been a better game. None the less, a Fed fleet in SFB just crushes almost any similarly pointed Romulan fleet, for example. Where in F&E, by definition, a similarly pointed Fed Fleet and Rom fleet are, in fact, a completely even match.

There were also things like maulers (completely pointless in SFB) having exceptional value in F&E.

I think the complaint is correct - and that same complaint carries in SFB campaigns. So it is not just the "no consequences" pick-up games in SFB that don't match outcomes with F&E.

The complaint, mind you, although "correct" in stating that F&E outcomes don't match SFB outcomes is no reason to slight F&E. When it comes to a point system for rating ship strength, F&E has SFB beat by kilometers.

Small ship BPV

So is small ship BPV wrong, or is this a fleet-only effect?

If it's not worth taking SC4 ships in a BPV pickup battle, the BPV is clearly wrong. Maybe adjust each ship's BPV to be 100 x (p/100)^1.5. So 100 stays the same, 150 becomes 183 and 75 becomes 65, so you can take 3 FFs per CA+ instead of just 2. A 220 point DN becomes 326, and a 40-pt POL is 25.

But presumably this is only true in a fleet battle (say, 800+) and only true for certain races, so you'd have to change the coefficients. And don't change attrition units because they're about right already (not least because of the free EW).

Or pick a number to balance things...

If Im Fed and youre Klink, then I get 900 BPV, you get 1,000.

BPV

"a Fed fleet in SFB just crushes almost any similarly pointed Romulan fleet, for example. "

Very true. It was unfortunate that when Capt's edition came out, there wasn't more/better adjustments of BPV. Anytime I've heard someone say that something was "too good", my response is generally that "too good" really means "undervalued".

I know it is hard to properly balance BPV because the different weapons suites play differently against different opponents, not to mention deiffering effects of massed fleets, but it seems to me that there was never a consistant methodology for evaluating BPV; maybe there was, but if so, perhaps that methology was/is flawed.

"When it comes to a point system for rating ship strength, F&E has SFB beat by kilometers."

True. It's unfortunate that some of the F&E ratings aren't a good representation of their true SFB combat capability, but as you said, in an abstract system, it's not that big of a deal. Although when SVC redid the countersheets, he should have considered tweaking some of the values. I just wish that F&E had slightly higher granularity (CAs at 10 instead of 8 would have been much better)

Jim wrote:

>>So is small ship BPV wrong, or is this a fleet-only effect?>>

I don't know that it is either. Comparing individual small ships, BPV is not a horrible measure (i.e. a 75 point Fed FF is about as useful as a 75 point Klingon FF). And on a fleet level, numbers of small ships are about as useful as similar numbers of small ships (i.e. 300 points spent on 4 Fed FFs are about as useful as 300 points spent on 4 Klingon FFs. On a closed map of some type...). The issue comes when you compare X BPV on one big ship vs 2 or more small ships. 'Cause small ships are easier to kill piecmeal (i.e. 30 damage on a 150 point CA isn't hurting the ship much, but 30 damage on a 75 point FF is doing significant internal damage), smaller ships have shorter ranged guns, and smaller ships tend to have less power for things like EW.

>>If it's not worth taking SC4 ships in a BPV pickup battle, the BPV is clearly wrong.>>

Well, they *are* worth taking, if your opponent has to take them too, generally speaking. If we have 750 BPV to spend and I get 3xCA and 4xFF, and you get 3xCA and 4xFF, the game will be roughly even (all other things being equal). On the other hand, if I have 5xCA and you have 3xCA and 4xFF, I'm going to have an advantage, generally speaking. [If the SC4 ships in question are Fed DD+, all this goes out the window, as the Fed DD+ is just stupid...].

BPV works reasonably well based on everything being average. If we both have the same stuff, more or less, we'll be roughly balanced. But me having 3xDN and you having 9xFF? Probably not.

I realize my statement was

I realize my statement was very general, but the point was that smaller ship classes need something to make them more desirable in play when compared to larger ships.

Not just the Fed DD+

Just used that as an extreme example. Unless you are restricting the Fed SC4 ship to the FF, then you are hitting a significant (50% per ship) HW disadvantage. The Fed FFB or DW (essentially identical ships) carry 3 Phots and 3 P-1 and they do so for the similar BVP to the F5 (or F5W) - the Feds are around 95, the F5 is around 85 and the F5W around 105 (drone costs could make them more). In each case, every time the Feds take an FFB or DW as compared to the Klinks F5/F5W, the Feds gain a Heavy Weapon.

Of course, this assumes you decided from the start that the "historically" more common DD+ was not allowed. So you are already making non-rules based changes to shoehorn a fight into BVP.

That is just one example, but I think if we went race by race in Historical fights, you will find one race's SC4 is going to have an edge.

Shift this fight from Klink v. Fed to Klink v. Kzinti and now we are seeing the same number of HW for each ship, but with the Kz having essentially twice the drones for the same (or often less) BVP.

Shift it to Rom v. Gorn and we are looking at the Gorns always having a large Heavy Torp advantage and also the Roms (because Cloak is just too expensive outside of the 1st Gen Roms) likely having fewer ships to boot.

Shift to Gorn v. ISC and we have the same deal (at the SC4 level) where the ISC ships have no Heavy Torps but cost a lot more.

The closest to even on the SC4 thing is Klink/Lyran v. Hydran. Historically all three races had P-2s, so the smaller ships have more of those. The Hydran, as always, has options involving fighters, but that comes at the expense of losing Hellbores. Assuming, however, that we aren't doing something pointless - e.g. playing on an open map with no fixed point objectives - I think that Hydrans are better off with an all or mostly all fusion fleet (because Hydran fighters other than the Stinger I are underpointed). But even so, looking only at the SC4 ships, the Hydran suffer almost as much as the Klingons or Lyrans when forced to spend points on them (assuming S8 is in force and I can't just load up with 5-gatt escorts).

I think John and Jim are mostly correct. BVP, flawed as it is at all times, is at its worst when looking at SC4 ships. This is where you see the largest balance problems looking at similarly pointed ships. Outside of a few ships this is not true of SC3 and mostly non-existent in the class of ships labeled CA or CC. The game is just better balanced (if looking at BVP) at the Cruiser level than at any other point.

I've always found the

I've always found the Flexible Command Rating system from the Campaign Designer's Handbook to be a good way to balance in SC 4 ships. You want a diversity or else you pay a premium.

Well, the problem is that

Well, the problem is that simply counting heavy weapons - or weapons in general - is NOT a good way to figure cost. There's a lot of other things that have as much or more effect on how useful a ship is. In the case of the Fed DD, you have ship that has the firepower of a cruiser, but is next to useless at anything other than base assaults.

I have no problem with things being balanced against a single class, such as a CA. Ships are fairly well balanced within their own class, but when comparing value between an FF and CA there is clearly a disparity.

Fed DD

>>In the case of the Fed DD, you have ship that has the firepower of a cruiser, but is next to useless at anything other than base assaults.>>

Or base defences :)

Skyhawk can cloak

Paul said "Cloak is just too expensive outside of the 1st Gen Roms"

A Skyhawk-A can cloak very nicely (6). More to the point, it can cloak off batteries, so it can do it on a whim, shedding that 100-point plasma stack you just dumped on it. That said, it needs a proper torpedo because it can't fight usefully outside R8 or so. On a smallish map this may not be a problem (lurk under cloak, pop up at a suitably irritating moment) but you don't get to do this very often.

DC - we're waiting

DC said: "I am sorely tempted to join in to this discussion with 25 pages of ranting text. But we are so far behind on Council prep, and I've got other stuff going on too, that I have to exercise the willpower to resist. Maybe after Council."

Go on, then. Rant, my boy. Rant.

Cost of Cloak

in terms of BPV, not in terms of energy cost. All Roms, except the Kestrals, cloak just fine in terms of energy.

The SkyHawk, however, is a 105 BVP ship with 2 F-torps. Good luck with that.

Balanced with class?

"Ships are fairly well balanced within their own class"

I gave you a nice list of examples. The list really could be longer. But are you actually suggesting that you think the Fed DD+ is a fair match for the F5W? Is the FFB a fair match for the F5? Is the Lyran DD a fair fight against the Kzinti FFK? Is the Rom SkyH a good match for the Fed DW or the Gorn Battle Destroyer? The SeaH a good match to the Fed FF?

None of those fights are close. All are in class, time-line and "historical enemy" appropriate and very close in BPV. I can keep listing match-ups that are just like them too.

Heavy Weapons

"Well, the problem is that simply counting heavy weapons - or weapons in general - is NOT a good way to figure cost."

If I come into a fight with a 50-100% heavy weapon advantage over you, that fight will be pointless. You are right in that just counting up the HW is not the entire equation, but when it gets as lopsided as you see with SC4 Feds as compared to SC4 Klinks, Lyrans and Roms, then you don't need to go much further.

I don't worry about BPVs

I don't worry about BPVs really because I figured out the truth long ago.

You can't assess a unit's combat power (hence it's 'value') using a linear scale.

Weapons that work against one opponent may work poorly against another.
There is no fix for this. All you can do is try to come up with something that
isn't too out of whack.

Someone once made a comment

Someone once made a comment that the cloak was as much to the opponents advantage as the user.
I am not sure there should be a Bpv cost to it.
Perhaps activating it gives the opponent Victory points, only.
Still, I can live with the SPA and FH being expensive because they can choose fight uncloaked. It would have been nice if the SKA fit the curve too.

Paul wrote:

>>I gave you a nice list of examples. The list really could be longer. But are you actually suggesting that you think the Fed DD+ is a fair match for the F5W?>>

Heh. The DD+ is, as previously noted, just stupid. There are situations where the DD+ becomes balanced vs a similarly costed ship (most of which involved having to arm the photons and move at the same time...), but of the other ships:

>> Is the FFB a fair match for the F5?>>

FFB is like 100 points. F5 is like 71. I suspect you mean FFB vs F5W? That is a roughly equivalent point cost. The FFB has 3x photons, 4xP1, 2x P3, 1x drone rack (that might be the DW; the FFB might be down some weapon I'm not remembering. But let's assume they are the same ship). The F5W has 2x disruptors, 2xP1, 3xP2/P1, 2xP3, 2x drone racks. In theory, we have 3 heavy weapons, 1 drone, and 5 phaser capacitor vs 2 heavy weapons, 2 drones, and 6 phaser capacitor. Which should, in theory, be a wash. I mean, yeah, ok, 3x photons are gonna be rough for the F5W to deal with, but the F5W has more power and a better turn mode and better shields. I'm not at all going to say that the F5W just beats the FFB, but I don't know that the FFB just beats the F5W every time either.

>> Is the Lyran DD a fair fight against the Kzinti FFK?>>

The FFK is gonna cost 20 points more than a Lyran DD.

>> Is the Rom SkyH a good match for the Fed DW or the Gorn Battle Destroyer? The SeaH a good match to the Fed FF?>>

On both of those, maybe? Less so the Gorn BDD (due to the similar weapons, but the Gorn just having a G torp extra). But vs the Fed, the Cloak can be very significant. I'm not convinced that the Seahawk is going to just get killed outright.

Anything involving drones and small ships...

You need to look at the number of shuttles. If the ship has 2, then that is a HUGE amount of firepower in 2 scatter packs.

I'm making generalizations,

I'm making generalizations, as I said. Of course you can find bad matchups with the same BPV. You can do that with tourney ships as well. That's not the point. The point is that BPV does fairly well within ship class (not size class), but breaks down more the wider the gap between classes gets.

Peter says:

"FFB is like 100 points. F5 is like 71"

The FFB is 94 points. The F5 is 81. The F5W is 108 points. All of those assume speed 20 drones and nothing fancy. From the points, these are all reasonably close fights. The reality is that the FFB is going to dominate both of those ships in a 1 on 1. More importantly to the conversation taking place, however, is that the FFB is going to add something constructive to a fleet - 3 photons and the F5 and F5W are adding considerably less.

"The FFK is gonna cost 20 points more than a Lyran DD."

FFK = 90 points, DD = 83. Again, Speed 20 drones, nothing fancy. Sure, you could speed a ton of points on the drones, but at the point speed 32 are in service, we aren't looking at a DD anymore. I am saying 7 points does not represent the huge advantage the FFK has 1 on 1. It does an even worse job of accounting for teh relative value of both ships to a fleet.

Remember that this all starts from a conversation about "forcing" fleets to each take SC4 ships. Doing that, generally, helps Feds, Kzinti and Hydrans and hurts all plasma (unless just fighting plasma), but mostly hurts ISC and Rom and hurts Klinks and Lyrans.

Actually, I don't want to

Actually, I don't want to force people to take small ships. I want to make them worth their BPV. There's a difference.

small ship

a SkyH+ vrs a Fed DW is probably fairly balanced..... especially if you are playing with hidden mines. The utter fear value of running over a NSM (you did buy one right?) will effect the way a Fed flys and the shields of a SkyH+ will survive a long range shot to allow the SkyH to climb up on top of the DW before the torps are reloaded.

5 DW + 1DWL vs 1SkyL + 5 SkyH+ is a total runaway victory for the Feds. (at least on an open map) Manuver is a lot less improtant when the 2 relevant questions are: Is the EW situation going to get better or worse? Am I going to get closer (as in, do I WANT to get closer).

On an open map, I'm going to load std torps (not prox) and fire the wad at R30 and turn off to reload. You are going to end up with a beat up SkyH+, maybe dead if I roll lots of 1s. If you cloak and try to get close, I will convert those torps to OVS and blow two ships up as you come out of cloak and point blank and then HET and run away or hide under WW. Either way, I pretty much win.

There is a campaign on the BBS showing this effect. Day of the Eagle comes Early. Without closed maps, the Roms would NEVER EVER EVER win a battle. Even with closed maps, Dale builds as many heavy torps per BVP as he can.

Larry

"a SkyH+ vrs a Fed DW is probably fairly balanced..... especially if you are playing with hidden mines. The utter fear value of running over a NSM (you did buy one right?) will effect the way a Fed flys and the shields of a SkyH+ will survive a long range shot to allow the SkyH to climb up on top of the DW before the torps are reloaded."

So, if an optional rule is used and if the more expensive ship by BPV purchases even more BPV in mines to take advantage of the optional rule and if the SkyH+ is still functional after the first firing of the Fed, then it is a fair fight. I can agree with all that, but don't see how that leads to the conclusion that "a SkyH+ vrs a Fed DW is probably fairly balanced" since it required some specific, non-standard rules and poor opening play on part of the Fed.

"...(at least on an open map)"

These fights are run-away victories for the Feds on a closed map. When discussing balance, I am always talking about a closed map because the only semblance of balance (based on BPV) is a closed map. The exception to that is that the scenario in question states it is on an open map. Either way, closed or open, 18 photons is going to crush 12 F-torps.

"On an open map, I'm going to load std torps (not prox) and fire the wad at R30 and turn off to reload."

Statistically, even in a "no EW" environment, this is an error. You define to me your thresholds and I'll post the numbers for that, but for now assuming 24 damage to be the minimum desired goal from the shot, hitting with 3 or more of 18 standard photons from range 30 happens 60% of the time, hitting with 6 or more of 18 prox photons happens 95% of the time.

Let's assume you have a higher threshold in mind - say 40 damage. Std = 17%, Prox = 41%.

Your break even point? 7 Std or 14 Prox (56 damage), at which point either plan has a 2% chance of success.

If your plan is range 30, only Prox photons make any sense.

Its not total damage that

Its not total damage that matters so much, its busting a shield. Std torps allow 2 things:

1) to utterly wreck you if I get lucky.
2) convert to OVS if you cloak out on batts.

Proxes have to be ejected and rearmed.... that's asking to get mugged. A SkyH that climb on top of a DW will have little to no trouble anchoring it with its 6 batts.

Right, and that is why you are wrong :)

"Its not total damage that matters so much, its busting a shield."

That is why I selected 24 damage as the relevant threshold. But no matter how you look at it, unless you set your threshold at 56 (apx 30 internals to a SkyH), you are better off firing proxes.

As for "2) convert to OVS if [the Roms] cloak out on batts." - again, pointless in the situation you are talking about - an open map. If the SkyH cloaks out at range 30, then fine, it cloaks. You probably hold on to your torps one more turn to see what it does, but you have risked and lost nothing. Open maps just don't require contingency plans for range 30 fire.

Ejecting proxes and reloading starting at range 30 = 0 risk.

If, contrary to your assumptions provided, you are on a closed map, then you are just going to have OLPs. Frankly, against a bunch of F-torps I am probably overloading as the Fed anyway, open map or not. But if I am planning on firing at R30 on an open map there is no point at all to STP.

Holding standards in this situation never makes any sense. You either want to hold OLPs, planning on R8 or you want to arm Prox, firing at 30 or 12. There is just no circumstance in which firing a STP in an Fed/Rom open map engagement makes any sense as a plan to start the game.

A common problem

A common problem with Rules that Should Not Be is a size imbalance. If a unit is too good for its size, it is probably a bad rule, and needs to be fixed in a bodge somewhere else.

For example:

1) Mines, specifically T-bombs. A mine is the only thing apart from a ship explosion that affects more than one hex, but it's the size of a drone, which is ridiculous. A T-bomb has to be this small because it needs to be transportable. Naturally enough, it's a very useful thing and everyone buys lots. But except for "minesweepers", no ship comes equipped with them and there's a cack-handed rule to say that they're available only with COs and you can't buy more than 2 or 4 or 6 because there's nowhere to put them. Any sane ship designer would add a cargo box and fill it with 50 spaces of the things.

It's not just T-bombs. A large drone captor mine is 3 cu and holds 6 cu of drones. duh...what? A small photon captor mine is the size of a type-1 drone. Please can I take the drones off my F-18 and put 2 of them on instead? And in related news, exactly how do 3 type-6 drones fit into a type-1-MW drone?

A mine ought to be SC6. If you had to replace a shuttle with a mine, they'd still be balanced and people would still sometimes take them. And SC7 T-bombs should have an explosion strength of no more than 5, within 1 hex.

See also Defsat, also SC7 but potentially mounting 4 phasers and 2 photons, all fully operational.

2) ECM drones. A drone is how big? And you expect it to generate and lend how much ECM? And my frigate, with immeasurably more electronics built in, can't do that?

3) MRS. Apparently incredibly expensive and hard to build (which makes sense, considering its size and how much gets stuffed into it) but only 10 BPV. So unsurprisingly there are various post-hoc justifications about why you can't have one. Essentially, it's too good or too cheap.

4) PFs. They're too good in an EW environment, because for no obvious reason they can do things that bigger ships can't. Conversely, frigates don't get this advantage so become obsolete. And how, exactly, can a destroyer (eg Gorn DDP) tow six of these things with no increase in its movement cost? There is currently no significant bodge fix to this, which is why they dominate after Y180.

5) Gatlings. There's no good reason for Hydran ships to mount fusion beams if the alternative is this.

6) Drogues. How much plasma can I wedge into this thing?

7) Bombers. Not from ships. Uh-huh. Desperate rationalisation going on here. J2 was not a high point in ADB's history.

And more

8) Megafighters. Bigger and better, but the same size.
It's J2 again. In the RPG world, this is known as a splatbook, and generates power creep.

Jim, Reading through your

Jim,

Reading through your post here and in the EW thread and one of your comments really jumped out at me;

>>5) Gatlings. There's no good reason for Hydran ships to mount fusion beams if the alternative is this.>>

Never thought about this before, but your right. A standard Fusion costs 2 points and is essentially a 2-turn weapon. It has pretty much the same firing range. The Gatling costs half the power and can fire every turn. And the kicker is that at the closest range, the very worst rolls of a Gatling will produce one point less than the one very best roll of a Fusion. At all the other effective ranges the Gatling does far more damage.

And at OL levels, only the very best roll at R0 will produce more damage than the probable rolls of the Gatling at the same range. And it cost 4 times the amount of energy to do it and is still a 2-turn weapon.

So other than not being 'official', why wouldn't the Hydrans replace the Fusions with Gatlings? I know, they can't make enough Gatlings (wink). But then, if they stopped making fusions they'd have enough resources to built more Gatlings. I think someone flubbed on the Fusion beams personally.

Uh oh...I feel another 'house rule' revision coming on......

The problem isn't the Fusion beam

The problem is the gatling.

Which is ludicrously underpriced.

The alternative to the Fusion Beam isn't the gatling. The alternative is the phaser-2.

The fusion beam is also vastly more effective at ranges of 3+. (Indeed, at range 10, a fusion beam produces a bit more damage than a disruptor).

The real problem with fusions and gatlings is this:

If you can build gatlings cheaply enough to put them on Stingers, why can't you weld Stingers to the outside of the hull?

As much as there are arguments about SFB engineering (for why you can't dump drones out your shuttle hatch, etc, etc), the engineering really doesn't hold up that well.

Gatling and other atrocities

"5) Gatlings. There's no good reason for Hydran ships to mount fusion beams if the alternative is this"

Well, it SHOULD be cost. If it were substantially more expensive, it'd make sense.

Your comment re: MRS is why I HATE HATE HATE the E2C and E3A in F&E. I've told several players that I'd give up stasis if they'd give up E2's, and that was BEFORE stasis was reduced by "Ex-Fix" (and subsequently nerfed again at a later time).

They do to much for a small, cheap unit.

re: bombers

I could see them on a ship, but only the largest of ships, and they should probably displace more regular fighters than they do.

Other than that, I think your list is (spot on )^ 23343

Ken said; >>The fusion beam

Ken said;

>>The fusion beam is also vastly more effective at ranges of 3+. (Indeed, at range 10, a fusion beam produces a bit more damage than a disruptor).>>

Yes, but at a pretty substantial cost. It cost double the power at the standard level (fusion vs. gatling) not to mention the second turn being down for cooling. OL levels are even more lopsided with the only benefit being the R3+, which is a benefit so don't get me wrong with what I'm saying.

Perhaps a fusion shouldn't have been designed with the one-turn cool down.

Being as how I've flown the

Being as how I've flown the Hydrans a LOT, I would personally love to have Fusions be one turn weapons. I know that a lot of my adversaries, though, would HATE such a thing. I've smoked plenty of ships with fusion armed ships and my fighters. I love the fusion armed ships with fighters. I never cared for the hellbore armed ships with less fighters, and the hybrids were quite decent.

Should gatlings be more expensive? Probably. They certainly dish out plenty of damage. I hated going against Orion cartels that could mount gatlings because the ships were so darn cheap and they could tear people up at close range. Of course, making gatlings more expensive would likely make Stinger 2s more expensive, and I'm positive my adversaries would love that as well.

My personal belief, though, it that fusions are fine as they are. Take away the tactics that must be learned with fusion armed ships by making fusions better all around simply dilutes the flavor of the ships.

If you just go on power-to-damage

Everyone would be using phaser 1s, then gatlings, then two and three turn arming weapons, which may not have better power:damage, but allow you to aggregate multiple turns of power into one firing for shock effects.

While we're on the subject of

While we're on the subject of gatlings, how did the Feds manage to get them on some of their fighters? I thought ADB decided against the tech-sloshing thing. The Feds aren't exactly close to the Hydrans and if anybody was to get them I figured it would have been the Kzinti as they had the mutual pact with them.

And certainly not the LDR, after all, they're still Lyrans. For gatling technology they should have given the Hydrans ESG's.

Ken, I agree that an all

Ken,

I agree that an all phaser-1 armed ship is the Bee-Knees (within range 5) as far as efficiency to damage ratios. Seem to remember the Orion's having a phaser boat back in the day for tournament options that worked quite well. Suffers at a distance though.

Phaser 1

The P1 is the best general purpose weapon in the game, of course. The only reason why it doesn't get picked for all options (except gatling) in the tournament is that the Orion and Aux have lots of spare power which the phaser can't use. So they generally get some heavy weapons (usually HB) or drones for tractoring. Nevertheless, the g1g1 pig was pretty horrific back in the day, as is the g1b1 now. The Orion phaser boat was everyone's favourite Andro-killer, though now clearly redundant.

The exception is the shark, which has plenty of phasers already, is a bit power-starved and needs drone throw weight to get some impact.

Never mind mere power-to-damage ratios; there's also hold for nothing, no penalty against drones, shoots plasma, downfiring, range 75, power-sharing capacitors, easy repair, reliability. If this were introduced now, it would be seen as a major cheesefest. Considering all these advantages, compared to most heavy weapons, the Phaser-TWO is actually quite balanced.

The Gat would be a lot less cheesy (in fact, fairly well balanced) if it could fire only 1 shot per impulse.

Possible tweaks for the

Possible tweaks for the gatling over fusion (for fun);

1. Gatling fires only once per impulse rather than up to 4 times per impulse. This retains the flavor of the weapon yet keeps it in-line with other weapons in the game as being able to fire only once per impulse. Additionally, it becomes just a hair more challenging to use (or avoid) by needing to be kept in arc for the four firing impulses.

2. Instead of 1/4 point of power each shot (which I've never really understood as it is simply a Ph-3 that fires four times and a Ph-3 costs 1/2 per shot), make it a two point charge weapon (which it should have been IMO). Now it is just a hair more expensive to use (which again, I think it should be).

Replace it with fusion beams on a 2 for 1 basis i.e. 2 fusions for 1 gatling. I suppose 1 for 1 could be doable, but I'm more inclined to think 2 for 1 since it is an every turn weapon and does more damage (at least in the 'practical range' of the gat/fusion. It can't be overloaded of course and can't be used really beyond R3 so maybe 1 for 1?

Not saying this should be official cannon, but just for fun. What to you think, 1 for 1 or 2 for 1?

The Gat Is Fine

I mean, yeah, the Gat is too cheap (BPV wise), but assuming that you just go with cannon designs (and avoid ships with option mounts, as they tend to be stupidly unbalanced anyway, Gatlings or no), so what?

I mean, yeah, if the Hydrans replaced all their Fusions with Gatlings, their ships would be better. This is true. It is also true that if they doubled all their shields or added 20 Warp engines to all their ships, they'd be better that way too.

Hydran Fusion ships work fine. They have some limitations (i.e. they need to get close to work, generally speaking) and some advantages (they have fighters). Fusions aren't the best weapon in the world, but if you use them effectively, they are effective. Removing the cooling turn would certainly make fusion beams better, but they don't really need to be better--Hydrans are very far from being difficult to play, and often, they teeter on the edge of Wildly Overpowered (see: Hydran fusion/fighter heavy force on a closed map).

Gats, fusions and P3s

Replacing a gat with any number of fusions would be a downgrade against Klingons, because the fusion is so bad at drone defence (scarcely better than a P3 at R1 and worse at R2+, unless you add ECCM). Even against Lyrans you'd probably be worse off because of the power requirements.

Ultimately, the 2 gats on a typical Hydran are the equivalent of the 8 P3 on a Kzinti, albeit more power-efficient and much less robust. So used in that situation, they're OK. It's just that outside that use (eg on a Fed or Hydran escort) they suddenly get gross.

It was the other way around,

It was the other way around, replacing fusions with a gat. Sorry if I wasn't clear :(

A quick comment on

A quick comment on fighters...

I like fighters, so don't get me wrong. However, they are kinda bizarre. For example, several fighters take 10 or more points of damage to kill. Looking at the photon torpedo as an example, a standard does 8 points of damage. Now here is a powerful weapon, capable of damaging a ship and destroying various systems aboard, yet one photon isn't capable of killing many single fighters. Yes, it could cripple one, but not destroy it. That just seems a little 'off'.

I know for gaming purposes they need to have some sort of survivability. I like them as I said, but can see where people would be justified in not using them.

David wrote:

>>Now here is a powerful weapon, capable of damaging a ship and destroying various systems aboard, yet one photon isn't capable of killing many single fighters. >>

Well, what a Photon is capable of doing is scoring 8 points of damage which marks off 8 boxes on an opposing unit. So if a fighter has 10 damage points, a photon hit not destroying it makes sense. As the photon marks off 8 boxes. Leaving 2 left over.

You can't get too hung up on the make believe physics here or whatever. There are plenty of reasons to object to fighters. That they don't get killed by a single photon hit, however, isn't really one of the good ones.

If a group didn't want to

If a group didn't want to include fighters, I think that would be a viable reason. But that's what makes it a fun game :)

Big and small

SFB uses a bodge for small units, giving them many more hp than they deserve. Arguably, a drone should have 1 hp, a shuttle 2 and a fighter 3, coming with a thumping great ECM bonus for being tiny and hard to hit. So if you could somehow land the photon on that pesky little Z-Y, you would blow it to atoms.

Warp Squadron does it like that. But that's not the way it works in SFB, for better or worse.

Flag Bridge

Another pet hate. Why is Web (and various other oddball systems) hit on Flag Bridge? It makes it almost as invulnerable as the Probe. What's wrong with Drone, for goodness sake?

Given that the Tholians were in SFB from day 1, you'd have thunk that the DAC would accommodate stuff like that.

Mudfoot, Totally Agree about

Mudfoot,

Totally Agree about fragility of small units. hit == dead, period. That hit should be hard to get....

But really.... do you want to face a pile of Stingers coming at you with a 4 shift? :)