Re: SDN Worlds 4 Commentary Thread IV
Posted: 2011-01-19 04:08pm
Goddammit, I knew I'd been forgetting something! My sincerest apologies, and I'll go see what I can cook up.
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
It does? I have not seen that anywhere in the rules. In fact, that is going to force me to re-calculate my whole fleet. Crap.Simon_Jester wrote:Construction costs of carriers is a problematic issue under the rules, one that was not resolved gracefully at the beginning in my opinion. However, carrier small craft wings integrated into the order of battle at game start are free- a 50$ carrier comes with its small craft complement and still only counts as 50 points out of your starting order of battle.
That's an understatement.
Since then, things have gotten tricky; it's not easy to adjudicate because there are several balance issues involved.
I thought that part was obvious to everyone.
Your interpretation is supported by nothing more than your own say-so, and therefore no one is under any obligation to regard it as a true statement about the rules.
That is my point, yesHowever, this does bring up the legitimate issue of carrier construction costs and their relation to carrier combat power.
If a (carrier+wing) is to punch at 300 points in combat, it should not cost 450$ to build (carrier+wing), unless there is some profound advantage to having a (carrier+wing) that punches at 300 points in combat compared to having a battleship that punches at 300 points in combat.
Restocking will cost you even more, even if it's faster to build.Arguably, the advantage is that you can write off the fighter wing without losing the carrier: trade the fighters for enemy starships, retreat, and restock the carrier with new fighters.
Very much soThe problem with this approach is that it could raise balance issues if done on a large scale in wartime to the point where it became strategically important.
Thank you.This issue is complicated; as I said, there are balance issues involved. I think it's time for the mods to come up with some formal statement about the carrier rules that is generally acceptable to the players... with the attached guarantee that we won't let anyone abuse the carrier rules, because the real priority is to establish parity between carriers and battleships, so that neither choice is inferior to the other as a way of spending your defense budget.
I'll try to hash this out with the other mods, because I think it's worth nailing this down.
Neither of these points are in the rules, and I'll grant that as an oversight. Still, they have been agreed to and is how the situation now stands, though we should add them in for the benefit of newcomers.fgalkin wrote:Really? I have not seen such a rule, and, in fact, if this were true, this would make fighters a grossly inefficient investment, since a 100 point carrier, which actually costs 150 points (since you have to buy the 50 point fighter complement separately) will only do 100 points of damage (plus the carrier's own 10 damage to light craft). I think you just forgot to pay for your fighters which are not included in the carrier hull costs, since in your own example the 300 point hybrid which does 350 points of damage also costs you 350 points.
Have a very nice day.
-fgalkin
For my purposes, all my strikecraft GBs are manned and we don't do uploads of dead people. So needless to say, if I threw my carrier complements into sacrificial trades like that, it would be entirely reasonable to suffer consequences.Simon_Jester wrote:Arguably, the advantage is that you can write off the fighter wing without losing the carrier: trade the fighters for enemy starships, retreat, and restock the carrier with new fighters.
The problem with this approach is that it could raise balance issues if done on a large scale in wartime to the point where it became strategically important.
This issue is complicated; as I said, there are balance issues involved. I think it's time for the mods to come up with some formal statement about the carrier rules that is generally acceptable to the players... with the attached guarantee that we won't let anyone abuse the carrier rules, because the real priority is to establish parity between carriers and battleships, so that neither choice is inferior to the other as a way of spending your defense budget.
I'll try to hash this out with the other mods, because I think it's worth nailing this down.
Sure, they have guns with that range, but it will give the enemy minutes to get out of the way. Since FTL weapons are limited (and subject to their own limitations, as Simon's post illustrates), any engagement with ranges over a light second is pretty much a waste of ammo.Fingolfin_Noldor wrote:I dunno, but I always have the impression that Battleships have guns ranged long enough to strike starships light minutes away, which negates many of the advantages of carriers and their fighter wings.
I sincerely apologize; that change was made very late in the game start process. You're not the first person to run into who had trouble because it was undocumented. I should have warned you, should have remembered to warn you.fgalkin wrote:It does? I have not seen that anywhere in the rules. In fact, that is going to force me to re-calculate my whole fleet. Crap.Simon_Jester wrote:Construction costs of carriers is a problematic issue under the rules, one that was not resolved gracefully at the beginning in my opinion. However, carrier small craft wings integrated into the order of battle at game start are free- a 50$ carrier comes with its small craft complement and still only counts as 50 points out of your starting order of battle.
Perhaps so, but the tone of your statement is such that, to me, it reads as if you were attempting to lay down dogma, not simply state an opinion.I thought that part was obvious to everyone.Your interpretation is supported by nothing more than your own say-so, and therefore no one is under any obligation to regard it as a true statement about the rules.
However, I will now ask you to show me where in the rules does it say that 1) Carriers start with their complement free and 2) That two points of hull carry 1 point of fighters.
Ahem:RogueIce wrote:Neither of these points are in the rules, and I'll grant that as an oversight. Still, they have been agreed to and is how the situation now stands, though we should add them in for the benefit of newcomers.
Personally, I think the best solution is to just formally make a carrier's initial fighter complement free, while replacements must be paid for. Thus, you can buy your 300$ carrier, and it punches at 300$, but every time it fights and destroys enemy ships, it loses some fighters which you must pay for if you want to keep punching at 300$.That is my point, yesHowever, this does bring up the legitimate issue of carrier construction costs and their relation to carrier combat power.
If a (carrier+wing) is to punch at 300 points in combat, it should not cost 450$ to build (carrier+wing), unless there is some profound advantage to having a (carrier+wing) that punches at 300 points in combat compared to having a battleship that punches at 300 points in combat.
Restocking only costs more if you didn't manage to kill enemy ships... which will cost the enemy money to replace, too.Restocking will cost you even more, even if it's faster to build.Arguably, the advantage is that you can write off the fighter wing without losing the carrier: trade the fighters for enemy starships, retreat, and restock the carrier with new fighters.
If you want to open fire on my ships from light-minutes away, you are welcome to try. Indeed, the Umerian Space Security Force encourages you to try. Our ships can move many times their own length in the minutes it takes your fire to reach their position. As a result you will tend to miss. A lot.Fingolfin_Noldor wrote:I dunno, but I always have the impression that Battleships have guns ranged long enough to strike starships light minutes away, which negates many of the advantages of carriers and their fighter wings.
Well, as a practical matter, you'd throw the fighter complement of $300 worth of carriers at $300 worth of warships, kill one $30 warship, and lose 10% of your fighters. Or something like that.Not everyone has such a setup, though. But I would argue anyone who does that could be said to be abusing the mechanics and thus fall afoul of the "don't be a dick" rule. Which would then have the mods impose some kind of penalty for doing that sort of thing. I think treating your fighters/GBs as disposable missiles would not be such a good idea, though; after all, using the $300 example, you're not paying $300 to replace the losses, but you are spending half that. Granted in a "war of attrition" that's ultimately a better trade, but as I said I think it would be considered abusive and handled appropriately.
Firing at that range has its uses. 1. It disrupts enemy formations, forcing evasive maneuvers and forcing the approaching fleet to space itself out such that they have room to evade. 2. It keeps ships out of the range of orbital guns. 3. It buys time for ships to keep their distance from enemy warships.Simon Jester wrote:If you want to open fire on my ships from light-minutes away, you are welcome to try. Indeed, the Umerian Space Security Force encourages you to try. Our ships can move many times their own length in the minutes it takes your fire to reach their position. As a result you will tend to miss. A lot.
Of course, we are under the same constraints and your ships are undoubtedly agile enough that it would be equally foolish for uYs to try to pull the same tactic on you. Or, alternatively, your ships are slow-footed and easy to hit from extreme range, but durable enough that you can afford to get hammered on from ranges at which they cannot reply effectively, until they close to ranges at which they can or until the enemy shoots their magazines dry trying to kill the damn things.
True, true.Fingolfin_Noldor wrote:Firing at that range has its uses. 1. It disrupts enemy formations, forcing evasive maneuvers and forcing the approaching fleet to space itself out such that they have room to evade. 2. It keeps ships out of the range of orbital guns. 3. It buys time for ships to keep their distance from enemy warships.
I have to disagree with you here Simon and here's why. If you get your fighter complement free when you build your carrier then carriers will rapidly become over powered. Right now Carrier cost + complement cost keeps people from just buying carriers since they're spending more money than getting a pure combat ship of the same power. However since you can replace the total complement of a carrier for half the cost of a pure combat vessel of the same power, giving people their fighters free gives them a huge advantage.Simon_Jester wrote:Personally, I think the best solution is to just formally make a carrier's initial fighter complement free, while replacements must be paid for. Thus, you can buy your 300$ carrier, and it punches at 300$, but every time it fights and destroys enemy ships, it loses some fighters which you must pay for if you want to keep punching at 300$.That is my point, yesHowever, this does bring up the legitimate issue of carrier construction costs and their relation to carrier combat power.
If a (carrier+wing) is to punch at 300 points in combat, it should not cost 450$ to build (carrier+wing), unless there is some profound advantage to having a (carrier+wing) that punches at 300 points in combat compared to having a battleship that punches at 300 points in combat.
I think unless you do engage in a major battle that sees ~25%> of your strike craft destroyed (lower value if 25% is too high) then you should have to pay for them out of national spending otherwise if you're just loosing a couple dollars here and there it should be made up by your nations budget before national spending.Simon_Jester wrote:If you don't keep funding replacement carrier craft, your carriers' striking power will decay towards zero very quickly... but as long as your small craft keep contributing to the battle (destroying enemy assets or saving your own assets from being destroyed), the losses will not impose a disproportionate burden on your construction budget.
Yeah as long as the fighters are inflicting losses commensurate to their combat value than a carrier navy is worlds a head of their enemies when it comes to replacement costs. Even the psychological blow to the populace is less, the only people who care when a fishing smack sinks is the family and friends, but when the Titantic goes down everyone knows and cares. However fighters don't have to inflict even losses, especially if you get the first batch for free, because they are half of what their fighting capability is you can loose twice the combat power and still only have the same replacement costs, at a fraction of the time.Simon_Jester wrote:Restocking only costs more if you didn't manage to kill enemy ships... which will cost the enemy money to replace, too.Restocking will cost you even more, even if it's faster to build.Arguably, the advantage is that you can write off the fighter wing without losing the carrier: trade the fighters for enemy starships, retreat, and restock the carrier with new fighters.
I read that as, you stick a $100 cost in your "yearly budget" and you get that amount of fighters per week, every week. Now yes, this means $5200 worth of spacecraft off a $100 drain from your 10% of GDP budget, but just hear me out.The Rules wrote:For spacecraft production at peacetime, a rate of $100 worth of fighters, shuttles, or gunboats a week is a reasonable rate.
The judge punched a large chunk out of his throne. "Mr. Finch, this is not your place to tell the men of this court what to think. This is a place of law!" Attilicus stomped upon the ground, shattering tile and with a mighty roar cried, "I am the law!"
Check the document - There a few bits that don't really work with how I'd envisioned Ascendant doctrine; it's already typed out there so I won't redo it here. Excellent work, though, and thanks for reminding me about the story.Kartr_Kana wrote:Baerne I got more written, just need a few parts from you and your approval/adjustment to what I have and then it'll be ready to post. I'm thinking we do at least two posts this one to open it and one to end it then we can handwave the rest of the exercise. I figured that I'll post this one since most the writing is me and then you can do the next one and I'll just put in a few paragraphs for the Hiigaran perspective.
Thanks! You're one of my favorite Russians!fgalkin wrote:Retconned the message to September.
I have no objections to jumping to 3401, once the current BEEEF storyline is concluded (and I know people, myself included, still want to do more BEEEF posts).
Have a very nice day.
-fgalkin
I am planning on slightly rebooting my nation to spark creativity and to allow myself more straightforwardness in my notes.I was originally going to say that I felt I would feel more comfortable to do so after a year of reasonable time, but I realized that I really never established the more restrictive portions of my notes in the game. So I just need to rewrite my notes, much more simple than I originally planned.Simon_Jester wrote:Karmic, you have complete freedom to decide when plots for your nation start, and you haven't got any ongoing events that you need other things to happen a reasonable time after (as PeZook does). What have you got planned for 3401 that you can't do just as well in Q4 3400?