Re: SDN Worlds 4 Commentary Thread IV
Posted: 2011-01-19 10:38am
Well, no, it's just that I'd like to move on so as to leave a reasonable time gap between stuff happening.
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I am as well.PeZook wrote:I am really all ready to move on to 3401, though.
I'm all for some sort of collaborative thing later on - in-universe, all the stuff that's written down won't do a lick of good if my Navy hasn't figured out how to coordinate large parasite forces, which they haven't had a need to do for two hundred years or so, and out-of-universe, I don't know how to write convincing fighter interactions on anything above squadron scale.Simon_Jester wrote:Oh, I don't know. I'm sure we have naval attachés, and there's quite substantial published literature in Umeria too. I wouldn't be at all surprised to see some friendly pointers being thrown around. Shall we tentatively schedule something for late Q4 of '00 or '01?Master_Baerne wrote:Much oblidged. I asked because so much of next year's Starfleet construction is going to consist of carriers or line ships with large fighter bays, and because our fighters seem broadly similar (your cutters and my gunboats, anyway), my Admiralty was thinking of asking for instructions. Since we're not actually allies, I'm guessing that's a no-go?
Of course, our fighter tactics are for unmanned drones deemed highly expendable and thus unsuited, and equipment differences lead to tactical differences, but there's going to be some cross-applicable experience.
You could also try to get some observers into TOP SHEP...![]()
FYI, my "fighters" are all Gunboats of the 1/$1 type. That said, since they all have FTL drives our tactics are naturally different than those who use fighters with no FTL. In short, they tend to be of the "carrier sits outside system, sends fighters in to ruin shit" type, though of course they will defend the fleet if need be.Master_Baerne wrote:I think my fighters operate closer to gunboats in terms of tactics and style than 'traditional' starfighters (the standard 10/$1 ones most people seem to use). They're certainly mathematically closer to gunboats than fighters at 2/$1, and I've fluffed my fighters as carrying the same energy weapons as my gunboats, just less in the way of missiles and shield capacity and no hyperdrive. Anyway, Umerian experience coordinating cutters will be more valuable than other people's experience coordinating normal fighter operations.
Ah, yes. For that you need some advisors with experience at that level- mass coordination of FTL small craft. I know just the viewpoint character...Master_Baerne wrote:I'm all for some sort of collaborative thing later on - in-universe, all the stuff that's written down won't do a lick of good if my Navy hasn't figured out how to coordinate large parasite forces, which they haven't had a need to do for two hundred years or so, and out-of-universe, I don't know how to write convincing fighter interactions on anything above squadron scale.
The divide between sublight and FTL-capable small craft tends to encourage segregation of carriers into 'escort' and 'strategic' roles, in my opinion. Umeria has both types, with the 'escort' carriers being capital ships effectively welded to the battleline, while the 'strategic' carriers wind up being multirole workhorses. Tiny workhorses...RogueIce wrote:FYI, my "fighters" are all Gunboats of the 1/$1 type. That said, since they all have FTL drives our tactics are naturally different than those who use fighters with no FTL. In short, they tend to be of the "carrier sits outside system, sends fighters in to ruin shit" type, though of course they will defend the fleet if need be.
We just try to avoid having that be needed.
Delightful. The Foreign Ministry will put something together as soon as reasonably possible - they've had a lot to do recently with all the first contacts, BEEEF-related silliness, and suchlike.Simon_Jester wrote:Ah, yes. For that you need some advisors with experience at that level- mass coordination of FTL small craft. I know just the viewpoint character...Master_Baerne wrote:I'm all for some sort of collaborative thing later on - in-universe, all the stuff that's written down won't do a lick of good if my Navy hasn't figured out how to coordinate large parasite forces, which they haven't had a need to do for two hundred years or so, and out-of-universe, I don't know how to write convincing fighter interactions on anything above squadron scale.
Hmm. Some kind of formal agreement might be in order; drop Dr. Chernov a note and I'll see what he can do.
If you're going to have line-of-battle carriers, it seems like it might be a better idea to simply stick hangars on battleships and call it a day. Putting an actual full-deck carrier, with all the hollow, explosive-filled, eminently destructible problems that implies in position to have the crap shot out of it seems like a bad idea.The divide between sublight and FTL-capable small craft tends to encourage segregation of carriers into 'escort' and 'strategic' roles, in my opinion. Umeria has both types, with the 'escort' carriers being capital ships effectively welded to the battleline, while the 'strategic' carriers wind up being multirole workhorses. Tiny workhorses...RogueIce wrote:FYI, my "fighters" are all Gunboats of the 1/$1 type. That said, since they all have FTL drives our tactics are naturally different than those who use fighters with no FTL. In short, they tend to be of the "carrier sits outside system, sends fighters in to ruin shit" type, though of course they will defend the fleet if need be.
We just try to avoid having that be needed.
Nitpick, but it has 200-point power. Hybrid ships take the carrier capacity and double that to figure out what is lost in pure combat power (otherwise, your 300-point hybrid ends up with 350-points of total punch).Master_Baerne wrote:I'd think what you wind up with is a flexible ship that can be, for many intents and purposes, in two places at once. A 300-point dreadnought/carrier hybrid with 50 points of fighters is basically a 250-point dreadnought that can send 100 points of combat power off to do something entirely different, while still leaving the dreadnought itself fully capable of fighting. The same cannot be said of a full carrier - and doesn't any ship that depends on not being shot at have something rather intensely wrong with it?
There's no obvious reason why a carrier should be any more destructible than a missile ship of comparable tonnage; the line between a missile and a fighter in this kind of setting blurs at the edges a bit. Given the kind of volume we tend to play with, it's really not hard to justify putting in sufficient defensive cofferdamming and protection to keep the hangar bays segregated from easy destructibility.Master_Baerne wrote:If you're going to have line-of-battle carriers, it seems like it might be a better idea to simply stick hangars on battleships and call it a day. Putting an actual full-deck carrier, with all the hollow, explosive-filled, eminently destructible problems that implies in position to have the crap shot out of it seems like a bad idea.The divide between sublight and FTL-capable small craft tends to encourage segregation of carriers into 'escort' and 'strategic' roles, in my opinion. Umeria has both types, with the 'escort' carriers being capital ships effectively welded to the battleline, while the 'strategic' carriers wind up being multirole workhorses. Tiny workhorses...
That looks good on paper, but I think that fighters in combat in SDNW4 are actually massively overrated. Let's take RogueIce's $1 gunboats, for example. This isn't TGG where strike craft carried heavy cap-ship killer missiles. A $1 gunboat will be still limited to $2 worth of weapons it can carry. It won't be able to carry heavy capital-grade energy weapons or torpedoes that will threaten the biggest ships. It will carry a smaller, shorter ranged antiship weapon and will have to rely on overwhelming the enemy's shields enmasse. The problem is, with the combat distances we're talking about, a modern force from a major power with a proper escort screen will eat up fighter swarms like candy, since most heavy ship weapons can be reconfigured for anti-fighter role AND have a longer range. By the time an unsupported fighter swarm will enter engagement range, it will already be at a fraction of its efficiency and fail to do a lot of damage. To be effective, you need really huge swarms of fighters, probably outnumbering the target at least 2-1 points-wise.Master_Baerne wrote:I'd think what you wind up with is a flexible ship that can be, for many intents and purposes, in two places at once. A 300-point dreadnought/carrier hybrid with 50 points of fighters is basically a 250-point dreadnought that can send 100 points of combat power off to do something entirely different, while still leaving the dreadnought itself fully capable of fighting. The same cannot be said of a full carrier - and doesn't any ship that depends on not being shot at have something rather intensely wrong with it?
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.RogueIce wrote:Nitpick, but it has 200-point power. Hybrid ships take the carrier capacity and double that to figure out what is lost in pure combat power (otherwise, your 300-point hybrid ends up with 350-points of total punch).Master_Baerne wrote:I'd think what you wind up with is a flexible ship that can be, for many intents and purposes, in two places at once. A 300-point dreadnought/carrier hybrid with 50 points of fighters is basically a 250-point dreadnought that can send 100 points of combat power off to do something entirely different, while still leaving the dreadnought itself fully capable of fighting. The same cannot be said of a full carrier - and doesn't any ship that depends on not being shot at have something rather intensely wrong with it?
Says who?fgalkin wrote:That looks good on paper, but I think that fighters in combat in SDNW4 are actually massively overrated. Let's take RogueIce's $1 gunboats, for example. This isn't TGG where strike craft carried heavy cap-ship killer missiles.
Again, this is nonsense, and there is no meaningful support for it in the material anyone's written, in the letter of the rules, or the spirit of the rules.The problem is, with the combat distances we're talking about, a modern force from a major power with a proper escort screen will eat up fighter swarms like candy, since most heavy ship weapons can be reconfigured for anti-fighter role AND have a longer range. By the time an unsupported fighter swarm will enter engagement range, it will already be at a fraction of its efficiency and fail to do a lot of damage. To be effective, you need really huge swarms of fighters, probably outnumbering the target at least 2-1 points-wise.
Except what the rules actually say is "A Hull size's carrying capacity is equivalent to half its cost," NOT that 2 points of hull carry 1 point of fighters. Again, fighters are not included in the hull cost, so a $300 hybrid costs $300 for the hull, and $50 for the fighter complement, since those don't come free. So, it actually costs you $350 and does 350 points of damage.Kartr_Kana wrote:Everyone gets confused at this point and I'm not sure why. You can carry half the point value specified so $2 of hull is worth $1 of fighters/gunboats. Fighters and Gunboats are worth twice their value in combat so $1 worth of fighters is $2 worth of combat value. This means that if you take that $300 hybrid and it has $50 worth of fighters then the pure combat capability of the ship is $200 + $50x2 = $300.
F(x)=total cost of ship and the combat capability including fighter complement.
F(x)=Y+2(x) where Y is the pure combat capability and X is the value of fighters you want to carry.
I hope I'm being clearer than mud.
But there is an inherent limit to how much a $1 gunboat can carry. It cannot, for example, carry the beam armament of a $40 destroyer, or the heavy missile armament of same. Anything it carries will be limited by the size of the gunboat, its carrying capacity and power output. What this means is that strikecraft weapons inherently have a shorter range. Hell, unless I'm gravely mistaken you even wrote something like that yourself in Hawk's Nest (unless those fighters and gunboats were engaging at warship ranges.....).Simon_Jester wrote:Says who?fgalkin wrote:That looks good on paper, but I think that fighters in combat in SDNW4 are actually massively overrated. Let's take RogueIce's $1 gunboats, for example. This isn't TGG where strike craft carried heavy cap-ship killer missiles.
Small craft suited for the strike role are perfectly capable of carrying antiship missiles.
Now, you can argue (as I do) that unless you go well out of your way to design high-quality missiles you wind up having to throw antiship missiles in overwhelming quantity. Which, yes, requires a lot of launch platforms... but where did you get the notion that this is somehow impractical?
It's ridiculous to argue that a 1$ gunboat is 'overrated' because, operating alone, it cannot kill a 300$ battleship. The battleship should not be compared to the gunboat. It should be compared to the full gunboat complement of a 300$ carrier. While one 1$ gunboat will not destroy a battleship by firing its limited ordnance or beam weapons, 150 such gunboats are an entirely different matter.
Note that I said "against a properly escorted modern navy." 150 gunboats may well overwhelm a $300 battleship's point defense. But, were they facing, say, 10 $30 frigattes and it might well be a different story. I am not disputing that fighters can and will damage warships of comparable point value. What I'm saying is that in a modern battlefield against a competent enemy with technological parity, they will rarely have a chance to.
You're explicitly contradicting both the spirit of the point system (units of equal cost have comparable combat performance) and material already written in story thread featuring carrier-launched strike formations performing quite well, when pitted against starship forces of comparable point value.
I would argue that strike craft represent their own category, since their attack values are higher than their defense values, and their inherent design limitations place them at a relative disadvantage. Other than that, I am in complete agreement, and as I've said above, I fully agree that strike craft can and will achieve kills against warships if they achieve point-defense saturation. What I'm saying is that they might have trouble doing that. It's a doctrinal issue, not a points or rules one.
When an undersized small craft element attacks a fleet it gets squashed at long range, or simply fails to do any damage. When a properly sized small craft element attacks a fleet it can count on achieving point defense saturation and causing very serious damage. How is that different from fleets of full-up starships?
You could equally well say 40$ destroyers are useless because you need about twelve to fourteen of them to be confident of killing one 400$ battleship. Send one destroyer to attack one battleship and it goes bang very quickly; that proves nothing about the relative utility of destroyers and battleships.
The trick is that if Player A is bringing enough fighters to the battlefield (pitting 500 points of carriers against 500 points of cruisers, not 250 points of carriers against 500 points of cruisers), this goes away.Master_Baerne wrote:Probably the confusing bit of the fighter rules is the sheer number of twices and halfs in the explanation - that's what got me, I know. As I recall from the planning thread, we didn't have to pay for game-start fighter complements but replacements cost us, which certainly added to the confusion. Anyway, thanks for explaining it, Kartr.
Simon has a good point (which I should really be getting used to) about missiles and fighters being largely interchangable, except that fighters actually cost money and suffer from attrition to a much more obvious degree. This strikes me as something of a problem: Fighters really don't work, at least in a long war - If Player A has to pay for replacement fighter swarms but Player B doesn't have to pay for the missiles that killed them all from way out of range, Player B has a vast advantage in a war of attrition. Fortunately, we all seem prepared to throw numbers out the airlock in service to storytelling, but this could become an issue at some point.
Yep. But it can carry, for example, a few ALBM-sized antiship torpedos like some of the variants of my Mk. IV 'Cantaloupe'... the same ones that blow holes in battleships if they can get into attack range.fgalkin wrote:But there is an inherent limit to how much a $1 gunboat can carry. It cannot, for example, carry the beam armament of a $40 destroyer, or the heavy missile armament of same.
The rules pretty much require that anyone who employs carriers have solved the doctrinal issues implicit in using them. The Umerians and Centrality have, for instance, as illustrated by the role played by the cutter/gunship forces at the Battle of Hawk's Nest.Note that I said "against a properly escorted modern navy." 150 gunboats may well overwhelm a $300 battleship's point defense. But, were they facing, say, 10 $30 frigattes and it might well be a different story.Nope.
If you have a 300$ battleship (with poor point defense for its tonnage) escorted by 10 30$ frigates (with good point defense for their tonnage), what you have is one 600$ battlefleet (with no better point defense for its aggregate tonnage than normal).
When confronted with the combined carrier wings of 600$ worth of carriers, you can confidently expect this battlefleet to take a lot of damage, while dishing out a lot of damage to the carriers' small craft (and/or the carriers themselves). But it will be a roughly equal battle... because both sides' battlefleets are worth 600 points. It really is that simple.
I would argue that strike craft represent their own category, since their attack values are higher than their defense values, and their inherent design limitations place them at a relative disadvantage. Other than that, I am in complete agreement, and as I've said above, I fully agree that strike craft can and will achieve kills against warships if they achieve point-defense saturation. What I'm saying is that they might have trouble doing that. It's a doctrinal issue, not a points or rules one.