Mica Goldstone
A lot of the fun in Phoenix is the prospect of space combat, gunning your ship or squadron at another.
The problem being faced by the game at the moment, enflamed by the hyper drive is that there is no point in sending in anything less than everything you have.
The game mechanics heavily support weight in numbers. If three ships can take out one ship in three days, send in nine and deal with the task in one day.
While to a large degree a sensible approach, it makes the game a little dull in that there is little in the way of skirmishes and quite simply overkill rules.


I believe (though may not be in a majority dry.gif ) that players want more skirmishes and less 'all or nothing' encounters. Essentially players do not want uber fleets in the game.

A simple way to do this is the 'bomb' mechanism. This mechanism presumes that an explosion caused by an exploding ship will be sufficient to pose a threat to nearby ships. The damage delivered is based on the hull type and size of ship exploding. The damage however is applied to all (or some proportion) of engaging ships.
Example: 3 ships engage 1 and destroy it (delivering 20k damage). This then deals damage to the three ships (5k apiece). None of the ships are destroyed and overall this is considered a successful operation.
If however 10 ships engage 1 ship (quite common nowadays). They destroy it but in the process each takes 5k the result is in fact a net loss by the stompers.

Stationing 50 ships in one location is just begging for Captain Martyr to pay you a visit.

Obviously the idea needs refining but there is no point in doing so if players instinctively hate it biggrin.gif

We are also open to other suggestions.
brian kreiser
The uber fleet problem is not solved in this manner. This would force affs to spread out fleets in order to avoid a captain martyr paying a visit everyday and inflicting damage to lots of ships.
The cost in patches would be scary if you have a fleet of 100's of ships stationed somewhere and captain martyr did pay a visit.
I would expect captains to be able to stay clear of explosion, when they engage an enemy. I would otherwise send them back to the space academy for proper training if they can't stay clear of exploding ships.

The uber fleet problem is solved imho by lowering the range of fleets and the proposed changes that is related to how damage is distributed will make hyper drives easier to destroy. This would lower the range to half of what it is today, so it would take more planing and risk to engage the enemy deep within their own teritory.

Brian, DTR
Gandolph
Brian, DTR [/QUOTE]
QUOTE
This would lower the range to half of what it is today, so it would take more planing and risk to engage the enemy deep within their own teritory.


does this not make it more realistic then?

i would have thought half of the enjoyment is the risk, not sitting in the orbit of your fortress and only going to battles with overwhelming forces because you know for sure you will win????

wheres the skill in that................... unsure.gif


obviously theres a problem, when i joined i can remember Mica saying, oh yes. HH ships are designed to be in battle for days and the program has shown that 1 HH ship outnumbered 2-1 would take 5 days to blow up etc etc, but this will never happen due to the uber fleet system. ( i wonder why everything that means total destruction ends up with a germanic sound)

anyway, what ever decision is made its not going to an easy one.

one possible theory is to make jumping more expensive if carried out on the same turn, someone bought this up a while back. Basically a hyperdrive or QJJ can jump every day for 50 tus. but if they attempt more than 1 jump today then the second jump is 100 tus and the 3rd is 100tus. this means that if you have 300 tus and are sat with your pipe and slippers at your HQ, you cant be expected to be in the farthest reaches of enemy territory the next day. but you can move everyday for 50tus, this in effect allows skirmishing to a degree.

im not sure if this would solve the problem it would have to be thought about a bit more
Avatar
I hate the idea! Imagine a one way battle in which the attacking ships defences take out everything sent their way, but after perfect win they all go home damaged because of the final explosion! Lame...we'll end up with people not going all the way and retargetting before actually destroying the enemy so that they can keep more "intact" warships and leaing the mopping up for last. That's what I'd do

If LoS is already introduced how about introducing something similar on ships formations. The 200th ship in the back of the row has a serious problem finding a fire solution that doesn't involved shoothing through ships 50th to 74th. Even guided warheads need space to manouvre.

Another option is to have the officers do their job. An Admiral can't be expected to keep a perfect track of the whole uberfleet. Parts of it are left uncoordinated or put on reserve. This will mean that only a given amount of warships effectively engages the enemy.
ptb
I don't really like the bomb mechanism, not only because it feels artifical but because it will lead to bad situations in small 1-1 or 2-1 ship combats in that these vessels, damaged that they probably are, will also explode and so you get a chain reactions. However if you send your 100-1 ships in, so okay you take a lot of damage but the chances of losing ships in a chain reaction are minimal becuase you just won't have taken that much damage.

I do however agree that uber fleets are a bad thing for any game, as it's just no fun, not even for the person running it after the first battle or two.
Andy
If a captain was stupid enough to get that close to a ship being destroyed they deserve everything they get. Realisitically I cannot see how a captain of a warship would get that close to be in the firing line of debris, space is big. The weaponary fires over long ranges.

This will drive everything back to patch production again. It's bad enough just maintaining the things, add to that the normal damage you receive in combat and it's already an astronomical number of patches and production.

Now the suggestion is to add even more damage when you have not even been fired at. 5000MU damage is horrendous. No I can't go for this idea.

What I can go for after some serious thought is to implement the original suggestion to make the ship items change their surface aread depending on their location within the ship ie make Hyper / quantum jump drives more vulnerable.

This will mean at the very least that fleets of ships will not be able to respond to strikes as fast as before and as such will probably create more skirmishes.

Can we not implement one idea at a time and see what happens.
Ted
I think the bomb idea has merits but needs a little tinkering! biggrin.gif

A fleet of ships enaging a target will still be a fair distance from that target so shouldn't be hit from flying debris if a target explodes.
So how about this?
A fleet working together should be in fairly close proximity to each other for support/defend purposes.
So if any of them get hit in combat and bits start flying all of the place the others start taking a bit of collateral damage.A chunk of armour,hull or piece of equipment moving at high speed will make a nasty dent in anything it come into contact with.

Say a ship takes 2000 Mus of damage in a round.Nearby ships will have a small chance of taking a percentage of that in collateral damage.

A bit complicated maybe,but more realistic. smile.gif
Frabby
I instinctively hate the bomb idea.

But I also have a better (I think) proposal:
Space is big. ISR maneuvering can be pretty random, and the ships of a fleet are sometimes stretched over quite huge distances in the system. Considering that space weaponry is extremely short-range compared to ISR movement and that overlapping ISR fields tend to cancel each other out (pinning), it is unlikely that 100 ships can converge on a single target in a given battle.

Imagine a barfight: How do 100 guys manage to hit 1 other guy at the same time? Well they simply don't. There is only so much room around the "target".

What Mica really wants (don't you? :-) ) is a limited number of attack vectors within weapon/sensor range, so that each position can only be attacked by a certain number of other positions and only attack one of these in return. This will make swarming impossible.

Problems to be considered:

1. Platforms become invincible.
Perhaps stationary positions should have unlimited attack vectors. Alternatively, put a penalty on targeting from other vectors (-9 or something) so that stationary targets can still be attacked by significantly more positions that moving ships.

2. Larger ships become much more powerful and the original Phoenix concept that larger numbers of smaller ships can offset the advantage of larger ships is lost.

3. How do space fighters fit in?
Andy
QUOTE (Gandolph @ Mar 4 2005, 10:33 AM)
one possible theory is to make jumping more expensive if carried out on the same turn, someone bought this up a while back. Basically a hyperdrive or QJJ can jump every day for 50 tus. but if they attempt more than 1 jump today then the second jump is 100 tus and the 3rd is 100tus. this means that if you have 300 tus and are sat with your pipe and slippers at your HQ, you cant be expected to be in the farthest reaches of enemy territory the next day. but you can move everyday for 50tus, this in effect allows skirmishing to a degree.

Alternatively only allow ships to save 60TU - 1 day- unless there are stacked orders with the "Wait for TU" order. This will make it a real time realisitc game. This will make it very difficult to respond to threats and will create skirmishes as no-one will commit a fleet deep into enemy territory.

Platforms for defence will need to be built to defend home systems against an uber fleet attack while the skirmish squads are away looking for targets.

Cargo ships are constantly run all the time so should have stacked orders set for them.
Mica Goldstone
QUOTE
A simple way to do this is the 'bomb' mechanism

Bad idea, sack it laugh.gif

Another idea was to make jump engines explosive - we've all seen Star Trek warp core shennanigans.
The original description (BSE) of the hyper drive stated that it was unstable so giving it a hefty explosive damage is perfectly in line with its design.
We could even have explosive damage for all JD's just base it on an exponential value of its size - making the big ones very scary.
Fast response fleets may even jettison them prior to entering combat!

Another idea was to have ships flagged as combat ready or not. No idea what sort of mechanism to use, but if bringing weapon systems other than point defence on line took all available TU's, or X TU's per day to keep weapon systems on line we effectively slow fleets down, e.g. a warship running while combat ready has 50TU's per day with a max of 150 per week while a surprised fleet would suddenly have zero TU's as it upgraded to battle stations.

Combining layered defence, explosive jump drives and battle ready we have cumbersome warfleets with limited range.

Feel free to shoot these suggestions down in flames. laugh.gif
Rich Farry
QUOTE (Andy @ Mar 4 2005, 11:35 AM)
Alternatively only allow ships to save 60TU - 1 day- unless there are stacked orders with the "Wait for TU" order.  This will make it a real time realisitc game.  This will make it very difficult to respond to threats and will create skirmishes as no-one will commit a fleet deep into enemy territory.

This would increase the time required to generate turns, the number of turn reports sent/recieved and the amount of 'babysitting' required to ensure a position's orders are running as intended. Currently if I am low on time I can save 300TUs and do a whole bunch of things at once, and just have one turn to check that everything worked okay. With 60TUs whilst doing something signifigant I would have to check my turns everyday to ensure everything is okay.

These are all bad things for those who do not wish to invest more time and effort in the game and I feel would discourage new players.

Thomas Franz
This would make the whole combat side of the game pointless.

If you want skirmishes then don't use capital warships.

It is not forbidden to use tactics or diplomacy in the game.




Thomas
Garg
perhaps this is where you could really put in the different officer levels again along with fleets.

Like Admiral in a fleet allow a fleet of what 36 ships, so that is how much can be in a battle at one point, all remaining ships there will be put into reserve, so if some ships go boom, or breaks etc, retreats each round, then can reserve ships be called in.

Even if you have a lesser rank to run a fleet, like major can perhaps run just 12, then would this still cause less battles and if you could have a Admiral appear next day, then would he take over command.

If that is possible to program, then would it simulate perhaps a bit more of what RL warfare would see. The reason for max ships is due to how much a admiral can command around at once. Battles could also happen in other space rings
Romanov
Eliminating individual ships on enemy lists, would correct the problem to an extent. The ability to target preference of carrier, capital will give multiple choices but prevent 20-1 battles.

Alternatively what we need is a game of battleships smile.gif

Each ship needs to define a battle grid location A-J, 1-10 as a standing order.

When a battle is joined you target the nearest ships in the battle grid which match your target preference. For each sector further than the nearest enemy ship to your position the damage is reduced (20-30%), this reflects your inability to narrow the range of fire (less reductions for space fighters). Only ships in the same grid can screen each other but this is automatic (if selected) rather than selecting an individual ship.

So Enemy A attacks Enemy B

B has placed his carriers and screening ships in one grid and surrounds the carriers with two sectors worth of other ships. Enemy A has spread his fleet out over the entire grid targeting carriers.

Most of Enemy A ships face penalties to hit the carriers.
Gandolph
another idea, simple yet effective,

it would allow someone to have s small battle and not have to rely on massive escalation of the system

Pinning ships at the end of a days battle is REMOVED, everything can move next day. you still need your tractor beams to pin for the combat or be faster to engage etc.

this would mean i dont have to send my uber fleet i can send a few and move away again, every battle doesnt then escalate out of all proportion.

then i suppose the hyper drives can stay as it is as it wouldbt be the problem it currently is? maybe
FLZPD
QUOTE (Mica Goldstone @ Mar 4 2005, 11:50 AM)
Combining layered defence, explosive jump drives and battle ready we have cumbersome warfleets with limited range.

Feel free to shoot these suggestions down in flames.  laugh.gif

Is the exploding JD the same idea as the bomb one? The other ideas will affect all ships the same - so wont penalise uber fleets any more than it does smaller fleets. Anti-combat, rather than anti-fleet.

Could not a simple solution be to modify the damage, accuracy, etc done, based on the number of ships in the battle? Say, because so many ISR engines destabilise space.

it also keeps the results fluid, as its based on the total ships present from both sides - do you bring 50 ships to a battle and cause spacial flux and get thrashed, or bring less ships and be able to do more damage, etc.

Mark
FLZPD
QUOTE (FLZPD @ Mar 4 2005, 12:49 PM)
Could not a simple solution be to modify the damage, accuracy, etc done, based on the number of ships in the battle? Say, because so many ISR engines destabilise space.

Since all movement is based on ISR (whether jump drives, thrust engines, or ISR engines) then they could all have a different modifier on how space is de-stabilised; so even a small fleet all with Hyper drives (or all high speed, etc) would cause the same damage as a larger, far slower fleet would.

So it still allows some flexibility in approach - big, slow fleets, small fast response fleets, etc.

Mark
Romanov
May be we just should have a combat effciency modifier based on the number of each ships in the fleet (how this is defined with multiple affiliations is harder)

for example

Max combat efficiency - (x/20) squared

so 100 ships gives 75% combat efficiency for all the ships. Anything above 100 ships gives an almost imposible combat efficiency. Max combat efficiency can be increased above 100% but that requires more crew/more cost/new tech but it does offer a choice.

Its an artifical method but this is a game.
Guest
QUOTE (Rich Farry @ Mar 4 2005, 11:50 AM)
QUOTE (Andy @ Mar 4 2005, 11:35 AM)
Alternatively only allow ships to save 60TU - 1 day- unless there are stacked orders with the "Wait for TU" order.  This will make it a real time realisitc game.  This will make it very difficult to respond to threats and will create skirmishes as no-one will commit a fleet deep into enemy territory.

This would increase the time required to generate turns, the number of turn reports sent/recieved and the amount of 'babysitting' required to ensure a position's orders are running as intended. Currently if I am low on time I can save 300TUs and do a whole bunch of things at once, and just have one turn to check that everything worked okay. With 60TUs whilst doing something signifigant I would have to check my turns everyday to ensure everything is okay.

These are all bad things for those who do not wish to invest more time and effort in the game and I feel would discourage new players.

All you would have to do for a cargo ship is enter "Wait for TU - 250" just as you do now, or at least I do. I save the cargo runs I do most frequently and then load them up with the correct Wait for TU orders in. Saves loads of time. Some ships I don't look at for weeks. This would not change.

Warships I agree need to be reviewed daily if a battle is taking place. But then you would be doing that anyway so I don't see the difference

Andy
Andy
QUOTE (Romanov @ Mar 4 2005, 01:35 PM)
May be we just should have a combat effciency modifier based on the number of each ships in the fleet (how this is defined with multiple affiliations is harder)

for example

Max combat efficiency - (x/20) squared

so 100 ships gives 75% combat efficiency for all the ships. Anything above 100 ships gives an almost imposible combat efficiency. Max combat efficiency can be increased above 100% but that requires more crew/more cost/new tech but it does offer a choice.

Its an artifical method but this is a game.

will that not mean that the rce for larger faster ships will escalate out of control to get a fleet of 100 300 hull warships. Still uber fleet - you will just have more than one uber fleet attacking different locations
Romanov
Make the equation based on hulls then

Nic
Andy
QUOTE (Mica Goldstone @ Mar 4 2005, 11:50 AM)
Another idea was to make jump engines explosive - we've all seen Star Trek warp core shennanigans.
The original description (BSE) of the hyper drive stated that it was unstable so giving it a hefty explosive damage is perfectly in line with its design.
We could even have explosive damage for all JD's just base it on an exponential value of its size - making the big ones very scary.
Fast response fleets may even jettison them prior to entering combat!

Another idea was to have ships flagged as combat ready or not. No idea what sort of mechanism to use, but if bringing weapon systems other than point defence on line took all available TU's, or X TU's per day to keep weapon systems on line we effectively slow fleets down, e.g. a warship running while combat ready has 50TU's per day with a max of 150 per week while a surprised fleet would suddenly have zero TU's as it upgraded to battle stations.

Combining layered defence, explosive jump drives and battle ready we have cumbersome warfleets with limited range.

Feel free to shoot these suggestions down in flames. laugh.gif

I like the idea of explosive jump drives but i think they need to relate to the amount of pulac in the drive itself as that is the explosive element. All other items with pulac in must be made explosive as well though.

Jump drives have 5mu pulac. Pulac does 5MU damage so 25MU damage. Hypers have 39Mu damage so 195MU damage if they blow. Not scary but painful none the less.

Either the suggestion to make jump drives explosive or increasing their surface area is fine by me, but not both. The surface area one makes the most sense to me.

Battle ready suggestion : Are you saying that warships will be capped at 150Tu per week? If yes then this is a good idea to limit the warships range. I also like the battle readyness option but I think it places the defending fleet at too big a disadvantage. All warships should be able to keep Battle readiness to on whether defendng or attacking but the time to Recreation should be reduced to 25 weeks from 30. This will also limit battle ready fleets as recreation will come round sooner.

Summary :

1. Hyper / quantum drive issue - explosive damage or increased surface area - not both - increased surface area in preference.
2. 150TU cap for warships with battle readiness option and quicker time to recreation,

Andy
Andy
QUOTE (Romanov @ Mar 4 2005, 01:57 PM)
Make the equation based on hulls then

Nic

Like it much better on hulls

Perhaps the combat efficiency can be adjusted up or down by an admiral type position. You would need 1 admiral per 20 ships?

Andy
ptb
Who was it that mentioned the thing about clearing tus whenever you get in combat? that would solve half these problems as uber fleets just couldn't react fast enough to be useful.

All you have left is the problem that an uber fleet can attack anywhere in a single day, and although you could avoid that by not having any tu store (and doing everything with pending orders and % done on the order) i have a feeling that wouldn't be popular tongue.gif
Andy
Mica suggested 150TU TU store which I think is reasonable
Thomas Franz
when hypers are not an option for ordinary warships then I do not see a reason to change anything with the current TU storage system or jump system.

a fleet will nearly always need some ISR movement to get to a battle location or target. This means it can jump 2 times on normal JEs, which is not much on the current gameboard.
Everybody seems to forget that when a fleet uses up all TUs to get into battle it wont be able to get away for two days, and it will take a week to get back to where it was, and then it does not have any TUs again for another week to react to something else. This means if a decoy is properly planned and executed it is possible to get a fleet away from a location within its scope for two weeks!


Thomas
Dan Reed
QUOTE (Frabby @ Mar 4 2005, 11:30 AM)
I instinctively hate the bomb idea.

But I also have a better (I think) proposal:
Space is big. ISR maneuvering can be pretty random, and the ships of a fleet are sometimes stretched over quite huge distances in the system. Considering that space weaponry is extremely short-range compared to ISR movement and that overlapping ISR fields tend to cancel each other out (pinning), it is unlikely that 100 ships can converge on a single target in a given battle.

Imagine a barfight: How do 100 guys manage to hit 1 other guy at the same time? Well they simply don't. There is only so much room around the "target".

What Mica really wants (don't you? :-) ) is a limited number of attack vectors within weapon/sensor range, so that each position can only be attacked by a certain number of other positions and only attack one of these in return. This will make swarming impossible.

Problems to be considered:

1. Platforms become invincible.
Perhaps stationary positions should have unlimited attack vectors. Alternatively, put a penalty on targeting from other vectors (-9 or something) so that stationary targets can still be attacked by significantly more positions that moving ships.

2. Larger ships become much more powerful and the original Phoenix concept that larger numbers of smaller ships can offset the advantage of larger ships is lost.

3. How do space fighters fit in?

Much of the issues with this approach can be countered by making the function related to the target silhouette or surface area of the position in some way. Large platforms, bases etc. can be hit by more attackers, as there is more to hit.

It would mean that larger ships can be hit by more - but equally larger ships only take up one "slot" when attacking too. If the balance was right (ie. the formula) then I don't see it affecting the "small ships Vs Large ships" issue. Space fighters fit in with missiles, torps etc. - you could treat them in exactly the same way, one launch pad.

I don't think it should be a hard limit though - it should be a deterioration in offensive efficiency (not defensive) a bit like the 10% drop for mines etc., although I don't think a linear reationship like the 10% drop would work quite so well

One other point though - You should still be allowed to hit as many targets as you want, otherwise a starbase would only be able to hit one opponent at a time...

Dan
Avatar
Make it based on nº of ships per surface area of the hull types.

Imagine the SW ISSD Executor. Though much larger than the "normal" star destroyers it's very sleak and covers the LoS of only those directly behind it.


If you check any digfight record you'll notice that the kill rate is much lower on large engagements because pilots spend much more time making sure they're not being targetted. That's the dropdown rate we're looking for.

The bomb idea just doesn't work, because it hurts ubers and much as tiny fleets and besides a 100 ship fleet destroying 1 ship and getting 100 or a good proportion damaged because the engine core was destroyed isn't..."realistic"?
Guest_Howellers
How about:

Any hyperdrive installed on a vessel limits its max combat efficiency to around 60%.

So yes you can have you fast response fleet.. but they might get their asses handed to them.

HPSimms
As someone who would like his uber fleet to be more uiberish wink.gif I do not like this concept (Mica message 1).

Space is a big place - or so I have been told when complaining about the ineficiency of sensors - also there is almost nothing much there so explosions do not produce shock waves. The only risk to nearby ships would be debris, and if shields and point defence can fend off missiles or torpedoes they should be able to handle some flying scrap. Since you do not go up to an enemy ship and poke it with a pointy stick I assume that engagements are at ranges measured in 10s to 100s of kilometers, or more. Carriers would be even further away as their SF's take a full round of battle to launch and get to the target.

My vote is to forget it.

Geoff
David Bethel
Stupid what would happen if we increase the number of rounds of space combat on one day ? From a programing view point this is relatively easy to do but what would the effects be.
Jerusalem
Personally I don't mind uber-fleets. I think it models the state of naval warfare that existed during the world wars, with fleets-in-being nervously hanging around their home bases, probing around each other, searching, and occasionally bringing each other to massive clashing battle.

And I think we do see some skirmishing. And we'll probably see more as more ships are brought on-line.

Anyways, just to express my opinion, personally I like the way combat is at the moment, and I'm not really sold on any of the suggestions herein.

I'm ~particularly~ not sold on the concept of reducing TUs available for ships, simply becuase I do not have the time to sit down and do turns every single day. I like being able to save up 300TUs, and be able to do a bunch of stuff at once.

Any strategy game is going to be susceptible to the Command And Conquer Tank Rush (building a huge number of units, massing them, and unleashing them in one uber-attack). I guess one way to stop that might be to make it so as the bigger the number of warships operating in one battle, the less efficiently they operate. Which, I concede, would model real-life to an extent, in that the bigger the battle, the greater the confusion.
Garg
well the uber fleets, only really exist, because no one wanted realism in phoenix smile.gif

But really the numbers of ships in a fleet and size of the ships do cause logistical problems, just look at today´s fleets, even if they could be lumped in together, the fleets tends to operate in smaller groups, which they know can be managed without the ships getting in each others way.

So a penalty for running too many ships togehter i think is best option, as Nic have wrote about earlier.
Sjaak
QUOTE (Rich Farry @ Mar 4 2005, 11:50 AM)
QUOTE (Andy @ Mar 4 2005, 11:35 AM)
Alternatively only allow ships to save 60TU - 1 day- unless there are stacked orders with the "Wait for TU" order.  This will make it a real time realisitc game.  This will make it very difficult to respond to threats and will create skirmishes as no-one will commit a fleet deep into enemy territory.

This would increase the time required to generate turns, the number of turn reports sent/recieved and the amount of 'babysitting' required to ensure a position's orders are running as intended. Currently if I am low on time I can save 300TUs and do a whole bunch of things at once, and just have one turn to check that everything worked okay. With 60TUs whilst doing something signifigant I would have to check my turns everyday to ensure everything is okay.

These are all bad things for those who do not wish to invest more time and effort in the game and I feel would discourage new players.

It also makes boarding too powerfull and it will kill the trader.

At this moment, I move most of my ships from base to base, but thats only because I can save up TU's. If I won't be allow to save up tu's I will have to kill my smaller ships, deploy loads of marines on my surviving ships just to fend off those pirate atttacks.

And how is an 200 tus jump ship with low effeciency supposed to move??

Anyway, this idea was shot down an couple of weeks ago..
FLZPD
QUOTE (Romanov @ Mar 4 2005, 01:57 PM)
Make the equation based on hulls then

Nic

Will this formula not simply mean that 100 ships (or 10,000 hulls) becomes the standard fleet size, giving the maximum potential you can achieve. It will make combat very boring if all fleets have the same number of ships/hulls.

Mark
Ro'a-lith
QUOTE (David Bethel @ Mar 5 2005, 12:22 PM)
Stupid what would happen if we increase the number of rounds of space combat on one day ? From a programing view point this is relatively easy to do but what would the effects be.

This actually sounds like a good idea to me, although repurcussions of course in terms of ship configurations, a lot of people having designed their ships around 4 round/day combat.

Wouldn't affect the trader, and even adds more possibilities for skirmishing to the game - some people may only choose to hang around for 5 rounds of a 10-round/day combat, for eg.
MasterTrader
QUOTE (FLZPD @ Mar 5 2005, 04:59 PM)
QUOTE (Romanov @ Mar 4 2005, 01:57 PM)
Make the equation based on hulls then

Nic

Will this formula not simply mean that 100 ships (or 10,000 hulls) becomes the standard fleet size, giving the maximum potential you can achieve. It will make combat very boring if all fleets have the same number of ships/hulls.

Presumably the efficiency drop should be a function of the size of the opposing fleet as well. If you are facing 100 ships, you will have a lot more room for targeting than if you are facing 10 ships. So while 100 ships, say, may be the optimum size for taking on an opposing fleet of 50 vessels of the same size, it would not necessarily be the optimum size for taking on a fleet of 80 vessels. Thus there would still be reasons for operating fleets of a variety of sizes.

Richard
AFT
Gandolph
QUOTE
It also makes boarding too powerfull and it will kill the trader.

At this moment, I move most of my ships from base to base, but thats only because I can save up TU's. If I won't be allow to save up tu's I will have to kill my smaller ships, deploy loads of marines on my surviving ships just to fend off those pirate atttacks.


but in turn by doing what your saying here and allowing unlimited,unrestricted and easy transport, for all ship types, merchant or otherwise, this area of the game is totally removed???

what your saying is, you want all your ships to move from the equivelent of Liverpool to Canada in a day so you dont have to worry about the wolfpacks.......... ( i know im using another world war analogy but some one has to biggrin.gif )

there are differing views on how this should go, as you can see, i think micas original idea of layered damage and potential loss of drives is probably the only way, it means those that have the drives at the minute still keep their advantage, but in the long term after continuing battles they may start to lose drives and consequently come down to the rest of us/you.
Garg
well there is one bit that those who are not used to being merchants dont tend to look at, just how long does it take, to earn a profit from a new ship?

If this suggestion was to happen, then would transport of less valuable unique or even common goods nolonger be an option, because if you buy a 75 light at 100k and you pay wages per week, then you need to be able to earn 100k surpluss, for the ship to just break even, will not happen if merchantships are too easy to make hits on.

so the wolfpacks as you refer too, can hit you each day, then how will you ever earn this amount to make it worth trading? smile.gif
Sjaak
QUOTE (Gandolph @ Mar 6 2005, 11:22 AM)
but in turn by doing what your saying here and allowing unlimited,unrestricted and easy transport, for all ship types, merchant or otherwise, this area of the game is totally removed???

what your saying is, you want all your ships to move from the equivelent of Liverpool to Canada in a day so you dont have to worry about the wolfpacks.......... ( i know im using another world war analogy but some one has to biggrin.gif  )

We have already seen the massive losses Pirate Large can deliver.. losses, which if you look at the base value of the ships are so big that in normal situations the player would go bankrupt. I don't know about you, but replacing an 100 huller is an expensive thing. And due to the low profit margins, it will take months or even years before I can earn this amount back. Especially if you are concentrating on trade by buying and selling stuff.

If you can't move from base to base, because you can't save up enough TU"s then trade is going to change drastically. I will probably motball most (or maybe all) of my smaller ships and concentrade on my bigger vessels, vessels which are big enough to load enough marines to fend off boarding parties. This means smaller bases who don't produce enough uniques to make an big ship profitable will loose out...

I do think that Phoenix will change so much, that I will have to reconsider my entire strategy in running ships and bases and it will probably mean that most of my smaller bases will not be sustainable anymore.... I already see an tendencie to make bigger groups stronger and stronger at the expense of the smaller groups.. which is maybe good in the eyes of the strong military forces, but will turn phoenix in an 100% wargame.

People are now complaining that "Uber Fleets" are an problem, but "Uber Fleets" are helped out much by the new squadrons.. So, I suggest that deleting those squadrons might be an good idea.
CNF Jon Tenor
QUOTE (Sjaak @ Mar 6 2005, 05:30 PM)
People are now complaining that "Uber Fleets" are an problem, but "Uber Fleets" are helped out much by the new squadrons.. So, I suggest that deleting those squadrons might be an good idea.

That's just silly. Somebody will write a bulk order tool to replace them if it becomes a problem.
Sjaak
QUOTE (CNF Jon Tenor @ Mar 6 2005, 04:34 PM)
QUOTE (Sjaak @ Mar 6 2005, 05:30 PM)
People are now complaining that "Uber Fleets" are an problem, but "Uber Fleets" are helped out much by the new squadrons.. So, I suggest that deleting those squadrons might be an good idea.

That's just silly. Somebody will write a bulk order tool to replace them if it becomes a problem.

Okay..

An better idea to reduce the number of fleets in an "Uber Fleet'. Just limit the number of active warships an player can run to 10 per player.

This way you are sure you dont' have massive fleet roaming around and it also means that every player in your affliation will count as an truly resource of power. Ofcourse all affliation should be able to run at least an number of ships independently of the number of players.. so that smaller affls (with less players) still have an decent fighting chance.
Dan Reed
QUOTE (Sjaak @ Mar 6 2005, 05:50 PM)

Okay..

An better idea to reduce the number of fleets in an "Uber Fleet'. Just limit the number of active warships an player can run to 10 per player.

So what happens to the affs that have more than that already? or the affs that have one or two players running the fleet on behalf of others who want that fleet working for them but not run by themselves - I know several players who only like running warships, and others who only like running tradeships

And what happens if an aff is up to their limit, and a player drops from the game? The way to deal with uberfleets is to make it more sense to run things a different way, not a delete button...

sorry, but this idea (as it stands) is just unworkable ph34r.gif

Dan
Thali Rahm
Reading through this very interesting discussion I must say that the efficiency drop for large fleets sound like a reasonable solution to the problem. Another good solution is to limit the amount of ships that can vector in on a moving target and fire.

This would make an uber fleet unefficient to run compared to smaller fleets.

For example, say that a 100 ship fleet get a 20% penelty. This would make 80 ships as efficient as 100 ships. Running more than 100 would not be practical.

And by limiting the number of ships that can fire on a single target even a large fleet would get very unefficient against smaller squadrons. Most ships would just watch the front units do the shooting.

I do think that limiting tus that can be built up or increasing jump cost in tus is very bad ideas for reasons stated in earlier posts. It would damage trade and I don't think it will solve the problem of uber fleets.
Paul
surely the efficiency should be based on the ratio of ships fighting each other

100 vs 100 surely all can merrily blast away due to the abundance of targets

the limititations of the number of ships that can fire at single target doesn't seem realistic to me as I can easily imagine this.
in the 3d of space with ships moving about and manuevering to get the shot, making attack runs and moving away etc seems normal.

the 4 combat rounds are there as a mechanic as I'm sure they do not imply every ship fires at the exact same moment but just a segment in time.

again in this segment in time can 100 ships make attack runs on a single ship? ..I think yes.

I agree with the damage distribution ideas, the fact that empty space too has a chance of being hit. These are good solid ideas.

As for pirates I think the whole idea of pirates being able to catch a ship in transit needs a look at. If a pirate is to be bold enough to sit in a quadrant taking a chance that a patrol will not chance apon them then a freighter should become a target. You have your wolf pack lurking for an opputunity. Should they pick a sector with warships in the will be attacked as is the way now.
I think setting like the combat options should be available to be able to stop and board a cargo ship on a single day, rather than spot it and then try to move in and board it. Settings like check for escorts, type of freighter (last thing you will want is to board a troop ship) size etc.
If a player wants to jump around without escort then you take the risk, cargo ship designs might have to include fighter bays, offensive weapons to stop boarding etc. Players are too used to hulls + engines + lots of cargo space.
You talk about realism .. well this is it!


I just read this thread and feel that everytime somebody succeeds in accomplishing something they are beaten down by the masses who do not have.
Somebody decides to build their fleet of Imperial Star Destroyers to control the systems why are they punished? Good for them for putting the time and effort in.
It makes you wonder why you attemp to suceed, build something or research something.
Erik
Has anyone played Hearts of Iron II by Paradox? It's a war strategy computer game (WW2) which has solved the über fleet issue by reducing the efficiency of an attacker/defender if the number of divisions/squadrons/ships is above a limit imposed by the rank of the most senior ranking officer. Land, sea and air combat is treated differently, but in either situation, if you add more divisions to your attack, the added divisions above the limit have a severe efficiency penalty. My combat experience in Phoenix is almost non-existent, but I've played a lot of strategy games on the PC. The Hearts of Iron combat system is the best of them all. Perhaps we could draw inspiration from that game?

I can see an issue with how to define allies in a fight though, which has to be solved.

The efficiency of the fighter pilots during the Battle of Britain during WW2 reduced dramatically in furballs, since the pilots had to spend a large part of their attention keeping track of all fighters involved. And they had to keep track of friend or foe as well.

There are a lot of opportunities for added realism/strategy choices by introducing a efficiency drop system without necessarily harming those who have mastered the current system. Higher mark targeting computers and officer experience could reduce the penalties for example.

Altering the TUs for jumps etc would have a detrimental impact on traders/explorers as well, so I vote for a system that only affects combats, and provides an incentive for players to spread their fleets.

Cheers,

/Erik
AFT
running AFT Lausnaff & Lausnaff Enterprises.
Dan Reed
QUOTE (Paul @ Mar 6 2005, 07:04 PM)
I just read this thread and feel that everytime somebody succeeds in accomplishing something they are beaten down by the masses who do not have.
Somebody decides to build their fleet of Imperial Star Destroyers to control the systems why are they punished? Good for them for putting the time and effort in.
It makes you wonder why you attemp to suceed, build something or research something.

While it can often seem that way, I think the things Mica and David are looking for/concerned about with this kind of thread are the parts of the game where there is only one succesful strategy - like the photon gun was in BSE, the "uber-weapon" as far as the majority of us were concerned. It is rapidly becoming the case that the uber-fleet is "the" tactic to use... it's being used extensively in the "Human" wars - and the Consortium did it in Crusade too (to an extent). That in itself can't be good for the long-term survivability of the game.

Even in the vastness of space, there would be a physical limit to the ability to control a huge number of different combat units. yes, you could argue that 100 ships is not enough to put a limit on, but could you say that for 1000? 10,000? sooner or later we WILL get to that point, even with the changes to shipbuilding a while back.

The idea of reducing efficiency based on size of fleet, relative size of fleet or relative number of attackers against a ship are measures that try to deal with this to a degree...there are many, many more - for example giving a heavily outnumbered ship a better chance to hit enemies (ie. so many of them you'relikely to hit something, even if you miss your intended target) - but it's better to find a relatively simple, but workable and balanced, change if we can

People wouldn't be forced to split their fleets - if they were, any change would be too severe and be pushing for a single winning strategy the other way. But it should mean that there would be reasons to split the fleet in some circumstances (which currently there isn't)

Dan
Paul

How about ......

Another concept that may not have been proposed is a fuel type, all modern day wars have been controlled by or fought for fuel supplies. Without which an army grinds to a halt. Should you need to supply your engines with a supply of power you could only run as many ships as you could power.
Capt'n the dylthium crystals are all but spent!
CNF Jon Tenor
QUOTE (Paul @ Mar 7 2005, 12:38 AM)
Another concept that may not have been proposed is a fuel type, all modern day wars have been controlled by or fought for fuel supplies. Without which an army grinds to a halt. Should you need to supply your engines with a supply of power you could only run as many ships as you could power.

Mm, you know, I quite like that idea. The first problem that springs to mind, though, is that it would make just about all warship designs instantly obsolete, since they don't have room to store any fuel!
ptb
QUOTE (Paul @ Mar 6 2005, 08:04 PM)
the 4 combat rounds are there as a mechanic as I'm sure they do not imply every ship fires at the exact same moment but just a segment in time.

again in this segment in time can 100 ships make attack runs on a single ship? ..I think yes.

Personally I was thinking it wasn't unrealistic even if you assumed all ships fired at the same time, space is *big*, ships aren't.

You have to assume your average combat spread is around the lightsecond range, i mean it takes the first round for fighters just to cross the space. On this kind of scale I don't see why having 1000 ships targeting a single ship is a problem.

You can't really relate space combat to aircraft combat, a closer annology is naval conflicts but you have to think in 3d, more like subs i guess, and even then gravity is an issue.

QUOTE
I think setting like the combat options should be available to be able to stop and board a cargo ship on a single day, rather than spot it and then try to move in and board it. Settings like check for escorts, type of freighter (last thing you will want is to board a troop ship) size etc.


Although this would ruin almost all my cargo ship setups, and force me to protect my trading vessels a lot more, it makes sense, and would probably add more angles to the game (although make piracy easier). It also goes some way to solving the uber fleet problem as you can effectly pin sections of the fleet by enageing it in combat on route.
ptb
QUOTE (Paul @ Mar 7 2005, 12:38 AM)
Another concept that may not have been proposed is a fuel type, all modern day wars have been controlled by or fought for fuel supplies. Without which an army grinds to a halt. Should you need to supply your engines with a supply of power you could only run as many ships as you could power.
Capt'n the dylthium crystals are all but spent!

you'd get the same effect by making ship's crews that have been in combat, (or maybe all combat vessels) get worn out faster so need R&R more often, of course you'd need to alter to rules to R&R was actually a problem first and not just a 20% reduction, (maybe 5% per week over), the advantage of this is you don't need to keep track of two things all the time and existing blueprints still work.

Don't forget r&r is actually linked to the ship and not the crew so it's reasonable to assume it includes things like replacing air/food/fuel etc
ptb
QUOTE (Dan Reed @ Mar 6 2005, 11:11 PM)
The idea of reducing efficiency based on size of fleet, relative size of fleet or relative number of attackers against a ship are measures that try to deal with this to a degree...there are many, many more - for example giving a heavily outnumbered ship a better chance to hit enemies (ie. so many of them you'relikely to hit something, even if you miss your intended target) - but it's better to find a relatively simple, but workable and balanced, change if we can

People wouldn't be forced to split their fleets - if they were, any change would be too severe and be pushing for a single winning strategy the other way. But it should mean that there would be reasons to split the fleet in some circumstances (which currently there isn't)

To be perfectly fair there are very few cases in history where spliting forces in combat have been benifical, normally these cases have been to do with terrian advantages, flanking/morale issues or special forces conflicts.

Because we really don't have many terrian concerns above which systems link to which, the reasons to split are reduced massivly. We also have no concept of 'surprise attacks' at a ship level, sure the player might not expect it but that combat vessels will still perform as well, something that wasn't always true in history. (although forces are much better trained to avoid that these days).

The only real reasons left are for decoy and strike missions, and as it appears to be more than a little bit difficult to withdraw without losing half your forces you effectivly lose the decoy squad. Defeat in detail is a bad thing wink.gif
Garg
even in space will you have problems with lots of ships, lets take a view from starwars in one of them the millinium falcon have to evade several stardestroyers.
A stardestroyer is on its tail, so the falcon moves next to another stardestroyer, causing them to touch sides, doing way more damage to them, then the falcon takes. So going into melee distance is best option for those outnumbered.

So in a war, space fighters takes a bit longer to get in action, this might be to avoid being in the way of the main ships or because they need to see if there is any other space fighters they need to engage first.

For smaller ships, especially if out numbered, the best way to fight would actually in space be to move in between the enemy ships, because if they fire and miss, they will most likely hit their own, so causing more damage to their own fleet, then the outnumbered could ever do.

This is why you cant view space as big, because for anyone outnumbered you would prefer a more of a melee fight, this cant be simulated properly by the game, but if it could then would that be interesting, weapons that miss primary target should check for a secondary target perhaps smile.gif

I am for the penalty if there is too many warships at once, it seems most logical way of sorting it.
ptb
QUOTE (Garg @ Mar 7 2005, 12:00 PM)
An moves next to another stardestroyer, causing them to touch sides, doing way more damage to them, then the falcon takes. So going into melee distance is best option for those outnumbered.

I am for the penalty if there is too many warships at once, it seems most logical way of sorting it.

Hmm fair point, why didn't i think of that.

However you still have the problem of penalising large forces, because if you have just a drop in effeiceny then either it won't be enough one way so more ships is still a benifit (which to be fair it should be, but that doesn't stop the uber fleet problem), or you go to much the other way and there will be some value of ships/hulls that is the optimium to combat with, which is what everyone will use.

Sure you can say that in the first case it's more effeicent to split your forces, however the fact remains that the uber fleet will destroy either of the "more efficent per ship" smaller fleets (which is how it should be but doesn't stop the problem).

Most important point here however is that how do you count the fleet size? I know we've all be talking about this based on the IMP block vs the CNF block so you have two sides in ever conflict, but that isn't really the case for how battles in phoenix work.

So do you count the fleet size;
allied affilation blocks? seems a bit abstract, especially when theres no rule against and affialtions being allied with both of two hostile ones, and even then do you only count publicly delcard allies?
per affliation? what if i wanted to attack another RIP player?
per player? seems like affilations with more players get an ever bigger advantage there.
based on the target lists of each ship? how many sides in each combat would that give you?

HPSimms
QUOTE (Thali Rahm @ Mar 6 2005, 07:35 PM)
Reading through this very interesting discussion I must say that the efficiency drop for large fleets sound like a reasonable solution to the problem. Another good solution is to limit the amount of ships that can vector in on a moving target and fire.

This would make an uber fleet unefficient to run compared to smaller fleets.

For example, say that a 100 ship fleet get a 20% penelty. This would make 80 ships as efficient as 100 ships. Running more than 100 would not be practical.

And by limiting the number of ships that can fire on a single target even a large fleet would get very unefficient against smaller squadrons. Most ships would just watch the front units do the shooting.

I do think that limiting tus that can be built up or increasing jump cost in tus is very bad ideas for reasons stated in earlier posts. It would damage trade and I don't think it will solve the problem of uber fleets.

This sounds like equating space battles with grunts on the ground in straight lines (circa 1814)

A large force in space can englobe a smaller one, stand off a goodly distance but within range and you have a massive area (inside of a spere) in which to deploy your ships, so why would they get in each others way?

At present I believe each engagement is run as a mini ship v ship battle, even if more than on ship engages a target.

Making multiship battles would increase the density of incomming missiles and cause much higher proximity damage to the incoming when point defence kicks in.

Also, as the situation is at present, in a major battle it tends to be unusual for more than ten ships to engage a single target. This only happens when there are a few stranded ships left behind on subsequent days when one side decides to break off. unless one side has managed to arrange massive local superiority in the first place, in which case it is reasonable that the opposition gets trashed.

Geoff

HPSimms
QUOTE (David Bethel @ Mar 5 2005, 12:22 PM)
Stupid what would happen if we increase the number of rounds of space combat on one day ? From a programing view point this is relatively easy to do but what would the effects be.

It would certainly put the brakes on combat for a few weeks whilst everyone re-configured their 4 or 8 round missile ships.

Then add a few more weeks whilst they build the patches needed to bring their converted ships back to high efficiency sad.gif

Geoff

FLZPD
QUOTE (HPSimms @ Mar 7 2005, 11:58 AM)
A large force in space can englobe a smaller one, stand off a goodly distance but within range and you have a massive area (inside of a spere) in which to deploy your ships, so why would they get in each others way?

I think Pedro mentioned this earlier - the smaller fleet would not stay at the centre where everyone can attack them; instead, they would try to move closer to part of the enemy fleet to engage at closer range and (as far as possible) outside the sphere.

its the Star Wars scenario - either the Death Star blasts you apart, or you engage the Star Destroyers at point blank range. Might be a choice between the Devil and the Deep Blue Sea, but Id prefer to fight back than be a sitting duck.

How many cliches can I include in this message laugh.gif

Mark
FLZPD
QUOTE (CNF Jon Tenor @ Mar 7 2005, 06:58 AM)
QUOTE (Paul @ Mar 7 2005, 12:38 AM)
Another concept that may not have been proposed is a fuel type, all modern day wars have been controlled by or fought for fuel supplies. Without which an army grinds to a halt. Should you need to supply your engines with a supply of power you could only run as many ships as you could power.

Mm, you know, I quite like that idea. The first problem that springs to mind, though, is that it would make just about all warship designs instantly obsolete, since they don't have room to store any fuel!

I like this idea too - but its pretty much the same as the patch requirement for ships ie. a control mechanism to make fleets more expensive and control their time away from port.

Which makes me think, wasnt the (fairly) recent changes to ship production/patch requirements supposed to control ship production? Without ship production, where are the massive Uber Fleets? I know existing ships werent affected, but if the big affiliations are fighting en masse in Uber Fleets, surely this means those fleets would be getting smaller and smaller?

Either the recent ship changes are not doing the job, or is this entire proposal not a bit premature? Dont know, just thought the questions should be put forward

Mark
FLZPD
A few ideas biggrin.gif

- rather than just penalties on larger fleets, give benefits to having small fleets; for example, if (say) there were 10 combat rounds in a day, a large fleet can only fire in half of them (too big to co-ordinate movement, avoid collisions, whatever) whilst a small fleet operates in more rounds.

- if the ships present meet the criteria for an Uber Battle (whether that is number of hulls, ISR flux, etc) then all damage done is massivley increased – this means Uber Fleets will take far more damage and so reduce the number of the fleets. I like the ISR total being used for this as its very dynamic, expecially if we have the layered internals (per the other thread) – it means the “Uber Battle” ISR modifier is constantly changing, as the fast ISRs/combat engines/Hyper Drives, etc will be destroyed first.

- another alternative is to introduce Formations; with more options available to smaller fleets (Scatter formation, for example, allowing the small fleet to take less damage. (similar to the ground assault tactics). The large fleet has either limited formations, or is forced into a “Bulk” Formation – lower manoevring capability, take more damage, or something).

Mark
ptb
That still doesn't solve how you work out what a large fleet is, personally i'm begining to think you can't do anythinkg to penalise 'large fleets' due to the complexity of working out if ship a is in a large fleet...

FLZPD
QUOTE (ptb @ Mar 7 2005, 02:10 PM)
That still doesn't solve how you work out what a large fleet is, personally i'm begining to think you can't do anythinkg to penalise 'large fleets' due to the complexity of working out if ship a is in a large fleet...

I havent been involved in space battles (yet<g>) but thought they only have two sides?

Mark
Dan Reed
QUOTE (CNF Jon Tenor @ Mar 7 2005, 06:58 AM)
QUOTE (Paul @ Mar 7 2005, 12:38 AM)
Another concept that may not have been proposed is a fuel type, all modern day wars have been controlled by or fought for fuel supplies. Without which an army grinds to a halt. Should you need to supply your engines with a supply of power you could only run as many ships as you could power.

Mm, you know, I quite like that idea. The first problem that springs to mind, though, is that it would make just about all warship designs instantly obsolete, since they don't have room to store any fuel!

that one's simple - if this is an option decided upon, have jump engines give a new cargo type ("fuel") capacity biggrin.gif

Dan
ptb
QUOTE (FLZPD @ Mar 7 2005, 07:04 PM)
I havent been involved in space battles (yet<g>) but thought they only have two sides?

Only if your only looking at the IMP block/CNF block war. no reason why you can't have more parties.

Besides the combat is at a ship level not a fleet level, so ship x might have a whole affilation on its enemy list and ship y might onyl have a few positions. Do they still count as one fleet?

Mica Goldstone
Fleet size is a function of response time. You send in all ships because you can, not because you have to.

At this point we are fairly confident that the addition of layers will solve much of the problem, i.e. making sure that items that vastly increase the response time of ship are also very vulnerable.

A quick note on the hyperdrive - some felt that the changes have unjustly penalised the DTR. On the surface this appears to be a reasonable assumption. They spent years researching them, they have them, they have been using them to great effect, the mechanics are changed to reduce their effectiveness, ergo the DTR are being penalised for doing well. mad.gif

However

Other factions are following the same path, they have spent nearly as much effort and are close to completion, but do not have them yet, have never used them, have not had the chance to put them to great use and just as they are about to, have the game mechanics changed preventing them from doing so. The DTR have had therefore a couple of years with technology that has not been available to other factions and with the changes, will never be on the receiving end of the unbalanced mechanic either... sad.gif

The advantages of being there first is that you get to push the limits of the game mechanics, expose and exploit inherent flaws for a short while and generally determine the improvements to the game as a result. biggrin.gif

ptb
QUOTE (Mica Goldstone @ Mar 8 2005, 09:18 AM)
At this point we are fairly confident that the addition of layers will solve much of the problem, i.e. making sure that items that vastly increase the response time of ship are also very vulnerable.

What about all the concerns such as how disabling a ship is effected by this, which if i remember correctly included taking out thrusters (+combat and landing) and irs/jump drives. Now some of these are easier to damage than others, were as before we had a flat bonus to hit them due to location.

Why not just alter the targeting bonus, rather than including a complex layering system? or reduce the items armour value so it gets destroyed faster? Seems to me that the layers just add duplicates of values which we already have.

I understand the layers fit the way someone might visualise a ship layout, but I'm far from conviced of how useful the concept is, and if this is geared towards limiting the resposivness of a fleet the best way, in my opinon, would be to look at the limiting factors of military forces in history.

Two such factors which spring to mind are integrity and r&r:
Aircraft in doing combat manvoures put a far higher stress on parts that when they are mearly patroling airspace, and I imagine the same would be true of combat between space vessels, although those high-g twists and turns can't be good for the ship's structure, the faster the worse it gets too.
All members of military forces, throughout history, have had problems with long drawnout battles, morale, fatigue etc. A good use of the r&r statistic we have would be to make ships that have been in combat require r&r sooner than those that have just been patroling or trading. Of course you'd have to make r&r an actual problem first, but thats another issue.
Mica Goldstone
QUOTE (ptb @ Mar 8 2005, 09:53 AM)
Two such factors which spring to mind are integrity and r&r:.

I feel fairly confident that these two have been touched on before.

The primary drawback is that they favour doing nothing for very long periods of time and more importantly going in with absolutely everything for as short a period as possible so as to reduce the overall setback.

We definitely do not want to make combat impossible or even overly expensive. We want skirmishes where it is tactical range that determines ability rather than a massive war-bill for any that want to engage in the practise.

If you attack a location we would prefer it if the defenders send in 20 ships on the next day because only 20 are in range. Any attempts at RnR/Integrity without altering range will mean that 100+ ships still turn up the next day but the players will then quite rightly have a bitch and moan that moving a fleet is a bloody nightmare and penalises affiliations for having large fleets.

Just to reiterate the point again, players send everything they have because they can. No amount of penalties to moving a large fleet will alter this. The only way to prevent this is to give the choice whereby they can sacrifice range for stopping power. If they choose to have long range fleets that are vulnerable then it does not matter if they can get everywhere as long as they can be defeated by a smaller fleet comprising of heavy hitting but short range fortress style ships.
Steve-Law
I'm still trying to digest this doozy of a thread. We need to think really carefully and hard about this so we don't just knee-jerk a nerf into the game.

But of the general suggestions I've seen so far (on the surface) I have no problem with the layers idea, and see some potential in the reduced efficiency for larger groups of ships.

What's the argument about layers? Engines are now defined as external (wereby before we just had to imagine them to be) and so are now more vulnerable. Well we introduce battle variants of various components. There are battle bridges that are stronger than normal bridges and, I believe, battle sensors (though I don't know what they do but I'd guess they were stronger too). Now we introdue Battle Jump drives (and there's always backup drives which are smaller and could be wholly internal I suppose), battle engines (as opposed to combat engines, so we have battle thrust and battle combat engines, or something with better names, etc).

Okay we make a lot of designs obsolete for fleet actions (still useful for skirmishes and raids) but isn't that the whole point? Plus we extend the research tree and longevity of the game even further (more strategy in which research path to take etc. More ship building needed...) Smaller affs won't be engaging in uber fleet battles anyway, so they would be more likely to go the skirmishing/guerilla route and thus will be much less affected - I hope.

"Efficiency" (or perhaps effectiveness would be a better word) drops the more ships in one location. This makes sense to me and would reduce fleet numbers. Perhaps a way to negate or reduce the effect would lie in higher ranked (thus more expensive) officers, or again, perhaps even in new tech (combat communications systems or something).

The things that could be affected here would be reduced targetting, lowered combat speed and dodge (having to account for, maneuver "around" a lot of ships). You could add a small reduction % per ship so that as more and more ships are in the fleet the effectiveness drops further and further. A basic naval officer allows 100% control of up to X ships with higher ranks allowing more (we could go back the early discussions on ranks for this one, i.e. 1 "admiral" needed for every 5 "commadores" etc.) but with even a limit on that so that at some certain size a fleet can never operate at 100% effectiveness.

Also, and I can't remember if this was mentioned in the other "hyper-drive" thread, make hyper drives less effective the heavier the hull. Give say (concept figures not suggestions as such) 40 TU jumps to xlight hulls, 50 to light hulls, 75 to normal and 90 to heavy. You still get quicker jumps but with the engine being so much bigger is it really worth it for such a small gain? (And lighter ships suffer more integrity loss so will be able to operate for less time without maintenance). There could be a balance here somewhere?
ptb
QUOTE (Steve-Law @ Mar 8 2005, 03:24 PM)
"Effiency" (or perhaps effectiveness would be a better word) drops the more ships in one location. This makes sense to me and would reduce fleet numbers.

The whole concept of making a 'fleet' less effective with more numbers is flawed because it's going to be next to impossible to calulcate which ship is in which feel.

Okay so the IMP/CNF conflict has two very distict sides, but we are not just looking at these combats (at least i hope we are not).

The rules on combat clearly allow more than one 'side' in combat, and in fact a single should could probably be setup to defend two other ships, both of whom are fighting each other. Although i have no idea what it would end up doing (i assume nothing), i can't imagine how you'd try to get 'fleet' numbers out of that.

QUOTE (Mica Goldstone)
The primary drawback is that they favour doing nothing for very long periods of time and more importantly going in with absolutely everything for as short a period as possible so as to reduce the overall setback.


Which is effecitvly the same thing your doing by making hyperdrives easy to kill, the difference is it's much easier to move ships with low efficency back to base than ones with no jump drives left.

Either your limiting them by making the fleet weaker, due to layer with the hyperdrive or just to limiting the number of ships that can be there, or your limiting them by making combat expensive so they have a choice of commiting fewer ships or having large sections of fleet out of action for a while.

QUOTE (Steve-Law)
We need to think really carefully and hard about this so we don't just knee-jerk a nerf into the game.


This I agree with whole-heartedly.
Ted
What about looking at the physics side of things?
Idea stolen from ST:NG.
It was found that warp drives were distrupting subspace so a speed limit of warp 5 was set!!!(I must get out more rolleyes.gif )
Combine this with a possible mis jump occurance(stolen for Traveller RPG)

What effects does so many jump/ISR field have on the local gravity well of a star system,after all these drives are bending the laws of physics big time just to move from system to system.

What if as an effect of hundreds of jump fields trying to materialise ships into a system sort of "overloads" the local gravity field causing some of the ships to bounce off and end up in a random system?
Small chance for a small force of ships raising to a higher chance the larger the number of ships trying to arrive on the same day!!!
Will be a big race to see who can get their fleets into action before the chance of misjump becomes too great and you have your fleet spread all over the peripheries!!

I may be talking a load of twaddle here,but then I'm no physicst blink.gif

Mica Goldstone
Playing devil's advocate however:

Are we approaching this all wrong?
Is our hypothesis
Big Fleet=Bad
Multiple day skirmish=Good
wrong?

If players want big fleets and want to pound things, then why not embrace this and have done with.

If we bring in layering, ranges etc, will there be the sudden creation of fast response pinning fleets in order to hold fleets up for the massive fortress fleets. Are we going to keep changing the mechanics only to have players adopting new tactics in order to keep doing what they are currently doing....

Should we simply accept that in the words of Conan himself, it is player nature
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women," and go home in time for tea?

Should the game be changed to to run the entire battle, from shiny ships to smoking hulks be played out in a single day, even if this means running a thousand rounds of combat?

In other words, what do people actually want from the game? We know what we wanted, but this does not necessarily fit with what players actually want.
Steve-Law
QUOTE (ptb @ Mar 8 2005, 03:59 PM)
The whole concept of making a 'fleet' less effective with more numbers is flawed because it's going to be next to impossible to calulcate which ship is in which fleet.

I was thinking of simply number of ships from your aff in the same quad. If you want to include allies can't you simply add up the number of ships that are supporting or defending each other?

If it is on your support/defend list or you are on its support/defend list then you are in the same "fleet".
Steve-Law
QUOTE (Mica Goldstone @ Mar 8 2005, 04:03 PM)
Playing devil's advocate however:

Are we approaching this all wrong?
Is our hypothesis
Big Fleet=Bad
Multiple day skirmish=Good
wrong?

If players want big fleets and want to pound things, then why not embrace this and have done with.

If we bring in layering, ranges etc, will there be the sudden creation of fast response pinning fleets in order to hold fleets up for the massive fortress fleets. Are we going to keep changing the mechanics only to have players adopting new tactics in order to keep doing what they are currently doing....

Should we simply accept that in the words of Conan himself, it is player nature
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women," and go home in time for tea?

Should the game be changed to to run the entire battle, from shiny ships to smoking hulks be played out in a single day, even if this means running a thousand rounds of combat?

In other words, what do people actually want from the game? We know what we wanted, but this does not necessarily fit with what players actually want.

Not sure what the answer to this is to be honest, but if we embrace the idea that we play to eliminate our enemies totally then this won't be an open-ended game. Will it?

Aff A destroy Aff B's entire war fleet. Aff A can then pick off Aff B's economic fleet and all it's outposts. Aff B dies a slow painfuly death (before or after all it's players leave the game).

Aff A now reigns supreme over Aff B but Aff C, seeing Aff A's weakened position then attacks Aff A. Aff C wins. Until there is one aff left, or a dozen players with their own aff, a starbase and a couple of scouts each.

(Maybe)

I do tend to think that there will always be players/affs who try for this. There may not be an answer except to watch the game degenerate into a war game. But there are not many open-ended war games (it seems to be the opposite of the concept).
Mica Goldstone
QUOTE (Steve-Law @ Mar 8 2005, 03:21 PM)
Not sure what the answer to this is to be honest, but if we embrace the idea that we play to eliminate our enemies totally then this won't be an open-ended game. Will it?

I was just referring to a space combat. All evidence I have seen since the start of Phoenix indicates that players will use every available resource in order to ensure that a battle will be decisive on a single day.

Nothing we have added to the game has made a lasting difference to this. David is already fully convinced that anything we add will be seen as an obstacle to achieving this one-day massacre, an obstacle to be overcome, never, accepted.
ptb
QUOTE (Mica Goldstone @ Mar 8 2005, 04:03 PM)
In other words, what do people actually want from the game? We know what we wanted, but this does not necessarily fit with what players actually want.

For me personally, i can't speak for anyone else, i'd like fast running battles, i have no problems with other people having large fleets provided they can't just walk over and crush me (which they can't, good old sargasso) or provided i would have a reasonable chance of getting out of a battle at the end of a single day.

From what i've see so far withdrawing from a battle is very dangerous, as it should be if your pinned but it does limit surprise attacks somewhat, as well as give major problems to smaller affilations.

I could live with battles being played out in a day, although that would massivly alter the way the game plays, and i know some people like the big set piece battles, and to be fair they make epic history between two evenly match sides, but its no fun, for me, to run a large unbeatable fleet, challenge is fun.

With the current rules as they are i can see dozens, if not hundreds, of setups and tatics that might work against large fleets. Won't know until i try them, and i'm not, yet, in a position to do so happy.gif

Of course saying all this the IRS seems happy to provoke the consortium and if there was ever an uber-fleet problem its there wink.gif
ptb
QUOTE (Mica Goldstone @ Mar 8 2005, 04:25 PM)
I was just referring to a space combat. All evidence I have seen since the start of Phoenix indicates that players will use every available resource in order to ensure that a battle will be decisive on a single day.

isn't that just part of the reaction to the fact if the battle goes on longer than a single day then it becomes a focal point for every ship your affilation can move into the system.
Avatar
I like this gam for strategy, if it's going to be kept as swamp the enemy on day one and be done for the rest of the month it kind of loses interest especilaly since it leaves little room for smart strategy ideas and hurts the "smaller" affs badly.

The game also tries to follow some physisc concepts. Try shooting at your enemy if you have 250 ships friendly ships in front of you. You can do it, but at a reduced rate. Think Termopylae!!!

Don't go for weaker engines or fuel, we've gone there before and we keep getting into trouble.

Want to put loads of ships into battle, overcome communications and coordination problems
ptb
Actually come to think of it, the two bits of the game i enjoy the most are finding something unique (or that i think is unique till my pd said otherwise ... git tongue.gif) and dissucssing and planing and schemeing with people (doesn't matter what the scheme is just the act of do it and watching it unfold, successfully or otherwise wink.gif)

But if the battles where a major part for me i'd want fast strikes and skirmishes over large set peice wars.
Ted
QUOTE
Playing devil's advocate however:

Are we approaching this all wrong?
Is our hypothesis
Big Fleet=Bad
Multiple day skirmish=Good
wrong?

If players want big fleets and want to pound things, then why not embrace this and have done with.

If we bring in layering, ranges etc, will there be the sudden creation of fast response pinning fleets in order to hold fleets up for the massive fortress fleets. Are we going to keep changing the mechanics only to have players adopting new tactics in order to keep doing what they are currently doing....

Should we simply accept that in the words of Conan himself, it is player nature
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women," and go home in time for tea?

Should the game be changed to to run the entire battle, from shiny ships to smoking hulks be played out in a single day, even if this means running a thousand rounds of combat?

In other words, what do people actually want from the game? We know what we wanted, but this does not necessarily fit with what players actually want.


Some players want large set piece battles,some want to see a more skirmish type of combat system.Both have their place in the game.
Personally I prefer the skirmish style.Over the last couple of years I've had to concentrate on the war aspect of the game and it's not my favorite!!! sad.gif
Doesn't mean there shouldn't be all out wars though.
I think it may be a mistake giving us players our every whim to keep us happy because in the long run the game would become unplayable as none of us can see the whole picture!
I've put a few suggestions forward on this thread,but after thinking about it nothing in the combat/ship movement areas of the game needs changing.We have 4 rounds of combat each day,so in a standard 24 hour day that's 6 hours a round,giving enough time for any number of ships to manuover into position to target enemies.
I think the uber fleet problem will sort it's self out once the infrastructure rules come into play.And back to my old chesnut of political bankrupcy!! biggrin.gif
You need stellars to run and maintain a large military machine plus all the suport bases that go with it.
If you haven't got the income you can't do it.
If this aspect of the game is sorted out the uber fleets will soon be whittled down in size.
Garg
well there should be wars, but i still think there should be a limit on how many can be in a fight all together, to ensure all affs got a change to actually fight a war.

if one side can max have 100 in a battle, they will ofc still plan towards this, like having another fleet as reserve for when first one is done with its job, but the casulties are a bit more mixed, while one side will ofc loss due to too many battles, they will not just get wiped out without having done something smile.gif

but again it depends on whats possible to program, but i think a penalty for number of ships is best way to go, to limit the battles to not determine all in 1 day, but more over a period of time, so that starbases can produce new ships fast enough and supplies to requip damaged ships etc.

Whats a starbase worth, if all is decided in 1 day, when it takes you 5 days to produce anything and you cant ever replace what is lost in a single day.
Frabby
QUOTE (Mica Goldstone @ Mar 8 2005, 04:03 PM)
Should the game be changed to to run the entire battle, from shiny ships to smoking hulks be played out in a single day, even if this means running a thousand rounds of combat?

In fact I believe this is a new and promising approach.

In the past, space combat rules were amended so that warships could withstand prolonged battles, especially by downgrading missiles. At the same time, as has been pointed out, extended battles become a "focal point" for affiliations where you throw in what you can, or lose whatever you already have in there. Withdrawal is not an option (emergency jumps are unsuitable for a coordinated retreat). This seems to be the real problem, not so much possible response times for the fleets.

My suggestion would be to increase the number of combat rounds per battle significantly (anything up to 100 rounds), but keep a limit. At the same time, pinning/withdrawal rules must be re-written to allow ships to leave combat much easier. Pinning should never be absolute, but rather determined as a chance based on the combat speed of both opponents. Circumstances may help (like a freighter jettisoning its cargo), also we could introduce some new withdrawal (flee) options.
Heavily damaging ammo based weapons will wear out after a few rounds, while energy based weapons continue to do damage (finally giving them some value). Space fighters may suffer extra limitations (like, have to refuel after two rounds but to recover the fighters, the carrier must reduce to 1g combat speed which in turn may allow most enemies to escape).
This should work nicely for fleet battles, including skirmishes with few combattants on either side.
Starbase assaults will slug it out until the attackers withdraw (likely because they have spent their ammo); it will be suicide to enter line-of-sight combat with a starbase.
Pirate raids will have an added element of uncertainity. The freighter's chance to escape will actually be higher in the beginning, but as engines are likely to suffer damage anyone who cannot flee in the first two rounds is likely to become prey.
Steve-Law
QUOTE (Ted @ Mar 8 2005, 07:49 PM)
I think the uber fleet problem will sort it's self out once the infrastructure rules come into play.And back to my old chesnut of political bankrupcy!! biggrin.gif
You need stellars to run and maintain a large military machine plus all the suport bases that go with it.
If you haven't got the income you can't do it.
If this aspect of the game is sorted out the uber fleets will soon be whittled down in size.

You seem to be suggesting that the uber fleets are being run in the red? Is that really the case?
MasterTrader
Personally, I am very much in the camp of thinking that encouraging the option of smaller battles is a good thing. Obviously the "uber fleet" should not be removed as a strategic option, but there should be other viable options. Admittedly, this opinion is partially because I only have a very small warfleet!

Perhaps the problem is not that uber fleets are too powerful, but that other strategic options do not work?

For example, consider hit and run. The Imperial forces have been trying this strategy extensively over recent months. From the comments I have heard from Confederate and Detinus players, the impression is very much that it is not working.

This is possibly partially due to the pinning rules. Perhaps, as Stephan suggested, pinning should give significantly reduced chances of escape, but not be an absolute thing. Alternatively, the original idea of tractor beams was that a small fast ship should not be able to pin a huge slow one - the big ship could easily carry enough tractor beams (even in addition to cargo space) to brush the small ship aside. I get the impression that things no longer work like that - is this right? Possibly things ought to work like that, so a fleet of reasonably fast ships could do hit and run as they could brush aside the smaller ships which are likely to be faster?

Just some ideas to throw into the mix :-)

Richard
AFT

Thomas Franz
QUOTE (Steve-Law @ Mar 8 2005, 09:23 PM)
You seem to be suggesting that the uber fleets are being run in the red? Is that really the case?

it does nto really matter if a fleet is curretly causing a loss or not. The thing is that production (once up and running) does not 'wear out' unless you run out of ore. So we are in the situation that if you do not grow your income base and keep producing ships you will not be able to afford more ships at some point.

This point is still to come for most affs but it will be there. Warships have already been made significantly more expensive to maintain recently and I stongly believe that this change has not really made it into everyboedies minds yet (including me here). Once you have hit the point where you need to maintain and repair after a battle but you only got patches for one or the other you will think twice next time to send your whole fleet into combat, and you will untool 'a few' factories from producing hulls and change to patches.
This will always be like this, sometimes you can afford few more ships, sometimes you can't. Or you don't want to afford them.

In the end a large fleet is costing a lot of stellars and production. These resources cannot be spend elsewhere. Production is not the limiting factor to fleet size, stellars are. Production is 'only' the limiting factor to fleet buildup, and once you hit your max fleet size (determined by stellars) it is the limiting factor to how much you can afford to loose (because you can replace it quick enough).

Right now everybody is still building up and hates to loose positions. Once people start realizing they have to get rid of older warship designs because they are too expensive to maitain this will all be perceived completely different.
Ted
QUOTE
I think the uber fleet problem will sort it's self out once the infrastructure rules come into play.And back to my old chesnut of political bankrupcy!! 
You need stellars to run and maintain a large military machine plus all the suport bases that go with it.
If you haven't got the income you can't do it.
If this aspect of the game is sorted out the uber fleets will soon be whittled down in size. 


You seem to be suggesting that the uber fleets are being run in the red? Is that really the case?


I doubt uber fleets are being run in the red right now as at the conversion every aff was sorted out economically so that they could run existing assets.But if players/affs wanted to expand their military machines they have to generate income as well.
Maybe the "Empire Building"affs are near their limit financially now and we won't see a large increase in fleet sizes,but only replacements due to combat loses??
Of course if an aff manages to expand and gain more sources of income they could add to their already large military assets.
To be able to survive in this environment an aff has to work on many different areas.To concentrate on just one area alone,in this case combat will cause problems in other areas.
Like I said if players/affs that run out of stellars start to lose assets as crews/troops/employees leave uber fleets would be whittled down.
John (Goth)
The problem is not the mobility of the jump drives, it is the length of the battles. If more "rounds" were packed into one day's fight, ships could actually be destroyed without having to be outnumbered 10 to 1. It probably would be the easiest programming solution as well.

The result would be that smaller fleets could strike cripple or destroy enemy ships and then leave before an enemy could jump in response fleets. If a player left smaller starbases without propper defense, they would arrive to find badly damaged or destroyed facilities.

Imagine scouting a system and knowing that your enemy has about 10 100 hull battleships. Would you be willing to attack if you could muster a fleet of 15 or 20 equal ships that could swiftly attack and completely destroy 5-6 of them in one day? Then would you stay and reinforce or run and take the limitted victory?

If all that happens is you get a minor damage bonus on the first day and then everyone responds with "uber fleets" day two, what advantage does military strategy give?

Goth
(New to Phoenix, not at all new to PBM/PBEM/You name the wargame)
CNF Jon Tenor
QUOTE (Avatar @ Mar 8 2005, 04:37 PM)
The game also tries to follow some physisc concepts. Try shooting at your enemy if you have 250 ships friendly ships in front of you. You can do it, but at a reduced rate. Think Termopylae!!!

This doesn't make any sense. If you have 250 friendly ships in front of you then of course you'll have problems. But in a volume roughly 1/60th of a solar system, thousands and thousands of phoenix-sized ships could easily find a suitable firing position for at least one of the enemy.

(And if the enemy is so vastly outnumbered that this assumption breaks down, they'd inevitably get squashed like a bug even with rule changes)
ptb
Hmm okay after reading everything people have been saying i'm gonna change my position totaly and say that i agree with part of what Frabby has been saying about the pinning rules, other than that i think nothing should change.

Reduction of the pinning rules so that ships can escape more easily gives smaller fleets room to manouver in large battles and so solves everything from my point of view.

From the point about starbases i'm not, now, conviced that making battles play out in a day is a good thing, in fact at best i think we should go to 8 rounds. I think this would give more movement to battles and give a chance of two smaller forces having a battle in a day but without making the large battles too short to join in. Starbases should take a while to capture. (epsically as they cost money, there is no point needlessly pissing off players tongue.gif)

And as Ted quiet rightly pointed out this is just what *I* want, and what i think will be good for the game the way I play it, not nesserally what is good in the long term or for everyone. Okay so i'm vocal, demanding and pushy, doesn't mean i'm right tongue.gif
Nik
I think that there are a number of good points here. The main one, as Thomas has partly said, is that affiliations have had the ability to expand from conversion and have had stockpiles of luxury goods from which to generate lots of stellars. Many affiliations also had a lot of stellars in BSE.

Only Mica has the figures, but I suspect that the amounts of (specific) luxuries/stellars is significantly less now than it was 2 years ago. This means that affiliations have burnt their savings for expansion and to pay for new warfleets and that this rate of expansion has to slow dramatically for an affiliation to stay in the blue.

Don't forget that to get involved in a fight you normally need to have a naval officer on board, which is another 11k which will also eat into the supply of stellars. So it is quite possible that affiliations will continue to build warships but cannot finance the naval captain and so the ships are effectively useless in battle. (It's possible that this happened in Capella recently as the IMP fleet did not fire back to any significant degree.)

Thus the size of the uberfleet will naturally hit a limit in the future as affiliations cannot afford to run more warships. Indeed, I expect that heavily damaged ships will be scrapped rather than repaired (if this order is implemented) on account of expense.

Going to the problem of using uberfleets, this is in geneal often going to happen as you take less damage the better the odds are in your favour. Changing jump drive speeds will in itself not make any significant change. Ships will just turn up in battle when they get there as the battle location is the focal point. With HJEs more vulnerable, their use in warships will be reduced as losses will be higher.

The biggest problem is that the IMP tactic of hit and run simply does not work. The hit works very well, the run fails as there is no ordered withdraw tactic as you have with ground battles. Space battles are all or nothing. EJing out causes so much damage that warships are unusable for weeks afterwards due to sitting in dry dock.

What is required is tactics similar to ground battle where you can have assault/normal/withdraw tactics and that pinning is not absolute (I have always thought this to be strange). Using withdraw tactic, the fleet groups together more in such a way that it makes frees pins so that the fleet can jump out the next day as a fleet rather than as a bunch of individual ships. The withdrawing fleet will not deliver that much damage to the enemy, and probably would take less damage (but still more than whatti can deliver) but this isn't the point of this tactic.

Until there is some way to have an ordered withdrawl, then uberfleets will rule.

NIk


David Bethel
QUOTE
Warships have already been made significantly more expensive to maintain recently and I stongly believe that this change has not really made it into everyboedies minds yet (including me here).


I think we are about at 40 weeks after the integrity reset. For heavy hulls -> 80%, the bite point. Negative feedback is about to start taking effect. It will only hit most ppl when they have to send warships in with low integrity, because the fleet would be out of action for 6 weeks.

Goth
It seems 2 simple changes could make a big improvement

1) Pinning only lasts the day of the battle, the next day any ship including previously pinned ships can flee the battle (maybe only taking one round of fire from the enemy ships as they turn tale).

2) More than 4 rounds of combat in a day but not neccessarily "to the death".

As a previous post did note, even if you just make the pinning last only one day, little else would have to be done.

Goth
brian kreiser
QUOTE (Goth @ Mar 9 2005, 02:44 PM)
2) More than 4 rounds of combat in a day but not neccessarily "to the death".

This suggestion would force the use of uberfleets in order to minimize the incoming damage to your own position, hence more rounds of battle per day will only make things worse.

Brian, DTR
Thali Rahm
QUOTE
1)  Pinning only lasts the day of the battle, the next day any ship including previously pinned ships can flee the battle (maybe only taking one round of fire from the enemy ships as they turn tale).


I am positive to this idea. One of the problems we who don't have uber fleets face is that whenever we engage the enemy we face the very real danger of being totally destroyed. If we don't destroy the enemy day 1 we suddenly have hundreds of enemy ships pouring fire into our ships effectively destroying all we have as we can't escape.

Allowing pinned ships to move away day 2 after 1 round of combat would be a good way of making hit and run and skirmishes more effective. Yes, the fleeing fleet take some damage but it can at least withdraw and be used again.

QUOTE
2) More than 4 rounds of combat in a day but not neccessarily "to the death".


This is also something I am postive towards as it will also increase the chances of a small skirmish or a hit and run attack to be effective. But as someone stated we can't have to many rounds because I don't believe the 'fight to the death' idea is good. 6 or 8 rounds sound like a good number.

Neither of the above ideas remove the effectiveness of the uber fleet, instead they make other tactics more viable. biggrin.gif
Ted
QUOTE
It seems 2 simple changes could make a big improvement

1) Pinning only lasts the day of the battle, the next day any ship including previously pinned ships can flee the battle (maybe only taking one round of fire from the enemy ships as they turn tale).

2) More than 4 rounds of combat in a day but not neccessarily "to the death".

As a previous post did note, even if you just make the pinning last only one day, little else would have to be done.



Still doesn't solve the problem of uber fleets(though still not convinced there is a problem).Sometimes ships pinned or otherwise cannot move out of the combat zone because their engines are all gone.The DTR are especially good at taking out the enemies engines(yes,it is meant as a compliment biggrin.gif ).
So on day two of a battle you'd still get masses of ships turning up to either finish off the disabled or friends arriving to cover them and hoping to deliver replacement engines.
Back to uber fleets having a knock down and drag them out fight!!! dry.gif
ptb
QUOTE (Ted @ Mar 9 2005, 03:37 PM)
Still doesn't solve the problem of uber fleets(though still not convinced there is a problem).Sometimes ships pinned or otherwise cannot move out of the combat zone because their engines are all gone.

The difference is, in my opinon at least, that there is the option of withdrawing. As it stands pinning makes any low level movement based stratgeries far too difficult, yes uber fleets will still be around but i think they will be more as tehy are in life, a threat of the possiblity rather than the only form of combat.

Steve-Law
Just as a slight aside as its the current hot topic of the moment - What's pinning about anyway (I could never really understand the "why" of it)? Do we still need it? Do we want it? Will removing pinning help the game at all (not necessarily uber fleets, but combat in general)?
I.Jordan
Hi

I think pinneing should be removed, having to EJ a ship normaly causes more damage the fight itself. I have had ships blown up EJ and they have only suffered minor damage.

This will allow small groups of ships to attack then retreat with leaving pinned ships behind.

Recently in audrey an ambush was set up but instead of merchant shipping 30 odd warships turned up. the ambushers got a good bloody nose but alot of ships pinned.
Which means these withdraw by EJ and suffer loads of damage or stay and fight and hope more of your side turns up then there's to help you out.

If the pinning rules were removed this raids could continue with out such dire results. The above case would be the ships would withdraw to lick there wounds.

You could then try and catch them in the systems they jump to or quads they move through, so smaller fleets would be more useful and if engauged they would not be lossed, just damaged. I think this simple change will make a world of differance. you can still have a big punch up but only if both sides wanted it.

Dave
Romanov
Pinning prevents ships leaving combat. Without pinning you could have a fleet of one round ships that would deliver x damage of an ammo based weapon then retreat. With pinning the one round ship will only be in combat for one round and since you cannot deliver to a pinned position you cannot rearm. Such a ship is then useless until it is unpinned or ejumps to safety

With the current rules you either have to

a) have a high speed to prevent pinning, hence less weapons or ammo based weapons since you cant rearm if pinned
cool.gif have very fast auxillary ships that will pin the other side preventing them pinning you
c) accept that you are going to be pinned and use energy weapons

For the DTR, Neb Terminators are a), Cluster Pickets are cool.gif and Neb Defenders are c).

Since speed is linked to integrity, keeping you integrity very high is important if you are a or b

Pinning has to stay
Gandolph
im afraid you have misread this Mr Romanov

on page 3 0r 4 i suggested pinning be removed at the end of the days battle, this means if you are faster during the battle or have tractor beams they are still effective during this phase, so therefore your 1 round theory is not right.

pinning in my opinion is very suspect.

some of the ships get pinned by other ships that can deliver no damage what so ever, so why get pinned by some one who could probably blow you up in a years time if they are lucky. you would treat that ship as being no threat to you and therefore not have to dodge from it etc. i see this as a viable reason for being able to retreat.

see below for instance, why should my ship get pinned by anyhing of this nature, or even firing minimal type weapons when obviously i should not really be worried about it.

Attacking DTR Reissdorf (73049)
-------------------------------
Round 1: 3 Space Fighter mkIIs
- on attack vector
41 Space Fighter mkIIIs
- on attack vector
Round 2: 1 Space Fighter mkII
- 1 hit - 15 [25] damage - 84%
41 Space Fighter mkIIIs
- 38 hits - 858 [1140] damage - 95%
Round 3: 1 Space Fighter mkII
- 1 hit - 20 [25] damage - 91%
32 Space Fighter mkIIIs
- 30 hits - 687 [900] damage - 95%
- Point Defence shot down 1 Space Fighter mkIII
Round 4: 1 Space Fighter mkII
- returning to base
30 Space Fighter mkIIIs
- returning to base

Incoming Fire from DTR Reissdorf (73049)
----------------------------------------
Round 1: 8 Tractor Beam mkIIIs
- 7 hits - 0 [0] damage - 74%
- Tractor beams reduced positions speed by 2.2%
Round 2: 8 Tractor Beam mkIIIs
- 6 hits - 0 [0] damage - 74%
- Tractor beams reduced positions speed by 1.89%
Round 3: 8 Tractor Beam mkIIIs
- 5 hits - 0 [0] damage - 74%
- Tractor beams reduced positions speed by 1.57%
Round 4: 7 Tractor Beam mkIIIs
- 5 hits - 0 [0] damage - 74%
- Tractor beams reduced positions speed by 1.57%



so it all depends on your point of view.
Romanov
If you drop pins at the end of the day then you still get one rnd ships since you will want your ship with the manuveur bonus for the later three rnds.

Ejumping is there to make the choice to retreat hard but not impossible. Reinforce your position, fight to the death or ejump. At Audrey, the Imperials decided to reinforce as did the DTR. Both sides had a similar number of ships pinned on the first day. If the FET had ejumped then the Imperial losses would have been very minimal.

So was Audrey good tactics by the DTR or poor tactics from the Imperials. Some might state that the DTRs jump engines give a superior advantage but all DTR ships that entered the battle on day two were from Straddle, one jump away.
Gandolph
youve just answered with the problem, you were next door in straddle. it was in Audrey, it would not have made ANY difference at all if the battle was in Trinity YOU can still make it litteraly anywhere, most other affiliations cant, HENCE uber fleet strategy, hence the whole problem.

no one can strike anywhere as the uber fleet can get anywhere

as will all fleets equipped with the Hyperdrive not just yours
Steve-Law
QUOTE (Romanov @ Mar 9 2005, 04:40 PM)
Pinning prevents ships leaving combat.

Without pinning you would need to use more tractor beams to keep the enemy ships in position. It gives much the same effect but with more of a strategic/tactical slant to it.
QUOTE
hence less weapons or ammo based weapons
from another angle.

Or so it seems to me.

Gandolph
dont get me wrong Mr Romanov, it needs looking into if the pinning was to be removed, but you must admit the concept of a vessel being held into a battle when the vessel holding it couldnt blow it up in a month of sundays is not real.

imagine the Audrey battle as you state, 350 ships emboiled in battle, and my ship, a 100HH is pinned by a tractor beam ship and not being targetted by anything else, the vessel hasnt got enough tractor beams to stop me, why not simply move my vessel anywhere i want to, to get away from the rest of the battle. Ring 11 is a big place, my little dual with you, might be literally miles/thousands of miles away from any other ship. yet i have to take 20% damage to move my self away from a battle, when the vessel holding me couldnt cause me 20% damage EVER let alone in a week.

pinning should be relevant to the vessel firing at you, if it can destroy you or not (ie is considered a threat to your life in the short term) and relevant to the ring possibly you are in. so a lot of vessels fighting in ring 1 may have less chance of moving away from your pinning situation than in ring 15, which quite frankly could mean ships shooting at each other could be fleets apart.

this i feel however may be a programming nightmare biggrin.gif

i feel there are many situations that a ship should not be pinned but is, and this results in everyone sending everything possible due to the fact that it is vital you remain unpinned at the end of battle. If you are not then you are a dead man due to the response times available
CNF Jon Tenor
QUOTE (Gandolph @ Mar 9 2005, 05:07 PM)
some of the ships get pinned by other ships that can deliver no damage what so ever, so why get pinned by some one who could probably blow you up in a years time if they are lucky.

I believe the answer to that is the ISR field can't be engaged close to another mass, so a ship has to be able to outpace an enemy to get away, even if the enemy cannot cause damage.


But, I do think making pinning harder would be an excellent plan.
Dan Reed
perhaps then we need an E-jump equivalent for ISR in-system travel?

Dan
HPSimms
QUOTE (Mica Goldstone @ Mar 8 2005, 04:25 PM)

I was just referring to a space combat. All evidence I have seen since the start of Phoenix indicates that players will use every available resource in order to ensure that a battle will be decisive on a single day.

Nothing we have added to the game has made a lasting difference to this. David is already fully convinced that anything we add will be seen as an obstacle to achieving this one-day massacre, an obstacle to be overcome, never, accepted.

Battles are usually won by attaining local superiority with effective ships, if you can do that big time you win.

Whatever retraints are put on, this will still be the case and someone wanting to initate a big battle will manoever forces in advance to hit with the max, the restraints will stop the attacked side from re-inforcing fast enough to counter this.

I don't like the idea of massive amounts of rounds of battle on the same day as it will effectively eliminate the use of weapons that need ammunition. Limiting effectiveness to beam weaponry, most of which is currently of dubious effectiveness in itself, and space fighters/bombers.

Geoff
Ted
I must admit I do not like the pinning rule,it's been the death of me on several occasions!! rolleyes.gif
But it has it's place in combat.
I see pinning as something like a dogfight between fighter planes.
In our case the pinning ship is on the tail of it's target and the target is trying to manuover out of the way.

So how about instead of the pin staying in place at the end of battle make it effective only during a battle.
The pinned ship is doing it's best to dodge out of the way so has no time to lock onto any targets itself,which would remove it from the battle,as it's to busy trying to stay alive.
Never could figure out why pinned ships could still shoot at targets that weren't pinning it!!! wink.gif

This could bring in a whole new tactic of ships designed just to pin the enemy that sort of coral the enemy into the fire zones of the other ships in your fleet.
At the end of battle all pins are dropped and everyone can move away if they so wish.
Steve-Law
QUOTE (Romanov @ Mar 9 2005, 05:13 PM)
If you drop pins at the end of the day ...

Why do I get the picture of everyone stopping at the end of each day's battle, mingling and socialising with each other for a bit, nice early night then clocking on to continue killing each other at 8.30 the next morning...?

(Do we get tea breaks between each round? wink.gif )

I.Jordan
A couple of points.

I would like to see pinning go at the end of the battle,
in the battle it can stop resupply etc.
If the exuse is you can not retreat due to ISR field being so close, would not the pinned ship be firing at point blank range surly some bonus must apply.
I also feel if pinning stays in can we have an order to to target the pinning ship as a standing order like the ignore incoming fire.

Dave
Gandolph
there is an option to retarget if fired at already.
Goth
I have seen many games become silly when an artificial rule like pinning is in place. It becomes a war of the pinning ships..... Simply mass produce lots of optimized pinners as cheaply as possible and swarm in to pin the enemy pinners... Whoever has the most pinning ships wins freedom of movement whether the pinning ships can realistically hurt the pinned ships or not.

If we are to look at our long history of naval combat or air combat, where have we ever seen a ship or plane that could make an enemy stay in the combat zone. Especially if that ship was not even capable of harming the other ship.

Imagine a PT boat (without even any torpedos) forcing a battleship to stay anywhere. Then try to imagine it forcing the BB to stay there for a week!

Where have we seen a naval or air battle that lasted more than a day? Most battles involved quick engagements followed or preceeded by lots of manuver.

Just a thought.... Now back to the ship builder to tweak that perfect pinner!!!!

Goth
CNF Jon Tenor
QUOTE (Goth @ Mar 10 2005, 12:55 AM)
If we are to look at our long history of naval combat or air combat, where have we ever seen a ship or plane that could make an enemy stay in the combat zone.

Why should space combat follow historical orthodoxy? It's like expecting air combat to behave like naval combat, or the battle of Hastings to look like the battle of Goose Green.

I agree that changing pinning somehow may be a good move, but let's not have spurious reasoning for it.
ptb
QUOTE (CNF Jon Tenor @ Mar 10 2005, 08:02 AM)
I agree that changing pinning somehow may be a good move, but let's not have spurious reasoning for it.

I for one wouldn't be happy with a complete removal of pinning, however I think the rules are currently far to strict about it.

QUOTE
If we are to look at our long history of naval combat or air combat, where have we ever seen a ship or plane that could make an enemy stay in the combat zone. Especially if that ship was not even capable of harming the other ship.


Historically we do have pinning, time and time again good taticians have cornered a slippery enemy and forced them to fight, maybe not with so often with air combat, but certainly naval combat. Don't forget that ships could be trapped between land masses, and aircraft had to land sometime, in both those situations you have hostile craft that can't escape (okay so maybe the aircraft landed is an extreme example)

Anyway it's really irrelevent, the fact remains if you remove pinning totally then in order to damage your enemy you have to go after his means of repair and production as the ships slip away, and I for one don't wish to push the combat in the direction that forces destruction of starbases.

I still think that we need to make it easier to escape without totalling your fleet, but removal of pinning isn't, as i currently see it, an option that works.
Nik
Pinning has to remain in some form or the game will get stupid. If there is no pinning or pinning gets cleared at the end of the day, then you simply send in transports with 1 round of missiles/torpedos, blast the hell out of everything and then leave the next day suffering little damage in return. This will happen, I guarantee it. Pinning helps to prevent this as the transports can be pinned easily and so suffers some losses in return.

As I wrote before, if pinning isn't absolute yes/no then things maybe better, based on combat speed differences. Also, tactics in space battle as in ground battle is the best way to go, again allowing ordered withdrawl and facilitating the breaking of pins so that the fleet can jump out rather than EJ out.

Currently most other suggestions have promoted uber fleets since it puts a big bias on hit and run tactics which work best with large uber fleets taking out what they can on day 1 before fleeing the next day.

Nik
MaiChiKwai
"Imagine a PT boat (without even any torpedos) forcing a battleship to stay anywhere. Then try to imagine it forcing the BB to stay there for a week!"

Didn't that happen with an German battleship when a luckie shot hit it's rudder?
Mica Goldstone
QUOTE (Nik @ Mar 10 2005, 08:38 AM)
Also, tactics in space battle as in ground battle is the best way to go, again allowing ordered withdrawl and facilitating the breaking of pins so that the fleet can jump out rather than EJ out.

Playing devil's advocate here:

If you can guarantee a fleet death with ship ratios 10:1, you will send as many ships as you can.

If tactics such as ordered withdrawal mean that you have less rounds to destroy them in so that to guarantee a fleet death you will now need ship ratios 25:1, you will still send as many as you can. biggrin.gif
Gandolph
yes thats correct but it was being attacked by vessels firing torps and by a vast quantity of ships aiming at getting that 1 ship, not the royal navy attacking a fleet equivelent of the german navy.

it is difficult to assess this scenario as the same
ptb
QUOTE (Mica Goldstone @ Mar 10 2005, 11:55 AM)
If you can guarantee a fleet death with ship ratios 10:1, you will send as many ships as you can.

If tactics such as ordered withdrawal mean that you have less rounds to destroy them in so that to guarantee a fleet death you will now need ship ratios 25:1, you will still send as many as you can. biggrin.gif

If attacking doesn't give a penatly then you will always send enough to guarantee fleet death. That just sensible tatics in the current system, as if you don't send all your ships then you stand a chance of taking more damage and good tatics mean maximising your damage/lost ratio.

If, as i mentioned before, ships engaged in combat lost all tus then there would be risk of sending all the ships to a battle in that you couldn't react to an attack elsewhere.

Just a thought, probably lots of issues with it but if you made it so only ships that actively attacked (ie fired a weapon at someone) lost tus, and removed or drastically limited pinning, then you'd have an intressting situation where if you wanted to withdraw you could do so but you would have to spend a day in combat without shooting.
Nik
QUOTE (Mica Goldstone @ Mar 10 2005, 11:55 AM)
QUOTE (Nik @ Mar 10 2005, 08:38 AM)
Also, tactics in space battle as in ground battle is the best way to go, again allowing ordered withdrawl and facilitating the breaking of pins so that the fleet can jump out rather than EJ out.

Playing devil's advocate here:

If you can guarantee a fleet death with ship ratios 10:1, you will send as many ships as you can.

If tactics such as ordered withdrawal mean that you have less rounds to destroy them in so that to guarantee a fleet death you will now need ship ratios 25:1, you will still send as many as you can. biggrin.gif

Mica, read my original post please since what you wrote is plane wrong. If you think this is so stupid then why are there tactics in ground combat? Isn't this just as stupid?

If some DTR fleet goes at hits Jax then they are on the offensive. This fleet wants to withdraw the next day as it's done it's job, so can issue a withdraw order. They still are in 4 rounds of combat but fewer ships are pinned the day after when they leave the area. Withdrawing means they deliver less damage to the enemy, but will still take damage by the incoming cavelry, unless you are suggesting that the IMP will just sit idly by and let Jax be nuked rather than responding with what ships they can.

The withdraw tactic also has disadvantages as the attacking fleet is tied up for one more day meaning that home is more vulnerable unless mroe ships are kept at home, thus meaning smaller attacking fleet. It's then a compromise of EJing pinned ships out (to gain a day but take more damage) to withdrawing (take less damage, but lose a day).

You can then also have assault tactics, where the ships deliver more damage but receive more as well (e.g. ship accepts getting blasted since it is willing to get in the perfect position/dodge less to do even more damage).

Please explain why this idea supports uber ships.

Nik


Thali Rahm
QUOTE (Mica Goldstone @ Mar 10 2005, 10:55 AM)
If you can guarantee a fleet death with ship ratios 10:1, you will send as many ships as you can.

As have been suggested earlier we could add tactics to space battles.

For example we could have a system where we could add tactics to a squadron (not individual ships) and each tactic works either good or bad against the tactics used by the enemy squadron. By chosing the right tactics against the enemy you could perhaps get bonuses to combat speed, dodge, damage and chance to hit the enemy.

This changes the game from just throwing everything you got at the enemy to actually consider to what tactic you enemy usually use, what does his fleet use now and so on. It add a new element to the game that can change the outcome of an even battle and even make a smaller fleet able to fight a larger fleet (to some extent at least). Of course, it can also be the other way. The large fleet, by using the right tactic can get even better... biggrin.gif

Squadrons would have to change tactics between battles as otherwise your enemy would set his own tactics to overcome yours.
Thomas Franz
QUOTE (Mica Goldstone @ Mar 10 2005, 10:55 AM)
QUOTE (Nik @ Mar 10 2005, 08:38 AM)
Also, tactics in space battle as in ground battle is the best way to go, again allowing ordered withdrawl and facilitating the breaking of pins so that the fleet can jump out rather than EJ out.

Playing devil's advocate here:

If you can guarantee a fleet death with ship ratios 10:1, you will send as many ships as you can.

If tactics such as ordered withdrawal mean that you have less rounds to destroy them in so that to guarantee a fleet death you will now need ship ratios 25:1, you will still send as many as you can. biggrin.gif

yes, this is a logical consequence of this. It has been mentioned a couple of times that if players can achieve a sure kill in one day then they will go for it. You will not be able to change this in my opinion.
But what is the problem with this. If you want to kill one ship and you send 25 for it then fine, the enemy only looses one ship. Not much given there is mass production.
The one ship could also be a trap by the enemy who wants to lure your 25 ships into combat, or who simply want to see your 25 ships move to one end of the galaxy to ensure they don't turn up at the other end of the galaxy where his 100 ships pound a platform of yours into oblivion.
That's all tactics.

Now I think Nik has a very valid point in saying that an ordered withdrawl is missing in the current tactics options. Lets just assume that for one reason or another there is a big battle going on. Side A has 100 pinners and 100 capitals with photon weaponry and side B does 'only' have 100 capitals with photon weaponry in the battle. Side B can't move out at all and fears that side A will send torp ships to do real damage but they recon this will take at least 3 days to get there. Currently their only options are ejumping out or heavily reinforcing to force side A to retreat. Would it not make sense to have an ordered withdrawl tactical option that (for example) means a position would not be able to fire any weapons the whole day but gets a chance to break the pinning and leave combat after each round of combat? This chance should increase every round of combat and should be in relation to the combat speed difference of the pinned position and the pinner. At the end of the battle the chance is boosted considerably again, but still not to 100% if there is a huge speed difference.
Side B could have their 100 capitals all to perform an ordered withdrawl and thus the chances that they will be able move out will be quite good, provided they really have 2 days to try. They will suffer the photon weaponry fire from Side A's 100 capitals during the time they try to withdraw, but this should not be as bad as ejumping.
OK, before somebody say 'but pinners are cheap since they can be small and do not need any weaponry', the smaller and cheaper the pinners are the easier they can be shot down. If side A's 100 pinners are all 10 normal hulled then Side B can quite easily take them down and leave. The more an AFF invests into thier pinners the harder it gets to break the pinning since the pinner cannot be shot down easily and/or the difference in combat speed is huge.

Think about this in all possible scenarios. This will not take away the option to be tactically superior (or plain lucky) and do real damage to the enemy, but it does not force the enemy to send refinforcements or ejump out if they are afraid of loosing otherwise.


And please, can we stop saying 'but what happens if one side has the ueberfleet and can achieve 10:1 or 25:1 or 100:1 ... ... odds'?
Between powerblocks this will not happen due to game limits (stellars). One Aff might be able to vastly outnumber another AFF but there are politics and alliances in the game. If an AFF fails to realise and use these options and instead get the game mechanics to save their butt anyways, please, why do we play this game at all? In this case just scrap the game and shout at each other for free on a yahoo forum, same thing to me. <sorry for beeing sarcastic here>
And if you are small and want to be on your own (for whatever reason) then you simply don't have to annoy somebody bigger than you or you don't let yourself be caught get caught.
I am very fed up with people 'demanding' from the game mechanics to allow them to be able to fight another fraction without loosing badly, but completely neglecting the fact that they need to properly buildup their assets before fighting. This takes a few years I can tell you but that's the way the game is designed.


Thomas
FLZPD
QUOTE (Mica Goldstone @ Mar 10 2005, 10:55 AM)
QUOTE (Nik @ Mar 10 2005, 08:38 AM)
Also, tactics in space battle as in ground battle is the best way to go, again allowing ordered withdrawl and facilitating the breaking of pins so that the fleet can jump out rather than EJ out.

Playing devil's advocate here:

If you can guarantee a fleet death with ship ratios 10:1, you will send as many ships as you can.

If tactics such as ordered withdrawal mean that you have less rounds to destroy them in so that to guarantee a fleet death you will now need ship ratios 25:1, you will still send as many as you can. biggrin.gif

If damage done increased depending on the number of ships (or hulls) in a battle, then it means the more outnumbered yo uare, the more likely you are to inflict far heavier losses on your enemy. Outnumbered 10:1, you still die - but you take 1 or 2 with you. outnumbered 25:1, you take 3 or 4 (for example). Whatever the actual damage increases, the end result is that it will always be more dangerous to send in a large fleet over a smaller one.

Ground Combat follows a similar path, with the the control factors (bigger GPs can get more more control factors per round, yet will suffer increased casaulties for it).

Mark
David Bethel
QUOTE
dont get me wrong Mr Romanov, it needs looking into if the pinning was to be removed, but you must admit the concept of a vessel being held into a battle when the vessel holding it couldnt blow it up in a month of sundays is not real.


Yes - may have to drop the dodge to zero if you try to pin.... set it as an option to not try to pin. There may also need to be something relating to ship size on the pinning % chance to work....
Garg
David that sounds like a great idea, but not sure pinner should auto loss dodge, but should be effected by the tractor beams as well, perhapst just at half the effect or so.
Thomas Franz
QUOTE (David Bethel @ Mar 10 2005, 01:28 PM)
QUOTE
dont get me wrong Mr Romanov, it needs looking into if the pinning was to be removed, but you must admit the concept of a vessel being held into a battle when the vessel holding it couldnt blow it up in a month of sundays is not real.


Yes - may have to drop the dodge to zero if you try to pin.... set it as an option to not try to pin. There may also need to be something relating to ship size on the pinning % chance to work....

setting dodge to 0 if pinning and giving the option not to pin is the same as remove pinning from the game since dropping dodge to 0 is suicide for a pinnig ship.

David/Mica, is there anything wrong with the tactical withdrawl suggestion? For some reason I am getting the impression everybody seems to be avoiding this. Why?


Thomas
Gandolph
the tactical withdrawal idea for me in my mind would be the same as an EJ, to remove yourself from the battle you will take a lot of damage. again im not saying that all answers are perfect.

the idea that David has suggested does have merit, when you consider that my ship is dodging and you are in effect having to keep with the ship you intend to pin should mean potentially if you want to stay in the range to pin it, its weapons should be more effective. not necessarily total but more effective. Similar to boarding.

the similiarity is that to board you are in effect pinning the position to entitle you to get to a boarding position, you(the proverbial as in all of us) are pinning the position to hold it for a different reason, but currently there is no penalty in space combat, but under boarding rules the position being held gets a +20 bonus on targetting and double the damage. I do appreciate that you are getting closer to the target, but rducing/removing the dodge of the pinning ship or indeed increasing the damage it may receive does as i say have merit. and still leaves pinning very much in the game

anyway, overall this topic has gone on longer than i imagined. biggrin.gif so it may be best for David and Mica to mull over all suggestions, and make any changes if any, or keep to their original idea of damage layers etc. everybody will have differing views, dependant on their combat experience, indeed if they have any experience, and these can only be looked at at the top by them both.

Goth
Here's the rub:

Pinning has a good purpose and good players have geared their fleets to take advantage of it.

Whether it is perfect or not doesn't matter because any other system will be exploited by good players and we won't know for a while what flaws might be in a new system.

Most of the IMP adversaries have invested alot in developing fleets around the concept of pinning. Is it really fair to change the game system to "knock out" the value of the pinning ships our enemies have invested in?

I just want to be sure that I don't invest a year of production to beating them at their own game just to have the rules change when I have a better "pinner".

Goth
Mica Goldstone
QUOTE (Nik @ Mar 10 2005, 12:05 PM)
Mica, read my original post please since what you wrote is plane wrong. If you think this is so stupid then why are there tactics in ground combat? Isn't this just as stupid?

Getting ground ordnance to the desired destination has much harsher logistic limits on it than moving a fleet.

Also it is impossible to completely capture a ground base in a single day.

With ground assaults there is a lot of to-ing and fro-ing bringing ordnance from distant locations.

Is it therefore a fair comparison?

There are some good ideas coming out of this discussion, it is just a case of working out what people really want and working from there. Tactics offers something, I am not sure what though. Basically, if I can find ways of subverting ideas before they are even in the game, you lot will certainly will as well!

Change for the sake of change is bad, change for the worse is terrible...

These changes, should they come to pass, have to be playable, enjoyable and improve the game.
Romanov
QUOTE
There may also need to be something relating to ship size on the pinning % chance to work....


This is a pandora's box. "Could a 75 hull Normal be pinned by a 50 Hull Hvy? No, what if the Normal had ablative armour but the Hvy has Mk III Plate". A thread all of its own I think
Mica Goldstone
Maybe we need to define what the perceived problems are.

I do not have a problem with large fleets as such. I would love to see a fleet of 200 ships enter orbit of a massive starbase (evil grin).

For me it is the massive naval response available on the very next day. Whether this is one fleet of a 200 ships or four fleets of 50 ships.
  • This makes all hope of surprise attacks, invasions etc virtually impossible unless the operation is to be over on the day of the operation.
  • It encourages reaction, not proaction.
  • It encourages the building of large fleets in central locations rather than the distribution of the fleet throughout the game.
  • It prevents enjoyable skirmishes and more importantly has a fatal and swiftly terminated learning curve for new players.
I do however accept that my perceptions may well be flawed as I am not a player.
CNF Jon Tenor
QUOTE (Mica Goldstone @ Mar 10 2005, 05:30 PM)
Maybe we need to define what the perceived problems are.

I do not have a problem with large fleets as such. I would love to see a fleet of 200 ships enter orbit of a massive starbase (evil grin).

For me it is the massive naval response available on the very next day.

<snip>

I think that's a good summary. At the moment, if I have a small handful of warships I can't do anything really useful with them without it being almost inevitable I'll lose them all. Alter the pinning rules, and the risk of a hit-and-run suddenly becomes reasonable.
ptb
QUOTE (Mica Goldstone @ Mar 10 2005, 05:30 PM)
For me it is the massive naval response available on the very next day. Whether this is one fleet of a 200 ships or four fleets of 50 ships.

QUOTE (CNF Jon Tenor)
At the moment, if I have a small handful of warships I can't do anything really useful with them without it being almost inevitable I'll lose them all. Alter the pinning rules, and the risk of a hit-and-run suddenly becomes reasonable.


Okay i promise not to keep mentining this but you can solve both this problems by
  • Killing the tus of any ship that fires a weapon in combat
  • Making pinning a factor of size/irs drive type
  • Make IRS 1 more 'slippery' but less 'disruptive'
  • make IRS 4 massivly less 'slippery' but more 'disriputive'
The IRS thing was mostly thrown in becuase as far as i knew the pinning was that engines caused an interferance in the jump generation, and irs 1 makes a tight feild and irs 4 makes a wide field, if i'm wrong feel free to drop those two.

The others will effectivly stop people reacting with ever ship as they then couldn't counter another attack, and make hit and runs possible as it would be harder for pinning ships to pin you.

And yes i'm aware i've mentiond most of these points before but while people keep trying to bring up 'fleet size' without saying how they'd calculate it then i feel justified in repeating happy.gif
Goth
Killing the tus of any ship that fires a weapon in combat


This would make it impossible for ships to leave combat, how would that ever help?

Goth

ptb
Never said to reduce it to zero, even if you did you'd still have 60 tus to play with, also it would just mean ships actually firing wouldn't beable to leave, those attempting to withdraw would after a short time.
Steve-Law
QUOTE (ptb @ Mar 10 2005, 07:27 PM)
Never said to reduce it to zero, even if you did you'd still have 60 tus to play with, also it would just mean ships actually firing wouldn't beable to leave, those attempting to withdraw would after a short time.

So in order to be able to withdraw you have to stop shooting at those shooting at you for a whole day's combat?

Personally I don't like "artificial" fixes like this. Why should TUs be dropped for combat?

Perhaps we could say that combat should actually use (cost) TUs?!

Different weapons/manuevers could take different TUs? (i.e. 10 TUs per round for full dodge/combat speed, 1 TU for every shot including point defence...) That might be very interesting smile.gif

Edit: Well okay, not PD as its automatic but each type of weapon could have a TU cost (beams being cheaper than torps as they fire faster and take less "preparation", etc.)

Steve-Law
QUOTE (ptb @ Mar 10 2005, 07:03 PM)
people keep trying to bring up 'fleet size' without saying how they'd calculate it

What's wrong with just counting the number of ships?

As I said earlier in the thread you count every ship that is in the same aff for a start then if you want to include "allies" you add in every ship that's supporting or defending each other.



ptb
QUOTE (Steve-Law @ Mar 10 2005, 11:50 PM)
What's wrong with just counting the number of ships?

As I said earlier in the thread you count every ship that is in the same aff for a start then if you want to include "allies" you add in every ship that's supporting or defending each other.

because it restricts the possiblity of inter-affilation conflict (which a couple of affilation profiles mention), it also doesn't work well on anything more complicate with support/defend lists.

Also support/defend is per ship not per affilation, for example if i have a small squad on defend RIP and SMS, and another small squad on support/defend just RIP, and both are in a combat with SMS against some third party(ies) which group of ships do you count? you can't just add up RIP and SMS as a total, because one squad wouldn't be aid the SMS like that, but again you wouldn't want to ignore it.

I think any calcuation you try and do would get overly complex, and i'm not conviced reduction in fighting ability is a good system to use regardless.
Steve-Law
QUOTE (ptb @ Mar 11 2005, 09:43 AM)
QUOTE (Steve-Law @ Mar 10 2005, 11:50 PM)
What's wrong with just counting the number of ships?

As I said earlier in the thread you count every ship that is in the same aff for a start then if you want to include "allies" you add in every ship that's supporting or defending each other.

because it restricts the possiblity of inter-affilation conflict (which a couple of affilation profiles mention), it also doesn't work well on anything more complicate with support/defend lists.

Also support/defend is per ship not per affilation, for example if i have a small squad on defend RIP and SMS, and another small squad on support/defend just RIP, and both are in a combat with SMS against some third party(ies) which group of ships do you count? you can't just add up RIP and SMS as a total, because one squad wouldn't be aid the SMS like that, but again you wouldn't want to ignore it.

I think any calcuation you try and do would get overly complex, and i'm not conviced reduction in fighting ability is a good system to use regardless.

Well if we are talking about reducing effectiveness based on the number of ships (because of added communication/targetting/maneuver burdens) could we not just add in every ship within the same quad, regardless of "side"? They all contribute to the "fog of war". Slightly arbitrary perhaps but saves your complicated formulae and not totally unreasonable.

You may not be supporting or defending a ship but you will trying not to hit it (with your ship or your weapons) while searching for the target among all the other ships of your own aff, friendly affs, neutral affs and enemy affs.

Nik
QUOTE (ptb @ Mar 10 2005, 07:03 PM)
Okay i promise not to keep mentining this but you can solve both this problems by
[*]Killing the tus of any ship that fires a weapon in combat



This stops pirates from being able to operate. They have 60 TUs to get their own ship and the captured ship out of the battle location which isn't enough.

Nik
Nik
QUOTE (Gandolph @ Mar 10 2005, 03:46 PM)
the tactical withdrawal idea for me in my mind would be the same as an EJ, to remove yourself from the battle you will take a lot of damage. again im not saying that all answers are perfect.


I think it's fair that enemy ships take some damage if the cavelry arrives the next day. If not, affiliations can go around nuking planets for no loss so the game will degenerate into nuke a planet and run.

Nik
ptb
QUOTE (Nik @ Mar 11 2005, 10:33 AM)
This stops pirates from being able to operate.  They have 60 TUs to get their own ship and the captured ship out of the battle location which isn't enough.

Nik

Fair point, didn't think of that happy.gif would damage hit and run the same way too.

Okay scrap that idea.

You know i'm starting to get the feeling we should leave things as they are happy.gif
Nik
QUOTE (Mica)
Getting ground ordnance to the desired destination has much harsher logistic limits on it than moving a fleet. 


I disagree. It's down to planning, and planning during naval battles is just as complicated (if not more so) than ground assault.

QUOTE (Mica)
Also it is impossible to completely capture a ground base in a single day. 


You can do it, as it has been done. Yes, it is impossible to capture a large Starbase in one day, but it is also impossible to take out an uber fleet in one day. Indeed, as the Pollux platform battle showed, this took a couple of weeks to achieve which is a similar length of time it would take to capture a large Starbase (yes, there were also other reasons that this happened, but the premise still holds).

QUOTE (Mica)
With ground assaults there is a lot of to-ing and fro-ing bringing ordnance from distant locations.



And according to your original battle ideas, this should happen in space battles as well. Squadron should come in, hit something, leave to re-arm/repair etc. Isn't one of the problems regarding the DTR/IMP battles that the IMP want to hit and run the next day whereas we are prepared to fight it out over a longer period of time.

QUOTE (Mica)
Is it therefore a fair comparison?


Yes, I think it is.

Nik

Mica Goldstone
I have been thinking outside the box (good ol’ absinthe), so bear with me:

I know that there have been some accusations and grumbles thrown back and forth, certainly the hyperdrive has received a bashing, as have those that use this item to great effect.
If turning up with sufficient forces to settle a situation in the fastest possible time is a crime, then all are guilty.
The IMP/FET/GTT forces on more than one occasion have waded in with 100+ ships against targets of a dozen or so and if it wasn’t for the fact that 150+ cavalry arrived next day they would have considered this a great victory. To me this is logical and completely reasonable.
The discovery of a 20 complex outpost has triggered alarm bells and the leviathan naval engine again swings into action, pounding said base into dust.

Returning to the subject and considering it from another angle:

Why are these warships able to arrive the next day?
The answer we have been hammering home so far is that they have fast drives etc.
There is however also another answer; they can arrive because are not currently occupied!
Warships do not escort freighters, warships do not patrol, warships guard. Warships are quite simply sitting around for the most part waiting to do something, anything.
If warships had more to do in the game then the whole uberfleet goes away. Logically speaking, the larger your empire the more housekeeping there should be.

An original concept had the patrol order. This order effectively put the ship in multiple orbital quadrants at the same time, constantly scanning, but obviously using TU’s.
Then there is the possibility of adding more civilian/anarchistic features such as game controlled pirates, rebellious factions. These would always be low-level but always nibbling away and certainly a good source of action/salvage for players and warships alike.

Before pushing this further, does anyone want to comment on this?
Steve-Law
QUOTE (Mica Goldstone @ Mar 11 2005, 11:02 AM)
Why are these warships able to arrive the next day?
The answer we have been hammering home so far is that they have fast drives etc.
There is however also another answer; they can arrive because are not currently occupied!
Warships do not escort freighters, warships do not patrol, warships guard. Warships are quite simply sitting around for the most part waiting to do something, anything.
If warships had more to do in the game then the whole uberfleet goes away. Logically speaking, the larger your empire the more housekeeping there should be.

An original concept had the patrol order. This order effectively put the ship in multiple orbital quadrants at the same time, constantly scanning, but obviously using TU’s.
Then there is the possibility of adding more civilian/anarchistic features such as game controlled pirates, rebellious factions. These would always be low-level but always nibbling away and certainly a good source of action/salvage for players and warships alike.

Before pushing this further, does anyone want to comment on this?

These ideas are great and should be in anyway, regardless of whether it will help the uber fleet problems. Although it sounds like it might work.

Because of the Uber fleet situation affs at war are not using hit and run against smaller targets within enemy space. These tactics would force the enemy to split their fleet more but affs feel they cannot split *their* fleet for such tactics in case the enemy uber fleet turns up and they need their uber fleet to respond.

Forcing affs to better patrol their space, escort their ships etc through GM/game controlled threats sounds like a great idea to liven the game up and keep the larger affs busy. More system/bases means more resources means bigger fleets but it should also mean more threats and more demands.

Absinthe all round I say!
Ted
QUOTE
An original concept had the patrol order. This order effectively put the ship in multiple orbital quadrants at the same time, constantly scanning, but obviously using TU’s.
Then there is the possibility of adding more civilian/anarchistic features such as game controlled pirates, rebellious factions. These would always be low-level but always nibbling away and certainly a good source of action/salvage for players and warships alike.


Could something like this be added to the infrastructure rules coming in..soon I hope...no pressure David! biggrin.gif

Maybe affs could get a bonus on influencing a population if they fly the flag(morale boost for owned planets,intimidation for planets controlled by others).

Also Steve's suggestion of combat costing Tus has merits.After all it costs Tus to scan a location as the ship has to move in the quad.The same should apply to combat as ships move about dodging and trying to target.
Rich Farry
QUOTE (Mica Goldstone @ Mar 11 2005, 10:02 AM)
Then there is the possibility of adding more civilian/anarchistic features such as game controlled pirates, rebellious factions. These would always be low-level but always nibbling away and certainly a good source of action/salvage for players and warships alike.

I'm not keen on this part. To me one of the great attractions of Phoenix is that pretty much everything is player run and the majority of things happening are due to players. The fewer 'artificial' elements trying to enforce a certain behaviour the better in my opinion.



Steve-Law
QUOTE (Rich Farry @ Mar 11 2005, 12:03 PM)
QUOTE (Mica Goldstone @ Mar 11 2005, 10:02 AM)
Then there is the possibility of adding more civilian/anarchistic features such as game controlled pirates, rebellious factions. These would always be low-level but always nibbling away and certainly a good source of action/salvage for players and warships alike.

I'm not keen on this part. To me one of the great attractions of Phoenix is that pretty much everything is player run and the majority of things happening are due to players. The fewer 'artificial' elements trying to enforce a certain behaviour the better in my opinion.

But once the infrastructure changes come in there will be a lot of things that are managed, but not controlled by players.

I think it's good that there are some things out of the players control. Even in a totalitarian police state there will be rebels or freedom fighters or criminals or any number of things happening out of the government's or police's control.
Gandolph
QUOTE (Nik @ Mar 11 2005, 10:37 AM)
QUOTE (Gandolph @ Mar 10 2005, 03:46 PM)
the tactical withdrawal idea for me in my mind would be the same as an EJ, to remove yourself from the battle you will take a lot of damage. again im not saying that all answers are perfect.


I think it's fair that enemy ships take some damage if the cavelry arrives the next day. If not, affiliations can go around nuking planets for no loss so the game will degenerate into nuke a planet and run.

Nik

again, there are limited amount of people that can have the cavalry arrive in full the next day anywhere on the map, thats the whole point of how this topic started
Gandolph
QUOTE
There is however also another answer; they can arrive because are not currently occupied!
Warships do not escort freighters, warships do not patrol, warships guard. Warships are quite simply sitting around for the most part waiting to do something, anything.
If warships had more to do in the game then the whole uberfleet goes away. Logically speaking, the larger your empire the more housekeeping there should be.


i agree with you Mica Patrolling was initially a good idea, something it hought we would do, but basically everytime you go patrolling with 10 ships as you point out above as soon as they are spotted, the entire enemy fleet (ours being DTR etc) can make it and extinguish the lot in one battle. Hence this has removed this from our equiation.

we have carried out raids in CNF space against patrolling fleets, but it took a couple of weeks to organise diue to travelling times, this element is removed when Hyper drives are involved.

I would like to see the patrolling aspect, but feel it is unlikely without some more of your out of the box thinking. although i wish i could get inside the box, but im not that lucky. biggrin.gif
Mica Goldstone
QUOTE (Rich Farry @ Mar 11 2005, 11:03 AM)
To me one of the great attractions of Phoenix is that pretty much everything is player run and the majority of things happening are due to players. The fewer 'artificial' elements trying to enforce a certain behaviour the better in my opinion.

Unfortunately, due to the presence of pop-up response, the 'majority of things happening' of a combative nature is becoming increasingly difficult to instigate effectively.

Currently we have a tiering system to the player base.
There are the veteran players that instigate the major events of the game. These guys are very busy.
There are the experienced players. These guys have found a niche and are generally happy, but sometimes, if controlling starbases in secret systems miss out on the game unless there is a conflict.
Then you have the novice players that want to get involved, but the only place to sharpen their teeth is on other affiliations and as they can be countered by veteran players as easily as other novice/experienced players....

Many of these features can be dealt with through brute force. Not a problem for veteran players with little time to spare. But could also be dealt with much more subtley by novice players, giving them a learning curve. This even means that some players within the affiliation can simply ignore the whole thing, leaving it to other members of the affiliation to sort out.
In truth it also adds a depth to areas of the game that do not live up to their description. The Inner Confederacy for one was described as a hotbed of piracy in the wake of the fall of Samuel, as minor factions sought to get their piece of the action.

These sort of events should lead to diplomatic issues that in turn cause players to interact with each other on a more frequent basis. The type of behaviour we are trying to enforce is active. Personally I do not see this as a bad thing.
Duckworth-Lewis
QUOTE (Mica Goldstone @ Mar 11 2005, 11:02 AM)
Then there is the possibility of adding more civilian/anarchistic features such as game controlled pirates, rebellious factions. These would always be low-level but always nibbling away and certainly a good source of action/salvage for players and warships alike.

Regarding piracy, whilst the IMP did have some success seizing Confederate freighters, it didn't take them too long to wise up and switch crew for troops. A marine complement of around 20 can fend off much larger boarding parties. I'll have to root through my turns this weekend, but I'm sure I've failed when I've had a 10:1 odds or better in troops numbers (usually with larg(ish) number of Vets marines)

Furthermore, I noticed that it became much harder to spot and attempt to board targets in the first place, because - presumably - players have wised up and keep their freighters moving.

With the success of Pirate Large, I suspect that these tactics would have transferred to affiliations not involved in the IMP/CNF-DTR conflict, and as such makes piracy much more unlikely

My question therefore is: would game patrolled pirates really cause that much of a problem?.....assuming that the Pirate will attempt to capture ships and not just go round shooting things up (which in reality isn't piracy, its just terrorism).

Would it be feasible to have a boarding party options for example, which would allow a boarding attempt to be made if the boarding ship scans a target and certain criteria are met (ie; number/type of ships scanned, TU's available, troops available).
ptb
QUOTE (Gandolph @ Mar 11 2005, 12:19 PM)
i agree with you Mica Patrolling was initially a good idea, something it hought we would do, but basically everytime you go patrolling with 10 ships as you point out above as soon as they are spotted, the entire enemy fleet (ours being DTR etc) can make it and extinguish the lot in one battle. Hence this has removed this from our equiation.

QUOTE (Mica Goldstone @ Mar 11 2005 @ 11:02 AM)
An original concept had the patrol order. This order effectively put the ship in multiple orbital quadrants at the same time, constantly scanning, but obviously using TU’s.


Although i like the concept of patroling and think it would go a long way to limiting the 'instant travel' problems, it does have sideeffects as Gandolph mentioned, furthermore I don't see any actually benfit to patrolling.

Your average patrol gives you more information about the ships passing through, and could stop minor things like pirates, but although information is important this partiuclar kind doesn't give you much. Maybe you'd learn the CIA is spying on you, or that the SMS is moving a hundred large cargo ships pass where you are patroling, minor stuff really considering there is a war going on.

In real life patrols are there to give you advanaced warning of something, either the attacker avoids or neutrialised the patrol before moving on. With 'instant travel' there is no much chance of advanced warning so why patrol at all?

Although i guess you could patrol all the upper rings of a system and enaged any fleet, okay so you'd lose the patrol but you'd stop the fleet jumping to whereever it was heading i think (not sure on how ships react like that)
ptb
QUOTE (Duckworth-Lewis @ Mar 11 2005, 12:51 PM)
Would it be feasible to have a boarding party options for example, which would allow a boarding attempt to be made if the boarding ship scans a target and certain criteria are met (ie; number/type of ships scanned, TU's available, troops available).

Add to that an option to issue a single order to the newly captured ship and you change the whole freedom of movement completely. It wouldn't any good for the anti-priate ships to show up the next day so you'd need to take preventive measures
Mica Goldstone
QUOTE (Duckworth-Lewis @ Mar 11 2005, 11:51 AM)
My question therefore is: would game patrolled pirates really cause that much of a problem?.....assuming that the Pirate will attempt to capture ships and not just go round shooting things up (which in reality isn't piracy, its just terrorism).

There is a lot of scope for piracy, which to date we have not really considered that do not require open conflict and boarding actions.

Cutting and running - rather than going for capture, getting the cargo and leaving.

Stealing from Shuttle ports - raiding the automated systems.

Sabotage - accidents happen in space such as jettisoning the cargo but bypassing the alarms so that it is noticed till much later (end of turn) forcing the ship to either return for it (and possibly pirates) or write it off.

Smuggling - ships moving to and from the planet with goods thereby reducing the trade goods demand.

I'm sure that players can think of many more things.
Nik
QUOTE (Gandolph @ Mar 11 2005, 12:13 PM)
QUOTE (Nik @ Mar 11 2005, 10:37 AM)
QUOTE (Gandolph @ Mar 10 2005, 03:46 PM)
the tactical withdrawal idea for me in my mind would be the same as an EJ, to remove yourself from the battle you will take a lot of damage. again im not saying that all answers are perfect.


I think it's fair that enemy ships take some damage if the cavelry arrives the next day. If not, affiliations can go around nuking planets for no loss so the game will degenerate into nuke a planet and run.

Nik

again, there are limited amount of people that can have the cavalry arrive in full the next day anywhere on the map, thats the whole point of how this topic started

Which is all well and good, but it also means that even if you could turn up in time (smaller fleets split across multiple locations) it's irrelavent as the fleet has fled. So we could nuke Jax and leave and even if your fleet was over Asgon you cannot do anything about it. Basically you want to have hit and run tactics as the sole tactics to use in battle.

Nik
Gandolph
QUOTE
Which is all well and good, but it also means that even if you could turn up in time (smaller fleets split across multiple locations) it's irrelavent as the fleet has fled. So we could nuke Jax and leave and even if your fleet was over Asgon you cannot do anything about it. Basically you want to have hit and run tactics as the sole tactics to use in battle.


i dont understand what your driving at, i am not now suggesting that the whole pin is removed, so either way that fleet would get damaged? also once ytou left orbit you would be vulnerable?

what your saying is i want the only tactic to be hit and run, what im saying is that the only viable tactic at the moment is mass hits. See Mica's quote above regarding this and the lack of other actions carried out by warfleets.............
Thomas Franz
QUOTE (Nik @ Mar 11 2005, 12:27 PM)
QUOTE (Gandolph @ Mar 11 2005, 12:13 PM)
QUOTE (Nik @ Mar 11 2005, 10:37 AM)
QUOTE (Gandolph @ Mar 10 2005, 03:46 PM)
the tactical withdrawal idea for me in my mind would be the same as an EJ, to remove yourself from the battle you will take a lot of damage. again im not saying that all answers are perfect.


I think it's fair that enemy ships take some damage if the cavelry arrives the next day. If not, affiliations can go around nuking planets for no loss so the game will degenerate into nuke a planet and run.

Nik

again, there are limited amount of people that can have the cavalry arrive in full the next day anywhere on the map, thats the whole point of how this topic started

Which is all well and good, but it also means that even if you could turn up in time (smaller fleets split across multiple locations) it's irrelavent as the fleet has fled. So we could nuke Jax and leave and even if your fleet was over Asgon you cannot do anything about it. Basically you want to have hit and run tactics as the sole tactics to use in battle.

Nik

Generally spoken, if all ships can always leave a battle without consequences then this totally defeats the idea of having battles every day with limited damage and ships beeing able to last a couple of days (on 1:1 odds).

.. which then reduces a battle to deliver the maximum amount of damage and leave so you can't take any further damage. It will only be a matter of time until uberfleet A finds ueberfleet B and completely destroys it in one day because ueberfleet B had just run out of uberammo X for uberlauncher Y completely nuking headquarter XYZ a day ago. Of course uberfleet A only located uberfleet B by scheer luck after they had moved away since you cannot stop a moving fleet, you need fo locate it somewhere 'parked'.

I'd also like to have the question of why you would not send everything you can into combat if you are sure you can leave again the next day answered?


Thomas
Frabby
From what Mica wrote (Absinthe mail), the problem is that the cavalry can actually be called in from a week back in time.
Virtually all problems discussed here could be done away with if ships would stack orders instead of TUs. This was discussed even back in BSE times already.

Hyper JEs are not themselves the problem, they just serve to make it worse because with HJEs, the stored TUs can be used yet more effectively to reach any combat zone immediately.

If you have to plan *ahead* instead of finding the best use for the past 300 TUs then space is suddenly very big when it comes to covering all your assets!

Although I tried hard to remember what the arguments against this were back then, I cannot think of any now. It removes the neccessity to increase jump ranges etc. and will have no effect on freighters or pirates.
Steve-Law
QUOTE (Frabby @ Mar 11 2005, 02:20 PM)
From what Mica wrote (Absinthe mail), the problem is that the cavalry can actually be called in from a week back in time.
Virtually all problems discussed here could be done away with if ships would stack orders instead of TUs. This was discussed even back in BSE times already.

Hyper JEs are not themselves the problem, they just serve to make it worse because with HJEs, the stored TUs can be used yet more effectively to reach any combat zone immediately.

If you have to plan *ahead* instead of finding the best use for the past 300 TUs then space is suddenly very big when it comes to covering all your assets!

Although I tried hard to remember what the arguments against this were back then, I cannot think of any now. It removes the neccessity to increase jump ranges etc. and will have no effect on freighters or pirates.

If orders were stacked instead of TUs wouldn't freighters be left in space waiting for their next order to run? And thus be prey to pirates (more so than now where you can save up TUs then do your trade run in one go). Plus trade will slow down generally so that by the time you arrive the goods have gone (although that could maybe argued as a good thing, give more spice to trade perhaps?).

I actually quite like the sound of that idea but it seems that while it may help the uber fleet problem it would put freighters at more risk. Hmm. But then that would mean more need to escort your freighters wouldn't it, which would give warships more to do as per Mica's suggestion... You would need actual fast ships (faster and more engines, thrust, ISR and jump) for fast deliveries or fast response rather than ships that just hang around with the full 300 TUs waiting until they are needed. To be honest I always though saving TUs was a strange idea...

Actually this sounds another interesting idea.

Mica Goldstone
QUOTE (Frabby @ Mar 11 2005, 01:20 PM)
From what Mica wrote (Absinthe mail), the problem is that the cavalry can actually be called in from a week back in time.
Virtually all problems discussed here could be done away with if ships would stack orders instead of TUs. This was discussed even back in BSE times already.

So we collect turns on a day, but process the turns on the following week....

You send in orders for your freighter to go to Starbase Doomed, only to be told by the owner three days later that he is being attacked. Two days after this your ship arrives and gets creamed. Three days after your ship gets creamed, the cavalry arrive.

Or are you meaning the one where you will only process the orders once you have sufficient TU's to do them? i.e. everyone has zero TU's and only start to accumulate TU's in order to fullfill pending orders.
How does this deal with variable TU's where the cost is determined by the event and not predetermined, e.g. pick up item type etc.
Nik
QUOTE (Gandolph @ Mar 11 2005, 01:54 PM)
QUOTE
Which is all well and good, but it also means that even if you could turn up in time (smaller fleets split across multiple locations) it's irrelavent as the fleet has fled. So we could nuke Jax and leave and even if your fleet was over Asgon you cannot do anything about it. Basically you want to have hit and run tactics as the sole tactics to use in battle.


i dont understand what your driving at, i havent suggested that the whole pin is removed, so either way that fleet would get damaged? also once ytou left orbit you would be vulnerable?

what your saying is i want the only tactic to be hit and run, what im saying is that the only viable tactic at the moment is mass hits. See Mica's quote above regarding this and the lack of other actions carried out by warfleets.............

sigh.

The biggest problem is that it is far easier to moan to the GM than than think of a solution yourself to a problem.

This topic started since the HJE is meant to be a game winner and unfortunately even Mica has been sucked into this belief.

It is not. I have not wanted to write this since it is tactics which I do not believe that I should give to the IMP block, but I am totally fed up with all of this.

The problem is IMP block tactics and the fear of receiving damage. You want to hit and run tactics. Fine, I don't care. The trouble is your tactics are wrong. The hit works well and you deliver significant amounts of damage. In many cases you have had significant odds on your side, even when the cavelry has turned up. However, you have fled without pressing your advantage meaning that we can get away slowly and clear up the debris, whilst you take more damage EJing out.

If you had stayed more days then you would have delivered more damage. This would have then destroyed more internal items meaning that more HJE would have been destroyed. There are not unlimited amounts of zionite in the game and thus only a finate number of HJEs in the game. Yes, your current ship configurations are not designed for long term battles, but that is due to your current tactics.

If you'd done this from the beginning of Phoenix I can guarantee you that the majority of DTR warships would not have HJEs in them now since we would not have enough HJEs left to do this.

And yes, you would have received a pounding in return, you perhaps would have lost more ships and yes it's even possible that we'd have flattened a 1000k Starbase in revenge. But you would have won the long term tactical battle via in game actions rather than moaning to the ref that it's not fair.

Even having said this, only having 100TU JEs and all the changes mentioned about will not stop mass hits. This is for a number of reasons, the main ones tactics and peoples desire not to loose ships (and the DTR are as guilty as everyone else to this charge). From what I have seen, tactics do not come into play in this game.

If there is a small battle, ships from everywhere (even if they cannot make it) are called to the scene to take part so that your side has better odds meaning giving more tamage and taking less. One day someone will have the bright idea of ignoring those 20 ships which are being pounded to death and instead launch a small attack on Starbase X (loosing more ships as more enemy ships head there to deal with the situation) before launching a major attack on Starbase Y.

Once this has happened a couple of times, suddenly not all ships will be dispatched to the initial battle location. Tactics across a periphery scale will start to take place as both sides realise that the little squabble in Alpha 11 of Audrey is just that, a little squabble.

Regardless of what changes are made, the game will remain broken whilst it's easier to moan to the GM than to find your own solution to the problem.

Richard and co, this is not personal but I will not apologise for the bluntness and harshness of this post. If you want, you can kick me off this message board now.

Nik
Ted
It seems we're coming back to the stacked Tus problem again with fleets of warships sitting around waiting to pounce.

At the moment each position in the game has a maintenance day when wages are paid and weekly intergity lose is calculated.

What if all accumulated Tus are lost?
So if a ship hasn't moved in a week it forfiets that weeks TU build up..no carry over!

Unlike bases ships can't change their maintenance day(I think)and every ship in the game doesn't have the same mainteance day(again I think).
So players will have to group ships with the same maintenance cycle so as to make sure they all have the same TU total.
ptb
QUOTE (Mica Goldstone @ Mar 11 2005, 02:38 PM)
How does this deal with variable TU's where the cost is determined by the event and not predetermined, e.g. pick up item type etc.

When i think about stacked orders i would assume you store how many tus have been "invested" into the current order.

For example you want to jump (100 tu cost) and your daily turn gives you 60tus, this means your ship notes down that it has 60tus invested. Next day you get another 60tus, 40 goes into the jump, which occurs today, and the next 20 towards whatever the next action is.

Although i like the concept i also like the fact i don't need to micromange everthing and can forget to do a ships turns knowing it doesn't really matter.

I'm not sure which system i'd prefer in the end.

QUOTE
This is not personal but I will not apologise for the bluntness and harshness of this post. If you want, you can kick me off this message board now.

I know thats not directed at me, not being part of the IMP block, but i want to comment anyway that the is nothing wrong with being blunt as long as your not insulting, i know i go to far a lot as well.

Secondly I for one don't see the HJE as the problem with 'instant movement' because normal jump engines give you a massive range anyway, HJE just extends the problem.

Stacking orders would solve that, but i'm unsure of all the side effects. Especially as you can't modify order queues, other than deleting. Add the ability to insert an order into the queue (like the opposite of delete pending order) and it would solve a lot of issue i'd have with stacking.
Mica Goldstone
QUOTE (Ted @ Mar 11 2005, 01:51 PM)
What if all accumulated Tus are lost?
So if a ship hasn't moved in a week it forfiets that weeks TU build up..no carry over!

Now I really like this idea. Obviously players would have to be able to change their maintenance day. So you have your thursday squadron, this being one that reaches 300TU's on Thursday and maintains on Friday.
ptb
QUOTE (Mica Goldstone @ Mar 11 2005, 03:00 PM)
QUOTE (Ted @ Mar 11 2005, 01:51 PM)
What if all accumulated Tus are lost?
So if a ship hasn't moved in a week it forfiets that weeks TU build up..no carry over!

Now I really like this idea. Obviously players would have to be able to change their maintenance day. So you have your thursday squadron, this being one that reaches 300TU's on Thursday and maintains on Friday.

Wouldn't this just divide the uber fleets in five (best case) and give the the same problems?
ptb
QUOTE (ptb @ Mar 11 2005, 03:02 PM)
Wouldn't this just divide the uber fleets in five (best case) and give the the same problems?

Ahh nope cause the advantage would be on the attacker, who would have all their ships on the same day and only be facing a fifth of the hostile forces.

Hmm doesn't that accelerate the problem?
Thomas Franz
QUOTE (ptb @ Mar 11 2005, 02:03 PM)
QUOTE (ptb @ Mar 11 2005, 03:02 PM)
Wouldn't this just divide the uber fleets in five (best case) and give the the same problems?

Ahh nope cause the advantage would be on the attacker, who would have all their ships on the same day and only be facing a fifth of the hostile forces.

Hmm doesn't that accelerate the problem?

yes it does becasue the attacker can plan ahead and the defender has less chances to respond.

Build up a fleet that is large enough to destroy a starbase and move it in fort he kill. You can be pretty certain that the enemy can only repsond with 1/5th of its fleet the next day or not at all since he was just shoveling his maintennce day around.
Makes the game a gamble.


Thomas
Ted
QUOTE
Ahh nope cause the advantage would be on the attacker, who would have all their ships on the same day and only be facing a fifth of the hostile forces.

Hmm doesn't that accelerate the problem?


Maybe not.Would an attacker use all their ships on the same day leaving other areas open to attack as your target will know where you are with most of your fleet?
I think that it would break up the uber fleets into smaller forces,for the most part.Of course with careful planning an aff could get all their ships into the same area on the same day for a massive assault.

QUOTE
Richard and co, this is not personal but I will not apologise for the bluntness and harshness of this post. If you want, you can kick me off this message board now.


Nik.
I'm in total agreement!! biggrin.gif
Thomas Franz
I would again like to point out that with these two modifications

- layered ship target areas (makes fast jump engiens go faster)
- make pinning not absolute (possibly by tactical withdrawl, maybe by something else)

the current system would just be fine. These two modifications will ease all the perceived problems without totally turning the game into something different where we find a whole lot of new problems (real ones and perceived ones).

On top of that the civillian/anarchistic features would be very good and would even further ease the perceived problems and at the same time add a lot to the game.

Am I alone with this opinion or are there others out there that think the same?


Thomas
Ted
QUOTE
Build up a fleet that is large enough to destroy a starbase and move it in fort he kill. You can be pretty certain that the enemy can only repsond with 1/5th of its fleet the next day or not at all since he was just shoveling his maintennce day around.
Makes the game a gamble.


I think that war is a gamble.
Do you go for an all out attack and leave areas undefended?Or do you use some of your forces to defend your assets??

This is where good intelligence work comes into play.
Thomas Franz
QUOTE (Ted @ Mar 11 2005, 02:16 PM)
QUOTE
Build up a fleet that is large enough to destroy a starbase and move it in fort he kill. You can be pretty certain that the enemy can only repsond with 1/5th of its fleet the next day or not at all since he was just shoveling his maintennce day around.
Makes the game a gamble.


I think that war is a gamble.
Do you go for an all out attack and leave areas undefended?Or do you use some of your forces to defend your assets??

This is where good intelligence work comes into play.

I totally agree here, but why not simply use intelligence and tactics in the current system (with minor changes applied)? It's not as if tactics do not work at the moment!


Thomas
Gandolph


i was under the impression this damage layer topic started because someone from the DTR rand up the GM and comlpained that their ships were gutted but hardly damaged???? so this moaning to the GM thing, well what can i say.........

you also seem to be assuming this is all regarding the IMP/DTR, its not. its about the whole game dont focus on our war............

dont worry about the personal bit, this is now probably my last post on here regarding this, so you wont need to be removed.............

if im removed then so be it................
Rich Farry
QUOTE (Thomas Franz @ Mar 11 2005, 02:15 PM)
I would again like to point out that with these two modifications

- layered ship target areas (makes fast jump engiens go faster)
- make pinning not absolute (possibly by tactical withdrawl, maybe by something else)

the current system would just be fine.

And are both good changes taken on their own merits, not just fixes for the perceived problem.

Is anyone actually against them?
Ted
QUOTE
QUOTE 
Build up a fleet that is large enough to destroy a starbase and move it in fort he kill. You can be pretty certain that the enemy can only repsond with 1/5th of its fleet the next day or not at all since he was just shoveling his maintennce day around.
Makes the game a gamble.



I think that war is a gamble.
Do you go for an all out attack and leave areas undefended?Or do you use some of your forces to defend your assets??

This is where good intelligence work comes into play. 


I totally agree here, but why not simply use intelligence and tactics in the current system (with minor changes applied)? It's not as if tactics do not work at the moment!


I agree tactics do work in the game now!
But isn't this thread about the so called uber fleet problem?
I've got no problem with players/affs running large fleets(getting sick of the uber word! tongue.gif )so long as they can afford to run them.
I think as has be mentioned here we'll see the limit in size pretty soon due to in game economics.
IMHO the problem is the accumulation of TUs and ships sitting with 300 Tus and being able to react to whatever gets thrown at them wherever it may be.
I haven't got a problem with HJEs either.Players have taken the time and trouble to research them so they're here to stay.
That's why I suggested the reseting of Tus on maintenance days.
Once a period of time has passed you can't get it back(not until someone researchs time travel in game!).
So if a ship/fleets whatever are sitting around doing nothing they've wasted their time.
Thomas Franz
QUOTE (Ted @ Mar 11 2005, 02:37 PM)
[QUOTE]QUOTE 

That's why I suggested the reseting of Tus on maintenance days.
Once a period of time has passed you can't get it back(not until someone researchs time travel in game!).
So if a ship/fleets whatever are sitting around doing nothing they've wasted their time.

Yes, I know what you mean, if I was convinced we'd really need a drastic change I would say this is a good suggestion.
But what I am trying to say is, will the current system with minor modifications not achieve the same?


Weakened pinning rules will allow disengaging from a battle without automatically getting 25% damage from ejumping when pinned.

Layers will make hypers go faster => immediate effect is that heavy duty warships (75% of our warfleet) will not use hypers any more and swap for normal JEs.
300TUs for your heavy duty warships will allow them to jump 2 systems and a little ISR movement. Too much for the current gameboard? I don't think so!

civillian/anarchic stuff will allow skirmisches and without escalation and will allow learning without burning a years worth of production in ships.



This all sounds so good, is it me only who thinks this will cure the problems?


Thomas

Frabby
QUOTE (Ted @ Mar 11 2005, 03:37 PM)
But isn't this thread about the so called uber fleet problem?
I've got no problem with players/affs running large fleets(getting sick of the uber word! tongue.gif )so long as they can afford to run them.
I think as has be mentioned here we'll see the limit in size pretty soon due to in game economics.
IMHO the problem is the accumulation of TUs and ships sitting with 300 Tus and being able to react to whatever gets thrown at them wherever it may be.
I haven't got a problem with HJEs either.Players have taken the time and trouble to research them so they're here to stay.
That's why I suggested the reseting of Tus on maintenance days.
Once a period of time has passed you can't get it back(not until someone researchs time travel in game!).
So if a ship/fleets whatever are sitting around doing nothing they've wasted their time.

Full agreement. There is no uber fleet problem as such. It's not the number of ships or their firepower, but the possibility to move them to where you need them with carryover TUs. Effectively zero response time to attacks makes the defender too strong and promotes passive and defensive gameplay.

How about scrapping maintenance days, and having maintenance done for every position, every day? That would effectively cut carrover TUs to 60 (a day's worth) except for cases where a single order costs more than 60 TUs, in which case the orders and accumulated TUs are carried over just like we do now.

When cancelling pending orders, TUs would have to be reset and turns have to be generated daily. We'd also have to divide all figures referring to starbases and planetary economy by 5. But aside from that I cannot see any effects on the game as it stands.
I believe David will moan at the amount of extra computing power that this will eat, but isn't that a more elegant solution than creating odd rules around the 300TU carryover rule and its ramnifications?

And (quote Mica):
QUOTE
You send in orders for your freighter to go to Starbase Doomed, only to be told by the owner three days later that he is being attacked. Two days after this your ship arrives and gets creamed. Three days after your ship gets creamed, the cavalry arrive.

You issue 600 TUs worth of orders which will move the freighter to EEM Doomed in 10 days. Provided that everything goes as planned, you can forget about this position for two weeks.
If you are notified on an attack on the starbase while still enroute, you have a number of options:
1) Cancel pending orders and move the freighter elsewhere. Of course this will mean you alter your course and have lost TUs on the useless journey so far.
2) Cancel pending orders and leave the ship in mid-space until the destination is declared safe again, hoping that it is not found by pirates in the meantime.
3) Press ahead, assuming that by the estimated time of arrival, the attack will be over.
4) See if any friendly warships are in range to respond to the attack before the freighter gets there, who can either defend the destination starbase or escort the freighter.
ptb
QUOTE (Rich Farry @ Mar 11 2005, 03:36 PM)
QUOTE (Thomas Franz @ Mar 11 2005, 02:15 PM)
I would again like to point out that with these two modifications

- layered ship target areas (makes fast jump engiens go faster)
- make pinning not absolute (possibly by tactical withdrawl, maybe by something else)

the current system would just be fine.

And are both good changes taken on their own merits, not just fixes for the perceived problem.

Is anyone actually against them?

me smile.gif but only the layered ship target areas, as i'm of the opinon we already have stats that cover this for items, and i'm not conviced it will make a large difference.

QUOTE (Thomas Franz @ Mar 11 2005 @ 03:47 PM)
300TUs for your heavy duty warships will allow them to jump 2 systems and a little ISR movement. Too much for the current gameboard? I don't think so!


Or up to 8 systems and ISR insystem, which i think is too much for one day of movement. If everyone else feels otherwise however then the layered option has merits (although i'd prefer if you just reduced it's armour value, thats what it's there for surly?)
Mica Goldstone
God help anyone just hitting this thread for the first time. ohmy.gif
MasterTrader
I agree with Thomas in thinking that the increased surface area for advanced jump engines, and making pinning less absolute, will be very beneficial.

Stopping the build up of TU's would have a major effect on trade. As it is, people have complained many times about sending their ship to buy an item from a starbase's market, only to find that it has gone by the time they get there. This will be even more of a problem if the travel time is effectively delayed by the lack of stored TU's. You could easily end up with a ship that sits in the middle of space, starts for one starbase, discovers that has gone, has to change destination for a different starbase because the initial starbase's goods have gone, then finds that the new starbase has also sold out, and so on and so forth.

From a trade point of view, I think that limiting TU build up to only 60 TU's, or wiping out stored TU's on the maintenance day, is a bad idea.

As for wiping out TU's on the maintenance day - what happens if you have pending orders? If you are just sitting around waiting to build up to 240 TU's, are you also going to suddenly lose your stored TU's on the maintenance day?

Richard
AFT
Dan Reed
I'm another fan of Thomas' position... start with those, and see what the effect is... if more change is desirable (and I'm not convinced it will be), then we look through the mountain of suggestions - and any others that come up (I can think of several others, for example boredom effects for inactive crews) - and see whether any of them would fill the expectation gap.

As Mica said, change for change sake is not good - and the wrong change could make a percieved problem far, far worse sad.gif

Dan
Goth
OK...... I am new to the game but have added my 2 cents (pence?) to this thread based entirely on an objective view (since I have no investment in research or ship types).

The truth really is that the system is not broken.

If an attacker uses tactics that will result in an "uber" fleet smahing them, they deserve what they get. Everyone "knows" about the responsiveness of a large fleet that is centrally located. Yet, they use tactics that invite these tactics to work. I think that players just need to be a little more creative in their strategies. If you really mess up, you can always "EJ" out taking predictable damage.

The problem is that no one wants to take damage for making mistakes. Example: My own allies and team (IMP and GTT and others) knew what could happen in a hit and run... The enemy takes lots of damage and we don't. It didn't work out that way because there was a break down of communication NOT A BREAKDOWN IN THE GAME SYSTEM.

If you KNOW you can be pinned why would you put alot of assets into a situation where they could be pinned and destroyed? Simple answer: You thought you could get away with it and do lots of damage to the enemy without taking lots of damage yourself.... DO SOMETHING DIFFERENT. Insanity = Doing the same thing and expecting different results.
Goth blink.gif
Goth
QUOTE (Mica Goldstone @ Mar 11 2005, 03:59 PM)
God help anyone just hitting this thread for the first time.  ohmy.gif

Don't fix something that is not REALLY broken.....

Goth
CNF Jon Tenor
QUOTE (Goth @ Mar 12 2005, 01:22 AM)
If you KNOW you can be pinned why would you put alot of assets into a situation where they could be pinned and destroyed? Simple answer: You thought you could get away with it and do lots of damage to the enemy without taking lots of damage yourself.... DO SOMETHING DIFFERENT. Insanity = Doing the same thing and expecting different results.

Fine, but what that means is a very dull game. Throwing a few ships into enemy territory to harass is, as you say, insane. The only sane thing is large fleet actions, which gets dull - especially for new players.
David Bethel
QUOTE
i was under the impression this damage layer topic started because someone from the DTR rand up the GM and comlpained that their ships were gutted but hardly damaged???? so this moaning to the GM thing, well what can i say.........


No, someone (not in DTR) pointed out that he had his ship gutted and had zero chance of exploding (That was about 2 weeks ago.) I then remembered that i had not implented the empty space stuff for damage on ships..... However this tied back to the problem with jump drives and uniques never leaving the game (espeically if there was an empy space routine).... hence layers came about. Ships will still get gutted and not explode - but they will not be 100% empty at that stage. Do you have a real problem with this or is it the lack of details that makes it an issue ?

BTW: I purposing keep out of these discussion now cos ppl get upset when i talk in very final language. However everything still has to come through me to get implemented. Even if mica has been ear bashed by someone on the phone - he has to cold convince me its a good idea. And some enthusiastic suggestions can often be reduced to - its crap and its not happening - very quickly.
Dan Reed
QUOTE (David Bethel @ Mar 12 2005, 12:37 PM)
Do you have a real problem with this or is it the lack of details that makes it an issue ?

more details are (almost) always useful... some things sound very scary until they're explained... a few only get scary AFTER they get explained, but I don't think this will be one of them. More balanced/realistic allocation of damage within a ship sounds like a good thing to me biggrin.gif

Dan

(edit: perhaps the details would be better on a separate thread - I think the change is separate to the "uberfleet" discussion, as it is a good thing in any rate...)
Goth
QUOTE (CNF Jon Tenor @ Mar 12 2005, 09:20 AM)

[/QUOTE]
Fine, but what that means is a very dull game. Throwing a few ships into enemy territory to harass is, as you say, insane. The only sane thing is large fleet actions, which gets dull - especially for new players.

If you cannot think of any other attack than a large fleet attack, I'm happy to have you as an adversary. I can think of plenty of "non-dull" things to do. tongue.gif

Goth
Thomas Franz
QUOTE (Goth @ Mar 12 2005, 12:53 PM)
[QUOTE=CNF Jon Tenor,Mar 12 2005, 09:20 AM]
[/QUOTE]
Fine, but what that means is a very dull game. Throwing a few ships into enemy territory to harass is, as you say, insane. The only sane thing is large fleet actions, which gets dull - especially for new players. [/QUOTE]
If you cannot think of any other attack than a large fleet attack, I'm happy to have you as an adversary. I can think of plenty of "non-dull" things to do. tongue.gif

Goth

Goth is right, there is plenty of room already for small hit and run fleets. All you have to do is make sure you can get away from your target the next day. The game mechanics allow this if you get your ship configs right and do not choose the wrong target (and of course don't mess up).

Nothing in space combat is easy, the biggest mistake you can make (in my opinion) is sending all your ships to attack a target without having an idea what you are facing and without a working retreat plan for all possible outcomes.


Thomas
ptb
QUOTE (David Bethel @ Mar 12 2005, 01:37 PM)
No, someone (not in DTR) pointed out that he had his ship gutted and had zero chance of exploding (That was about 2 weeks ago.) I then remembered that i had not implented the empty space stuff for damage on ships..... However this tied back to the problem with jump drives and uniques never leaving the game

I'm happy to have just the empty space numebrs added to make it slightly more real and nothing regarding uberships change. Layers, for me at least, seem to be flawed.

If uniques is a problem just give a higher chance of things getting fried when a ship explodes.

QUOTE
BTW: I purposing keep out of these discussion now cos ppl get upset when i talk in very final language. However everything still has to come through me to get implemented.


Personally i'd rather you do discuss, mostly because i want a chance to complain if i think something is a bad idea. I belive this game will improve if there is player feedback, and i personaly have no problems with people pointing out the massive flaws in anything i suggest, comment on or complain about because thats how things improve.
Mica
Currently breaking pin is based only on speed. This means that any sort of hit and run has to be faster than the incoming response/target or completely destroy the target in a single day.
The ideas currently being suggested are pushing for also allowing for more features to break a pin.
There are number of areas for discussion:
Should ships be able to pin smaller ships with the same speed?
Should ships be able to pin bigger ships with same speed?
Should tractor beams act as presser beams against pinning ships?
Should the dodge of pinning ships be reduced to zero (or thereabouts) with respect to ships they are pinning?
Should a pinned ship have an increasing chance of breaking a pin with each successive round?
Have I missed some?
Goth
QUOTE (Mica @ Mar 12 2005, 05:44 PM)
Currently breaking pin is based only on speed. This means that any sort of hit and run has to be faster than the incoming response/target or completely destroy the target in a single day.
The ideas currently being suggested are pushing for also allowing for more features to break a pin.
There are number of areas for discussion:
Should ships be able to pin smaller ships with the same speed?
Should ships be able to pin bigger ships with same speed?
Should tractor beams act as presser beams against pinning ships?
Should the dodge of pinning ships be reduced to zero (or thereabouts) with respect to ships they are pinning?
Should a pinned ship have an increasing chance of breaking a pin with each successive round?
Have I missed some?

If a change were to be made I still think the only thing that would make sense would be to remove the pins at the end of a day's combat. Messing around with sizes of ships and speeds that will still extend pins for more than the day's rounds of combat will only lead to player tweaking the pinners.

The simple solution would be to remove pinning at the end of a combat day.
Goth
ptb
QUOTE (Mica @ Mar 12 2005, 06:44 PM)
There are number of areas for discussion:
Should ships be able to pin smaller ships with the same speed?
Should ships be able to pin bigger ships with same speed?
Should tractor beams act as presser beams against pinning ships?
Should the dodge of pinning ships be reduced to zero (or thereabouts) with respect to ships they are pinning?
Should a pinned ship have an increasing chance of breaking a pin

Does that all depend on how our physic behind pining works.

If its a ship proximity thing then you should assue smaller ships, with less powerful engines etc, aren't as good at pinning as large ships.

How close does the ship have to get to 'pin' another ship, if it's point blank then yes the pinned ship should get to ignore the dodge as the pinner is matching movements, also if it's that close shouldn't other ships had issues fireing into the locked pair? obvoiusly it depends how close close is wink.gif

Ships that don't fire and just spend the round (or day) trying to break free should get a higher chance to do so, imo at least.
Steve-Law
The only logical way pinning can work is that one ship is "dogging" another - close pursuit, chasing, call it what you will.

Therefore the only factor that seems relevant in pinning is combat speed (and possibly general maneuver speed) and I'd say also officer (and crew?) experience.

> Should ships be able to pin smaller ships with the same speed?

Yes, given the same or better speed. We could say that if they are the same speed (or perhaps even only slightly better?) there is a chance of breaking the pin (by clever stunts and maneuvers). Captain experience would certainly play a part here.

> Should ships be able to pin bigger ships with same speed?

Again yes, its all about speed/maneuverability.

> Should tractor beams act as presser beams against pinning ships?

Not totally sure what you mean, but you should be allowed to fire at the ship pinning you and that should include tractors. If the tractors hit and reduce the pinner ships speed to below yours then you escape the pin.

> Should the dodge of pinning ships be reduced to zero (or thereabouts) with respect to ships they are pinning?

Yes I think so. Or perhaps you could apply any excess speed to dodge. e.g. ship A has a speed of 7 and a dodge of 5 and ship B has a speed of 5. Ship A pins ship B, and has an excess speed of 2. 7/2 = 35%, 35% of 5 = 1.75 dodge to ship B (or something like that)

Actually the reduced dodge of a pinning ship should apply to ALL attacks against it or the pin will be lost (could be another combat option flag - use full dodge on attacks when pinning). If you are ducking and weaving to pin one ship you can't also be ducking a weaving to avoid incoming fire unless you have loads of excess speed.

> Should a pinned ship have an increasing chance of breaking a pin

Increasing in what way? By what, how, etc.

> Should pins stop at the end of the day?

I can't see it myself. Again I refer you to the tea break image. Why would a ship break its pin at the end of 4 rounds of combat?

I would say that each successive day in combat increases the chance to break the pin by whatever means are available (tractors really are the only one so far?)
CNF Jon Tenor
QUOTE (Steve-Law @ Mar 13 2005, 10:51 AM)
The only logical way pinning can work is that one ship is "dogging" another - close pursuit, chasing, call it what you will.

If the problem is that ISR can't be engaged in a gravity well, though, then ship mass clearly can make a difference.
Steve-Law
QUOTE (CNF Jon Tenor @ Mar 13 2005, 11:17 AM)
QUOTE (Steve-Law @ Mar 13 2005, 10:51 AM)
The only logical way pinning can work is that one ship is "dogging" another - close pursuit, chasing, call it what you will.

If the problem is that ISR can't be engaged in a gravity well, though, then ship mass clearly can make a difference.

If you can't engage your ISR/jump drive in the proximity (pinning range) of another ship then you can't ISR or (safe) jump away while pinned.

Whether or when (and perhaps why) you can ISR or jump away while pinned is a different question entirely I think.
Mica
QUOTE (Steve-Law @ Mar 13 2005, 09:51 AM)
> Should the dodge of pinning ships be reduced to zero (or thereabouts) with respect to ships they are pinning?

Yes I think so. Or perhaps you could apply any excess speed to dodge. e.g. ship A has a speed of 7 and a dodge of 5 and ship B has a speed of 5. Ship A pins ship B, and has an excess speed of 2. 7/2 = 35%, 35% of 5 = 1.75 dodge to ship B (or something like that)

Actually the reduced dodge of a pinning ship should apply to ALL attacks against it or the pin will be lost (could be another combat option flag - use full dodge on attacks when pinning). If you are ducking and weaving to pin one ship you can't also be ducking a weaving to avoid incoming fire unless you have loads of excess speed.

If you have ever watched two flies in aerial combat you will realise that even though they seem to maintain a roughly fixed position relative to each other for the short period, they are still close to being a blur from an outside observer, i.e. they are still very much dodging.

By the same token however the pinned ship (if Starwars, Buck Rodgers and Battle Star Galactica are your influences) will almost certainly bring the pinning ship close to his allies, i.e. the dodge of the pinning is virtually negated as to remain pinning the ship has to run the gauntlet of the allies.


Irrespective of which view you subscribe to:

The tiny/weakly defended ship pinning the heavy monster that could destroy it easily if only it could actually hit it, will no longer be such an edge - providing that the pinned fleet does not try to bugger of on the next day.

This will in no way however prevent players from sending everything, so this cannot be considered anything more than a brick in the overall wall of solutions and improvements - if it is to come in that is.
Steve-Law
QUOTE (Mica @ Mar 13 2005, 11:54 AM)
If you have ever watched two flies in aerial combat you will realise that even though they seem to maintain a roughly fixed position relative to each other for the short period, they are still close to being a blur from an outside observer, i.e. they are still very much dodging.

Well, if we have this:

A <- B

(B pinning A)

Yes, both appear to be dodging around (in fact A is trying to lose B and B is sticking to its tail).

Then we have

A <- B <- C

(B pinning A but C attacking B)

Yes, B is effectively still dodging around (sticking to A) but is not directly dodging C. There should be a reduced dodge against C in any case, but what if A stopped dodging B and just flew straight? In that case either B gets no dodge against C or A breaks from the pin while B dodges C)
Nik
QUOTE (Mica @ Mar 12 2005, 06:44 PM)
Currently breaking pin is based only on speed. This means that any sort of hit and run has to be faster than the incoming response/target or completely destroy the target in a single day.
The ideas currently being suggested are pushing for also allowing for more features to break a pin.
There are number of areas for discussion:
Should ships be able to pin smaller ships with the same speed?
Should ships be able to pin bigger ships with same speed?
Should tractor beams act as presser beams against pinning ships?
Should the dodge of pinning ships be reduced to zero (or thereabouts) with respect to ships they are pinning?
Should a pinned ship have an increasing chance of breaking a pin with each successive round?
Have I missed some?

Tactics tactics TACTICS (how many times to I have to write this? Tactical withdrawl to break pinning.)

Also why absolutes? Apart from pinning, little in this game is absolute. Any ship faster than a ship it is trying to pin will have a change to pin the enemy ship. If it is a lot faster then this is guaranteed. If less than 1.0 (say) in combat speed, then the enemy ship has a chance to flee. This is after tractor beam hits from previous rounds have taken effect.

I don't think that dodge should be zero whilst pinning. Just because you are chasing a ship (which is in effect mainly stright line spped, so combat speed), it doesn't mean that you cannot barrel role or whatever to miss things. However, if the pinning ship is being attacked by other enemy ships then the pinned ship obviously has a far higher chance of escaping since the pinning ship has to consider what is hitting it. If pop guns are being fired at it, then I doubt that the pinning ship cares. If photon batteries or space bombers are hitting it, then it is going to take a lot more notice.

Perhaps some formula such as:

Effective combat speed (of pinning ship) = (actual combat speed) - (damage after shields/scins/AR) / 10 - (some random number based on combat speed differentials)

It has to be damage after scins/shields/AR otherwise missile damage, which does little to a heavy hulled warship, will make too big a difference.

Nik
Paul
I keep reading this but have problems with small ships pinning large ships.

I keep thinking why isn't the small ship just turned into "road kill" ... large ships just ignores the annoying little thing as it cannot influence it, if it gets in its way ..unlucky!.
Just another annoying bug splat on the windscreen!

If the large ship wants to break away from combat how can the small ship stop it?
Large ships heads off in straight line ... small ship does its best not to get in the way as that would be very bad for it.

Perhaps maybe there should be some ratio of hull sizes to allow pinning.
A fast 10 huller cannot pin a slow 100 huller etc.

You could argue that the small ship gets in the way but surely then the big ship just concentrates its fire power to create a corridor to escape?
Else the captain hits the large red button and informs the crew to brace for impact.
Jerusalem
Just for what it's worth, I'm in absolute agreement with everything Thomas and Nik have been saying. The changes to ship-building are still to make their impact really felt, and this, coupled with changing the way damage works, will probably be more than sufficient to deal with the perceived problem of uber fleets.

And I remain unconvinced that uber fleets are a problem. smile.gif It's one tactic that we've seen so far, but there's lots of other tactics available to people, if they can think of them and impliment them. It's an incredibly versatile game engine, and I think the Uber Fleet is the easiest and most obvious thing to do, but as people gain more experiance, I think we'll see more tactics being deployed.

But that's just me. And having now done my allotted sucking up to my PD and VPD for the day, I shall be off. smile.gif
Nik
QUOTE (Nik @ Mar 13 2005, 09:29 PM)

Tactics tactics TACTICS (how many times to I have to write this? Tactical withdrawl to break pinning.)

Also why absolutes? Apart from pinning, little in this game is absolute. Any ship faster than a ship it is trying to pin will have a change to pin the enemy ship. If it is a lot faster then this is guaranteed. If less than 1.0 (say) in combat speed, then the enemy ship has a chance to flee. This is after tractor beam hits from previous rounds have taken effect.

I don't think that dodge should be zero whilst pinning. Just because you are chasing a ship (which is in effect mainly stright line spped, so combat speed), it doesn't mean that you cannot barrel role or whatever to miss things. However, if the pinning ship is being attacked by other enemy ships then the pinned ship obviously has a far higher chance of escaping since the pinning ship has to consider what is hitting it. If pop guns are being fired at it, then I doubt that the pinning ship cares. If photon batteries or space bombers are hitting it, then it is going to take a lot more notice.

Perhaps some formula such as:

Effective combat speed (of pinning ship) = (actual combat speed) - (damage after shields/scins/AR) / 10 - (some random number based on combat speed differentials)

It has to be damage after scins/shields/AR otherwise missile damage, which does little to a heavy hulled warship, will make too big a difference.

Nik

Been thinking a bit more and the damage idea wasn't implemented properly (too much bias against the pinning ship).

As an approximation, if you are pinning a ship and get hit with a broadside (damage taken after scins/shields/AR) then the captain has been more interested in pinning the ship than getting out the way of the incoming fire. So there shouldn't be any negative applied to the pinning ship.

If the pinning ship dodges out of the way of the broadside, then the captain has been more interested in missing incoming fire than pinning the pinned ship so the pinned ship should have a higher chance of leaving next round. How this is calculated, I'm not sure.

You can then also tie this in with the ship size of the pinning ship. 500MU damage to a 10 heavy hulled ship is a lot more than 500MU damage to a 100 heavy hulled ship.

Nik
Nik
Whilst I see Pauls point, you must remember that comparing a fly of 5g to a car of 1000kg is rather larger odds than a 1 heavy hulled vs. 100 heavy hulled.

If you were driving along a road and saw that there was a deer straight ahead, you would break very hard not to hit it since your car would be pretty bent afterwards. This ratio I guess is similar to a 10 huller pinning a 100 huller.

Nik
Mica Goldstone
QUOTE (Nik @ Mar 13 2005, 08:29 PM)
Effective combat speed (of pinning ship) = (actual combat speed) - (damage after shields/scins/AR) / 10 - (some random number based on combat speed differentials)

Pinning ship is around 20 HH, has 1 sensor, battlebridge, 1 tractor beam, minimal bunks and, ISR4. The rest of the space is combat engines. It's delivers no damage but has a high combat speed such that it cannot be hit under most circumstances. I cannot see how this formula improves the situation or in fact realistically changes it at all. Basically ships that are geared up to smack pokey little pinners are jack-all use for anything else and as they do not deliver any damage anyway, they not only do not break the pin reinforcing their pointless construction.
Their only use is to ensure ships do not leave combat, again pushing the combat towards establishing the monster warfleet and a pitched battle that results in one side taking all.

The aim of fleeing combat is only to produce sufficient distance from other positions in order to activate ISR drives. By definition the purpose of pinning is to ensure that your vectors are close enough to the pinned ship to prevent this happening. Pinning can therefore be considered to be extremely close range (we are still talking lots and lots of km's).

How about allowing ships to open fire while fleeing, but only against ships that are pinning them and modifieing dodge as the pinned ship is leading the chase and a proportion of the pinning position's combat speed is dedicated to simply keeping the pin?
A formula such as
Pinning ship's actual combat speed = full combat speed - pinned ship's combat speed
seems sensible.

With respect to tactics:
I would be interested to see a breakdown of tactical withdrawal proposals based on a range of scenarios.

e.g.
Where B has many more ships than A and B is significantly faster than A.
Where B has more ships than A and B is significantly faster than A.
Where B has roughly the same ships as A and B is significantly faster than A
Where B has fewer ships than A and B is significantly faster than A.
Steve-Law
I would also suggest that in order to pin a ship you must have some kind of offensive capability, not counting tractors (or you do indeed have Paul's road kill scenario). Even a much smaller ship with only 1 light photon gun is *potentially* dangerous when it is more maneuverable than you (it can aim its shot into your vulnerable areas).

ptb
QUOTE (Mica Goldstone @ Mar 14 2005, 09:27 AM)
Pinning ship is around 20 HH, has 1 sensor, battlebridge, 1 tractor beam, minimal bunks and, ISR4. The rest of the space is combat engines.

Speciallised ships is reasonable, and makes sense of fleet combat.

However an actual battle say i was the captain of a 100HH gunship being pinned by this 20HH fly what would stop me aiming directly at it and acclerating? I have no doubt that the craft would be nimble enough to get out the way but then we would both be heading in opposite directions at high speed letting me get away for a time, long enough to jump?

Secondly a small nimble ship is still going to be vaugly predicatable if it's trying to match my velocity all the time and stay as close as possible, if i altered direction suddenly it has to be assumed that i could get a close enough prediction on how it would follow me to allow for a far more accurate shot then it's speed would normaly give?

These lead me to suggest some way of either (or possibly both) getting bonuses to hit your pinner (and allowing combat vessels to NOT automaticlly pin) and to allow for some withdraw order which would allow my ships to move away from the pinning craft, although may take some time to do.

However having said that i'd be perfectly happy with the empty space issue sorted so ships aren't gutted before they explode all the time, and everything else left as it is because people have conviced me that it will tend to sort itself out with other new rules added.
Steve-Law
QUOTE (ptb @ Mar 14 2005, 10:36 AM)
However an actual battle say i was the captain of a 100HH gunship being pinned by this 20HH fly what would stop me aiming directly at it and acclerating? I have no doubt that the craft would be nimble enough to get out the way but then we would both be heading in opposite directions at high speed letting me get away for a time, long enough to jump?

If a 20HH ship is pinning a 100HH ship it must be at least as maneuverable (same or better combat speed). Therefore how would you be able to maneuver yourself into a position to fly head-on at the small ship? It would just match your turn and stick to your tail. That's what pinning *is*. If it can't match your moves (it has a lower combat speed) it can't pin you and so you wouldn't be trying to lose it.

Duckworth-Lewis
QUOTE (Nik @ Mar 13 2005, 09:29 PM)
I don't think that dodge should be zero whilst pinning. Just because you are chasing a ship (which is in effect mainly stright line spped, so combat speed), it doesn't mean that you cannot barrel role or whatever to miss things.


Whilst I've no doubt that ships would make evasive maneouvres, I've always found it a little difficult to imagine a 50, 75, 100, or 200 hull ship barrel rolling or pulling of the kind of maneouvres that you would normally associate with a fighter.

It's always seemed a little strange to me that capital ships can avoid a barrage of missiles and torps through dodge. The target size and the stresses involved in trying to avoid a missile just seem too large.

ptb
QUOTE (Steve-Law @ Mar 14 2005, 10:42 AM)
If a 20HH ship is pinning a 100HH ship it must be at least as maneuverable (same or better combat speed).  Therefore how would you be able to maneuver yourself into a position to fly head-on at the small ship?  It would just match your turn and stick to your tail.  That's what pinning *is*.  If it can't match your moves (it has a lower combat speed) it can't pin you and so you wouldn't be trying to lose it.

Acutally i wasn't thinking of turning but rather rolling an axis perpendicular to the direction of movement and accelerating in the opposite direction to your current motion, something i imagine a fighter plane would have problems with happy.gif.

I don't think any craft however maneuverable could move in a way to avoid you doing that, although i suppose if it timed it right it could do that same thing but that would put it facing away from you directly in your line of fire and moving along a completely predicatable path.
Duckworth-Lewis
QUOTE (Mica Goldstone @ Mar 14 2005, 09:27 AM)
The aim of fleeing combat is only to produce sufficient distance from other positions in order to activate ISR drives. By definition the purpose of pinning is to ensure that your vectors are close enough to the pinned ship to prevent this happening. Pinning can therefore be considered to be extremely close range (we are still talking lots and lots of km's).

Out of interest....what happens if a ship activates ISR drives when another ship is in range?

- would, for example, the Captain of a 100 hulled ship pinned by a 50 hull ship thats hasn't actually caused him/her any damage decide the damage that activating ISR drives would cause, would be less damage than if he either

a) hung around for a second days battle (with less allies and potentially more enemies around), or
B) attempted an emergency jump?

...and, in the process, by activating drives the pinned ship would cause damage to the pinner (which on a smaller ship could potentially be more fatal...)
ptb
QUOTE (Duckworth-Lewis @ Mar 14 2005, 10:44 AM)
It's always seemed a little strange to me that capital ships can avoid a barrage of missiles and torps through dodge. The target size and the stresses involved in trying to avoid a missile just seem too large.

Why? I have no idea what speed peoples ships can reach but just playing around with the ship editor i doubt the accelarations are much over 8g at the top end, so your combined stress from a manvouver is unlikly to reach over 20g, not that much really for a vaugly sphere shaped object made out of something tough.

Of course my physics isn't great so i might be way off here, but it doesn't seem to unreasonable to me. The creatures inside might get crushed by the g-force mind you...
ptb
QUOTE (Duckworth-Lewis @ Mar 14 2005, 11:00 AM)
would, for example, the Captain of a 100 hulled ship pinned by a 50 hull ship thats hasn't actually caused him/her any damage decide the damage that activating ISR drives would cause, would be less damage than if he either

Assuming you take damage and it's not just that the ISR field fails to activate
David Bethel
QUOTE
Personally i'd rather you do discuss, mostly because i want a chance to complain if i think something is a bad idea.


I think you misunderstand - i will not change the game without ppl haveing discussed it and generally agreed. I will add things to the game that don't constitute a change and are just an addition. The second statement may crotradict the first from time to time but not on purpose.

I'm just not in the game of arguing what is good and bad for the game anymore with players, because i'm most likly wrong about it.


Avatar
> Should tractor beams act as presser beams against pinning ships?

Not totally sure what you mean, but you should be allowed to fire at the ship pinning you and that should include tractors. If the tractors hit and reduce the pinner ships speed to below yours then you escape the pin.



If you do this, then you must fix the order in which weapons are fired first! Tractor Beams must be given a higher order of fire other than an alphabetical order.
Steve-Law
Just another side-note and not sure if Mica/David would agree but perhaps using fighter planes and ships (and cars?) as our analogies is a bad idea? These are space ships with extrememly high-tech engines and construction that we can imagine, but not in anyway understand (after all if we really understood all the science behind it we'd be flying in real space ships not imaginary ones ;)

To restrict our thinking to what we know, and what we can visualise, is probably too limiting to the technology involved.

(Just a thought :)
Ted
QUOTE
Just another side-note and not sure if Mica/David would agree but perhaps using fighter planes and ships (and cars?) as our analogies is a bad idea? These are space ships with extrememly high-tech engines and construction that we can imagine, but not in anyway understand (after all if all if we really understood all the science behind it we'd be flying in real space ships not imaginary ones wink.gif

To restrict our thinking to what we know, and what we can visualise, is probably too limiting to the technology involved.

(Just a thought smile.gif


True!!
But evrything still has mass,even in the zero G of space.
Even if say a 20 hull ship packed with hi tech combat engines and tractor beams tried to pin a much larger ship,surely the mass of the target is still to great for the pinning ship to handle???
Once the smaller ship has locked on,the target ship with it's much greater mass should be able to move and just tow the pinning ship behind it,effectively negating the pin!! smile.gif
CNF Jon Tenor
QUOTE (Ted @ Mar 14 2005, 12:11 PM)
Once the smaller ship has locked on,the target ship with it's much greater mass should be able to move and just tow the pinning ship behind it,effectively negating the pin!! smile.gif

Not so. The effect of a tractor beam isn't to join the two ships, but to increase the mass of the target ship.
Mica Goldstone
QUOTE (CNF Jon Tenor @ Mar 14 2005, 11:28 AM)
Not so. The effect of a tractor beam isn't to join the two ships, but to increase the mass of the target ship.

Used to be, now it is to counter the thrust of the target ship.
The reason for the change (a couple of years ago) was to allow ship to be reduced to zero speed, thereby allowing it to be held by a stationary object.
Thali Rahm
QUOTE (Mica Goldstone @ Mar 11 2005, 12:06 PM)
There is a lot of scope for piracy, which to date we have not really considered that do not require open conflict and boarding actions.

Cutting and running - rather than going for capture, getting the cargo and leaving.

Stealing from Shuttle ports - raiding the automated systems.

Sabotage - accidents happen in space such as jettisoning the cargo but bypassing the alarms so that it is noticed till much later (end of turn) forcing the ship to either return for it (and possibly pirates) or write it off.

Smuggling - ships moving to and from the planet with goods thereby reducing the trade goods demand.

I like this idea and would like to see it implemented on its own merit. biggrin.gif
CNF Jon Tenor
QUOTE (Mica Goldstone @ Mar 14 2005, 01:17 PM)
Used to be, now it is to counter the thrust of the target ship.

Bah, well, if you're not going to update the rulebooks ;-)
Guest
QUOTE (Mica Goldstone @ Mar 14 2005, 12:17 PM)
QUOTE (CNF Jon Tenor @ Mar 14 2005, 11:28 AM)
Not so. The effect of a tractor beam isn't to join the two ships, but to increase the mass of the target ship.

Used to be, now it is to counter the thrust of the target ship.
The reason for the change (a couple of years ago) was to allow ship to be reduced to zero speed, thereby allowing it to be held by a stationary object.

So it "counters thrust" but does it "tow"? If so can we use tractor beams to move objects that could not otherwise move (platforms, engine-less ships, asteroids...)
Garg
in regards to tractor beams, would it not be better to change it to pinners can only effect same size or smaller?

In all science fiction i have seen, where tractor beams is referred too, tends to be larger ships effecting smaller ships, not the other way around.

But a fleet of smaller pinners i think would be able to effect a larger ship, but it would most likely be worse, but we will not know until tractor beams exist for real i guess <g>
ptb
QUOTE (CNF Jon Tenor @ Mar 14 2005, 02:30 PM)
QUOTE (Mica Goldstone @ Mar 14 2005, 01:17 PM)
Used to be, now it is to counter the thrust of the target ship.

Bah, well, if you're not going to update the rulebooks ;-)

See now this is why i said the rule books should be wikis happy.gif
Steve-Law
QUOTE (Garg @ Mar 14 2005, 03:11 PM)
in regards to tractor beams, would it not be better to change it to pinners can only effect same size or smaller?

In all science fiction i have seen, where tractor beams is referred too, tends to be larger ships effecting smaller ships, not the other way around.

But a fleet of smaller pinners i think would be able to effect a larger ship, but it would most likely be worse, but we will not know until tractor beams exist for real i guess <g>

I see absolutely no reason why this should be the case. If tractor beams somehow counter/negate thrust then size/mass has no effect at either end of the tractor beam, although you might say that larger ships are easier targets so smaller can hit bigger easier than bigger can hit smaller...

Also, just because, or even if, most sci-fi does it one way doesn't mean we can't do it another.

But I'm sure I've seen a Star Trek shuttle craft tractor something larger (maybe it wasn't a shuttle but the space equivalent of a tug boat? smile.gif

Edit: When tractor beams increased mass, then smaller ships were effected more than larger ships, but that isn't true anymore.
Garg
i think you are right, the shuttles in Startrek have always been weird, but then they also did not have any space fighters until DS9, which i find strange as well <g>

but is the current way the way it would really fuction or is it even good for the game is more important is it not? smile.gif
Nik
QUOTE (Mica Goldstone @ Mar 14 2005, 09:27 AM)
QUOTE (Nik @ Mar 13 2005, 08:29 PM)
Effective combat speed (of pinning ship) = (actual combat speed) - (damage after shields/scins/AR) / 10 - (some random number based on combat speed differentials)

Pinning ship is around 20 HH, has 1 sensor, battlebridge, 1 tractor beam, minimal bunks and, ISR4. The rest of the space is combat engines. It's delivers no damage but has a high combat speed such that it cannot be hit under most circumstances. I cannot see how this formula improves the situation or in fact realistically changes it at all. Basically ships that are geared up to smack pokey little pinners are jack-all use for anything else and as they do not deliver any damage anyway, they not only do not break the pin reinforcing their pointless construction.


Agreed, which is why I changed it! What's your thoughts on the new one? Given your stats on the pinning ship above, 24 space bombers would still hit the pinning ship knocking out a number of CEs (no point defence) thus reducing the pinning ships CE significantly. After the second round, where even more SBs will hit, the combat speed maybe low enough for the pinned ship to flee round 4.

Nik
Mica Goldstone
QUOTE (Steve-Law @ Mar 14 2005, 02:47 PM)
Edit: When tractor beams increased mass, then smaller ships were effected more than larger ships, but that isn't true anymore.

Still true. Speed is total thrust/mass. Small ships with relatively large number of engines will still only have a modest overall thrust.

Simplifying the equation for purpose of demonstration:
100 HH ship has total thrust of 40k, but mass of 40k giving value 1
20HH ship has total thrust of 10k but mass of 5k giving value 2

Both ships are hit by 10k tractor.
100 HH ship has new thrust of 30k still pretty much 1.
20 HH ship has new thrust of 0k now stationary.
Mica Goldstone
QUOTE (Nik @ Mar 14 2005, 02:59 PM)
Agreed, which is why I changed it!

QUOTE
Been thinking a bit more and the damage idea wasn't implemented properly (too much bias against the pinning ship).

Humm, not sure how your statement makes it fairer to the pinned ship? Have I missed a post with a modified equation?
Sjaak
QUOTE (Mica Goldstone @ Mar 11 2005, 02:00 PM)
QUOTE (Ted @ Mar 11 2005, 01:51 PM)
What if all accumulated Tus are lost?
So if a ship hasn't moved in a week it forfiets that weeks TU build up..no carry over!

Now I really like this idea. Obviously players would have to be able to change their maintenance day. So you have your thursday squadron, this being one that reaches 300TU's on Thursday and maintains on Friday.

I would just move all my tradeships to an tuesday day and start doing my trade turns on sunday...

Also, don't forget if the new rules means that if ships are able to stack TU"s then it means that smaller ships will be defenseless against pirates.. the only ships captured now by pirates are those who are sitting waiting for new TU's.
Duckworth-Lewis
QUOTE (Sjaak @ Mar 15 2005, 01:28 AM)
Also, don't forget if the new rules means that if ships are able to stack TU"s then it means that smaller ships will be defenseless against pirates.. the only ships captured now by pirates are those who are sitting waiting for new TU's.

...although pirates would have to abide by the same rules, and with a boarding attempt costing 50 TU's that leaves little room to move to intercept a ship that has been spotted
FLZPD
QUOTE (Sjaak @ Mar 15 2005, 12:28 AM)
QUOTE (Mica Goldstone @ Mar 11 2005, 02:00 PM)
QUOTE (Ted @ Mar 11 2005, 01:51 PM)
What if all accumulated Tus are lost?
So if a ship hasn't moved in a week it forfiets that weeks TU build up..no carry over!

Now I really like this idea. Obviously players would have to be able to change their maintenance day. So you have your thursday squadron, this being one that reaches 300TU's on Thursday and maintains on Friday.

I would just move all my tradeships to an tuesday day and start doing my trade turns on sunday...

Also, don't forget if the new rules means that if ships are able to stack TU"s then it means that smaller ships will be defenseless against pirates.. the only ships captured now by pirates are those who are sitting waiting for new TU's.

I dont like the idea, simply because it adds to the real world complexity of doing turns.

If it did go ahead, then it should only apply to ships that have naval officers; so cargo ships carry on as now. It would mean pirates arent affected either – would that be a good thing?

Mark
Steve-Law
QUOTE (FLZPD @ Mar 15 2005, 09:07 AM)
If it did go ahead, then it should only apply to ships that have naval officers; so cargo ships carry on as now.  It would mean pirates arent affected either – would that be a good thing?

But how would you patrol against the pirates? (Or escort your ships?)

If you operate trade ships without escort then you run the risk of being pirated, particularly in certain areas.

I run freighters in the DHP without escort as the risk in minimal, but if I had freighters in the Outer Capellan I'd definately put an escort on it, if only an armed Surveyor or something to occupy the pirate long enough for the freighter to escape.

This risk *should* be part of the game I think and should not be an argument against a particular suggestion. But that's just me and I freely admit that I don't do much trade (but I'd just adapt to the risks if I did).
Mica Goldstone
QUOTE (FLZPD @ Mar 15 2005, 08:07 AM)
I dont like the idea, simply because it adds to the real world complexity of doing turns.

Yup, this is why I no longer like the idea. Fickle ain't I. laugh.gif
Ted
QUOTE
QUOTE (FLZPD @ Mar 15 2005, 08:07 AM)
I dont like the idea, simply because it adds to the real world complexity of doing turns. 


Yup, this is why I no longer like the idea. Fickle ain't I. 


Fine I won't bother making suggestions then!!! tongue.gif
Andy
I don't see what this adds complexity - all you need to do is add the "wait for TU" order at the begining of your turn. I use this on every set of orders I send in. I have saved certain cargo runs so it is really easy to do orders. As soon as I see a ship has no orders i send in new orders - it takes 5 minutes to do all the ships.

Andy
ptb
QUOTE (Andy @ Mar 15 2005, 04:38 PM)
I have saved certain cargo runs so it is really easy to do orders. As soon as I see a ship has no orders i send in new orders - it takes 5 minutes to do all the ships.

Can't really do this when you only use the online ordereditor, which as i tend to do orders from different locations i don't have much choice in the matter.

And the point is if they reset tus on a maintence day then your wait for tus order might take a whole lot longer than you expected. Unless of course you carefully move units on the right days, but again taht adds complexity without really giving any benifit.
Andy
This is why I don't like the reset on maintenance day - it really will be a pain in the arse.

Steve-Law
QUOTE (Andy @ Mar 16 2005, 12:40 PM)
This is why I don't like the reset on maintenance day - it really will be a pain in the arse.

Didn't you just say it wouldn't be?

QUOTE
I don't see what this adds complexity - all you need to do is add the "wait for TU" order at the begining of your turn. I use this on every set of orders I send in. I have saved certain cargo runs so it is really easy to do orders. As soon as I see a ship has no orders i send in new orders - it takes 5 minutes to do all the ships.
Thomas Franz
Pinning in general
============
I thnk pinning has to stay in the game since the combat system is designed to have to have combat last more than a day. If everybody can freely leave battle at the end of the day then this takes the scope for energy weapons etc (low damage but unlimited ammo) away and the game will degenerate into hit and run with maximised damage potential for one day.


Possible changes to pinning itself
=====================

Pinning should never be absolute unless the pinned position has 0g combat speed. The current system of linear combat speed and the faster one pins the slower one is the main problem with pinning at the moment since the side that has the pinning power rules the combat tactics and the pinned side has very little options left besides ejumping.
How about
- allowing a ship with a higher combat speed to _try_ to pin a ship with a lower combat speed, but also always give the target a possibilty to avoid beeing pinned. This base chance of breaking the pin should depend on the difference in combat speed, the difference in combat thrust factors (large ship with relatively low combat speed still has more combat thrust factors than small ship with high combat speed. Small ship should have more trouble disturbing the large ship than other way around) and the captain experience. The captian experience of the pinnr should also give a bonus to the pinning attempt. Each round of combat a pinned position should automatically try to break free from the pin.
- only allow one pinning attempt a day (at the beginning of the battle). This way a pinned position (which gets pinned at hte beginning of the battle) has 4 chances of breaking a pin, and since it canot be repinned there will be considerably less postions unable to leave the battle at the end of the day.


Tactical withdrawl suggestion
==================

With the suggested pinning changes above the easiest thing to implement would to implement a combat option 'flee if pinned' that gives an extra bonus to attempting to break a pin each round but the postion that uses this can not use weapons any more (possibly except against the pinning position).
This would allow two possible sceanrios that currently do not work:
1) move into combat with 'flee if pinned' set. You will have a relatively good chance of getting all your ships out of combat again the next day (unless the enemy is a lot better) but reduce your damage potential if the enemy has a lot of 'pinning power'.
2) if oyu decide you want your whole fleet to move out of combat you change your combat setting of your whole fleet from 'do not flee' to 'flee if pinning'. Again you will sacrifice the offensive potential of all your pinned ships but since pinning only happens at the beginning of combat and the ships that are/get pinned at the beginning of combat have a better chance of breaking their pin you can decide at the end of the day if you move out completely and ejump the remaining ships few(er) pinned ships out or if you only move out the slow ships (that were able to break the pin) and leave the faster (not pinned) ships in battle another day with 'flee if pinned set' to give your still pinned ships another chance to break the pin.

Depending on ship configs this will allow and also allow negation of all types of hit and run and retreat tactical scenarios.

This can surely be fine tuned with suggestions already brought up earlier in this thread.


Combat settings in general
=================

If a fleet (of whatever size) has the combat option 'never flee' set then it is subject to an 'ueberfleet attack' (take significant damage in one day).
If a fleet is sitting somewhere it should really have either 'flee' or 'flee if pinned' set. 'do not flee' means you are happy to fight a full days combat with the fleet in this location against whatever the enemy throws at you and start thinking about how to get yourself out of throuble after this full day of combat.



Tactical withdrawl scenarios
==================

Assuming the above changes to be in place and A and B both wanting to fight for at least one day and have 'do not flee' set (see Combat settings in general):

* Where B has many more ships than A and B is significantly faster than A.
A will take a heavy beating already on day one of the battle due to odds. A will have a lot of ships pinned after day 1 and has the following options left:
- stay and get destroyed or bring in reinforcements
- ejump out and get approx 25% additional damage
- tactical withdraw (set 'flee if pinned') with all ships and hope to take less damage during day 2 of the battle while at the same time unpinning a lot of ships.
No matter what A does, he will have receive a lot of damage in day one and is bound to take a lot of dameg on day two.
Clear case of stupid use of 'never flee' combat setting on a fleet.


* Where B has more ships than A and B is significantly faster than A.
A will be more damaged than B after day one of the battle and A will have a good share of his ships pinned.
Options for A are:
- ejump out and get approx 25% additional damage.
- tactical withdrawl with all ships (set 'flee if pinned') and hope to take less damage during day 2 of the battle while at the same time unpinning a lot of ships.
This should work since the odds given do not suggest that B has enough firepower in a single day to give 25% (ejump estimate) damage to A. Depeding on ship configs, captains and ship sizes (combat thrust), A should be able to unpin quite a few of his ships. The ships that were not able to break the pin will remain in battle heavily damaged and can still ejump out before next days battle.

-Where B has roughly the same ships as A and B is significantly faster than A
A will be slightly more damaged than B (B should have higher dodge due to beeing faster) but this should not not make a significant difference. A should have a good share of his ships pinned but this would not be a problem until one side wants to withdraw. Let just assume side A wants to withdraw after day one just because they do not want to have their fleet tied up and rather want to defend assets elsewhere. So the options are again:
- ejump out and get approx 25% additional damage.
- tactical withdrawl with all ships (set 'flee if pinned') and hope to take less damage during day 2 of the battle while at the same time unpinning a lot of ships.
This should work quite well since the odds are even. Depeding on ship configs, captains and ship sizes (combat thrust), A should be able to unpin quite a few of his ships. The ships that were not able to break the pin will remain in battle heavily damaged and can still ejump out before next days battle.
Note that in this example (nearly even damage distribution) side B (the faster side) will also end up having ships pinned after day 1 since side A will take out proportionally more engines than side B (because side B carries a lot more engines than side A). The whole battle will be a mess and the side that puts more effort into the battle (analysis, tactics etc) will win in the end. Just because you are slower does not mean you have to retreat on even odds.

-Where B has fewer ships than A and B is significantly faster than A.
Side B will initially pin a share of side As ships, but B will take a lot more damage than A on day one and loose a good share of the pins again due to reduction in combat speed and B will also have a few ships pinned already.
Side B might want to retreat and it would possible be best to ejump thier very few pinned ships (due to damage) out and move out normally with all other ships.
This assumes again that Side B had 'do not flee' set and then it also means they it is their fault for getting into this kind of battle.
Another story whould have been if Side B went into combat with 'flee if pinned' set. They would most likely not end up with pinned ship at the end of thebattle day or just the odd one) and could move away again. But they would do lett damage since some of their ships will start fleeing and thus do not fire any more. Note that you could counter this type of hit and run tactic with 'flee if pinned' set by simply having enough fast pinners that likely let the hit and run fleet start running away on combat round 1.




Bottom line is, it should be possible to reduce the damage you take when 'cutting your losses' by using tactical withdrawl and not use ejump. Ejump should be last resort and not the only option.
If the odds are against you you will always loose, question is how badly. Proper intelligence, ship designs and tactics that suit your enemy will allow you to do a lot of things, but if the enemy is able to counter your tactics you might still end up ejumping, but the better your configs, captains, and tactics are the less likely this is.
This is what I imagine a proper startegic game to be like, not penalizing the large fleet by default to spare the small fleet automaticall from beeing destroyed.

The problem of the learning curve still exists, but I think this can be adressed by the introduction of more NPC scenarios.


Thomas
Erik
QUOTE (Thomas Franz @ Mar 16 2005, 02:15 PM)
Pinning in general
============
...
Bottom line is, it should be possible to reduce the damage you take when 'cutting your losses' by using tactical withdrawl and not use ejump. Ejump should be last resort and not the only option.
...
Thomas

I vote yes to what Thomas' suggests.

/Erik
Steve-Law
Thomas makes a good case, I like the sound of it.
Gandolph
QUOTE
Tactical withdrawl suggestion
==================

With the suggested pinning changes above the easiest thing to implement would to implement a combat option 'flee if pinned' that gives an extra bonus to attempting to break a pin each round but the postion that uses this can not use weapons any more (possibly except against the pinning position).
This would allow two possible sceanrios that currently do not work:
1) move into combat with 'flee if pinned' set. You will have a relatively good chance of getting all your ships out of combat again the next day (unless the enemy is a lot better) but reduce your damage potential if the enemy has a lot of 'pinning power'.
2) if oyu decide you want your whole fleet to move out of combat you change your combat setting of your whole fleet from 'do not flee' to 'flee if pinning'. Again you will sacrifice the offensive potential of all your pinned ships but since pinning only happens at the beginning of combat and the ships that are/get pinned at the beginning of combat have a better chance of breaking their pin you can decide at the end of the day if you move out completely and ejump the remaining ships few(er) pinned ships out or if you only move out the slow ships (that were able to break the pin) and leave the faster (not pinned) ships in battle another day with 'flee if pinned set' to give your still pinned ships another chance to break the pin.

Depending on ship configs this will allow and also allow negation of all types of hit and run and retreat tactical scenarios.

This can surely be fine tuned with suggestions already brought up earlier in this thread.



these are questions regarding your theories and not totally dismissing them.....

if the whole fleet is moving away from the pin, i assume they will all unpin at the same time? if not, then say for instance if out of 100 ships 50 get unpinned in the first round this leaves 50 for round 2, the enemy force will then retarget to the remianing 50, lessening their chances of becoming unpinned massively, and so on, until i would say a good percentage of these ships would then become "on their own" and completely destroyed. Again this battle assumption regarding pinning is also based on the fact that the enemy doesnt re-inforce the position massively.

also if at the start of the battle attempt to flee if pinned, i dont think it should be flee, it should be attempt to break the pin. there is also the issue again that ships that have no real combat effectiveness pinning these ships, will retarget to another ship during this battle once its original target has "fled" and create the same overall problem of the "non damaging pinning" ships causing large combat vessels damage due to the retreat issue, when as i say they couldnt cause these vessels damage for a substantial amount of time. (IE) if they were firing for a full year the only damage we would have is integrity loss and a little bit of paintwork to replace on the outer hulls tongue.gif

possibly a flee "on round4" if pinned, seems logical to me that on round 4 that some ships should start to attempt to break pins if they want to, other wise main warships will be leaving the battle due to the "no damage ships" they would then move onto another ship, and the same again, and potentially move onto another ship etc. OR are you saying that if a fast ship pins a ship in round 1, once this ship has fled this fast ship is UNABLE to pin anyone else for the remaining 3 rounds?

i am not fully dimissing your ideas.......

i think the pinning idea's at the start of your "rather long" biggrin.gif writing are good, i also agree pinning does need to stay in the game in some form, and that your first 2 paragraphs make sense to me, i am going to have to read it all again to make sure ive read it right........
Lord Guldur Sulis
Being a new player and having fully read this thread (and fully enjoyed reading it) I think I appreciate the inherent problems created by the 'uber-fleet' scenario, brought about through the physical game law of pinning.

I think Thomas has come out with a beauty here. I started to draft something similar based around combat orders but didn't fully consider (or appreciate) some of the complexities.

I was thinking of combat options such as:
'Pin Vessel' - the ship will actively attempt to pin an enemy vessel (fast interceptor role). Ships without this order will not move to pin enemy vessels (I was kind of thinking along the lines of combat taking place over distances that 'shouldn't' in my mind support pinning).
'Manoeuver on Pin' - the ship will do their damndest to break any pin on them, firing only on the pinning vessel.
'Support Pinned' - the ship will support a friendly pinned vessel by engaging the pinner only in an attempt to aid a breaking of the pin (fast escort role).

Probably got some bugs in the above but like I said I have limited experience of the combat side of things and in any event Thomas has come up with a good suggestion.

I like the idea of a one shot pinning attempt and support the possibility of the pinned vessel who is manoeuvering to break the pin being able to only target the pinning ship. I would suggest that once unpinned however (say the pin is broken or the pinner becomes space scrap) that the once pinned vessel be allowed to reenter the combat for the remaining rounds of combat (I'm not saying that it was mooted the other way, but just in case..)

This certainly seems the best proposal put forward to me, based on my extremely limited game experience.
Then again one could say I don't have any preconceptions smile.gif

Mark
ptb
QUOTE (Thomas Franz @ Mar 16 2005, 02:15 PM)
only allow one pinning attempt a day (at the beginning of the battle). This way a pinned position (which gets pinned at hte beginning of the battle) has 4 chances of breaking a pin, and since it canot be repinned there will be considerably less postions unable to leave the battle at the end of the day.

This is the only bit i have issues with, mostly due the the "a day" basis off it. Personally i'd prefer one pin attempt every 4 rounds, whenever that round happens to be, of course that would mean storing more informations from day to day in battle.

I just feel 'the day' concept is a little artifical, i mean i know it's all day based 60tus etc etc, just my thoughts though smile.gif
Romanov
I like the idea of using combat thrust factors (Adjusted for hull types and integrity) being used instead of combat speeds for pinning. It does not eliminate the role of a specialist pinning ship but it does prevent 10 hull ships holding 100 hull ships. However you then encounter the issue that ships with no armour and x CEs could be pinned by ships with armour and x+1 CEs so a rule that both combat speed and thrust factors would be greater than the ship being pinned would be required.

One thing we have not touched on is the double speed you get for manuveuring, an option to “manuveur to break pin” will mean you double combat thrust factors and leave the battle when not pinned but you are not firing for that second day. At the moment you are only manuveuring if you have no weapons or just SFs.

Nic
Andy
QUOTE (Gandolph @ Mar 17 2005, 11:24 AM)
these are questions regarding your theories and not totally dismissing them.....

if the whole fleet is moving away from the pin, i assume they will all unpin at the same time? if not, then say for instance if out of 100 ships 50 get unpinned in the first round this leaves 50 for round 2, the enemy force will then retarget to the remianing 50, lessening their chances of becoming unpinned massively, and so on, until i would say a good percentage of these ships would then become "on their own" and completely destroyed. Again this battle assumption regarding pinning is also based on the fact that the enemy doesnt re-inforce the position massively.

also if at the start of the battle attempt to flee if pinned, i dont think it should be flee, it should be attempt to break the pin. there is also the issue again that ships that have no real combat effectiveness pinning these ships, will retarget to another ship during this battle once its original target has "fled" and create the same overall problem of the "non damaging pinning" ships causing large combat vessels damage due to the retreat issue, when as i say they couldnt cause these vessels damage for a substantial amount of time. (IE) if they were firing for a full year the only damage we would have is integrity loss and a little bit of paintwork to replace on the outer hulls tongue.gif

possibly a flee "on round4" if pinned, seems logical to me that on round 4 that some ships should start to attempt to break pins if they want to, other wise main warships will be leaving the battle due to the "no damage ships" they would then move onto another ship, and the same again, and potentially move onto another ship etc. OR are you saying that if a fast ship pins a ship in round 1, once this ship has fled this fast ship is UNABLE to pin anyone else for the remaining 3 rounds?

i am not fully dimissing your ideas.......

i think the pinning idea's at the start of your "rather long" biggrin.gif writing are good, i also agree pinning does need to stay in the game in some form, and that your first 2 paragraphs make sense to me, i am going to have to read it all again to make sure ive read it right........

I had the same concerns as you - that is right up until the time Thomas slapped me round the head with a wet kipper and explained the idea in more detail.

What Thomas is saying is that a small pinner ship will only have a small chance of pinning the large 100 hull heavy as it is a small ship with relatively less thrust than the 100 hull heavy. So in the scenario of 100 100 hull heavies against 100 20 hull pinners only 20 100 hull heavies would ever get pinned in the first place. 100 20 hull pinners is a sizable investment by any means to only pin 20 ships. Now those 20 ships have a large chance of breaking the pin over 4 rounds and escaping. So in your scenario i would guess only 4-5 ships would be pinned at the end of the day. This is a great improvement over the current state of play.

20% of your 100 fleet not being able to fire back because you set flee if pinned is acceptable. 5% of your fleet actually being pinned at the end of battle is acceptable.

This is an extreme situation naturally both sides will have pinners. Large pin ships are an option but this is a significant investment in hulls when it might be better to produce big bulky warships.
Gandolph
so, ive been hit with a second hand wet kipper ohmy.gif

anyway, are we saying that the other 80 would be unable to pin at all, and once the original pinning attempt has failed then, are we saying that that vessel would not be able to re-pin? if you get my drift.......


QUOTE
Being a new player and having fully read this thread (and fully enjoyed reading it) I think I appreciate the inherent problems created by the 'uber-fleet' scenario, brought about through the physical game law of pinning.


welcome to the game, you will find your brain is always on this game after a while huh.gif thats why i had a few days gap before re-reading and posting on this board, it takes over sometimes...............(re-focus)
Ro'a-lith
Is this thread still going?
Thomas Franz
QUOTE (Gandolph @ Mar 17 2005, 04:38 PM)
anyway, are we saying that the other 80 would be unable to pin at all, and once the original pinning attempt has failed then, are we saying that that vessel would not be able to re-pin? if you get my drift.......

In Andies example (and by my original suggestion) the 80 20 hullers that did not successfully pin an enemy at the beginning of the battle would not be allowed to try and repin a second time that day.
The 80 100 hullers that resited beeing pinned at the beginning of the battle would either stay in the battle because they resisted beeing pinned because of their base chance (basevalue + combat thrust + cpatain bonus) or leave the battle because they had 'flee if pinned' set and had the base chance + additional advantage to break the pin.
20 100 hullers are pinned in round 1 and are targetted by the 100 20 hullers (who have no real weaponry). Lets just assume every round 5 100 hullers manage to break the pin (based on either base chance and stay, or an improved chances and flee the battle).
At the end of the day nobody remains pinned and the arriving cavalry hits nothing the next day (or only very few very slow ships). ...would have been a different matter if 100 really fast 50 hhulled pinners came along with some support ships.

A lot of options come up and you always got some scope to get away, but mistakes will still cost you, and good tactics will still have scope.

All the options and variants that have been put forward should all be considered and discussed, I tried to make my intial suggestion 'simple'.
Some comments on suggestions so far:
- 'flee if pinned' should try to get yourself out of the battle location and thus you cannot participate in the battle any more that day. Simply assume it to hide behind that lump of space debris etc etc, basically you'd take extreme maneuvres that move you out of the action for sure that day
- 'break pin and reenter combat' option is what every ship should automatically have when another position tries to pin it. If you successfully resist beeing pinned without taking extreme maneuvres (and put yourself out of action) then you are still in the battle. Simply easier and one less setting you can mess up.
- the base chance could also be improved by special tech (stealth, decoy, ?)

but certainly there are other useful options


I also trust that Mica and David (regardless of whatever is implemented) will get any chances and probabilites right (e.g. how likely will a 100 hh of 6g combat speed and captain experiance of 50% flee against a pinning attempt from a 50 hh with 20% captain experience (to stay in Andies example)) so that we will not end up with a different problem and everybody will be able to define a proper strategy for their fleet.

Thomas
Gandolph
yes im happy with how your suggesting that, seems sensible to me, im also assuming that this would affect even bigger ships that are basically firing nothing, but on different percentages.
Andy
Retracts the second hand wet kipper and gets out the haddock laugh.gif

I think this idea of Thomas will resolve a lot of the difficulties we have in the game as it will allow big ships to get away from small pin ships and be allowed to fight.

Andy
Steve-Law
The only tiny suggestion I'd like to add/amend to Thomas' so far is to rename the "flee if pinned" to "break pins" or similar. It's not exactly fleeing - you are not try to run away from the battle simply trying to get away from the pinner (you may want to flee w=once you get free, or you may want to re-enter combat).

ptb
QUOTE (Thomas Franz @ Mar 16 2005, 02:15 PM)
Small ship should have more trouble disturbing the large ship than other way around) and the captain experience. The captian experience of the pinnr should also give a bonus to the pinning attempt. Each round of combat a pinned position should automatically try to break free from the pin.

Why should a smaller find harder? I'm still not certain on the way pinning stops ISR movement and jumping but i know it's to do with proximity. If the mass of the vessel has a significant effect then of course it should be easier for a larger ship. But i'd really like an explination behind your thinking here.

QUOTE
only allow one pinning attempt a day (at the beginning of the battle). This way a pinned position (which gets pinned at hte beginning of the battle) has 4 chances of breaking a pin, and since it canot be repinned there will be considerably less postions unable to leave the battle at the end of the day.

I still don't like this, your just rebalancing it the other way to make pinning almost never happen. Designing a fleet solely to pin the enemy should be a viable stratergy but if you only allow pinning the first round in battle then there are problems

I also don't see how you came to the conclusion that A will have more ships pinned at the end of the day if B has many more ships than when only more ships. Assuming i have enough vessels to pin all of A's ships at the start of the day then any more ships i have in the fleet are wasted, where as they should really be able to support the pinning ships and make it harder for A to escape.

I like most of what you've suggested but I don't want to see a push to far in the other direction just because pinning has problems currently.
Mica Goldstone
QUOTE (ptb @ Mar 18 2005, 10:40 AM)
I'm still not certain on the way pinning stops ISR movement and jumping but i know it's to do with proximity.

The basis used for pinning is based solely on remaining close enough to the target to disrupt attempts to create an ISR field, thereby preventing the position from skipping lightseconds away and out of combat range.

Disruption of the field formation has not been considered beyond, "if you are close enough, you can just do it".

Amending this to "if you are close enough, you can attempt to disrupt the field formation but it's not guaranteed due to X, Y and Z" as suggested by Thomas seems very sensible as are the the various options of what to do if pinned.

I would also like to see different pinning rules/modifiers for different locations. For example, in the depths of space there the combat field can be hundreds of thousand of km from anywhere so it simply comes down to manoeuvring and establishing distance. In orbit however, you suddenly have two directions that cause you to leave the field of battle - leave orbit and land that are only a very short distance away (a few hundred km).
Should we ignore this for simplicities sake? Should the pinning craft prevent a ship from leaving orbit or landing? Should we make it imposible to pin in orbit or should we have the pin setting, follow target, causing the pinning ship to also leave orbit, continueing the fight in the orbital quad?
Jerusalem
Uhm... I don't suppose anybody fancies writing a brief synopsis of the issues raised by this thread for me to include in next weeks SSS by any chance? smile.gif
Thali Rahm
QUOTE (Jerusalem @ Mar 18 2005, 01:24 PM)
Uhm... I don't suppose anybody fancies writing a brief synopsis of the issues raised by this thread for me to include in next weeks SSS by any chance? smile.gif

Good luck! blink.gif
Steve-Law
QUOTE (Jerusalem @ Mar 18 2005, 02:24 PM)
Uhm... I don't suppose anybody fancies writing a brief synopsis of the issues raised by this thread for me to include in next weeks SSS by any chance? smile.gif

Oh I very much doubt it wink.gif
ptb
QUOTE (Mica Goldstone @ Mar 18 2005, 12:19 PM)
Should we ignore this for simplicities sake? Should the pinning craft prevent a ship from leaving orbit or landing? Should we make it imposible to pin in orbit or should we have the pin setting, follow target, causing the pinning ship to also leave orbit, continueing the fight in the orbital quad?

It should be harder to pin in orbit. (but not impossible)
Sam_Toridan
QUOTE (Mica Goldstone @ Mar 18 2005, 12:19 PM)
Should we ignore this for simplicities sake? Should the pinning craft prevent a ship from leaving orbit or landing? Should we make it imposible to pin in orbit or should we have the pin setting, follow target, causing the pinning ship to also leave orbit, continueing the fight in the orbital quad?

If it can be implemented, a "follow target" option would be very interesting. It could result in battles spreading out over whole systems, ships retreating and leading persuers into ambushes, as well as a whole range of non-combat applications that I'm not going to go into any detail about ph34r.gif
CNF Jon Tenor
QUOTE (Sam_Toridan @ Mar 22 2005, 05:12 PM)
If it can be implemented, a "follow target" option would be very interesting.

Ooh, I like the sound of that.
ptb
QUOTE (Sam_Toridan @ Mar 22 2005, 05:12 PM)
If it can be implemented, a "follow target" option would be very interesting. It could result in battles spreading out over whole systems, ships retreating and leading persuers into ambushes, as well as a whole range of non-combat applications that I'm not going to go into any detail about ph34r.gif

This sounds like it has wide ranges of positibilties for tatics and genernal funness, as well as causing innocent bystandards a lot of hassles happy.gif

Sounds good to me...
Lord Scrimm
I was thinking about other Space Combat games I play (Star Fleet Battles) and they have an interesting way of handling something similar that could address some of the Pin issues.

When a ship tractors another ship, the 2 ships are considered to be 1 entity for the purposes of recalculating the energy required to move the connected mass.

In Phoenix - what would happen if the Pinner/Pinned Combination were calculated as a single ship with regards to thrust and combat speed and the lowest CS is then used when being targetted?

For instance:

A] 20HH Pinner - 2k Mass, 10k Total Thrust, CS 5
B] 100HH Pinned - 10k Mass, 20k Total Thrust, CS 2
C] Combined: 12K Mass, 30k Total Thrust, CS 2.5

B firing at A would only have to overcome a 2.5 CS (rather than 5) as A is keeping up/interfereing with B and making itself a very handy target. A firing at B doesn't find it any harder to hit B, so it uses the same CS of 2. Outside Ships firing into the fray would use the lowest CS setting of each ship as well - so ships firing at A would have to overcome a 2.5 CS and those firing at B would still use it's starting CS of 2.

as another example:

a] 100HH Pinner - 10K Mass, 50k Total Thrust, CS 5
b] 100HH Pinned - 10k Mass, 20k Total Thrust, CS 2
c] Combined: 20k Mass, 70k Total Thrust, CS 3.5

In this way, pinning ships are an easier target and stand to lose engines - making it much easier for the pinned ship to escape. Further, with orders that would allow a ship to automatically target a ship that was pinning it (and allow screening ships to target the pinner as well), we lose the all-or-nothing effect of pinning and make it extremely difficult for small, unarmed, fast, light pinners to survive long enough to trouble the big boys. This does not negate the effectiveness or tactical use of pins either afaik, and could even be used to allow multiple ships to pin a target:

A1] 20HH Pinner - 2k Mass, 10k Total Thrust, CS 5
A2] 20HH Pinner - 2k Mass, 10k Total Thrust, CS 5
A3] 20HH Pinner - 2k Mass, 10k Total Thrust, CS 5
A4] 20HH Pinner - 2k Mass, 10k Total Thrust, CS 5
A5] 20HH Pinner - 2k Mass, 10k Total Thrust, CS 5
B] 100HH Pinned - 10K Mass, 20k Total Thrust, CS 2
C] Combined: 20k Mass, 70k Total Thrust, CS 3.5

Small ships that only slightly outmaneuver their opponents are in trouble:

a] 20HH Pinner - 2k Mass, 7k Total Thrust, CS 3.5
b] 100HH Pinned - 10k Mass, 30k Total Thrust, CS 3
c] Combined: 12k Mass, 37k Total Thrust, CS 3.1

And as a final thought on the matter:

A] 20HH Pinner - 2k Mass, 20k Total Thrust, CS 10 (Insect)
B] 200HH Pinned - 20k Mass, 20k Total Thrust, CS 1 (Lorry)
C] Combined: 22k Mass, 40k Total Thrust, CS 1.8 (Scratch one Insect!)

I feel that this prevents Pin ships from becomming unassailable, yet it also means that the only way to break the pin is to break the pinning ship. This shouldn't impact anyone's ship design philosophy too much, as pin ships are still useful, but they need to be able to survive a combat to be meaningful in combat. Sending in a 20XL Pinner with a CS of 12 may be interesting for all of about 1 round with my suggestion.

Anyways, just my 2p.

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Paul
I think the above is spot on smile.gif
ptb
QUOTE (Paul @ Mar 31 2005, 01:09 PM)
I think the above is spot on smile.gif

I'm not sure if it makes sense from a physics point of view happy.gif but i do like how the results play out.
finalstryke
Pinners are just trying to stay close enough to the pinned ship to prevent the creation of an ISR field.

They're not trying to prevent escape by physically holding them back.

(Though I've probably just misunderstood the post - am a bit rusty with the details these days).
finalstryke
Rather than leaving the job or pinning down to some vague unmentioned mechanics - is there a role for a specific item like an 'ISR disruptor' ?

If the range or the item was very small, then pinners would still have to stay very close, so it wouldn't be a revolutionary change to the way combat works.

On one hand only ships with the item equiped would be able to pin, but on the other - most 'uber fleets' only use specific designs to pin already, rather than leaving it to random luck.

If it was a 50-80MU item then small pinners would have to make sacrifices in order to keep their dodge / combat speed / small target silhouette?

on the other hand, it doesn't resolve the whole point of this thread (uber fleet).

ho-hum, sidetracked again smile.gif
Guest_Howellers
Should pinning success not be a factor of mass and speed?

Speed = allows you to close the distance between you and the target.

Mass = the amount of distortion your vessel causes that hinders the formation of an ISR field.

So small pin ships can keep the speed up but without the mass to help prevent the formation of the field they may not be capable of pinning. Another thing I'd like to see if an ISR field forming around both vessels and either an unexpected Ejump occuring (perhaps with a chance of both vessels moving to seperate locations or to the same one) or the attempted ISR field damaging into both ships (the field cannot be maintained and so begins to degrade).

Also I think experience of the captains should play a role in the pin success/failure. Perhaps even spare crew factors? Sort of having more spare engineering to boost engine output etc. etc. etc. Even a burn factor in terms of crew, engines and damage could be possible. If pinning is merely the prevention of the formation of an ISR field due then perhaps ramming a vessel or sacrificing half of your own should be an option? "In the event of being pinned, throw 10 spare crew into a star-trek ploy to reverse the polarity of the enemy tractor beams and allow us to escape. Unfortunately Ensign Jimmy didn't make it back".

ptb
I still think just making the pinning ship easier to hit by the pinned ship would solve the whole ultra faster pinners that can't really do anything problem. Or if the ratio of the ship sizes is high enough and they are close enough then why can't i form my irs bubble around their ship too wink.gif

From everything i've see so far i'm not sure uber fleets will be a problem, I mean I know the dtr are doing pretty well with their hyper-enabled fleet but at least a fair bit of the problem is the IMP/FET side trying to perform hit and run manovures (which really don't seem to work in this game a shame as thats my prefered combat style too tongue.gif).

I vote that we don't change anything, or that if we do then we don't change it much happy.gif
finalstryke
QUOTE (Guest_Howellers @ Apr 12 2005, 11:15 AM)
then perhaps ramming a vessel or sacrificing half of your own should be an option?

The BHD martyrs would love that one :-)

Fill a 100 Normal Hull ship with as much exposives as possible, minimal mk I equipment then crash it into an IMP starbase ohmy.gif
Guest
QUOTE (ptb @ Apr 12 2005, 10:27 AM)
I still think just making the pinning ship easier to hit by the pinned ship would solve the whole ultra faster pinners that can't really do anything problem. Or if the ratio of the ship sizes is high enough and they are close enough then why can't i form my irs bubble around their ship too wink.gif

From everything i've see so far i'm not sure uber fleets will be a problem, I mean I know the dtr are doing pretty well with their hyper-enabled fleet but at least a fair bit of the problem is the IMP/FET side trying to perform hit and run manovures (which really don't seem to work in this game a shame as thats my prefered combat style too tongue.gif).

I vote that we don't change anything, or that if we do then we don't change it much happy.gif

Ptb wrote:
"I still think just making the pinning ship easier to hit by the pinned ship would solve the whole ultra faster pinners that can't really do anything problem. Or if the ratio of the ship sizes is high enough and they are close enough then why can't i form my irs bubble around their ship too wink.gif"

Perhaps relative ISR strength between the ships involved should come into play.

Combat speed -> used to close the distance to get into a "pinning" position.

ISR engines -> ratings + number of engines of each vessel compared to see who has the most strength to either create or dissipate the ISR fields. Ships may not have the mass to prevent ISR formations, so the pinning vessels begin engaging/disengaging their ISR drives to disrupt the local subspace to prevent the formation of stable fields. Larger engines are better at disrupting and harder to disrupt...

If you attempt to pin an ISR 1 Warship with your ISR 4 combat engine loaded Yacht, you could end up being thrown half way across the system as it overloads your ISR drives.

Could also provide a balance that allows Hit/Run tactics but only for specially designed vessels (heavy hulled warship with ISR 1 are a minority from what i've seen). The ISR1 result in a reduction in offensive capacity for the hit and run fleets but gives them a better chance of making it home safetly.
ptb
QUOTE (Guest @ Apr 12 2005, 12:01 PM)
Could also provide a balance that allows Hit/Run tactics but only for specially designed vessels (heavy hulled warship with ISR 1 are a minority from what i've seen). The ISR1 result in a reduction in offensive capacity for the hit and run fleets but gives them a better chance of making it home safetly.

That would give some point to having isr mk 1 drives on ships that tend to have 300tus and be one jump from their target, which would be nice. The only reason i have any isr mk 1 ships are becuase i like the discription of them happy.gif
Frabby
From all that has been written to date on various threads in this forum it seems to me that all problems with large fleets boils down to effective combat range. Affiliations can afford to pool their firepower into one single Uber Fleet because said fleet can be deployed against any target on the gameboard almost immediately. This can be used equally for huge hit-and-run attacks against even the largest targets as well as effective defense for large areas of space which can all be reached within one single day's response time.
To alleviate this problem, the most obvious suggestion was to disallow carryover TU buildup as this effectively allows for fleets to be moved back in time. This proposal, however, would demand players to put much more time and effort into planning their turns to maintain their current level of involvement. It would kill the game for players with large assets who would have to co-ordinate hundreds of ships and bases not on a weekly, but on a daily basis all of a sudden.
This might have worked if it had been introduced right from the start. However, switching a running game from Game Weeks to daily turns is not going to work in my opinion.

There was a notion early on in this tread from Mica about a "Ready for battle" flag on warships. It might also have the potential to slow down the effective combat range of fleets and at the same time fine-tune the balance between ship sizes and hull types, which many players believe to be off (although I admit that no-one including myself can explain what exactly seems to be the problem).

Suggestion (let's call it Jump Penalty):
Jumping creates strong ISR fields that interfere with a ship's combat potential by inhibiting its long range sensors which are essential for targeting (insert spurious pseudo-scientific explanation here). Every ship has a negative ISR modifier set to targeting when jumping. It decays by 1 point per 15 TUs since jumping, i.e. 4 points per day and 20 points per week. Similar to field decay on cloaking devices.

Suggested ISR modifier per hull:
HH - 0.12
NH - 0.06
LH - 0.03
XL - 0.03

That means a 100HH ship will have -12 to targeting immediately after a jump whereas a 50HH ship will only have -6.
Perhaps the modifiers of multiple jumps should even add up, further limiting ranges.

No quick reaction fleets anymore, and hit-and-run only works against very large and/or immobile targets, or if the attacking fleet spent several days in-system prior to the attack. Splitting Uber fleets into regional defense forces becomes almost a necessity. After a hit-and-run attack your enemy will know that your fleet won't be available to defend you elsewhere for some time to come.

Small ships recover much quicker which gives them additional strategical value. 50 hull ships with Quantum jump drive may be inferior to bigger ships but they are fastest to respond which gives them an initial advantage.
Goth
Of course, this will spur a whole new generation of light armoured, sheilded Light Hulled raiders who can hit but not be hit based on the modifiers. I do not have a mega-fleet and do not fear the enemies' uber fleets. I don't think there is anything wrong with the combat or movement system.

The best way to trim down the Uber fleets is to make them more expensive to MAINTAIN (not more expensive to build). As it stands now, there is no incentive to scrap unused ships. As a matter of fact, because the ships are so expensive (in time and materials) to build, no one in their right mind will scrap or get rid of a big fleet.

I still think the ships should be cheaper and quicker to BUILD but more expensive to MAINTAIN. This gives incentive to make legitimate peace since even a smaller sized affiliation could build a credible fleet if they concentrated their efforts on it. The big guys would be crushed under the weight of their own military if they simply kept buying more military equipment with no concern for the economic impact (ie: Soviet Union).

This would bring the "guns or butter" factor into the game. Right now the big guys have "guns AND butter" the little guys have "squat".

Goth
Ted
ok.
How about a nice simple solution?

Battles cost TUs
Let's say 50 Tus per combat round?

In the old BSE,ships had the option of leaving battles in rounds one-three if they wished.
Put that back in and add the Tu cost will go someway to alleviate the fast uber fleets from jumping in,causing havoc and jumping out again.

We will have more fast rapid strikes of only a couple of rounds if the attackers want to get away again the following day.
As I've only just thought of this there are bound to be a few flaws,so discuss! rolleyes.gif
Ro'a-lith
Hell yes - bring back flee on round!
Gandolph
who the hell resurrected this thread tongue.gif

the above solutions would not sure the problem, only change it.

Goths colution would mean that instead of having a requirement to build patches you would put the extra production into hulls if they are to be made easier. the extra shipping you create you dont mind losing, infact you might as well put them into heavy battles as you dont care about maintenance, you are building them faster.

Teds solution would mean people simply equip their ships differently, instead of fleets having 4 rounds of heavy fire, it would change to 1 or 2 rounds of even bigger firepower.

like it or not, with people having the ability to produce, they will produce. asFrabby says if the movement thing was bought in from the start it would have developed, it is too late now
Archangel
There is one aspect of the 'Uber fleet' syndrome that has not been discussed to my memory.

This is the compounding complications of command and control. It is a well known fact that the larger a unit is, the more difficult it becomes to orchestrate co-ordinated attacks. It is also a more difficult proposition to maintain unit cohesion the larger a unit is, especially under active battle conditions.

Much has been already been said about the abilities of officers and their costs in relation to the ship size that they command, however, little if anything has been discussed in depth with respect to the size of force any particular officer is capable of leading. Nothing has been discussed in regards to the chain of command.

I fully understand that we are now discussing aspects of combat normally found in smaller scale game designs, and generally ignored in the more strategic level type of game.

However, it seems to me that Phoenix contains aspects of both a strategic game design as well as a tactical game design under a single game envelope. This is a consequence of trying to address the specific tastes of the widest player audience as possible.

As I understand the developmental history of BSE and Phoenix (and this understanding is limited) at one point turns were only processed weekly. Clearly, this turn around rate lends itself to a more strategic emphasis within the game.
However, progress being what it is, daily results mean that a growing demand for tactical level operations is to be expected.

The difficulty with this last statement, is the degree of tactical ability that should be constructed. Do we wish it to be 'simulator' like game environment where every fine detail is (in every aspect of the game) is meticulously programmed and relevant orders providing absolute precision? Will we accept a simplification of the tactical components.

The underlying motivation for these latter questions are primarily based on the following concerns.

Firstly, fine detail tactical options necessarily require substantial application development, data storage requirements, bigger processing platforms, longer turn result transmissions, more GM and associated resources assigned to the game.

Secondly, player time spent working on turns will grow dramatically.

Both of these will mean increased capital and operating costs for KCJ, and thus increased player participation costs. Further player equipment may need to be improved to cater for increased local data volume, not to mention the cost of 'player time' invested in turn management and all associated administrative functions.

Probably the most difficult question to answer is: What is the optimal point where maximum game enjoyment is afforded to all at the most reasonable cost in both time and money?

Perhaps, we should invest some time as a group in concert with KJC discussing and defining a 'product vision'. This will then be used to define the boundaries of the development cycle for the next few years, and then we are all better placed to try and fill in the gaps and develop much needed and nice to have improvements.


Regards to all


Bruce






Jerusalem
You know.

I pretty much like the game the way it is. smile.gif

I'll like it even more when the infrastructure rules come out of course, and there's a whole bunch more stuff to do that I don't understand.