David Bethel
We are proposing that AA and point defence in general should stop/intercept incoming damage from spacefighters or ground bombers before have any effect on the fighters themselves.

Aim:
To reduce fighter losses against a starbase due to AA without reducing the effectiveness of AA. Its not good to see every single fighter wiped out in 1 day.

Effects:
[1] Point defence will stop damage from bombers (space fighters) easier than blowing them up. So fighters will do less damage to a target with point defence
[2] Point defence will shot down less fighters because their damage will be 'busy' stopping the incoming damage.

We will also reduce the effectiveness of AAE's cos they stupid but we will want to know how teh above ties in with this.

-It maybe an idea to only allow the above mechanic to apply to gorund based targets)
FLZPD
QUOTE (David Bethel @ Feb 9 2006, 01:56 PM)
We are proposing that AA and point defence in general should stop/intercept incoming damage from spacefighters or ground bombers before have any effect on the fighters themselves.

Aim:
To reduce fighter losses against a starbase due to AA without reducing the effectiveness of AA. Its not good to see every single fighter wiped out in 1 day.

Effects:
[1] Point defence will stop damage from bombers (space fighters) easier than blowing them up. So fighters will do less damage to a target with point defence
[2] Point defence will shot down less fighters because their damage will be 'busy' stopping the incoming damage.

We will also reduce the effectiveness of AAE's cos they stupid but we will want to know how teh above ties in with this.

-It maybe an idea to only allow the above mechanic to apply to gorund based targets)

Wouldnt increasing the defence of bombers/fighters have the same effect?

How will this affect PD against missiles, if you have both on incoming? Will we be able to choose which to target first - fighters or missiles? If not and its assigned on mass, then it means the fighters are running cover for their missiles and wont be taking any damage themselves (soaked by their fire capabilities). Not that the proposed changes affect this aspect (its going ot be the same as whatever happens now). Or am I misunderstanding something?

Im against the change (in the way proposed) at the moment for one simply reason - its just making things more complicated, by introducing a new way for something to work. If in principle its the same as increasing the defence values of fighters, then Id prefer that.

Im also concerned at the amount of modifications being done to space fighters - their accuracy was reduced and fighter bays destroyed takes out space fighters (both changes weakening them) and now this proposal to effectively improve them again.

Mark

Nik
A couple of clarifications please. By space fighter and ground bomber, you also mean space bomber and ground fighter (as ground fighters can also do damage to SB).

Space interceptors would work as they currently do. If so, then you could apply this solution to all battles as there is another mechanism to take out SB/SF before they hit a ship.

Nik
Clay
I've no experience in combat with space-fighters etc, but this sounds like a sensible idea. From what I've understood, attacking a SB with fighters/bombers is practically a suicide mission - this gives the fighters/bombers at least a chance.

They're swapping damage for survivability.

Have KJC considered a 'formation' option? Orbital bombardment where the fighters are safer, but the payload stands a greater chance of being shot down by AA. Or dive-bomb/strafe, where the payload almost certainly will get through, but the fighters are at great risk themselves from AA.
The WMBs would play the safe option, but a more fanatical aff (the BHD?) may go for the kamkazi approach.

This would allow an added tactic, leaves the current system and introduces the new system.
Lord Scrimm
QUOTE (David Bethel @ Feb 9 2006, 06:56 AM)
We are proposing that AA and point defence in general should stop/intercept incoming damage from spacefighters or ground bombers before have any effect on the fighters themselves.
Isn't that what Shields/Armour is for?

QUOTE
Its not good to see every single fighter wiped out in 1 day.
It is if you're the defender... wink.gif

QUOTE
Effects:
[1] Point defence will stop damage from bombers (space fighters) easier than blowing them up. So fighters will do less damage to a target with point defence
Again, I think that with the introduction of Starbase Shields, that shielding should be the deciding factor on how much damage gets through.

QUOTE
[2] Point defence will shot down less fighters because their damage will be 'busy' stopping the incoming damage.
Not sure how my Gatling Lasers are going to soak damage from a fighters 'lasers'. Phalanx could, possibly, intercept a beam, but that would seem highly unlikely (unless able to put up an inpenetrable 'wall of lead' so to speak...)

QUOTE
We will also reduce the effectiveness of AAE's cos they stupid but we will want to know how teh above ties in with this.
Stupid? How so? Effective, yes.

QUOTE
-It maybe an idea to only allow the above mechanic to apply to gorund based targets)
If the above were to be implemented and reductions made to the capabilities of exisiting kit, then I propose that the damage soaking properties of AA/PD be implemented AFTER the effects of Shielding are taken into account - essentially providing a secondary 'shield' inside the main shield system. I also propose that any AA/PD damage not used to soak shield penetrating damage be applied to killing the fighters. Otherwise, why bother having Planetary Shields?

Another avenue to consider would be to assign an AA/PD AR rating based upon the mass of the protected object (Platform/SB/Ship) v. the mass of AA/PD kit. This AA/PD AR would ONLY protect against Fighter/Missile damage and Fighters/Missiles would have an AA/PD AF as well to determine how effective they are at evading point defense weapons. This would keep with the existing structure of Weapons doing damage and having an AF rating that can be countered by a high enough AR. This would also enable ships/starbases to gain an effective indication of how much damage from fighters they are capable of soaking as well as enable the Cloaking variants of missile weapons to penetrate the AA/PD AR better (by improving their AA/PD AF). You could then use the Mass of attacking fighters v. mass of target PD weapons to determine the amount of damage that is applied to the fighters as destructive damage in the same way that you would determine the AA/PD AF. This way, you reuse the existing MassCalculation Function calls as much as possible.

Just a few thoughts...

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Jumping_Jack
Not sure I understand the intricacies of this, but that's never stopped me before.

I dont like the change as proposed. If the problem is that space fighters are being wiped in the first round, I too suggest that the solution is to increase their defence - to reflect their manouvreability, i.e. a 'dodge' bonus. Less so for bombers - but these could perhaps be shielded 'behind' any accompanying fighters/interceptors, making unescorted attacks suicidal. And possibly interceptors should have their damage increased against fighters/bombers only to refect their design for the specific role.

This seems intuitive and to make sense to me. As stated by an earlier contributor, having point defence reduce damage, doesn't.

TonyH
HPSimms
The idea has its advantages. The point defence reduces the damage and a large swarm of Interceptors take out the fighters biggrin.gif

Geoff
Nik
QUOTE (Jumping_Jack @ Feb 10 2006, 09:21 AM)
Not sure I understand the intricacies of this, but that's never stopped me before.

I dont like the change as proposed. If the problem is that space fighters are being wiped in the first round, I too suggest that the solution is to increase their defence - to reflect their manouvreability, i.e. a 'dodge' bonus. Less so for bombers - but these could perhaps be shielded 'behind' any accompanying fighters/interceptors, making unescorted attacks suicidal. And possibly interceptors should have their damage increased against fighters/bombers only to refect their design for the specific role.

This seems intuitive and to make sense to me. As stated by an earlier contributor, having point defence reduce damage, doesn't.

TonyH

Increasing the defensive value of SF/SB doesn't help. If you need 1k gatlings and 1k phalanx to take out the SF/SBs, then even if you doubled the SB/SF defence, you just need 2k gatling and 2k phalanx to do the job. This is simply mass production as there is no limit to how many gatlings/phalanx you can have at a Starbase.
For ship to ship to battles, this would make point defence even more useless at taking out SB/SF. It is already hard enough to take out SB/SF using a ships point defence, this would make it worse.

Nik
Jerusalem
Is the problem here basically the vast losses taken by Ground Fighter and Ground Bomber squadrons during attacks on Starbases? Where I've seen thousands of each wiped out in a single round, whilst doing virtually no damage to the targetted starbase?
FLZPD
QUOTE (Nik @ Feb 10 2006, 12:08 PM)

Increasing the defensive value of SF/SB doesn't help. If you need 1k gatlings and 1k phalanx to take out the SF/SBs, then even if you doubled the SB/SF defence, you just need 2k gatling and 2k phalanx to do the job. This is simply mass production as there is no limit to how many gatlings/phalanx you can have at a Starbase.
For ship to ship to battles, this would make point defence even more useless at taking out SB/SF. It is already hard enough to take out SB/SF using a ships point defence, this would make it worse.

Nik

but how is this different to the proposed changes? If the PD targets the damage-potential of the fighters first, then they can still just build more PD to cover it.

Were is the difference between introducing a brand new way of absorbing damage (the current proposal)...and the existing method?

I agree with what you are saying - it wont solve any of the issues, but if its introduced regardless of what we think, then Id prefer it to be done using an existing system.

Mark
Nik
QUOTE (FLZPD @ Feb 10 2006, 06:24 PM)
QUOTE (Nik @ Feb 10 2006, 12:08 PM)

Increasing the defensive value of SF/SB doesn't help.  If you need 1k gatlings and 1k phalanx to take out the SF/SBs, then even if you doubled the SB/SF defence, you just need 2k gatling and 2k phalanx to do the job.  This is simply mass production as there is no limit to how many gatlings/phalanx you can have at a Starbase.
For ship to ship to battles, this would make point defence even more useless at taking out SB/SF.  It is already hard enough to take out SB/SF using a ships point defence, this would make it worse.

Nik

but how is this different to the proposed changes? If the PD targets the damage-potential of the fighters first, then they can still just build more PD to cover it.

Were is the difference between introducing a brand new way of absorbing damage (the current proposal)...and the existing method?

I agree with what you are saying - it wont solve any of the issues, but if its introduced regardless of what we think, then Id prefer it to be done using an existing system.

Mark

If you send 10k ground bombers against a Starbase, you don't expect to loose them all before round 4 (which has almost happened). The proposal here is that if you do send in 10k and it all goes pear shaped, then you dn't loose the whole lot. You still have say 5k left which you then don't send in day 2 (unless you're stupid). So that there is then a balance, the Starbase being attacked then recieves less damage.

Nik
FLZPD
QUOTE (Nik @ Feb 13 2006, 07:57 AM)
If you send 10k ground bombers against a Starbase, you don't expect to loose them all before round 4 (which has almost happened). The proposal here is that if you do send in 10k and it all goes pear shaped, then you dn't loose the whole lot. You still have say 5k left which you then don't send in day 2 (unless you're stupid). So that there is then a balance, the Starbase being attacked then recieves less damage.

Nik

So the end result will be starbases will double the PD they had before, still take out all bombers day 1, but now the base wont be damaged at all? I was wrong, the change isnt strengthening bombers, its weakening them.

The best the attacker can hope for is the scenario you've outlined - that they get to save some bombers for another battle; they wouldnt be used against the same starbase since they now know they would be destroyed (or at best not hurt the base at all).

Mark
Nik
QUOTE (FLZPD @ Feb 13 2006, 09:51 AM)
QUOTE (Nik @ Feb 13 2006, 07:57 AM)
If you send 10k ground bombers against a Starbase, you don't expect to loose them all before round 4 (which has almost happened).  The proposal here is that if you do send in 10k and it all goes pear shaped, then you dn't loose the whole lot.  You still have say 5k left which you then don't send in day 2 (unless you're stupid).  So that there is then a balance, the Starbase being attacked then recieves less damage.

Nik

So the end result will be starbases will double the PD they had before, still take out all bombers day 1, but now the base wont be damaged at all? I was wrong, the change isnt strengthening bombers, its weakening them.

The best the attacker can hope for is the scenario you've outlined - that they get to save some bombers for another battle; they wouldnt be used against the same starbase since they now know they would be destroyed (or at best not hurt the base at all).

Mark

The proposal here will do just that as the point defence will focus on minimising the incoming fire rather than taking out the GBs.

If you have 100:1 odds in point defences favour, then of course you'll loose the lot. If you have 1:1 odds, then you shouldn't loose that many but nor should the Starbase (under this proposal) take that much damage. If you have 1:100 odds, then the Satrbase gets smashed. This is how it should be, and what the proposals should achieve. This is not what is happening at the moment.

Nik
ptb
QUOTE (Nik @ Feb 13 2006, 11:30 AM)
If you have 1:1 odds, then you shouldn't loose that many but nor should the Starbase (under this proposal) take that much damage.

1:1 odds of what, bombers to aa weaponary?

In that case I disagree, if you have the same number of aa guns as the enemy has bombers flying towards them then I would expect pretty much total destruction of the bombers.
Auld Nick
QUOTE (ptb @ Feb 13 2006, 10:48 AM)
if you have the same number of aa guns as the enemy has bombers flying towards them then I would expect pretty much total destruction of the bombers.


History has shown otherwise. The main effect of AA is to break up the attack formation and so mimimise the damage causes.

That is reflected in this proposed change.

But then if you go down that road you should also be looking at developing something like a Stealth Bomber which can negate AA altogether. That would then cause the development of anti stealth AA, and you are back to square one
Nik
QUOTE (ptb @ Feb 13 2006, 11:48 AM)
QUOTE (Nik @ Feb 13 2006, 11:30 AM)
If you have 1:1 odds, then you shouldn't loose that many but nor should the Starbase (under this proposal) take that much damage.

1:1 odds of what, bombers to aa weaponary?

In that case I disagree, if you have the same number of aa guns as the enemy has bombers flying towards them then I would expect pretty much total destruction of the bombers.

1:1 is just an example, to show the middle ground rather than being an exact number.

Nik
ptb
QUOTE (Auld Nick @ Feb 13 2006, 12:28 PM)
History has shown otherwise. The main effect of AA is to break up the attack formation and so mimimise the damage causes.

History didn't have accurate photon based weapons that would be effectivly be instant hit at fighter/bomber combat range when coupled with computer aided tracking.

Although I guess if tracking was an issue then you'd get the formation breakup, so maybe rather than 'stoping damage' they 'disabled' a fighter/bomber for that round due to manvouering out of the way etc.

I realise its the same effect but it makes more sense to me tongue.gif
David Bethel
QUOTE
Although I guess if tracking was an issue then you'd get the formation breakup, so maybe rather than 'stoping damage' they 'disabled' a fighter/bomber for that round due to manvouering out of the way etc.


That was the intended 'in game view' but i just layed out the mechanic.
Archangel
Reading all of the above I infer that members do not consider that defence of any installation is always a layered mechanism (That assumes that the local military leadership has some real tactical training).

In other words, there is no single solution to defending a starbase, but rather the integration of various defensive weapons systems that are set up to complement one another.

Now it is my understanding that most (if not all) point defence systems are deemed space weapons, so cannot actually fire through an active shield.

Given the very nature of shielding, their is only so much damage that these can absorb before weapons break through to the installation below. Hence, point defence systems thus only need to target the smaller subset.

Now as for fighters/bombers, I know of no justification why they are able to penetrate shielding with impunity, whilst the weapons that they fire do not, but that is the current game mechanic.

Again, there is only so much point defence systems that can fire in any particular time instant, yet it appears that the same quantity of PD systems gets to fire at each target class in any given time instant, thus doubling or even quadrupling the effect of PD, as opposed to a more useful distribution of the total available PD fire against the total mass of all target types.

Further what is not clear to me is the weapon systems used by the fighters/bombers. Nothing exists to indicate whether they are using ballistic based weaponry or light wave (electro-magnetic) based weaponry. Under the current rule, killing a bomber/fighter directly evades the question, but given the proposal from Dave, this clearly needs to be understood.

It is pretty self evident that all active weapon systems (ballistic and electro-magnetic) can be used against concrete entities such as fighters/bomber/missiles/torpedoes. However I am only aware of passive defence systems that can be used in the attenuation of electro-magnetic weaponry. Example of which are shielding, any atmosphere, armour plating and for the most part the structural strength of the target itself.

I fully agree with David's observation that there is something wrong with the handling of fighters/bomber in combat. However, I would caution against creating a 'knee jerk quick fix' as this may well induce a very different in-game problem.

I would much rather see a comprehensive and informed discussion on the various aspects mentioned, so that a reasonable and rational long lasting solution is developed.
Garg
Well from the page of its its not broken then dont fix it, why make any changes?
if ground fighters and bombers dont work, then just dont make them, its simple, no need for game changes.
Phoenix Hawk
David Bethal wrote "We are proposing that AA and point defence in general should stop/intercept incoming damage from spacefighters or ground bombers before have any effect on the fighters themselves."

I voted yes, but I do have reservations.
AA by nature were designed to destroy the fighters and bombers.
Point Defense Weapons otherwise (phalynx for example) in rl is designed to target the weapons -- missiles etc...

So I see setting them both just to reduce damage is akin to eliminating the actual "type" of weapon AAs are suspose to be.

It would be my inclination to apply the reduced damage "only" to the other types of point defense and allow the AAs to target the fighters/bombers.

Just my opinion

Larry
Mica Goldstone
The general premise we were looking at was that bombers/missiles etc had some degree of ‘combat sense’. They would push the defences without mindless suicide. They would look for openings in the defence and attack if possible. Some would be used to draw fire or use EW. Defence would be doing roughly the same thing preventing the bombers and missiles getting within strike range. This would mean that not all attacks are strictly against the target and not all point defence is directed directly against incoming – depending on the level of assaults some or even all of the firepower is used to screen and counter – futuristic feint and parry.
FLZPD
QUOTE (Mica Goldstone @ Feb 14 2006, 08:33 AM)
The general premise we were looking at was that bombers/missiles etc had some degree of ‘combat sense’. They would push the defences without mindless suicide. They would look for openings in the defence and attack if possible. Some would be used to draw fire or use EW. Defence would be doing roughly the same thing preventing the bombers and missiles getting within strike range. This would mean that not all attacks are strictly against the target and not all point defence is directed directly against incoming – depending on the level of assaults some or even all of the firepower is used to screen and counter – futuristic feint and parry.

Will a starbase PD be made advanced enough to pick and choose its targets? Otherwise attackers can simply use their bombers to drain the PD (without taking any damage) whilst their kinetics smash with impunity.

Im also wary that missiles are now mentioned alongside the bombers...is the intention to make PD first absorb their damage giving the missile the chance to return to its launcher?

Wont these changes just encourage bases to have extremes of PD (more than the existing extremes<g>)?

Mark
Andy
I like the idea.

Can you confirm that AAE only fire at ground launched bombers? If yes then with the change then AAE should also fire at space launched bombers.

I'd also suggest more complex options for starbase to starbase battles eg if attacking and you know PD is high you may only want to attack with rail weaponary and ensure no offensive bombing raids are launched.

Andy
Howellers
What about making Ground Bombers significantly better at bombarding GPs in planetary combat whilst Artillery is more affective against static targets (Outposts and starbases). Essentially a static target will have a limited number of approaches which can be covered by AI...

Whilst a highly mobile ground force is hard to pin down with a bombardment (they disperse and go to ground) which is matched by a bomber force that can target en route to the combat zone? It could even be defined that a non-shuttle capable GP is dead meat regardless of which targets but that a shuttle capable one is best engaged with Bombers?

Pete
Archangel
QUOTE (Howellers @ Mar 11 2006, 12:51 PM)
Whilst a highly mobile ground force is hard to pin down with a bombardment (they disperse and go to ground)

This is not hard at all, especially if you can see the mobile force.

Ask General Erwin Rommel.
Howellers
QUOTE (Archangel @ Mar 12 2006, 09:13 PM)
QUOTE (Howellers @ Mar 11 2006, 12:51 PM)
Whilst a highly mobile ground force is hard to pin down with a bombardment (they disperse and go to ground)

This is not hard at all, especially if you can see the mobile force.

Ask General Erwin Rommel.

But Rommels opponents didnt have orbit capable tanks or jet packs <g>

Additionally being able to scan a force is radically different from being able to engage it.
This is the same in ground and space combat.

Various factions have used tiny, mobile GPs that have been almost impossible to engage in combat due to their superior manouverability.

Pete