kilemall
SOC-14 5K
Meh.
Fine effort, but it's still a stats-fest. Maneuver or no. Fleet with best stats wins.
If you play Imperium line em up style yes. Not so much with where I am going with this, particularly the missile vee impact part which this particular thought experiment does not have.
Having played many many SFB/Starfire games, space maneuver DOES matter, even with the Starfire mechanic which does not have any arc but the basic 300+ degree or so one. As long as you have different weapons that have different characteristics at different ranges and there is advantage in picking scissors/rock/paper against enemy design/operations doctrine, maneuver matters.
Oh, and don't forget, this is a thought experiment to derive commentary and lessons for my actual design decisions, as I stated I don't know that I would want to actually play this.
Among other things I am illustrating my idea of ranging and how destructive things can get closing, which means most fleets are going to keep a survival distance, and how important managing maneuver/fire relationships to infinite die rolling are to player enjoyment. For the latter point, this is actually a negative example of what you DON'T want.
Hmm, agree/disagree on several points.There's no reason to maneuver other than to close or run away. Facing only affects the spinal, but there's no motivation to not just fly headlong in to each other. If the facing ends up making the spinal impractical, folks will simply design them out of ships to get more turrets/bays, and save costs (which nets more turrets and bays on the field). All the spinal really does it keep a ship from changing speeds. But this isn't really a disadvantage, since ships will likely be coasting more than not, and when they do need to accelerate, it's more than likely they're doing it to "run away" and the spinal would be out of arc anyway. So, no blasting opponents in a running retreat with the spinal.
There IS closing and opening range advantages with the energy weapon/meson gun close range aspect, when cross-indexed with the 'how much armor vs. how much maneuver vs. anti-meson hull design' it means ship design just got a whole lot more complex, when actual range changing maneuver matters.
Note the rule I have in there re: Fleet/Ship Tactics maneuver- VERY big in getting to choose optimal range, and more importantly the player(s) have a choice. I daresay an investment in commanders that can choose range could be as important as the ships themselves.
And in a Mayday environment the ranges don't all have to be short or long or just one blob of fleet moving together- different ships optimized for different range engagements can maneuver to their optimal survival/fire delivery range.
Or outmaneuvering an enemy means perhaps taking advantage of their having too high a vee and shifting the focus of firepower on a lesser portion of their fleet while the main one sails off, with the potential of defeat in detail.
I also disagree with the assertion that spinal weapons would be unusable or not desirable- with the rule in place it just means you set your max vee early in the battle and then use your agility for defense. Spinals are too powerful a tool to lay aside in the HG context.
I would expect what I call the fishhook maneuver would be standard- set engagement vee, use agility normally while firing spinals on the close pass, accelerate as the ranges increase at less then maximum to swing the ships around and reengage.
Also disagree with the blasting- once an enemy is disengaging, the following fleet simply chooses to either follow if they can using bays if maximum thrust is needed, maneuver to be lined up against their targets if they have EP for both, or not accelerate at maximum and blaze away without risking return fire. The very model of the classic Imperium/HG retreat free round of fire.
If you are complaining retreaters are getting pummeled by accelerating out of the battlefield, well why yes they are. Losing has consequences.
I agree that bay weapons might become more desirable then they are now with that spinal disadvantage, but I don't see that as destabilizing to the game, rather making the cruiser-sized ship a more viable design choice, or emphasizing hull/armor/maneuver choices for the TCS campaign dollar spent.
Also makes the 'battleships' a bit less maneuverable and lighter ships that don't have hull and power tied to a spinal more able to choose range relative to the big boys.