Aurora 4x

C# Aurora => C# Suggestions => Topic started by: KriegsMeister on February 18, 2022, 01:31:33 PM

Title: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: KriegsMeister on February 18, 2022, 01:31:33 PM
    So after reading the recent thread on Fighter Modules by ArcWolf, I went down a major rabbit hole of reading and brainstorming over why fighters, are fighters, ships are ships, stations are stations, and the differences of civilian vs military designs.  What makes them separate from each other to necessitate the various game rules applied to them for their use and design.  And lastly, how "realisticTM" are those rules.  All of these ideas that came to me from my research and thinking were reined in by an oft quoted quote that Steve is attempting with Aurora C# to reduce if not eliminate special case rules and streamline the mechanics of the game in comparison to its messy VB6 origins, such as removing PDC's and unifying the ship and missile engine calculations.
    The initial spark for this long train of thought comes from many a player wishing to shrink so called "Fighters" of aurora to be of similar size to what we call Fighters today in our modern airforces.  Many suggestions have come along such as reducing the size of weapons or introducing even smaller weapons, further reduce crew requirements, eliminating armor requirements, and many more.  However, most of the suggestions are always countered by Steve saying that Fighters (and to an extent Fast Attack Craft) are more akin to waterborne gun/torpedo/missile boats rather than fighters.  Which brings me to suggestion #1.



#1a Rename Fighters as Boats
    Plain and simple, if the game represents such vessels more as Boats, just call them Boats.  As they are now, people start off with a false pretense of what they are actually creating and envisioning as opposed to what the actual game mechanics allow them to do.  Of course this doesn't stop people from calling their boats fighters anymore than the current game prevents people calling fighters, boats.  But if the core designs are more like a boat, call it a boat to begin with.  Lastly, why use the specific term of "Fighter" (a small combat vehicle to hunt and destroy other small combat vehicles) to represent the entirety of small craft that can be built such as sensor scouts, missile bombers or ground troop transports.  However, Boat is synonymous with Craft in naval parlance which could cause confusion with Fast Attack Crafts, which again is a poor combat specific name to represent all possible design's in their category.  Sooooo. . . .

#1b Combine FAC's into the Boat category
    As it stands now Fighters and FAC's are similar in that both are small enough to not require a bridge, but only fighters can transit atmosphere and thus can be used as Ground Assault vessels, as well as be built on planetary surfaces in Fighter Factories.  This 1000T and 500T cutoff is very narrow, especially when there are no other tonnage based restrictions of any sort.  Everything from 1001T to infinity are all ships that can enter the atmosphere.  Unless this minute differentiation is absolutely paramount to keep, it would probably be best to combine the 2 categories in the spirit of C# streamlining goals.  It also lines things up a bit since the smallest shipyard is 1000T, and largest Hangar module is 1000T (oh hey, the smaller hangar bays are called "boat" bays, neat). 
    This also opens up an awesome opportunity to create transatmospheric cargo boats.  The smallest Cargo hold is 500T and as of now the only way to transfer cargo from the planet surface to a ship is to have a Cargo Shuttle Bay (which is 500T as well and so pushes the design over the 1000T FAC/Boat limit) or have Cargo Shuttle Station/Spaceport on both ends of the trip which is less than ideal when wanting to make a tiny mineral freighter to collect from a small mining outpost.  So if we up the transatmospheric capability to 1000T vessels we could make a boat with 500T capacity that could land and pick up cargo from the surface, or with the already 1. 14/2. 0 change, transfer cargo to another ship by landing in its hangar.  Also, perfect for a true conventional start in that you could build such a boat on the surface of your home planet with a Boat Factory, load it up with 0. 2 of a unit of infrastructure and send it to land on and start your first offworld colony without any spaceborne shipyards.  I don't believe this would cause too much disruption if such boats are treated as a single cargo shuttle for cargo handling calculations and thus be less efficient than a dedicated cargo shuttle bay.  The only problem is that such boats would automatically be classified as a military vessel despite its commercial purpose due to having engines smaller than 25HS/1250T, which leads me to suggestion #2.

#2a Remove the Size Constraint for Commercial Engines
    I fail to see a rational reason as to why a Commercial Engine must be of a certain large size to be considered commercial.  Why is a HS5 and 30% power engine a military engine that has a chance of failure and requires maintenance than an engine 5x its size which works perfectly till the day it gets shot or scrapped.  Its dumb and completely arbitrary and should be done away with.  Anything of 50% output or less, regardless of size, should be considered commercial.  I also do believe it to be silly that Commercial Engines have 0 maintenance requirement, which leads to suggestion #2b

#2b All Engines have a Maintenance Requirement that Scales Directly with Engine Power%
    This I see more as a game start option so that we have 1: Military ships require Maintenance, 2: No ships require Maintenance, and 3: All ships require Maintenance.  Its just odd to me that an engine would need absolutely no maintenance if its output power was significantly low enough, as I'm pretty sure even the small little quarter horsepower engine on the back of 6' fishing raft boat still needs fixing every once in a while and can even crap out if not properly taken care of.  I'm not good enough of a mathematician to suggest what the exact formula for this ought to be, but the IFR and MSP requirements should reduce the lower the output is to be near but never quite 0.



    Now I go into my bigger and crazy ideas after thinking about #2b and the delineation between Commercial and Military Engines and correspondingly ships.  I asked myself, "Why is Engine type the primary determinant of whether a vessel is a commercial or military vessel?" This followed with more inquiries into what makes something a military vessel military? What components or design choices separate it from commercial? Should commercial vessels have some access to military modules such as guns, shields, and sensors without being considered true military ships? Why are commercial shipyards so much bigger than military yards? Then I started delving into the differences between ships and stations, like, Why must a station buildable by ground facilities be strictly commercial and lack armor? Why do ships need armor? Why can't ships be built by ground facilities, even though we can build nearly every individual component on the ground?
    Overall a lot of ideas started brewing on how the game answers all these questions, and whether or not I could come up with better answers that make more logicaltm and/or realistictm sense, while simplifying or eliminating game rules to streamline the game.



#3 Just Get Rid of Player Designed "Commercial" Ships
    That is not to say, don't let the player design freighters and tankers and such, but remove the distinction of player built commercial and military ships.  AI designed civilian shipping would be the only commercial vessels as well as the NPR designed commercial vessels.  Any and all player designed ships would be considered military ships by the AI/NPR.  My reasons for this are that A) Really cuts down on any and all arbitrary restrictions between the two types of vessels, B) Makes sense somewhat realistically that all government built ships are tied to the government/military, even if their direct purpose is not for war, and C) Gives the AI civilian shipping a little more meaning. 
    However, I do understand that this a much bigger change to the game that many would like to see so I have come up with some alternative means of redefining what it means to be a "commercial" ship

#4a Eliminate the distinction between Commercial and Military Engines, and Remove the Military Only Restriction on Most Modules
    It you couldn't already tell from suggestion #2, I'm not to keen on the idea that certain engines should be absolutely free of all maintenance just because its of X size and Y power output.  So I figure if we remove the size limit and maintenance exclusion, why not remove the distinction between the two all together.   Generally speaking, throughout our naval history, all engine types have been available to both military and civilian shipbuilding, though civilian construction generally goes for the cheaper and more economical designs as a means of lowering build and operational costs.  However that doesn't mean that it was exclusive that military ships had high performance engines, racing boats/ships and fast freighters and passenger liners frequently topped speeds equal to or even in excess of their military counterparts, and conversely various naval support ships were slow and fuel efficient.
    I'm also not the fan of how many modules are military restricted, Sensors, hangars, shields, magazines and to a certain degree weapons.  It makes some sense as those modules are meant to be resource intensive and as it stands now, commercial ships were supposed to be maintenance free.  However, if we eliminate this exclusivity of maintenance free engines, it would be fitting to allow these maintenance needing modules to be placed on commercial ships.  Sensors and hangars are the key ones, doesn't make sense that commercial ships can not install large sensor arrays of any sort despite modern civilian shipping having radar and sonar almost universally available, as well as dedicated science and survey vessels having specialized equipment.  While there is not really a whole lot of precedence of civilian aircraft carriers beyond one or 2 helicopters or maybe seaplanes, there is a wide variety of boats which have been carried by many different ships throughout history, which makes it a bit silly to have the Boat Bays and "Military" Hangar Decks to be military restricted and the "commercial" hangar deck to be frivolous.  What is it about this particular hole inside of a ship to store a boat makes it have to be a military ship? Magazines are kinda similar, in that why does a hole in the ship designed to store a specific kind of cargo automatically make it a military vessel.   I get that munitions are for war, but the ship itself is just a specific kind of cargo ship akin to regular freighters or tankers.  Shields are another module that I think is silly to have as Military restricted, especially since we can put any absurd amount of armor on commercial ships.  Shields make more sense for civilian ships as it takes up less space/mass than armor (though not necessarily per point of protection) and is togglable, only needing it for emergencies. 
    Lastly, throughout multiple points of history, civilian ships have been armed to a certain degree to protect themselves from pirates or foreign enemies seeking to take their goods.  I thought about removing the military only restriction for at the very least beam weapons, if not beams and missiles up to a certain size, but I couldn't think of a good way to balance it without adding more special case rules which we are trying to avoid.
    But you may ask then, "KriegsMeister, how should we define commercial vs military ships?", and I would answer. . . .

#4b Give the No Armor/Structural Shell Option to Engined Ships, and Give any Boat/Ship with >1 Layer of Armor the Military Tag
    Except at the dawn of the ironclads, I cannot thing of a single example of a civilian ship that had any sort of significant armor beyond its structural frame and hull (except like Icebreaker ships, but those are very niche).  Even non-combat military ships (and many combat) hardly had any armor, even if it would be a good idea (*cough* munitions ships).  And also doesn't make much sense for the game to have only stations exclusively be armorless, when it could be of great benefit for many types of ships.  I can see the argument be made that some sort of armor would be necessary for any spacecraft as a means of preventing damage by micro-asteroid impacts while traveling through space.  So I suggest that having the No Armor check box checked (or just get rid of the check box and let us put 0 in the armor value), would significantly increase the IFR/AFR rate.  That leaves commercial vessels with a binary option of increased maintenance issues for a significantly reduced weight (tech dependent) or increased reliability for the cost of payload capacity. 
    Some may ask why I decided to give commercial ships shields and take away armor, tis a good question, and I'm not sure how to respond better than, I think it fits the sci-fi universe better while also keeping it inline with historical civilian construction.  Armor is very costly and takes up a lot of mass, and has been almost entirely exclusive to ships of war, "energy/plasma" shields on the other hand are completely fictional as of now so it is more difficult to predict their use in the future should they become a reality. 

#5 Stations, Spaceports, and Orbital Construction of Space Ships
    As it stands now, in order to build a Spacestation utilizing ground facilities, you need to have a Spaceport and for the station to meet 3 criteria; Engineless, No Armor, and no military modules.  In my eyes, only half of this makes sense, a spaceport as a means of shuttling parts to the orbital assembly area, and not having engines (it is supposed to be stationary after all).  What I don't understand is why must a station lack armor, what is it about trans-newtonian orbital physics that makes armor unbuildable by construction factories, even though fighter factories work just fine in building armored vessels (but can't build unarmored vessels).  Even more annoying is that ground facilities can pre-build military modules but it is impossible to weld them onto a structural frame unless it is done in a shipyard, while able to assemble millions of tons of terraforming stations, orbital habitats, and flying casino's, but god forbid I want to launch a 10ish-ton active sensor into orbit like we currently do for modern day satellites.  /endrant Well, not entirely, because again, why can we assemble such massive structures with ground facilities, but the moment you slap an engine on the design, its incapable of being built by anything but a shipyard.
    So far in previous suggestions, we have already removed the "No Armor" and most military module exclusivity from ship designs or wholly removed the distinction between Commercial and Military ships, so why not take it a step further in eliminating entirely the special rules for space station construction and open up the space port to build any and all ships/stations and whatnot.  I envision 3 different ways of constructing vessels; Boat Factories/Yards (pretty much unchanged from current Fighter Factories, just upped to 1000T designs), Shipyards of 1000T and greater (same as now, just kinda sorta remove the commercial yards), and Spaceports with Construction Factories/Conventional Industry, which would provide a little more flexibility in design and construction to dedicated yards but be more costly in time, workers, and pulling away resources from other ground construction projects.  I believe each spaceport should have a total tonnage limit based on total CF/CI output, say maybe 1HS per colony annual BP, so a colony with a 100 Construction Factories could build up to 50000T of ships and/or stations, additional spaceports would double that capacity (2x SP = 100000T, 5x SP = 800000T).  I, however, do not have the analytical prowess to properly balance this so as to not completely overshadow dedicated shipyards and these numbers would likely need a bit of tweaking.  This would also temper some of the more outrageous station designs that people can immediately build right off the bat and would require some build up to great the 100x module refinery monstrosities people come up with.



So that's I'll I got for now, I believe the first 2 suggestions would be of great benefit to the game while the other 3 could probably use a lot more refinement or be ignored, they are just my personal gripes with my headcanon and how I want to play the game.  Critique is welcomed and encouraged to make these suggestions better and possibly be introduced to the game.  I'm probably going to do a similar effort post in the near future but focusing on weapons.  Hope yall enjoy the read.



TL;DR
#1 Combine Fighters and FAC's into one category and rename Boats.
#2 Remove Size constraint of commercial engines and possibly remove the lack of maintenance for commercial engines.
#3 Forget about the distinction of *player built commercial vs military ships.
#4 Base commercial vs military moreso on presence/thickness of armor rather than engine type, remove military exclusivity of many module.
#5 Remove special rules of "Stations", allow spaceports and ground facilities to build all ships/stations upto a certain total tonnage limit.
   
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nuclearslurpee on February 18, 2022, 03:10:46 PM
TL;DR

I'm just going to quote the end summary for brevity:

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#1 Combine Fighters and FAC's into one category and rename Boats.

Personally I am sentimentally attached to this distinction. Really the distinction of FACs is fairly minor, all it means is you don't need to expend 50 tons on a Bridge plus tonnage for the bridge crew. The question of whether we should just have Fighters/FACs combined into one category, and if so what tonnage limit to set, is one of game balance I think best left up to Steve. I will note, personally I think a better name than "Boats" is needed, FACs I think is already a good designation although we need to decide what to call the "FAC Factory"

One thing I think has been neglected in this discussion though is the RP aspect. For many players even if we accept the inherent limitations of the "fighter" designation, many still roleplay these as stereotypical space superiority fighters/bombers and accept the weird tonnage - even Steve does this in many of his AARs including the current BSG one. There is a good argument to be made for preserving the current categories or something similar on the basis of roleplay, remembering that Aurora is intended to be a narrative generator more than a "realistic" game.


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#2 Remove Size constraint of commercial engines and possibly remove the lack of maintenance for commercial engines.

I agree the size and EP modifier constraints are arbitrary, if reasonable choices mechanically. However I think it is a more or less necessary evil in order to have the current military/commercial distinction - which as I will get into below is indeed a necessary one.

The maintenance question is a false one, as commercial engines still have a maintenance requirement, it is commercial ships which do not. If you put a commercial engine onto a battleship class it will contribute to the maintenance needs of that battleship class. I don't want to presume, but from reading your post it seems like you might not be aware of this very important distinction, which does lead to a few errors in your analysis though I don't think it is necessary to highlight these.


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#3 Forget about the distinction of *player built commercial vs military ships.

Absolutely not.

The distinction between "military" and "commercial" is mechanically arbitrary, there is no way around this, but it is necessary for Aurora to work as it is designed - removing that distinction would require nearly the entire game to be redesigned from scratch. You might preserve the basic mechanics (ship motion, combat, etc.) but the entire 4X strategic level would be completely different. I will give a few examples of what I mean:
*It should be understood that when I talk about "game balance", I mean the principle that the gameplay is reasonable and presents varied options and decisions for the player. I am not concerned about competitive balancing in the multiplayer sense.

The main point I'm trying to get at is that Military vs. Commercial is very core to Aurora's DNA, and the distinction runs much deeper than just whether or not a ship (again - ship, not engine! Or any other component...) consumes MSPs. It may be an arbitrary distinction - this is undeniably true - but it is essential, and without that distinction we would have no incentive to build a large amount of the many non-military ship classes needed to build a massive space empire. Civilian shipping can make up some of that difference, but only provides a few functions and is frustrating to deal with in many cases.


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#4 Base commercial vs military moreso on presence/thickness of armor rather than engine type, remove military exclusivity of many module.

I'm not sure why in #3 you suggest to abolish commercial ships, and now we are talking about how to distinguish them?

In general, I'm not going to agree or disagree, but I will echo an earlier point - the distinction is arbitrary, but necessary, thus it must be made. In my mind, the best way to approach it is to roleplay in whatever fashion one likes to explain the distinction - for example, Commercial Magazines are larger and inefficient due to government rules about ammunition stowage to prevent civilian casualties in crowded port colonies, while military magazines are not subject to those rules due to trained personnel and less concern for such casualties anyways. Or something else, you decide, but treating these arbitrary limits as opportunities rather than annoyances is, generally, the best approach to Aurora.  ;)

I will say, with the new spoiler race coming in 2.0 I would like to see some other options to lightly arm commercial ships, without representing a better option over military ships. Maybe expanding CIWS to fire when repelling boarders or something would be interesting.


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#5 Remove special rules of "Stations", allow spaceports and ground facilities to build all ships/stations upto a certain total tonnage limit.

Being able to produce large warships with planetary construction facilities would be ridiculously overpowered and there would be virtually no reason to use shipyards except to build beyond the tonnage limit (and I'd probably rather pour all those BP and minerals into raising the planetary build limit). Planetary industry can build ships so much faster than shipyards that unless the tonnage limit is so prohibitive as to be not worth bothering, this will be a trivial decision.

Again, while the distinctions are somewhat arbitrary I don't think they are unreasonable. Armor is not really something you can just shuttle up and glue into place, IRL ship armor schemes are actually quite complex and usually involve some integration with other systems that isn't an issue when just building a bare structure - which is incidentally why we can't just pre-built a few hundred armor plates and fly them up to the yards when a new frigate is ordered, unlike most other components as you noted.

For the record, you can build a 10-ton active sensor (probably 11 tons with the structural shell, but whatever) with planetary industry and launch it into orbit very easily, if you want to. I don't know why you'd want to, but you can. You can also do this with fighter factories, incidentally, which would usually be the better method as you can put a sensor up to 450 tons plus shell material into orbit this way.

----

So in summary: As far as revising the fighter/FAC distinction, I'm not necessarily in favor but I'm not opposed and it does make sense mechanically and could be an interesting change. However, all the talk about removing the commercial/military distinction is I think not a fruitful avenue for changes... the arbitrary or unrealistic nature of some distinctions may be weird or annoying, but it is necessary to provide the set of game mechanics that make Aurora playable the way it is today, and removing those mechanics just because they are arbitrary will lead to a completely different game, not necessarily a "better" one.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Droll on February 18, 2022, 03:13:51 PM
I think is already a good designation although we need to decide what to call the "FAC Factory"

FACtory.

That was easy.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Jorgen_CAB on February 18, 2022, 03:16:56 PM
In general I agree that the game probably would be better if there were no Military and Commercial ship mechanic in the game. All ships should need to be maintained... I have never been in favour of the free maintenance as "zero" can always be abused mechanically and feels gamey in a way that it does not need to be.

All that said... it would require a huge rewrite of large parts of the game so it probably is not really possible to achieve without allot of work. You also need to get Steve to sign off on the idea by convincing him.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 18, 2022, 06:30:49 PM
In general I agree that the game probably would be better if there were no Military and Commercial ship mechanic in the game. All ships should need to be maintained... I have never been in favour of the free maintenance as "zero" can always be abused mechanically and feels gamey in a way that it does not need to be.

All that said... it would require a huge rewrite of large parts of the game so it probably is not really possible to achieve without allot of work. You also need to get Steve to sign off on the idea by convincing him.

Originally, there was no distinction and all ships had to be maintained. The military/commercial distinction was added fairly early in the life of Aurora so that you could focus on military logistics without getting bogged down by micromanaging the mass of different 'commercial' ship types. It really wasn't much fun having to maintain every freighter. I like 'realism' up to the point where it adversely affects gameplay.

Also, until about 2008, the 'commercial' modules were all an order of magnitude smaller (4000 ton freighters). Then I actually worked out the volume of everything and moved to the current sizes.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 18, 2022, 06:33:50 PM
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Its dumb and completely arbitrary and should be done away with.  I also do believe it to be silly that Commercial Engines have 0 maintenance requirement

The above is definitely the approach to take if you want to convince me about something :)

It's worth bearing in mind that the game has been around now for eighteen years, so a lot of the basic mechanics have arrived at their current state after a LOT of playtesting and subsequent changes. The players involved in driving those changes are often very experienced and very analytical. A new player may not understand why a mechanic works as it does, but the chance of it being dumb and arbitrary (and no one noticed that) is probably fairly small.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 18, 2022, 06:55:34 PM
On Fighters and FACs.

There are two separate mechanics here. The size of ships that can be built by factories (with the associated technobabble about ship mass and system bodies) and the size of ships that do not require a centralized command component. There is no reason why those two separate mechanics have to use the same mass limit. In fact, having them as different limits adds something to the game.

Aurora has its original roots in Starfire, which had a 'small craft' split between fighters and gunboats. I think in early Aurora, what we now refer to as FACs were known as Gunboats (because early Aurora players were ex-Starfire players) until FAC entered general usage by players and the term was subsequently included in the game. Even so, they are not fixed designations. There are 'fighter factories' but I think the only use of FAC is for auto-assignment designation. They are more often player terms than game designations. In fact, I have a 600-ton 'fighter' in my game because I decided to give it a fighter hull designation even though I build it in shipyards. I also have 1000-ton survey vessels, assault transports and scouts, but no FACs.

Small craft in Aurora are not F-18s off the Nimitz. Real-world fighters operate in a different medium than their parent ship and have certain associated advantages. Aurora fighters operate in the same medium and have to follow the same rules. If you create a weapon that allows a 50-ton effective fighter, then a 5000-ton ship should be able to mount a hundred of those weapons, with all the associated complications for point defence. That is why the above mechanics use 500 and 1000 ton mass limits.

I'm using 300-ton Vipers in my current BSG game and it works very well in term of immersion. However, if you want to refer to 500-ton ships as 'boats' then go ahead. There is no rule against it.

One final thought. A Nimitz class is 90,000 tons and can theoretically operate 90 aircraft, although currently it is about 64. In my current campaign, the Galactica class Battlestar is 75,000-ton and operates sixty 300-ton Vipers, five 600-ton Cobras and three 1000-ton craft of various types. It also has a decent ship to ship armament plus defensive gauss turrets. So while Aurora 'fighters' might be larger than US Navy fighters, the strike groups for similar tonnage motherships are in the same ball park. This is because Aurora ships fit perfectly into hangar decks whereas real world fighters require a lot more hangar space than their own tonnage. So while the Aurora 'fighter' tonnage might seem large, it works out similar to the real world in practical usage of carriers.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Droll on February 18, 2022, 07:37:22 PM
Quote
Its dumb and completely arbitrary and should be done away with.  I also do believe it to be silly that Commercial Engines have 0 maintenance requirement

The above is definitely the approach to take if you want to convince me about something :)

It's worth bearing in mind that the game has been around now for eighteen years, so a lot of the basic mechanics have arrived at their current state after a LOT of playtesting and subsequent changes. The players involved in driving those changes are often very experienced and very analytical. A new player may not understand why a mechanic works as it does, but the chance of it being dumb and arbitrary (and no one noticed that) is probably fairly small.

You could maybe make it so that commercial type ships require wealth instead of MSP for the purposes of maintenance if for some reason you or the playerbase feels like having any ship stay up for "free" is too much. That would prevent the micromanagement nightmare while also adding a cost to having a massive merchant marine / making wealth matter consistently throughout the entire length of the campaign.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nuclearslurpee on February 18, 2022, 07:40:21 PM
Quote
Its dumb and completely arbitrary and should be done away with.  I also do believe it to be silly that Commercial Engines have 0 maintenance requirement

The above is definitely the approach to take if you want to convince me about something :)

It's worth bearing in mind that the game has been around now for eighteen years, so a lot of the basic mechanics have arrived at their current state after a LOT of playtesting and subsequent changes. The players involved in driving those changes are often very experienced and very analytical. A new player may not understand why a mechanic works as it does, but the chance of it being dumb and arbitrary (and no one noticed that) is probably fairly small.

You could maybe make it so that commercial type ships require wealth instead of MSP for the purposes of maintenance if for some reason you or the playerbase feels like having any ship stay up for "free" is too much. That would prevent the micromanagement nightmare while also adding a cost to having a massive merchant marine / making wealth matter consistently throughout the entire length of the campaign.

This wouldn't be a bad idea if it playtests well. Wealth is usually not too important after the first couple of generation techs so this would add another sink without requiring major alterations to the rest of the game economy or strategy layers.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Droll on February 18, 2022, 07:41:33 PM
Quote
Its dumb and completely arbitrary and should be done away with.  I also do believe it to be silly that Commercial Engines have 0 maintenance requirement

The above is definitely the approach to take if you want to convince me about something :)

It's worth bearing in mind that the game has been around now for eighteen years, so a lot of the basic mechanics have arrived at their current state after a LOT of playtesting and subsequent changes. The players involved in driving those changes are often very experienced and very analytical. A new player may not understand why a mechanic works as it does, but the chance of it being dumb and arbitrary (and no one noticed that) is probably fairly small.

You could maybe make it so that commercial type ships require wealth instead of MSP for the purposes of maintenance if for some reason you or the playerbase feels like having any ship stay up for "free" is too much. That would prevent the micromanagement nightmare while also adding a cost to having a massive merchant marine / making wealth matter consistently throughout the entire length of the campaign.

This wouldn't be a bad idea if it playtests well. Wealth is usually not too important after the first couple of generation techs so this would add another sink without requiring major alterations to the rest of the game economy or strategy layers.

I might even suggest that even military ships cost wealth in addition to their maintenance requirements. Though idk what havoc that would wreak to NPR economists.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 18, 2022, 07:42:06 PM
Quote
Its dumb and completely arbitrary and should be done away with.  I also do believe it to be silly that Commercial Engines have 0 maintenance requirement

The above is definitely the approach to take if you want to convince me about something :)

It's worth bearing in mind that the game has been around now for eighteen years, so a lot of the basic mechanics have arrived at their current state after a LOT of playtesting and subsequent changes. The players involved in driving those changes are often very experienced and very analytical. A new player may not understand why a mechanic works as it does, but the chance of it being dumb and arbitrary (and no one noticed that) is probably fairly small.

You could maybe make it so that commercial type ships require wealth instead of MSP for the purposes of maintenance if for some reason you or the playerbase feels like having any ship stay up for "free" is too much. That would prevent the micromanagement nightmare while also adding a cost to having a massive merchant marine / making wealth matter consistently throughout the entire length of the campaign.

It is possible, as I do that for ground units outside combat, but I would have to adjust wealth to account for it and I like the way wealth works now. Also, a lot of 'commercial' ship functions match planet-based functions so charging maintenance on one but not the other would cause some balance issues. In summary, it works very well now so I don't to mess with it for minimal gameplay benefit.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 18, 2022, 07:44:17 PM
This wouldn't be a bad idea if it playtests well. Wealth is usually not too important after the first couple of generation techs so this would add another sink without requiring major alterations to the rest of the game economy or strategy layers.

I'm always running into wealth problems :)

Its usually one of the major issues in my games. Maybe I am just building too much.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Agraelgrimm on February 18, 2022, 07:59:47 PM
Steve, a way to work around the usage of a weapon made for a 50 ton fighter to be used and abused by bigger ships can be worked around as:
1- require a weapon pod
2- It has a limited amount of ammo and has to be either spent or in case of a turret, have a small magazine for that. (unarmored, 100% chance of explosion by hit, single module, only size and ammo for dispenser
3- Make it kinetic, meaning, no energy weapons for that size, just slug throwers.
4- Because of the mechanics involved into making small sized weapons like these, no crew, but the need of a small reactor to keep everything working.

And while on the topic, small shield for fighters could work as well. And the idea is: They have to concentrate their shields into a far smaller target than a capital ship. But would require reactors and with a tonnage limit to fighters, it would require players to having to choose what they want, so balance is still kept. And it still not broken because a gauss cannon can shred a fighter just fine. If it hits all 5 shots, is 5 damage. Is probably more than the amount of shields the fighter has.

And for commercial ships, it would be nice to have them cost wealth. It would make players try and o Wealth being a thing, while making expansion be more planned. Also, while they are commercial ships, they are state made and state controlled, so they should cost something for the state... (As of now i think of them as a merchant navy of sorts...)
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Garfunkel on February 18, 2022, 08:05:22 PM
I think is already a good designation although we need to decide what to call the "FAC Factory"

FACtory.

That was easy.
Hahaha  :D

But we should really go back to calling them gunboats except without the gun part.

Fighter - Boat - Ship

Because FAC is Fast Attack Craft and the 500–1000-ton range is used for lot of different things. It could be Light Attack Craft, it could be Survey Boat, it could be Assault Shuttle, it could be Bomber, it could be Missile Boat, and so on and so forth.

Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 18, 2022, 08:09:35 PM
Steve, a way to work around the usage of a weapon made for a 50 ton fighter to be used and abused by bigger ships can be worked around as:
1- require a weapon pod
2- It has a limited amount of ammo and has to be either spent or in case of a turret, have a small magazine for that. (unarmored, 100% chance of explosion by hit, single module, only size and ammo for dispenser
3- Make it kinetic, meaning, no energy weapons for that size, just slug throwers.
4- Because of the mechanics involved into making small sized weapons like these, no crew, but the need of a small reactor to keep everything working.

And while on the topic, small shield for fighters could work as well. And the idea is: They have to concentrate their shields into a far smaller target than a capital ship. But would require reactors and with a tonnage limit to fighters, it would require players to having to choose what they want, so balance is still kept. And it still not broken because a gauss cannon can shred a fighter just fine. If it hits all 5 shots, is 5 damage. Is probably more than the amount of shields the fighter has.

And for commercial ships, it would be nice to have them cost wealth. It would make players try and o Wealth being a thing, while making expansion be more planned. Also, while they are commercial ships, they are state made and state controlled, so they should cost something for the state... (As of now i think of them as a merchant navy of sorts...)

Why could only a small ship mount the above weapon - why not a 5000-ton point defence destroyer that would completely alter missile warfare? Why would this weapon explode when none of the others do? Even if only fighters could mount it, then a fighter swarm becomes the new point defence paradigm.

Shields are less efficient than armour, so they only make sense on large ships, If we had an effective small shield, why couldn't large ships mount many of them.

As for commercial, As I explained above if we add wealth maintenance for terraformers, fuel harvesters, orbital miners, etc, why not add maintenance for terraforming installations, fuel refineries, automated mines or even factories? There has to be a dividing line. Plus I would need to rebalance wealth generation. I just don't seem any significant gameplay benefit from a change that would cause potential balance issues.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 18, 2022, 08:15:55 PM
But we should really go back to calling them gunboats except without the gun part.

Fighter - Boat - Ship

Because FAC is Fast Attack Craft and the 500–1000-ton range is used for lot of different things. It could be Light Attack Craft, it could be Survey Boat, it could be Assault Shuttle, it could be Bomber, it could be Missile Boat, and so on and so forth.

The word 'FAC' only exists in Aurora in one specific place. The text at the bottom of the ship class summary that refers to auto-assignment category. If you can persuade everyone on the forum to start calling 1000-ton ships 'boats' instead of 'FACs', then I'll add an option to change that single word :)
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nuclearslurpee on February 18, 2022, 08:22:07 PM
Steve, a way to work around the usage of a weapon made for a 50 ton fighter to be used and abused by bigger ships can be worked around as:
snip

A much simpler way to create a 50-ton fighter is to add a 0.25-HS Gauss cannon size into the DB. It's a very easy change (Steve could do it in like 2 minutes, if he wants to appease the mini-fighter lobby), and while I will always emphasize that Gauss weapons are quite terrible for anything other than point defense turrets, that is fine as a 50-ton fighter is not expected to be a force of nature anyways. You can get something like the below, which I designed offhand in a fairly high-tech test game in my modded DB, as it happened to be what loaded up, but shows the concept fairly well:

Off-Topic: 50-ton fighter with 0.25-HS Gauss Cannon • show

F-50 class Light Fighter (P)      50 tons       2 Crew       36 BP       TCS 1    TH 15    EM 0
15044 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.25
Maint Life 0 Years     MSP 0    AFR 9%    IFR 0.1%    1YR 1    5YR 9    Max Repair 19.2 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Inertial Fusion Drive  EP15.00 (1)    Power 15.0    Fuel Use 979.80%    Signature 15.00    Explosion 20%
Fuel Capacity 2,000 Litres    Range 0.74 billion km (13 hours at full power)

Gauss Cannon R500-4.00 (1x5)    Range 48,000km     TS: 15,044 km/s     Accuracy Modifier 4.00%     RM 50,000 km    ROF 5       
Beam Fire Control R48-TS16000 (SW) (1)     Max Range: 48,000 km   TS: 16,000 km/s     79 58 38 17 0 0 0 0 0 0

Active Search Sensor AS6-R1 (1)     GPS 5     Range 6.1m km    MCR 545k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes


Quote
And while on the topic, small shield for fighters could work as well. And the idea is: They have to concentrate their shields into a far smaller target than a capital ship. But would require reactors and with a tonnage limit to fighters, it would require players to having to choose what they want, so balance is still kept. And it still not broken because a gauss cannon can shred a fighter just fine. If it hits all 5 shots, is 5 damage. Is probably more than the amount of shields the fighter has.

This doesn't make sense, nowhere else in the game is the presumed size of the mounting ship used as a modifier for the shield generators - you run into "why is this only for fighters?" which we need to avoid here.

The word 'FAC' only exists in Aurora in one specific place. The text at the bottom of the ship class summary that refers to auto-assignment category. If you can persuade everyone on the forum to start calling 1000-ton ships 'boats' instead of 'FACs', then I'll add an option to change that single word :)

We should call them helicopters just to really confuse people even more.  :P
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Froggiest1982 on February 18, 2022, 08:49:39 PM
To be honest the only "interesting" point IMHO is that Commercial engines should not have any size restriction. I guess the size was just to make it coherent with the larger components and shipyards.

I'm okay to keep the 50% power instead.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Agraelgrimm on February 18, 2022, 09:08:01 PM
Steve, a way to work around the usage of a weapon made for a 50 ton fighter to be used and abused by bigger ships can be worked around as:
1- require a weapon pod
2- It has a limited amount of ammo and has to be either spent or in case of a turret, have a small magazine for that. (unarmored, 100% chance of explosion by hit, single module, only size and ammo for dispenser
3- Make it kinetic, meaning, no energy weapons for that size, just slug throwers.
4- Because of the mechanics involved into making small sized weapons like these, no crew, but the need of a small reactor to keep everything working.

And while on the topic, small shield for fighters could work as well. And the idea is: They have to concentrate their shields into a far smaller target than a capital ship. But would require reactors and with a tonnage limit to fighters, it would require players to having to choose what they want, so balance is still kept. And it still not broken because a gauss cannon can shred a fighter just fine. If it hits all 5 shots, is 5 damage. Is probably more than the amount of shields the fighter has.

And for commercial ships, it would be nice to have them cost wealth. It would make players try and o Wealth being a thing, while making expansion be more planned. Also, while they are commercial ships, they are state made and state controlled, so they should cost something for the state... (As of now i think of them as a merchant navy of sorts...)

Why could only a small ship mount the above weapon - why not a 5000-ton point defence destroyer that would completely alter missile warfare? Why would this weapon explode when none of the others do? Even if only fighters could mount it, then a fighter swarm becomes the new point defence paradigm.

Well, because it would require a pod, limited ammo, accuracy would still be dependent on tech and racial tracking speed + ship speed.
Such weapon would be around 1 point damage, because its a fighter, not a destroyer. So, for bigger ships it can only really scrape  the armor, and range is still a factor. So a Destroyer would have lower speed, so a problem hitting it, it cannot use a fighter pod, the ammo is limited and needs a hangar to reload, and the range is limited as well.
And as it is, its well within what fighters can do, but it would have less tonnage overall because of smaller weapons systems.

A destroyer would be better off with a Gauss Cannon. And like stated before, those could shred said fighter if it doesnt have enough armor. And the bigger the armor, slower it gets, and etc.
And you could make such weapons research dependent, as it was in V6.

But anyway, its just a suggestion. You had really good points on the others, so i don't see a point in responding to them.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: ArcWolf on February 19, 2022, 02:30:42 AM

Well, because it would require a pod, limited ammo, accuracy would still be dependent on tech and racial tracking speed + ship speed.
Such weapon would be around 1 point damage, because its a fighter, not a destroyer. So, for bigger ships it can only really scrape  the armor, and range is still a factor. So a Destroyer would have lower speed, so a problem hitting it, it cannot use a fighter pod, the ammo is limited and needs a hangar to reload, and the range is limited as well.
And as it is, its well within what fighters can do, but it would have less tonnage overall because of smaller weapons systems.

A destroyer would be better off with a Gauss Cannon. And like stated before, those could shred said fighter if it doesnt have enough armor. And the bigger the armor, slower it gets, and etc.
And you could make such weapons research dependent, as it was in V6.

But anyway, its just a suggestion. You had really good points on the others, so i don't see a point in responding to them.

In my post that inspired this one i presented a second idea, very much in-line with what you are presenting with 1 major difference. https://aurora2.pentarch.org/index.php?topic=12898.msg158453#msg158453

As it stands, if you just down-size the weapon but keep the damage the same, then the damage/ton is far out of balance. In my post Steve mentions an idea he had of weapons that had a chance to do damage ( i assume using a similar mechanic to meson weapons) and i expanded on that.

a TLDR of my linked post: you can fit 3 .5HS Gauss Cannons in the same space and 1 10cm Single-Shot(SS) Railgun. If you give them the same Fire control, they have the same the (roughly) the same accuracy, about 1 hit every 30 seconds. If you make a weapon that has the same accuracy as a 10cm SS railgun, and has the same rate-of-fire (1 shot per 5s) but at 1/4 the size, then your better off putting 4 of these new weapons on the ship instead of 1 10cm SS Railgun.

My Idea in the linked post, on a small scale ie: 1-4 of these new guns would be about on par with a 10cm SS Railgun, but once you get have more then 4 of these new guns, Railguns are better in both space efficiency & damage since it takes into account the space saved by larger reactors that the railguns can use.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: serger on February 19, 2022, 03:21:48 AM
#1a Rename Fighters as Boats

This point I agree completely.
Aurora really is a narrative building assistant, and so it will be much better if it will not use words, that imply some fixed purpose of small craft you try to build. Especially in early game, those Fighter Factories in some campaigns tend to build anything except fighters.
I'm not a native English speaker, yet it seems that Small Craft and Small Craft Factory are the best words.

The same with missiles. [Guided] Ordnance/Munition Factories and Guided Ordnance/Munition, may be.
Because in early game, where your narrative is forming, those Factories are often build only buoys and probes, not missiles.

#1b Combine FAC's into the Boat category

Not completely agree, yet it's really itching point of strict arbitrary lines, that looks silly - attention disclaimer! - not because a decision to make this line was ill-conceived, but because of the course of things, because it's really a problem in the nature of game development, and it's hard to break a habit of having such strict arbitrary lines after living with them all your life. Yet modern computers give us a way to avoid this problem!

What I can suggest about small craft definition - is to add for them a mandatory component, something like Landing Gear, which size will grow as k*(craft size)^2 or even k*(craft size)^3, so it will be just inefficient to make large small craft designs.
With such mandatory component it will be no arbitrary line, yet meaningful distinction between small craft and ships will remain.

As for Bridge component - I'll just make it the same as other C&C components: giving bonuses (or bonus multipliers), that are growing with crew size, yet not mandatory above some ship size. Any player will have an option to build large vessels without bridge - they'll just will have poor operation times and/or maint life (yet such a design can be a good choice in some special conditions). Any player will have an option to build small vessels with bridge - they'll just will have poor payload.

#2a Remove the Size Constraint for Commercial Engines

I like a suggestion to give up commercial ships' direct commands. Let AI command them, and if you want to have some ship under your direct command - well, it is then your job to pay attention to it's maint. At least it can be an option at the game level, the same as to switch maint off completely.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 19, 2022, 06:08:18 AM
Steve, a way to work around the usage of a weapon made for a 50 ton fighter to be used and abused by bigger ships can be worked around as:
1- require a weapon pod
2- It has a limited amount of ammo and has to be either spent or in case of a turret, have a small magazine for that. (unarmored, 100% chance of explosion by hit, single module, only size and ammo for dispenser
3- Make it kinetic, meaning, no energy weapons for that size, just slug throwers.
4- Because of the mechanics involved into making small sized weapons like these, no crew, but the need of a small reactor to keep everything working.

And while on the topic, small shield for fighters could work as well. And the idea is: They have to concentrate their shields into a far smaller target than a capital ship. But would require reactors and with a tonnage limit to fighters, it would require players to having to choose what they want, so balance is still kept. And it still not broken because a gauss cannon can shred a fighter just fine. If it hits all 5 shots, is 5 damage. Is probably more than the amount of shields the fighter has.

And for commercial ships, it would be nice to have them cost wealth. It would make players try and o Wealth being a thing, while making expansion be more planned. Also, while they are commercial ships, they are state made and state controlled, so they should cost something for the state... (As of now i think of them as a merchant navy of sorts...)

Why could only a small ship mount the above weapon - why not a 5000-ton point defence destroyer that would completely alter missile warfare? Why would this weapon explode when none of the others do? Even if only fighters could mount it, then a fighter swarm becomes the new point defence paradigm.

Well, because it would require a pod, limited ammo, accuracy would still be dependent on tech and racial tracking speed + ship speed.
Such weapon would be around 1 point damage, because its a fighter, not a destroyer. So, for bigger ships it can only really scrape  the armor, and range is still a factor. So a Destroyer would have lower speed, so a problem hitting it, it cannot use a fighter pod, the ammo is limited and needs a hangar to reload, and the range is limited as well.
And as it is, its well within what fighters can do, but it would have less tonnage overall because of smaller weapons systems.

A destroyer would be better off with a Gauss Cannon. And like stated before, those could shred said fighter if it doesnt have enough armor. And the bigger the armor, slower it gets, and etc.
And you could make such weapons research dependent, as it was in V6.

But anyway, its just a suggestion. You had really good points on the others, so i don't see a point in responding to them.

I am a little confused here. Why would only a fighter be able to mount the 'pod'?

If you have a weapon that does 1 point of damage and is much smaller than other weapons that does one point of damage, even if the ammo is 'limited' (as it can be reloaded), then it becomes a much more powerful weapon than the larger equivalent for both offence and point defence.

You need to come up with an idea for a 'fighter weapon' that is smaller than the current options, including the 1-shot railgun, yet can also be mounted on larger ships and for the same HS equivalent has the same or less combat power relative to the larger weapons for both attack and defence. So far the only realistic option is nuclearslurpee's 4% accuracy gauss.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 19, 2022, 06:29:49 AM
I'm not a native English speaker, yet it seems that Small Craft and Small Craft Factory are the best words.

If there was consensus on the forums, I could live with changing fighter factories to small craft factories and use 'small craft' instead of 'fighter' on the class summary categories. I think those are the only two places where the word 'fighter' actually appears in the game. Everyone will still call them fighters on the forums though, so it might be confusing for new players.

I really don't like 'boat' as potential terminology, as real world FACs are almost always a few hundred tons while an Ohio class SSBN at 18,000 tons is referred to as a 'boat'. I know we have a 'boat bay' component, which is a small hangar, but that has been in Aurora since the Starfire Assistant days (as it carried over from Starfire). If we went with the above change, that should probably become the 'small craft bay' or maybe just 'small hangar bay', although it doesn't have the same ring to it.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Bremen on February 19, 2022, 02:40:34 PM
Since this topic keeps coming up, I don't really have much to say, but I do want to add that I'm really happy with Steve's decision to not make weapons magically smaller/better because they're on a fighter. Way too many games decide to give "rocket pods" or whatever to fighters that magically do a ton of damage but somehow aren't an option on big ships. If the decision were ever made to buff fighters I'd prefer to see it done in some way that flows naturally from the mechanics instead of fighters just being better because they have a different designation.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nuclearslurpee on February 19, 2022, 03:02:32 PM
Since this topic keeps coming up, I don't really have much to say, but I do want to add that I'm really happy with Steve's decision to not make weapons magically smaller/better because they're on a fighter. Way too many games decide to give "rocket pods" or whatever to fighters that magically do a ton of damage but somehow aren't an option on big ships. If the decision were ever made to buff fighters I'd prefer to see it done in some way that flows naturally from the mechanics instead of fighters just being better because they have a different designation.

It's actually interesting to compare 50-ton fighters (with the modded 0.25-HS Gauss component) to the standard 500-ton 10cm railgun fighter that is generally considered the most efficient design you can build (outside of missile bombers, which would be apples/oranges to compare).

Neglecting fire control effects, 10x 50-ton fighters with, say, ROF 5 Gauss at 4% accuracy would deal on average only 2.0 damage per 5-sec increment, while the single 500-ton railgun fighter deals 4 damage per 5-sec increment. However, the 50-ton fighter swarm is harder to kill completely due to having a lot more effective HTK than the single 500-ton fighter - if you are defending with 15cm lasers, for instance, you can probably kill the big fighter in just 1-2 hits while you need to score 10 hits to kill the swarm fighters, and since your ship probably doesn't mount a lot of extra fire controls you will have to score those hits in several rounds of fire. Probably the most effective weapons would be AMMs in this case, since you can destroy the entire swarm at a decent range pretty easily. Of course, this doesn't make the railgun fighter obsolete; not only does it benefit from better tonnage efficiency in various ways (better range, sensors, BFC, engines, ...) but since it still puts out more hits per ton it is a better anti-missile defensive fighter if you use it as part of your PD screen. So the choice between large, efficient fighters and small swarm fighters that can be difficult to kill completely is an interesting decision and not very trivial.

Basically, just using the existing mechanics and adding that very small Gauss component which follows all of the existing rules for Gauss weapons (again, an easy DB edit for anyone who wants to playtest it, if Steve does not want to add it in just yet), I think fighters have some interesting mechanics to play around with without needing any very big changes.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Bremen on February 19, 2022, 03:09:22 PM
Since this topic keeps coming up, I don't really have much to say, but I do want to add that I'm really happy with Steve's decision to not make weapons magically smaller/better because they're on a fighter. Way too many games decide to give "rocket pods" or whatever to fighters that magically do a ton of damage but somehow aren't an option on big ships. If the decision were ever made to buff fighters I'd prefer to see it done in some way that flows naturally from the mechanics instead of fighters just being better because they have a different designation.

It's actually interesting to compare 50-ton fighters (with the modded 0.25-HS Gauss component) to the standard 500-ton 10cm railgun fighter that is generally considered the most efficient design you can build (outside of missile bombers, which would be apples/oranges to compare).

Neglecting fire control effects, 10x 50-ton fighters with, say, ROF 5 Gauss at 4% accuracy would deal on average only 2.0 damage per 5-sec increment, while the single 500-ton railgun fighter deals 4 damage per 5-sec increment. However, the 50-ton fighter swarm is harder to kill completely due to having a lot more effective HTK than the single 500-ton fighter - if you are defending with 15cm lasers, for instance, you can probably kill the big fighter in just 1-2 hits while you need to score 10 hits to kill the swarm fighters, and since your ship probably doesn't mount a lot of extra fire controls you will have to score those hits in several rounds of fire. Probably the most effective weapons would be AMMs in this case, since you can destroy the entire swarm at a decent range pretty easily. Of course, this doesn't make the railgun fighter obsolete; not only does it benefit from better tonnage efficiency in various ways (better range, sensors, BFC, engines, ...) but since it still puts out more hits per ton it is a better anti-missile defensive fighter if you use it as part of your PD screen. So the choice between large, efficient fighters and small swarm fighters that can be difficult to kill completely is an interesting decision and not very trivial.

Basically, just using the existing mechanics and adding that very small Gauss component which follows all of the existing rules for Gauss weapons (again, an easy DB edit for anyone who wants to playtest it, if Steve does not want to add it in just yet), I think fighters have some interesting mechanics to play around with without needing any very big changes.

I look forward to seeing how the fighters in Steve's test game work out in their first big fight (I'm aware they've already had some minor ones). I think beam fighters are a little on the low end of the power scale right now but I certainly don't think they're unplayable.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nuclearslurpee on February 19, 2022, 03:18:26 PM
I look forward to seeing how the fighters in Steve's test game work out in their first big fight (I'm aware they've already had some minor ones). I think beam fighters are a little on the low end of the power scale right now but I certainly don't think they're unplayable.

I think they are lower on the power scale, but not at the "terrible" end with the meson cannons, more in the "specialized" middle next to plasma carronades and HPMs. Beam fighters do have a couple of strong niches. One is as a strategic firepower option to complement a carrier+bomber fleet, as you can rotate a wing of beam fighters in place of bombers to provide extra point defense without having to build entire new PD escorts, or just as a low-tail option to eliminate vulnerable targets (civilian shipping, etc.) without expending valuable ordnance. Another is as a counter against beam-heavy fleets that rely a lot on heavy and/or slow-firing beam weapons, since small, fast fighter swarms can take advantage of the mismatch against enemy fire controls in this situation. And of course, there is always the classic rapid-build JP defense fighter when you just need to scramble some defenses in a hurry without retooling your shipyards.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Kristover on February 19, 2022, 03:23:29 PM
I look forward to seeing how the fighters in Steve's test game work out in their first big fight (I'm aware they've already had some minor ones). I think beam fighters are a little on the low end of the power scale right now but I certainly don't think they're unplayable.

I think they are lower on the power scale, but not at the "terrible" end with the meson cannons, more in the "specialized" middle next to plasma carronades and HPMs. Beam fighters do have a couple of strong niches. One is as a strategic firepower option to complement a carrier+bomber fleet, as you can rotate a wing of beam fighters in place of bombers to provide extra point defense without having to build entire new PD escorts, or just as a low-tail option to eliminate vulnerable targets (civilian shipping, etc.) without expending valuable ordnance. Another is as a counter against beam-heavy fleets that rely a lot on heavy and/or slow-firing beam weapons, since small, fast fighter swarms can take advantage of the mismatch against enemy fire controls in this situation. And of course, there is always the classic rapid-build JP defense fighter when you just need to scramble some defenses in a hurry without retooling your shipyards.

Similar experience here.  My Beam Fighters tend to do well as commerce raiders, hunting down damaged stragglers, and occasionally as additional muscle when larger beam ships go toe to toe.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Bremen on February 20, 2022, 03:39:21 PM
Since this topic keeps coming up, I don't really have much to say, but I do want to add that I'm really happy with Steve's decision to not make weapons magically smaller/better because they're on a fighter. Way too many games decide to give "rocket pods" or whatever to fighters that magically do a ton of damage but somehow aren't an option on big ships. If the decision were ever made to buff fighters I'd prefer to see it done in some way that flows naturally from the mechanics instead of fighters just being better because they have a different designation.

Actually, I gave this some thought, and I do have one option for maybe buffing beam fighters a bit. And that would be to change the formula for engine cost.

Right now, IIRC the engine cost is directly scaled with engine power, which includes the performance modifier. So an engine with 200% performance (and massive fuel use) costs twice as much as the same engine with 100% performance. Since fighters tend to use very high powered engines as a very large percentage of their tonnage, this makes them very expensive for their size.

Now, a 200% performance engine probably should cost more than a 100% one, but I was thinking the scaling maybe shouldn't be so linear. Or perhaps the scaling should take into effect both power and to a lesser extent fuel use, so that improving your fuel efficiency tech would slightly increase the cost of engines like increasing the tech level does. That wouldn't actually make fighters better, but it would make them more expendable. Though it would also make missiles cheaper as well... which come to think of it is going to be an issue with most changes that try to organically give advantages to small ships, because missiles are effectively very small ships for most game mechanics.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Agraelgrimm on February 21, 2022, 02:16:18 AM
Steve, a way to work around the usage of a weapon made for a 50 ton fighter to be used and abused by bigger ships can be worked around as:
1- require a weapon pod
2- It has a limited amount of ammo and has to be either spent or in case of a turret, have a small magazine for that. (unarmored, 100% chance of explosion by hit, single module, only size and ammo for dispenser
3- Make it kinetic, meaning, no energy weapons for that size, just slug throwers.
4- Because of the mechanics involved into making small sized weapons like these, no crew, but the need of a small reactor to keep everything working.

And while on the topic, small shield for fighters could work as well. And the idea is: They have to concentrate their shields into a far smaller target than a capital ship. But would require reactors and with a tonnage limit to fighters, it would require players to having to choose what they want, so balance is still kept. And it still not broken because a gauss cannon can shred a fighter just fine. If it hits all 5 shots, is 5 damage. Is probably more than the amount of shields the fighter has.

And for commercial ships, it would be nice to have them cost wealth. It would make players try and o Wealth being a thing, while making expansion be more planned. Also, while they are commercial ships, they are state made and state controlled, so they should cost something for the state... (As of now i think of them as a merchant navy of sorts...)

Why could only a small ship mount the above weapon - why not a 5000-ton point defence destroyer that would completely alter missile warfare? Why would this weapon explode when none of the others do? Even if only fighters could mount it, then a fighter swarm becomes the new point defence paradigm.

Well, because it would require a pod, limited ammo, accuracy would still be dependent on tech and racial tracking speed + ship speed.
Such weapon would be around 1 point damage, because its a fighter, not a destroyer. So, for bigger ships it can only really scrape  the armor, and range is still a factor. So a Destroyer would have lower speed, so a problem hitting it, it cannot use a fighter pod, the ammo is limited and needs a hangar to reload, and the range is limited as well.
And as it is, its well within what fighters can do, but it would have less tonnage overall because of smaller weapons systems.

A destroyer would be better off with a Gauss Cannon. And like stated before, those could shred said fighter if it doesnt have enough armor. And the bigger the armor, slower it gets, and etc.
And you could make such weapons research dependent, as it was in V6.

But anyway, its just a suggestion. You had really good points on the others, so i don't see a point in responding to them.

I am a little confused here. Why would only a fighter be able to mount the 'pod'?

If you have a weapon that does 1 point of damage and is much smaller than other weapons that does one point of damage, even if the ammo is 'limited' (as it can be reloaded), then it becomes a much more powerful weapon than the larger equivalent for both offence and point defence.

You need to come up with an idea for a 'fighter weapon' that is smaller than the current options, including the 1-shot railgun, yet can also be mounted on larger ships and for the same HS equivalent has the same or less combat power relative to the larger weapons for both attack and defence. So far the only realistic option is nuclearslurpee's 4% accuracy gauss.

Ok, the reason why you are confused is because i havent been able to explain my idea in a good way. Part of that is my limited english. So i will try my best here.

The concept im trying to put is: We already have pods that has to be put in a fighter in order to use a auto-cannon, light bombardment and it can also be used to put a missile in it. So i am suggesting a tiny weapon that would fit in those pods, damage on scale, from needing 2 hits to make a damage to 1 hit per damage, in which case it would be a rather big gun needing a big pod.
The ammunition would be to scale it, so when it hits a hangar bay, it would need another weapon to be mounted on the pod. To prevent a swarm of 50 ton fighters, the weapon system could be a 25-75 ton plus the pod. That would make a need for a bigger engine and etc. So we would end up with a 150ish fighter.

I was also suggesting a rather small range for such weapon. In my mind, im trying to make something close to a in-between a Autocannon and a Gauss Gun, but since the least amount of damage possible is 1, it makes a little harder to achieve that, unless the trade offs are range, weight, ammo, etc. Idk if its possible to use armor rating to reduce the damage made by the weapon. If possible, it would make it a good trade off, since it would be harder to use against larger ships even with a swarm of those ships.

And the reason why it would be used only for fighters is that im suggesting of being able to be used only on those pods. And since a larger ship than a FAC cant use fighter pods, as far as i know, it would limit things for this platform. And again, accuracy depends on speed, since it cant be a turret, so it would be a waste on a bigger ship.

Having said all that, Nuclear's suggestion is the simplest to do. All the things are already there, no testing needed and no adaptations aside from the size and accuracy of a gauss cannon.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: alex_brunius on February 21, 2022, 06:24:47 AM
You could maybe make it so that commercial type ships require wealth instead of MSP for the purposes of maintenance if for some reason you or the playerbase feels like having any ship stay up for "free" is too much. That would prevent the micromanagement nightmare while also adding a cost to having a massive merchant marine / making wealth matter consistently throughout the entire length of the campaign.

It is possible, as I do that for ground units outside combat, but I would have to adjust wealth to account for it and I like the way wealth works now. Also, a lot of 'commercial' ship functions match planet-based functions so charging maintenance on one but not the other would cause some balance issues. In summary, it works very well now so I don't to mess with it for minimal gameplay benefit.

That's a good point. Any wealth maintenance for commercial ships could therefor be connected only to their engines ( so engineless platforms for terraforming/mining/harvesting cost no wealth to maintain ). That way consistency can be kept. It could work as an additional perk of making efficient engines which isn't super useful IMO currently assuming wealth maintenance cost for commercial ships is connected to engine efficiency or fuel consumption in some way.

This could also be an interesting thing to have if you want to add more details to civilian shipping companies down the line ( as it could be used to model their running costs and help them determine when ships are unprofitable and should be scrapped ).


I think there is room to add more engaging things to spend wealth on, some of those we are exploring in our ongoing community rp game and so far it's possible to add alot of extra wealth mechanics and players will simply adapt with building a higher % financial centers so in practice I think it looks like it works so far :)

Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 21, 2022, 06:55:15 AM
Ok, the reason why you are confused is because i havent been able to explain my idea in a good way. Part of that is my limited english. So i will try my best here.

The concept im trying to put is: We already have pods that has to be put in a fighter in order to use a auto-cannon, light bombardment and it can also be used to put a missile in it.

The reason that only fighters can use pods is not a mechanical restriction. It is because only fighters can take part in ground combat and all the pods are for ground combat. You could put the pods on a large warship but there is no point as it wouldn't be able to use them, ergo the restriction to fighters only to avoid confusion.

You can't restrict a ship-to-ship weapon in the same way. Any size warship can use a box launcher for example.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nakorkren on February 21, 2022, 09:06:54 AM
Given the relative weakness of beam fighters (vs missile fighters, larger ships), I would love to see them buffed a little. Rejiggering the cost of high-performance engines certainly could help by reducing the build cost/time.

Another approach would be to make each engine produce a small, flat amount of power based on reactor tech. If balanced appropriately, this would enable small ships with limited power requirements (i.e. fighters which typically only have one small weapon) to skip having dedicated powerplants, saving a bit of hull space and BP. This wouldn't materially impact game balance outside of fighters, as that amount of power wouldn't mean much to larger ships, which would still require dedicated powerplants.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 21, 2022, 09:56:36 AM
Given the relative weakness of beam fighters (vs missile fighters, larger ships), I would love to see them buffed a little. Rejiggering the cost of high-performance engines certainly could help by reducing the build cost/time.

Another approach would be to make each engine produce a small, flat amount of power based on reactor tech. If balanced appropriately, this would enable small ships with limited power requirements (i.e. fighters which typically only have one small weapon) to skip having dedicated powerplants, saving a bit of hull space and BP. This wouldn't materially impact game balance outside of fighters, as that amount of power wouldn't mean much to larger ships, which would still require dedicated powerplants.

There seems to be an assumption that missile fighters are better than beam fighters. That might be true in a one-off battle, but I'm definitely not convinced that is true in a campaign situation and Aurora balance is all about campaigns, not individual battles. They can also perform better than the same tonnage of ships, depending on the armament of the ships.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Platys51 on February 21, 2022, 10:30:06 AM
There seems to be an assumption that missile fighters are better than beam fighters. That might be true in a one-off battle, but I'm definitely not convinced that is true in a campaign situation and Aurora balance is all about campaigns, not individual battles. They can also perform better than the same tonnage of ships, depending on the armament of the ships.
To be honest, currently, I would say that beam fighters are not very good compared to missile ones. Mainly based on cost. For beam fighters to engage they either need the cover of a fleet or they take heavy losses each fight. Missile fighters can be smaller, much cheaper, longer range/deployment, and survive easier.

Beam fighters maybe are better than same tonnage of ships from certain view, but every hit usually costs a fighter, they drain ungodly amounts of fuel, cant be easily trained and you need to build carrier that usually offsets any potential benefit in the efficiency department.

I like using fighters, but to call beam fighters in their current form efficient... I wouldn't exactly...
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Bremen on February 21, 2022, 10:38:50 AM
Given the relative weakness of beam fighters (vs missile fighters, larger ships), I would love to see them buffed a little. Rejiggering the cost of high-performance engines certainly could help by reducing the build cost/time.

Another approach would be to make each engine produce a small, flat amount of power based on reactor tech. If balanced appropriately, this would enable small ships with limited power requirements (i.e. fighters which typically only have one small weapon) to skip having dedicated powerplants, saving a bit of hull space and BP. This wouldn't materially impact game balance outside of fighters, as that amount of power wouldn't mean much to larger ships, which would still require dedicated powerplants.

There seems to be an assumption that missile fighters are better than beam fighters. That might be true in a one-off battle, but I'm definitely not convinced that is true in a campaign situation and Aurora balance is all about campaigns, not individual battles. They can also perform better than the same tonnage of ships, depending on the armament of the ships.

I actually wonder about that. It's true of capital ships to a degree, because missile combat tends to use up your missiles fast, but while missile fighters expend ammo, beam fighters expend themselves. Sure in a campaign you can build more, but you can also build more missiles. And you can stockpile missiles for no cost but stockpiled fighters cost maintenance. Meanwhile it's very rare for missile fighters to take any losses at all.

Your test game so far shows just how high fighter losses can be when engaging even with an advantage. And so far they've been lucky enough not to run into an AI AMM ship, which can absolutely devastate beam fighters. It'll be interesting how well they handle the logistics of an extended campaign.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Droll on February 21, 2022, 11:13:11 AM
Given the relative weakness of beam fighters (vs missile fighters, larger ships), I would love to see them buffed a little. Rejiggering the cost of high-performance engines certainly could help by reducing the build cost/time.

Another approach would be to make each engine produce a small, flat amount of power based on reactor tech. If balanced appropriately, this would enable small ships with limited power requirements (i.e. fighters which typically only have one small weapon) to skip having dedicated powerplants, saving a bit of hull space and BP. This wouldn't materially impact game balance outside of fighters, as that amount of power wouldn't mean much to larger ships, which would still require dedicated powerplants.

There seems to be an assumption that missile fighters are better than beam fighters. That might be true in a one-off battle, but I'm definitely not convinced that is true in a campaign situation and Aurora balance is all about campaigns, not individual battles. They can also perform better than the same tonnage of ships, depending on the armament of the ships.

I actually wonder about that. It's true of capital ships to a degree, because missile combat tends to use up your missiles fast, but while missile fighters expend ammo, beam fighters expend themselves. Sure in a campaign you can build more, but you can also build more missiles. And you can stockpile missiles for no cost but stockpiled fighters cost maintenance. Meanwhile it's very rare for missile fighters to take any losses at all.

Your test game so far shows just how high fighter losses can be when engaging even with an advantage. And so far they've been lucky enough not to run into an AI AMM ship, which can absolutely devastate beam fighters. It'll be interesting how well they handle the logistics of an extended campaign.

Yeah a beam fighter is often going to cost multiple missiles fired (relatively) safely from a missile fighter. So I'm not convinced entirely on the overall strategic superiority of beamy bois.

However I also don't really have an answer to that problem without arbitrarily adding fighter-only systems which would go everything aurora currently stands for. Back when meson fighters were a thing you beam fighters were quite powerful to the point where they could be a bit broken. But perhaps the meson needs to be revisited (just in general, not just for fighters) and make it not so underwhelming.

An idea: I think if you want to keep the % to ignore armor setting you could add a tech-line for mesons that can increase their damage beyond 1. You roll the chance to ignore armor like usual but whenever the roll fails, the meson loses 1 damage (deals it to the armor) and keeps rolling until it either it reaches the internals or runs out of damage to roll with. You would still keep the overall damage number of mesons really small compared to equivalent weapons but now they'd have a better go at achieving their gimmick of ignoring armor even on heavily armored ships.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 21, 2022, 11:20:30 AM
Everyone seemed focused on a purely offensive comparison between beam and missile fighters. A fast fighter with a high tracking speed and fast-firing guns is ideal for point defence. Missile fighters have no defensive capability.

Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Platys51 on February 21, 2022, 11:23:43 AM

Yeah a beam fighter is often going to cost multiple missiles fired (relatively) safely from a missile fighter. So I'm not convinced entirely on the overall strategic superiority of beamy bois.

However I also don't really have an answer to that problem without arbitrarily adding fighter-only systems which would go everything aurora currently stands for. Back when meson fighters were a thing you beam fighters were quite powerful to the point where they could be a bit broken. But perhaps the meson needs to be revisited (just in general, not just for fighters) and make it not so underwhelming.

An idea: I think if you want to keep the % to ignore armor setting you could add a tech-line for mesons that can increase their damage beyond 1. You roll the chance to ignore armor like usual but whenever the roll fails, the meson loses 1 damage (deals it to the armor) and keeps rolling until it either it reaches the internals or runs out of damage to roll with. You would still keep the overall damage number of mesons really small compared to equivalent weapons but now they'd have a better go at achieving their gimmick of ignoring armor even on heavily armored ships.
Add evasion stat to ships. Calculated from speed and tonnage modified so its negligible to large warships, but another layer of protection for fighters and facs?
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: gpt3 on February 21, 2022, 11:25:16 AM
On the grand strategy level, beam fighters and FACs do have a niche as cheap PPV units that could plausibly contribute to system defense (unlike ammo-less box launcher satellites). A decent illustration of that doctrine can be found in this fiction blog post: https://eldraeverse.com/2012/03/25/what-the-ship-is-this/

Quote
We were interested to see that a number of “corvette” – i.e. sub-frigate – classes of warship have emerged since our last edition, especially since the role of the frigate is already extremely limited, due to the limitations of its available mass and volume on its capacities, to wolf-pack deployments for light anti-piracy control, scouting, minor system pickets, and civilian system-security functions.

...

This is to say that the corvette appears to be designed for ease of maintenance in the low-technology field first, survivability – such as is possible at this scale – second, and warfighting ability third.

In the light of these unusual features, and of its emergence after the case of Sarine v. Galactic Volumetric Registry, the true purpose of the corvette becomes clear.  They are a political ship class, not a military one.  In other words, they are not intended to put up a practical system defense; rather, they are intended to permit a single-system polity which does not wish to bear the expense of a viable star nation’s naval establishment to claim system sovereignty – by virtue of policing their own space – using a few corvettes at a fraction of the expense of actual warships.

I'm pretty excited to see how such "political ships" will fare against the new spoilers.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Platys51 on February 21, 2022, 11:25:35 AM
Everyone seemed focused on a purely offensive comparison between beam and missile fighters. A fast fighter with a high tracking speed and fast-firing guns is ideal for point defence. Missile fighters have no defensive capability.
Because this function is strictly inferior to turret of same size...
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 21, 2022, 11:42:07 AM
Everyone seemed focused on a purely offensive comparison between beam and missile fighters. A fast fighter with a high tracking speed and fast-firing guns is ideal for point defence. Missile fighters have no defensive capability.
Because this function is strictly inferior to turret of same size...

And how does that turret perform on long-range anti-shipping strikes?
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nuclearslurpee on February 21, 2022, 11:45:43 AM
Your test game so far shows just how high fighter losses can be when engaging even with an advantage. And so far they've been lucky enough not to run into an AI AMM ship, which can absolutely devastate beam fighters. It'll be interesting how well they handle the logistics of an extended campaign.

I keep seeing people say this and I find it hard to believe, unless people are using their fighters in a suboptimal manner.

Considering typical ion-age technology, NPR AMMs at ion tech fly at perhaps 56,000 km/s (using a missile calculator; currently I think it is closer to 48,000, but I expect this to go up now that NPRs can research fuel efficiency techs). Beam fighter designs vary a lot, but a typical 500-ton, 4-shot 10cm railgun fighter can easily achieve 10,000 km/s or greater speed. Let's slightly underestimate this and say our fighters fly at 1/6 AMM speed, knowing that we can improve on this pretty easily. Then a 500-ton railgun fighter will on average shoot down 2/3 of a missile in final fire mode, or every 750 tons of railgun fighters can account for one missile on average.

Typical NPR AMM cruiser designs tend to be in the range of ~20 AMMs per volley and ~15,000 tons displacement, which is about matched by the same tonnage of railgun fighters - and again, we can do better than this without too much difficulty.

The question of course is whether this works out in a fleet context. Nominally, every ton of beam fighters must be matched by about another ton of carrier, as a practical rule of thumb (I think this is true in Steve's BSG campaign for instance), so in theory a fleet of pure AMM ships will outmatch a fleet of beam fighters plus their attendant carriers at equal net tonnages. In practice, there are a couple of caveats here, for one no NPR fleet is composed solely of AMM ships as this would be silly, for another the carrier fleet can take advantage of significant BP efficiencies such as using low-boost engines - plus, since components like hangar bays remain constant in build cost they become relatively more efficient as tech level advances.

As far as missile vs beam fighters in the general case, I think it is hard to draw a line between tactical and strategic effectiveness. If you use missile fighters, you have to replace the missiles fired and ship them to the front, but if you use beam fighters you will likely have to replace lost fighters and ship those to the front. Fighters do cost more than missiles, but you will only lose some fighters whereas you lose every missile you fire whether or not it kills anything. I'm not sure which is likely to be cheaper, but I suspect it will depend on the opponent and how effectively they can defend against both types of fighters. It also matters a lot if you are fighting NPRs or other player races, as in the latter case every tactic has a counter-tactic whereas the NPRs are usually predictable and exploitable.


But perhaps the meson needs to be revisited (just in general, not just for fighters) and make it not so underwhelming.

I actually played around with this a bit in my modded DB, and you can make mesons decently more effective just by improving the rate at which the armor attenuation tech improves. I'm not currently using that change as frankly the calculated efficiency of the mesons frightened me off, but I think I will try it in a 2.0 campaign to see what it is like in practice.


Everyone seemed focused on a purely offensive comparison between beam and missile fighters. A fast fighter with a high tracking speed and fast-firing guns is ideal for point defence. Missile fighters have no defensive capability.
Because this function is strictly inferior to turret of same size...

This is untrue. Turreted Gauss does become strictly the best beam PD at high tech levels (ROF 6, 8) but this requires a substantial research investment over the good ol' 10cm railgun method, which on large ships is about equally effective when compared to Gauss ROF 4 and is often "good enough" compared against higher-ROF Gauss cannons if you want to save on research costs for a long period of campaign time.

Compared to ship-based railguns, fighters can achieve similar or even greater efficiency because they can fly as fast as a turret can track. A 6-HS Gauss single turret with 4x racial tracking speed is nominally 440 tons and still needs a fire control, so is about comparable to a 500-ton railgun fighter with 3x EP modifier which can reach 3.5x to 4x racial tracking by engine boosting alone. The railgun fighters of course have the added strategic advantages that come with being fighters including - if needed - superior offensive capabilities to Gauss turrets.

As Steve has been saying, the strategic flexibility of beam fighters while still performing decently in multiple roles is the big advantage they have over any other more-specialized weapons.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nakorkren on February 21, 2022, 12:28:28 PM
Since this is morphing in a discussion on the usefulness of fighters generally.... How does ECM/ECCM play into this? The benefit of larger ships and the weakness of smaller ships, which is amplified with fighters, is the "infrastructure" that goes with having a working ship becomes a larger part of your overall tonnage. A bridge is a good example, although we dodge that with fighters since they're sub-1000 tons. ECM/ECCM becomes more important at higher tech levels, since it impacts ability to hit or be hit, but even the reduced size ECM or ECCM is 50 tons, or 10% of the size of a max-size fighter. Will fighters still be viable at higher tech levels with the handicap that they'll have to start committing a minimum of 10% of their mass to ECM or ECM (or 20% to both)?

Although now that I think about it, having a reduced-size ECCM on a fighter might substantially improve survivability vs AMMs, which I assume rarely include ECM.

I'm partly asking because the one time I've tried fighters it was at a relatively high level of tech (e.g. I was using level 3 ECM/ECCM in most of my ships but none in my fighters), and my fighters got shredded. It's possibly I just wasn't employing them effectively, though.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: xenoscepter on February 21, 2022, 12:43:15 PM
Since this is morphing in a discussion on the usefulness of fighters generally.... How does ECM/ECCM play into this? The benefit of larger ships and the weakness of smaller ships, which is amplified with fighters, is the "infrastructure" that goes with having a working ship becomes a larger part of your overall tonnage. A bridge is a good example, although we dodge that with fighters since they're sub-1000 tons. ECM/ECCM becomes more important at higher tech levels, since it impacts ability to hit or be hit, but even the reduced size ECM or ECCM is 50 tons, or 10% of the size of a max-size fighter. Will fighters still be viable at higher tech levels with the handicap that they'll have to start committing a minimum of 10% of their mass to ECM or ECM (or 20% to both)?

Although now that I think about it, having a reduced-size ECCM on a fighter might substantially improve survivability vs AMMs, which I assume rarely include ECM.

I'm partly asking because the one time I've tried fighters it was at a relatively high level of tech (e.g. I was using level 3 ECM/ECCM in most of my ships but none in my fighters), and my fighters got shredded. It's possibly I just wasn't employing them effectively, though.

 --- There is another... The Small Craft ECM / ECCM modules are a mere 25 tons, though not quite as good as a Compact version.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: nuclearslurpee on February 21, 2022, 12:43:49 PM
Since this is morphing in a discussion on the usefulness of fighters generally.... How does ECM/ECCM play into this? The benefit of larger ships and the weakness of smaller ships, which is amplified with fighters, is the "infrastructure" that goes with having a working ship becomes a larger part of your overall tonnage. A bridge is a good example, although we dodge that with fighters since they're sub-1000 tons. ECM/ECCM becomes more important at higher tech levels, since it impacts ability to hit or be hit, but even the reduced size ECM or ECCM is 50 tons, or 10% of the size of a max-size fighter. Will fighters still be viable at higher tech levels with the handicap that they'll have to start committing a minimum of 10% of their mass to ECM or ECM (or 20% to both)?

At higher tech levels, you can make that 50 tons - 25 tons, thanks Xeno - back by way of reduced armor mass, better power reactors, and perhaps most importantly better BFCs as you can get high point-blank accuracy with reduced investment into BFC range.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Bremen on February 21, 2022, 05:44:20 PM
Everyone seemed focused on a purely offensive comparison between beam and missile fighters. A fast fighter with a high tracking speed and fast-firing guns is ideal for point defence. Missile fighters have no defensive capability.

Missile fighters don't have direct defensive capability, no, but they're frequently used to launch missile strikes from outside enemy missile range, so indirectly they're often extremely capable anti-missile defense.

To be fair, beam fighters can do that too. It's just if beam fighters are used as long range strike capability they tend to take heavy losses and missile fighters don't. So my gut feeling/limited experience is that beam fighters don't have a strong campaign scale logistics advantage over missile fighters or beam/missile capital ships, but I'm willing to see how it works out in practice.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Migi on February 21, 2022, 07:52:01 PM
I wasn't going to comment, but I wanted to respond to the first point specifically, and then I got carried away. :P
Quote
even though fighter factories work just fine in building armored vessels (but can't build unarmored vessels). 
(snip)
but god forbid I want to launch a 10ish-ton active sensor into orbit like we currently do for modern day satellites

This is not correct. The design below is essentially a sensor that sits in orbit and can be built in 3 different ways.
1) With fighter factories
2) With construction factories (and a spaceport)
3) With a shipyard

Code: [Select]
Sentry R1 class Sensor Outpost      229 tons       11 Crew       34.2 BP       TCS 5    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 4      Sensors 5/5/0/0      DCR 1      PPV 0
MSP 93    Max Repair 10 MSP
Drengr    Control Rating 1   
Intended Deployment Time: 3 months   


Active Search Sensor Std Rng 08.6 Res 10 (1)     GPS 100     Range 8.6m km    Resolution 10
EM Sensor Standard 05 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
Thermal Sensor Standard 05.0 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Space Station for auto-assignment purposes


On other topics
(generally money)
I don't understand how people deal with money, I alternate between having too much and CMCs pop up everywhere, then the bottom falls out of my economy and I now have 40% of my construction building 150 finance centres and hope I don't go bankrupt while they get built over ~3 years.

(generally) Renaming FACs and Fighters
Renaming FACs and Fighters to 'Boats' makes a certain amount of sense (and sets expectations which is important) but I object because 'Boats' sounds worse. 'Small Craft' is a bit too unwieldy. 'Sloop' or 'Brig' might work, less likely 'Yacht' or 'Dingy'. But sailing ship types might not set expectations correctly. Maybe 'Planes' would work? Maybe not.
Anyway if we're going to rename anything it had better be swapping Commercial and Civilian so that all of that finally makes sense.

(generally) Adding maintenance for Commercial ships
For initial balancing my suggestion is that you only count 10% of the mass of commercial ships, and/or have commercial ships use MSP at 10% of the normal rate during upkeep.
But please don't do it, I have enough trouble keeping my military ships in maintenance.

Quote
doesn't make sense that commercial ships can not install large sensor arrays of any sort despite modern civilian shipping having radar and sonar almost universally available
I'm not an expert but I am fairly sure that IRL there are huge differences between military and civilian sensors. I have previously wondered if the 50T limit might be too large given the changes to sensor range in C# 1.0.

(generally) Armoured ships should be military
If it was limited to 'ships with armour 2 layers or thicker are classed as military', I don't think this would be completely insane. The biggest problem I see is trying to move 1m tons of ground units to invade someone's homeworld, which I suspect would be practically impossible if the troop transports used maintenance, and unarmoured troop transports are lunch for hidden STOs.

(generally) You can't use components with fighter factories or ground factories
This is for balance even if it makes me sad sometimes.

(generally) Spaceports build all ships
This basically makes spaceports replace shipyards, shipbuilding is currently strictly limited by shipyard type and slipways and tooling. This is a core gameplay feature so you'd need to replicate it somehow.


Everyone seemed focused on a purely offensive comparison between beam and missile fighters. A fast fighter with a high tracking speed and fast-firing guns is ideal for point defence. Missile fighters have no defensive capability.

Missile fighters don't have direct defensive capability, no, but they're frequently used to launch missile strikes from outside enemy missile range, so indirectly they're often extremely capable anti-missile defense.

To be fair, beam fighters can do that too. It's just if beam fighters are used as long range strike capability they tend to take heavy losses and missile fighters don't. So my gut feeling/limited experience is that beam fighters don't have a strong campaign scale logistics advantage over missile fighters or beam/missile capital ships, but I'm willing to see how it works out in practice.
Basically compare the BSG campaign with the 40k campaign.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: xenoscepter on February 21, 2022, 07:56:49 PM
(generally) You can't use components with fighter factories or ground factories
This is for balance even if it makes me sad sometimes.

 --- I SM modify shipyards into "Fighter Complexes" to get around this. It's pop inefficient after a certain tonnage, but I like it just fine. :) Oh and it let's you both use components for fighters AND refit them... although the latter presents certain... difficulties.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: ArcWolf on February 21, 2022, 08:42:46 PM

(generally) Renaming FACs and Fighters
Renaming FACs and Fighters to 'Boats' makes a certain amount of sense (and sets expectations which is important) but I object because 'Boats' sounds worse. 'Small Craft' is a bit too unwieldy. 'Sloop' or 'Brig' might work, less likely 'Yacht' or 'Dingy'. But sailing ship types might not set expectations correctly. Maybe 'Planes' would work? Maybe not.
Anyway if we're going to rename anything it had better be swapping Commercial and Civilian so that all of that finally makes sense.


Patrol Craft might work, after all that does seem to be the intention behind "fighters", something more akin to a WW2 PT boat or a WW1 Torpedo Boat (which typically has less the 300 tons to displacement). Then again, in my mind Patrol Craft & FAC are interchangeable.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Droll on February 21, 2022, 09:13:06 PM
(generally) You can't use components with fighter factories or ground factories
This is for balance even if it makes me sad sometimes.

 --- I SM modify shipyards into "Fighter Complexes" to get around this. It's pop inefficient after a certain tonnage, but I like it just fine. :) Oh and it let's you both use components for fighters AND refit them... although the latter presents certain... difficulties.

It also allows you to repair internal component damage on the fighters. I've noticed that carriers will only repair their armor.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: xenoscepter on February 22, 2022, 01:37:16 AM
(generally) You can't use components with fighter factories or ground factories
This is for balance even if it makes me sad sometimes.

 --- I SM modify shipyards into "Fighter Complexes" to get around this. It's pop inefficient after a certain tonnage, but I like it just fine. :) Oh and it let's you both use components for fighters AND refit them... although the latter presents certain... difficulties.

It also allows you to repair internal component damage on the fighters. I've noticed that carriers will only repair their armor.

 --- Really!? That sounds like a bug to me... also, would a carrier with a Maintenance Module be able to carry out such repairs via Overhauling?
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Steve Walmsley on February 22, 2022, 11:04:33 AM
If you set a fighter to repair a system, it will do so using the carrier's MSP.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Droll on February 22, 2022, 11:08:18 AM
If you set a fighter to repair a system, it will do so using the carrier's MSP.

Will it use the carriers damage con rating or the fighters?

I talk from experience, my carriers would refuse to repair the damaged internals of my GSFs despite having plenty of supplies.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Garfunkel on February 23, 2022, 01:40:23 AM
Yeah, you can't use your missile fighters for augmenting PD unless you equip them with AMMs which I doubt anyone does because that'll eat into your magazine space pretty badly and you would still need to reload them all the time. And your missile fighters need separate fighters to defend them if you have to penetrate the enemy AMM sphere before launch. And you can't send your gauss turrets to chase down enemy ships/stations. Sure, you can detach an escort to do that but a couple of beam fighters would probably do the same job faster and cheaper while maintaining all your escorts guarding your carriers where they should be.

I've seen similar arguments happen in other games, a lot, because people mistakenly compare apples and oranges on a strictly 1:1 to basis - whether it's hybrids versus pure classes in MMOs or stacking attack stats or defence stats in Hearts of Iron series or spell casters versus melee characters in party-based RPGs. We have to look at context and the big picture here instead of focusing in a too-narrow way and looking at one thing.

Especially since Aurora is just as much about campaigns than it is about battles, if not more so. Well, actually probably lot more so because a battle can be over in less than a minute but building the forces for that battle might have taken a decade.

Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Sebmono on February 24, 2022, 10:17:07 AM

Yeah a beam fighter is often going to cost multiple missiles fired (relatively) safely from a missile fighter. So I'm not convinced entirely on the overall strategic superiority of beamy bois.

However I also don't really have an answer to that problem without arbitrarily adding fighter-only systems which would go everything aurora currently stands for. Back when meson fighters were a thing you beam fighters were quite powerful to the point where they could be a bit broken. But perhaps the meson needs to be revisited (just in general, not just for fighters) and make it not so underwhelming.

An idea: I think if you want to keep the % to ignore armor setting you could add a tech-line for mesons that can increase their damage beyond 1. You roll the chance to ignore armor like usual but whenever the roll fails, the meson loses 1 damage (deals it to the armor) and keeps rolling until it either it reaches the internals or runs out of damage to roll with. You would still keep the overall damage number of mesons really small compared to equivalent weapons but now they'd have a better go at achieving their gimmick of ignoring armor even on heavily armored ships.
Add evasion stat to ships. Calculated from speed and tonnage modified so its negligible to large warships, but another layer of protection for fighters and facs?
I'm also curious as to why ship size isn't a factor in ToHit chance calculations, and only speed - does anyone have any insight or historical knowledge as to why this is the case? I would've thought that even in a transnewtonian world if two objects of largely different sizes were moving at the same velocity, the smaller object would be more difficult for weaponry to hit.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: TallTroll on February 24, 2022, 10:46:05 AM
>> I'm also curious as to why ship size isn't a factor in ToHit chance calculations, and only speed

Compare vessel size and speeds. Modern CVs are around the 300m mark, for a displacement of around 100,000 tons (and yes, displacement isn't the same as gross tonnage, but it makes the point adequately). The largest ship ever built was an oil tanker of about 450m. Now consider that an Aurora freighter will likely be travelling at at least 1000km/s (barring some very early, low-tech designs) and that even if it was a full kilometre long, it would still be traversing 1000x its' own length every second at that speed. Target size is a negligible factor compared to just putting a beam or warhead in the general vicinity of a target due to its' speed
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: ArcWolf on February 24, 2022, 11:27:19 AM
>> I'm also curious as to why ship size isn't a factor in ToHit chance calculations, and only speed

Compare vessel size and speeds. Modern CVs are around the 300m mark, for a displacement of around 100,000 tons (and yes, displacement isn't the same as gross tonnage, but it makes the point adequately). The largest ship ever built was an oil tanker of about 450m. Now consider that an Aurora freighter will likely be travelling at at least 1000km/s (barring some very early, low-tech designs) and that even if it was a full kilometre long, it would still be traversing 1000x its' own length every second at that speed. Target size is a negligible factor compared to just putting a beam or warhead in the general vicinity of a target due to its' speed

Additionally beam weapons, specifically lasers, travel at the speed of light, which is 299,792.5Km/s, or 300x faster then the example ship, which is as close to 'hit-scan' as you can get. Railgun and plasma carronades you can make an argument for being able to dodge because they would travel significantly slower then the C, but not lasers.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Bremen on February 24, 2022, 03:10:26 PM
>> I'm also curious as to why ship size isn't a factor in ToHit chance calculations, and only speed

Compare vessel size and speeds. Modern CVs are around the 300m mark, for a displacement of around 100,000 tons (and yes, displacement isn't the same as gross tonnage, but it makes the point adequately). The largest ship ever built was an oil tanker of about 450m. Now consider that an Aurora freighter will likely be travelling at at least 1000km/s (barring some very early, low-tech designs) and that even if it was a full kilometre long, it would still be traversing 1000x its' own length every second at that speed. Target size is a negligible factor compared to just putting a beam or warhead in the general vicinity of a target due to its' speed

That doesn't really make sense, though. Or rather, it would only make sense if weapons had a 100% chance to hit, or vastly less than 1% - if you're getting 30% chance to hit against a target, then it doesn't really make any sense that that means 30% of your shots are exactly dead on and all others don't come within a kilometer.

The real reason I think there's no accuracy modifier for size is that it would be realistic but also, given current Aurora mechanics, vastly unbalanced in favor of smaller ships. We talk about large ships being favored now, and I think that's true, but anything but the smallest accuracy bonus against large targets would probably completely turn that around and make smaller ships vastly superior, which also risks becoming a micromanagement nightmare.

I mentioned in a previous thread the possibility of an accuracy difference based on the cube root of the size difference and the discussion made me wonder if even that wouldn't be too much. Maybe one day if there's a major combat rebalance, possibly including other changes that favor larger ships like armor deflection, then such a change would be balanced.
Title: Re: KriegsMeister's Conglomeration of Ideas for Fighters, FAC's, Ships, and Stations
Post by: Blogaugis on March 02, 2022, 12:19:32 PM
Either way, TL:DR discussion summed up between OP and Steve is this:

While I agree with most of the KriegsMeister's points, the idea of reducing exceptions and making all follow the same rules is the general direction, Steve replied, that the reason why Aurora4x is what it is, is mostly due to reducing micromanagement.
Thus, it is now a Unified ruleset versus less micromanagement. Compromises had to be made, as it would be too annoying to look after your terraforming stations - delivering them the MSPs in one way or another...
So, it is likely that commercial/military designations will stay, fighters will stay, stations will stay...

The choices that average players have is - setting of 'maintenance use' box,
and database editing.