5FW: Why?

I can agree with this. My initial point was that fighters needed to be more effective vs larger ships. Not capital ships necessarily, but say sub 10,000 ton. As they are now, they aren’t a threat to anything 2,000 tons or greater. Their range rules mean they have to be right on top of them, too. Suicide. That has to change to give them playability.
Personally, I'm fine with fighters only dealing well with ships 2k or less, except as mass missile platforms perhaps. I don't think player scale actions are going to involve fighter craft vs true warships very often.

Not sure the purpose of the range restrictions and I have no problem with those changing. Personally, I'd prefer they just created a class "weaksauce laser" with the close range and reduced energy cost than have funky rules changing existing weapons when on a fixed mount firmpoint, but maybe not a turreted firmpoint.

Also ditch the dogfight rules or, at least, say they only apply to smallcraft fights if someone really really thinks that's something needed for the players to be able to do. Unless you are going to actually make arcs of fire matter.
 
That works, but then it requires a competition between the fighter's ECM or whatever and the targeting sensors of the attacker, is that something for the to hit roll or a separate thing to resolve?
The thing about small fighters is there is only one PC in them. So expecting the PC to have Pilot, Gunner, and Sensor Ops to be competent gets to be a problem. Since the whole point of manned fighters is to let PCs do that stuff. After all, if we didn't care about the PCs being able to do this, we'd just have drone fighters already. Fleet Combat fighters are just gonna be a swarm unit that can be assumed to have EW specialized platforms or hand offs from their mothership.
 
The thing about small fighters is there is only one PC in them. So expecting the PC to have Pilot, Gunner, and Sensor Ops to be competent gets to be a problem. Since the whole point of manned fighters is to let PCs do that stuff. After all, if we didn't care about the PCs being able to do this, we'd just have drone fighters already. Fleet Combat fighters are just gonna be a swarm unit that can be assumed to have EW specialized platforms or hand offs from their mothership.
There are dual cockpits. With a fixed mount, the pilot can be the gunner and the other person the EW officer.
 
Yes, I am aware of that. But unless you are going to say that every fighter needs 2 PCs, that doesn't address the issue. Fighters exist so people can be Starbuck or Luke. If they just wanna be a gunner or ECM tech, they can do that from the ship :D
 
The F-35 is a single seat fighter, the computer AI handles all the data...

the pilot just has to look at a target icon and blink twice...

(ok there is a bit more to it than that, they may have to give a voice command or press a button :))
 
The F-35 is a single seat fighter, the computer AI handles all the data...

the pilot just has to look at a target icon and blink twice...

(ok there is a bit more to it than that, they may have to give a voice command or press a button :))
I could envision the Imperium allowing fully robotic fighters that have a pilot onboard to authorize engagement and oversee combat operations.
 
Luke and Han sitting in ball turrets is pure... pew pew

I would've spelled pew pew differently, but the forum probably wouldn't care for my colorful language.

But seriously, I was just thinking about that and how tragically silly it was. I watched a Star Wars vid someone posted about Poe Dameron shooting up the dreadnaught so the bombers could get in, and there's a short little scene about a bomber crewman getting into her ball turret. I thought this is so stupid. It would all be controlled from an armored fire direction center deep in the ship. And it would still be dramatic and exciting, like the command center scenes in Battlestar Galactica.

No one would build such a system. You line up the targeting reticule with the target indicator and authorise the laser to fire. The weapon fires when the fire control computer says fire.

Reminds me of M1A1 Abrams main gun stabilizers. The gunner pulls the trigger and the cannon fires when the sensors tell the cannon that it's on target.

My initial point was that fighters needed to be more effective vs larger ships. Not capital ships necessarily, but say sub 10,000 ton. As they are now, they aren’t a threat to anything 2,000 tons or greater. Their range rules mean they have to be right on top of them, too. Suicide. That has to change to give them playability.

This is a very particular tactical situation that you suggest changing the rules to accommodate. Why do fighters have to be able to be a threat to ships 10,000 tons or less? That means they're a threat to every ship in a small ship TU. And why the arbitrary cutoff? If they can carry weapons capable of destroying a 9,999 ton ship, then a big swarm of them should be able to destroy or at least damage larger ships.

Besides, how many 2,000 ton plus ships do the player characters usually go up against?

I'd recommend designing weapons that could affect ships, with the requirement that they are transportable by fighters. Then use fighters in that tactical role.

When you say playability for fighters attacking large ships, what exactly do you envision the fighters doing?

Irl, only bombs and missiles have been able to do more than light damage to large ships. While an F/A18 or similar could strafe a large ship, maybe firing at the bridge, AA defenses, comms and sensor arrays, or exposed deck personnel, it's not going to be a serious threat unless it launches a bomb or missile.

So in a Traveller context, consider something similar for fighters, but take into account differences.
  • Traveller ships won't have exposed deck personnel, except in cases of damage control teams working on the ship's surface during combat or another unusual circumstance.
  • There won't be large windows, and if there are the target ship deserves everything it gets.
  • There might be exposed components like comms arrays and sensors that fighter firmpoints or turrets could affect.
  • The speed differential between the fighter and the target ship is more like the difference between a large aircraft and a fighter aircraft, rather than a naval ship and a fighter aircraft. A naval vessel sails at about 30 to 35 mph, and the cruising speed of an FA18 Hornet is 550mph. That makes the fighter jet 15 times or more faster than its target. A Kinunir 1200ton cruiser has a speed of 4G, compared to the maximum fighter speed of what 10G? I'm not sure here, I haven't used the Mongoose 2e ship construction rules. Please advise.
  • For battle, the target ship will be much more heavily armored than an aircraft, and the fighter would have to make run after run to attack it, exposing itself to the target ship's weapons every time. The fighter would be much more fragile than its target and its target's weapons have a good chance to destroy or disable the fighter every time they the opportunity to fire. Or not. I haven't used MgT 2e ship combat rules either.

So again, I'd suggest designing missiles and submunitions that can affect larger ships then using fighters to deliver them. That way you can have fighter missions against larger craft. If that's not possible, just houserule it.
 
I would've spelled pew pew differently, but the forum probably wouldn't care for my colorful language.

But seriously, I was just thinking about that and how tragically silly it was. I watched a Star Wars vid someone posted about Poe Dameron shooting up the dreadnaught so the bombers could get in, and there's a short little scene about a bomber crewman getting into her ball turret. I thought this is so stupid. It would all be controlled from an armored fire direction center deep in the ship. And it would still be dramatic and exciting, like the command center scenes in Battlestar Galactica.



Reminds me of M1A1 Abrams main gun stabilizers. The gunner pulls the trigger and the cannon fires when the sensors tell the cannon that it's on target.



This is a very particular tactical situation that you suggest changing the rules to accommodate. Why do fighters have to be able to be a threat to ships 10,000 tons or less? That means they're a threat to every ship in a small ship TU. And why the arbitrary cutoff? If they can carry weapons capable of destroying a 9,999 ton ship, then a big swarm of them should be able to destroy or at least damage larger ships.

Besides, how many 2,000 ton plus ships do the player characters usually go up against?

I'd recommend designing weapons that could affect ships, with the requirement that they are transportable by fighters. Then use fighters in that tactical role.

When you say playability for fighters attacking large ships, what exactly do you envision the fighters doing?

Irl, only bombs and missiles have been able to do more than light damage to large ships. While an F/A18 or similar could strafe a large ship, maybe firing at the bridge, AA defenses, comms and sensor arrays, or exposed deck personnel, it's not going to be a serious threat unless it launches a bomb or missile.

So in a Traveller context, consider something similar for fighters, but take into account differences.
  • Traveller ships won't have exposed deck personnel, except in cases of damage control teams working on the ship's surface during combat or another unusual circumstance.
  • There won't be large windows, and if there are the target ship deserves everything it gets.
  • There might be exposed components like comms arrays and sensors that fighter firmpoints or turrets could affect.
  • The speed differential between the fighter and the target ship is more like the difference between a large aircraft and a fighter aircraft, rather than a naval ship and a fighter aircraft. A naval vessel sails at about 30 to 35 mph, and the cruising speed of an FA18 Hornet is 550mph. That makes the fighter jet 15 times or more faster than its target. A Kinunir 1200ton cruiser has a speed of 4G, compared to the maximum fighter speed of what 10G? I'm not sure here, I haven't used the Mongoose 2e ship construction rules. Please advise.
  • For battle, the target ship will be much more heavily armored than an aircraft, and the fighter would have to make run after run to attack it, exposing itself to the target ship's weapons every time. The fighter would be much more fragile than its target and its target's weapons have a good chance to destroy or disable the fighter every time they the opportunity to fire. Or not. I haven't used MgT 2e ship combat rules either.

So again, I'd suggest designing missiles and submunitions that can affect larger ships then using fighters to deliver them. That way you can have fighter missions against larger craft. If that's not possible, just houserule it.
We’ve talked about those munitions as an option. As for the cutoff, as I’m uncertain where it should be, I plucked a number out of the ether. The bottom line is that if fighters are to be part of the battlespace, they need to be better.
 
I've been quietly observing this thread for a while now (not an easy thing to do, keeping up with it), and there's a few comments I would like to make at no one in particular – simply observations which I think could be relevant to further discussion and inform conversation.

This post is broken into three blocks: an in-depth analysis of the existing Mg2T rules as they exist pertaining fighters, a conclusion of what the consequences of those rules are, and finally, a section with my thoughts on it all. Sections are divided by a horizontal separator for ease of reading.



I'm in agreement with Matt's stance on this; fighters exist in the OTU, and that's a fact. Their nature is such that fleet carriers have enough use to justify their existence, but not a danger enough to larger vessels that they preclude the existence of large ships-of-the-line. Whatever we decide and/or conclude should adhere to these axioms.

A further point of consideration is the Drone Issue™ raised multiple times already. It's interesting to note that drones do exist in the Charted Space universe, mostly at the employ of the K'kree and the advanced robotics of the Hivers (see the one Travellers' Digest issue on Shudusham). For some reason, however, the other powers of Charted Space have not adopted them. The meta-reason for this is best exemplified by Ken Burnside's Zeroth Law of Space Combat: ”Science fiction fans relate more to human beings than to silicon chips,“ which is precisely the point Matt has made, and to which I agree. Sigtrygg might be onto something with his suggestion of leveraging the OTU's progressive change into a more post-human setting and the Wafers as featured in Names. I think this is an interesting conversation but I have nothing further to add at this point, other than whatever is decided, I think it vital for narrative and game reasons that characters be in the fighters themselves – be it physically or through Wafer tech.

Moving on to the role of fighters, I have a few thoughts which are not novel to this discussion, but to which I can contribute a few things not yet pointed out.

Within the present Mg2T rules, it should be noted that when it comes to raw damage output, getting a second Single Turret will always be a better choice, if available, than upgrading the one turret to a Double or even Triple turret. This might sound odd at first, but I point you to the text of Double and Triple Turrets, in the Space Combat section of the Core Rulebook – Page 168:
However, if two or more weapons are of the same type, they may be fired together. One attack roll is made for all weapons being fired, but each additional weapon adds +1 per damage dice to the final damage total.
For example, if a triple turret with three pulse lasers is fired, it will only make one attack roll but will deal 2D+4 damage (two additional pulse lasers each adding +1 per damage dice).

Consider a ship with one Single Pulse Laser Turret; it outputs on average 7 points of damage per turn (min. 2, max. 12). If we make it a Double Pulse Laser Turret, it will now output an average 9 points of damage/turn (min. 4, max. 14). Make it a Triple Turret, and now it does 11/turn (min. 6, max. 16). But what if instead of upgrading this turret, we were to add a second Single Pulse Laser Turret instead? Well, now the ship can output an average 14 damage points every turn (min. 4, max. 24 – mathematically equivalent to 4D). Make them three Single Pulse Laser Turrets and it now does 21 points per turn on average (min. 6, max. 36 – equiv. to 6D6).

It does becomes clear that, from a purely damage output standpoint, having another turret is the better option to upgrading the one turret. Ships, however, are limited to one turret per 100 displacement tons. I believe you can already see where I am leading with this – for a same 100 displacement tons, a flight of ten light fighters can bring 10 'single turrets' (actually their equivalent, in firmpoints) to bear versus the 100 dTon ship's one triple turret. As per the above analysis, we know which one has the higher damage output.

Another advantage of the squadron versus the lone ship is that the squadron's offensive potential survives erosion due to damage better than the ship, simply by virtue of each individual fighter being its own vessel. This means that in a fight between ten light fighters and say, a Type-S scout, the fighters will very likely be the victors, albeit not without losses (this aspect, of losses, will be important and I will come back to this later). It should be noted though that I believe, though I have not actually done the math on this, that the larger the tonnage of the lone ship, the less drastic the advantage of the equal-tonnage squadron will become; this is more intuition than fact, however, so maybe take it with a salt-shaker or two.

I have not, of course, forgotten the important fact that the range on small craft-mounted weapons is drastically reduced. The time spent closing in to a target will be of great peril for fighter squadrons, as they can be shot at without even having the basic courtesy of responding fire. During these times, having the acceleration advantage over their quarry will be absolutely vital – a fighter need only sustain a minimum of 1 acceleration point higher than their prey to be able to close in to it; whatever exceeding acceleration it has can then be used to take that number of 'Evasive Action' manoeuvres (Core Rulebook, Page 171):
The pilot of a spacecraft may dodge incoming attacks, so long as the spacecraft has unspent Thrust after movement and combat manoeuvring.
Each point of unspent Thrust will allow the spacecraft to attempt to dodge one attack. The attack suffers a negative DM equal to the pilot’s skill.

For high-skilled pilots, the onus to the incoming attack can actually exceed that achievable with Evade/x software, which is capped at Evade/3 – fighters should still absolutely have the best possible Evade/x software, due to the small but extremely important distinction that the number of 'Evasive Action' manoeuvres is capped by thrust, whereas the Evade/x software applies , and I quote: “to all attacks.” (Core Rulebook, Pg.161).

It should be noted thought that whether to apply maximum thrust to close range as fast as possible versus spending it taking Evasive Action will depend entirely on the tactical situation at hand and the capabilities of the squadron's prey. Taking Evasive Action is probably the better choice against smaller tonnage vessels, which have less turrets and, therefore, less shots to hit the squadron with every turn, rather than a multi-kiloton vessel that can spare fifteen shots for each of the fighters.

Finally, the other aspect I wish to bring attention to is what happens once the fighters have closed to their engagement range – why, the much-maligned Dogfighting rules come into play, of course! The way dogfighting works is that for each turn of dogfight combat, the ships involved make an opposed piloting check, with modifiers for ship tonnage, number of enemies involved in the dogfight, and ship's thrust. I replicate the DM table below:
Ship is 50 tons or more-1
Ship is 100 tons or more-2
For every 100 tons more than 100 tons-1
For every additional enemy in the dogfight after the first-1
Ship’s Thrust+1 per point of Thrust dedicated to dogfighting

It becomes very clear that it is mathematically impossible for any ship larger than a few thousand tons to win a dogfight against a fighter, let alone a squadron. Upon the winner, a DM+2 for every attack against the loser is awarded. Upon the loser, a DM-2 to every attack is imposed, equivalent to having the winner of the dogfight running Evade/2 software. If combined with in-build Evade/x software and Evasive Actions, this can turn the task of hitting the fighters nearly impossible for the lone ship. Of course, large ships with hundreds of turrets all concentrating fire on a single fighter will inevitably hit and destroy its target simply due to the law of big numbers, not to mention the fact that after a certain amount of armour, the weapons fighters can equip will simply not be able to punch through to the target before the entire squadron is wiped out.



Taking all of the above into account then, what role do I believe fighters have in the OTU operating under the Mg2T rules as they presently exist?

First, take note of their lethality to small ships – their role in customs roles has already been pointed out, but I do also believe that they would have a role in fleet engagements: absolutely tearing apart the likes of Type-T patrol craft, Gazelle Close Escorts, and Destroyer Escorts such as Chrysanthemum- or Fer-de-Lance-class vessels. This would allow the larger, line-of-battle ships to concentrate fire on their peers to remove them from the fight as quickly as possible, without all the while having to be receiving fire from the small fry, as the fighters are keeping them otherwise occupied. As previously pointed out, fighter craft also have an obvious role as screening elements themselves, especially with the Point Defence rules on page 104 of High Guard 2022.

I feel like the true value of fighters – again – operating under the Mg2T rules as they presently exist, is their nature as a diffuse blob of damage-dealing capability that is very hard to neutralise in one swift volley. You can erode it, yes, but it takes time to completely mission-kill it.



So what do I think of all this? I think the existing rules put fighters in a place where they can exist in the OTU but not achieve prominence or even mainstream appeal to the Naval Powers of the setting – which matches the fiction. That is not to say I think they're perfect and have no need or space for improvement; quite the contrary, actually.

One thing I feel needs to be addressed in some form is the attrition rate of fighters, and their essentially cannon fodder role. Were this a wargame of the likes of Striker, I feel some sort of rule to handle the possibility of squadrons being routed and fleeing would be called for. As a tabletop RPG focused on personal-scale engagement, that's not very straight-forward to implement.

Another thing I've noticed is that, because Mg2T Traveller does not have a 'Declare Fire' phase before all attacks are roled, if a ship blows up mid-attack phase, the attacking ship can simply switch targets and continue firing without 'wasting' fire on an already committed-to but mission-killed ship, whereas if all fire had its targets declared before attacks were rolled, the 'wasted' fire would greatly benefit squadrons and their dispersed nature – do you concentrate all your turrets on a single fighter to maximise the chances of it being insta-killed, at the risk of wasting declared fire, or do you fire at multiple fighters and risk destroying none? Again, this is better for a wargame than a TTRPG oriented to small scale, personal combat, as 'wasted' fire introduces a frustration point to the players.

These are significant game design hurdles to overcome, for which I won't even pretend to have answers for. Though whatever is done with fighters, I do think that better sensor rules are one of the ways space combat – for fighters and bigger ships alike – could be improved relative to the current ruleset. Sigtrygg's idea is an interesting starting point for that, though it might need a bit if trimming/simplification for the usual TTRPG audience.

In the end, I do think fighters could be massaged a bit more so they're in their best shape, but I don't think they're in as dire a position as some might think they are.

And also, I do apologise for the comically ginormous wall of text. I uh–
I got carried away.
 
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This thread often uses comparisons to Star Wars in how fighters are used, but not so much BSG. In the 2000s version I can not recall a time a Basestar was destroyed by an assault from Vipers. Vipers were used to intercept Cylon Raiders, attack bases, patrol, destroy smaller Cylon ships, but when it came to taking out Basestars the only times I can recall that occurred was from either sabotage or direct assualt/ramming from a Battlestar. Could BSG have some use as a frame of interpretation as to fighters could fit in a Charted Space campaign? There was plenty of story featuring hot-shot pilots without those pilots being able to go head to head with a Cylon capital ship.
 
The F-35 is a single seat fighter, the computer AI handles all the data...

the pilot just has to look at a target icon and blink twice...

(ok there is a bit more to it than that, they may have to give a voice command or press a button :))
Yes, but that's not how the rules work. In Traveller, that's just the excuse for the pilot getting to fire and fly at the same time. The pilot the still has to make a Gunnery skill check.
 
Cold logic and reality must bend to the will of player desires.

I have to disagree with you here. Some of us don't desire to set our scifi games in some kind of magical realm where desire bends logic and the rules. Really, what's the point. I desire to be a cool fighter jock who always wins and Princess Iphigenia really loves me. If there are special non-rules for fighters and super missiles, then NPC opponents will use them too. Players who want to fly by the seat of their pants and do the derring-do will find hunting ain't no fun when NPC escort carriers launch blizzards of super missiles and their own fighter wings. Space combat would change and center around capital ships surrounded by carriers, missile defense cruisers, and dedicated point defense ships. Heck, include carriers that launch swarms of robotic fighters that can pull maneuvers that would pulp biological pilots. The only solution for this is to make NPCs inexplicably stupid and refuse to use the weapons they would be perfectly capable of fielding. Inexplicably stupid, just like the Empire in Star Wars.

Bottom line, fighters are part of the setting and the setting has to have a reason why they work and are fun to play with. Cold calculations don’t do it. Seat of the pants flying and derring-do will.

Ignoring cold logic and reality and cold calculations in favor of seat of the pants flying and derring-do driven by Rule of Cool and player desires reduces the game to a feelings driven narrative story game. No thanks.

Your suggestions make sense logically but won’t excite the players. They want pew pew.

That is a very wide generalization. Some of us like a little common sense with our pew pew.

Lucas deliberately and with malice aforethought set out to make space combat in Star Wars like WWII in space

Don't get me started. I'll spare you my comments, but, while I enjoyed the original Star Wars movies very much, even I have to admit that a lot of the things in them were absolutely senseless. The other "Star Wars" movies were disgustingly worse.

So the Third Imperium is going to be made even more like Star Wars... I think I would call it a day at that point.

Agreed.

The Third Imperium works the way the Third Imperium works. if you want a variant that is even more like Star Wars then great for your table, but don't ruin the Third Imperium

Agreed.
 
I have to disagree with you here. Some of us don't desire to set our scifi games in some kind of magical realm where desire bends logic and the rules. Really, what's the point. I desire to be a cool fighter jock who always wins and Princess Iphigenia really loves me. If there are special non-rules for fighters and super missiles, then NPC opponents will use them too. Players who want to fly by the seat of their pants and do the derring-do will find hunting ain't no fun when NPC escort carriers launch blizzards of super missiles and their own fighter wings. Space combat would change and center around capital ships surrounded by carriers, missile defense cruisers, and dedicated point defense ships. Heck, include carriers that launch swarms of robotic fighters that can pull maneuvers that would pulp biological pilots. The only solution for this is to make NPCs inexplicably stupid and refuse to use the weapons they would be perfectly capable of fielding. Inexplicably stupid, just like the Empire in Star Wars.



Ignoring cold logic and reality and cold calculations in favor of seat of the pants flying and derring-do driven by Rule of Cool and player desires reduces the game to a feelings driven narrative story game. No thanks.



That is a very wide generalization. Some of us like a little common sense with our pew pew.



Don't get me started. I'll spare you my comments, but, while I enjoyed the original Star Wars movies very much, even I have to admit that a lot of the things in them were absolutely senseless. The other "Star Wars" movies were disgustingly worse.



Agreed.



Agreed.
To each their own. As long as they are part of the official setting, they have to at least make sense to play and be enjoyable for the players the want to use them. If that’s not you, don’t use them.
 
Joining the fray with great reluctance, but I did want to ask who are all these players who desperately want to be flying single/dual place fighters? I have been playing around with Traveller since 1981, and in all that time I can't actually remember a game session where we were each in single place fighters engaging in space combat. Is this really a deep desire of RPGers today? (as opposed to using fighters in a game like Mayday - which doesn't exist for MGT - or in squadron combat as squadrons of fighters in TCS or the like, both of which I've certainly done).

Traveller game sessions revolve around being a crew, working together, in a tramp freighter or the like more often than not.

Bending the whole universe to fit a perceived desire for RPGers to fly single place fighters in swirling dogfights in space just seems like an odd hill to die on.

(now, if people do want to dogfight in space there are already heaps of wargames that fit that bill, from Star Wars "X Wing" to Wiley Games "Starfighters".)
 
Joining the fray with great reluctance, but I did want to ask who are all these players who desperately want to be flying single/dual place fighters? I have been playing around with Traveller since 1981, and in all that time I can't actually remember a game session where we were each in single place fighters engaging in space combat. Is this really a deep desire of RPGers today? (as opposed to using fighters in a game like Mayday - which doesn't exist for MGT - or in squadron combat as squadrons of fighters in TCS or the like, both of which I've certainly done).

Traveller game sessions revolve around being a crew, working together, in a tramp freighter or the like more often than not.

Bending the whole universe to fit a perceived desire for RPGers to fly single place fighters in swirling dogfights in space just seems like an odd hill to die on.

(now, if people do want to dogfight in space there are already heaps of wargames that fit that bill, from Star Wars "X Wing" to Wiley Games "Starfighters".)
If you don’t use them, that perfectly cool. That are part of the system though, so I don’t feel bad trying to make them better for those that do want to use them.
 
If that’s not you, don’t use them.

Yes, to each his own. If the way fighters are in the rules aren't you, simply house rule the issue at your table. Fighters make perfect sense according to Traveller's rules already, and what you're suggesting is to change those rules to favor a particular playstyle.
 
If you don’t use them, that perfectly cool. That are part of the system though, so I don’t feel bad trying to make them better for those that do want to use them.
Sure, but:

1) you've already been given numerous examples of how fighters can be useful/have meaningful roles in the setting as it is (to which your response has been, "Oh but I want swirling dogfights in space because that is what I believe the players want" - sorry if I paraphrase incorrectly)
2) you're advocating all kinds of significant changes to the setting to accommodate that desire - which I'm not convinced is actually something many Traveller gamers are crying out for.

Anyway, I think we've got the two perspectives pretty clearly now, so I'll leave it at that.
 
This thread often uses comparisons to Star Wars in how fighters are used, but not so much BSG. In the 2000s version I can not recall a time a Basestar was destroyed by an assault from Vipers.
Which reminds me that in Babylon 5, there is only one engagement between capital ships where one side has fighters in the air and the other doesn't, and it ends very badly for the side without. Their tactical doctrine seems to be that your fighters are mainly there to protect you from their fighters.
 
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