mdauben said:Well, this makes me feel a bit more optimistic about the eventual implementation of carriers and fighters in ACTA:SF. I still like multi-element manuver units for purposes of modeling miniatures as small as fleet-scale fighters, but the fact that the game doesn't break down dealing with dozens of separate fighters is the important thing.![]()
Yes as well as ammo control (or rather not having it) multi fighter stands look prettier - B5 uses a 6 fighter wing, but 6 would be too many for balance in the SF version with things like ADDs and phasers. This is the main SFU problem although Dodge, shields and so on can be used to abtract this to let you do 3 or so.
As a Hydran player I have always been acutely aware of the limitations of every ship and their shuttle having a fighter wing hovering about and the very first thing that went through my brain when I heard about ACTA:SF was the thought that I could at last I could play an SFU game with several carriers and without the need to plan it around the player's birthday parties during the course of it...this was driven by my experiences in both B5:ACTA and carrier battles in Victory at Sea which uses the same core rules at its heart. Since I had seen this work, I felt much more confident.
For me its two mechanisms - first is the simple dogfighting system that ties up multiple fighters by wanting you to engage in dogfights for many tactical reasons but not take huge time outs for it, the second is that you activate an entire sides fighters in one go, so things move about rapidly. FOr me those two features need to be preserved.