Organized/League Play Issue

Spence

Mongoose
I am in the middle of prepping for running Demo’s at my FLGS (need to finish painting and the layout/printing of my ‘training wheels’ ship cards) and we noticed an issue with the fleet build process. For pick-up games, demos or casual games this will not be an issue. But this will probably blow-up league play.

Before I explain let me define what I mean by league play or tournament play means as the gamers in my part of the world define it. Both leagues and tournaments us official explicitly defined rules by the games companies organized play representative.

For example, if I want to play a Warmachine Game at Wandering Havoc I can, but if I decide to drop in to the Game Matrix way down in the deep deep south of Tacoma ( :wink: ), I can use my existing army lists with no problems since I used the exact same costs and restrictions as they do.

If someone doesn’t live near a game store, they can get the guidance from the "organized play guide", build an Fleet and drive to the local con knowing that his fleet lists and fleet composition will be legal.

So how in the world could I have spotted a major issue with the fleet build process? Just what could it be you ask. Simple, there are no fleet allowances. If I think the D5W is hands down the bestest ship in the game I can munchkin out a fleet of all D5W’s. In pretty much every game that uses a build system they have some kind of allowance that limits the number of various model types to avoid this. After all, when a new class of ship rolls out of the yard all the older types don’t magically go poof and upgrade.

People have mentioned in threads about wanting squadron boxes with the small ships so they can build balanced fleets with enough support ships to justify the heavies. But there are also ongoing discussions where people are not just point squeezing, but they are wringing the rules out dry as they make totally out there ‘power fleets’. Now that is not a bad thing in itself, especially If you are just playing with your circle of friends. But the bigger purpose of organized play hosted at a FLGS (league/tournament) is to not only provide a fun and convenient place for existing players to get together and play, but more importantly it is to introduce the game to new players. And the fastest way to destroy interest in a game is for a new player to be crushed by a power gamer.

The SFU has a rich and established universe, but ACTA:SF is not a dueling or tiny ship action game. It is a fast play fleet action game with an emphasis on FLEET. Looking at the list of ships names from ADB, there were only 5 DFW’s built (excluding variants) so a power fleet like 7 D5W’s becomes ridicules for organized play. It would be like me building a fleet for a Victory at Sea tournament and insisting I can use 6 Bismarck class battlewagons. Just like the real world, in a game you don’t have unlimited availability of hull types. There is a reason frigates, destroyers and light cruisers exist.

I propose an Organized play guide that establishes ‘official’ fleet allowances to govern fleet composition for ‘official’ organized play. To limit power gaming and ensure that players are all on the same page regardless of where they show up to play.

I have read through my sparkling new copies of FC: Klingon Border and SFB: Capt’s Ed Basic Set and they do not contain any kind of Fleet Allowance. But then they are primarily dueling or at least smaller squadron games. ACTA:SF really takes off at 10-12 ships per side, but the very thing that makes it so fun can cripple that fun in a game using fleets of opposite design philosophy.

And remember I said this was for Organized Play such as Leagues, Tournaments and Conventions. No one is trying to tell anyone what to do in their own private games.

Oh and one last thought. Please don't post the inevitable idea of "well just make up your own". That just defeats the core issue of standardizing Organized play regardless of where you are gaming. My idea of a valid Fleet Allowance will most likely differ from yours, but an official ruling by Mongoose is an official ruling.

Well that is how it looks to some of us out here. Thoughts?
 
Frankly mongooses effort would be better served at balancing points sp 7 of any ship isnt superior choise. Or, since perfevtion is impossible, at least as close as possible.

Ans if mongoose doesnt do it then you can do it just as well as othets. If its good it'll get adopted.

Also it wont solve minmaxing problem, if you even consider it one. Those players just minmax something else.

Problem isnt there's no limitations. Problem is some ships are too good. You are trying to fix real ptoblem from wrong direction. And in a way that will lead to fleets being even more of carbon copies compared to if it was solved from the cause.

Sorry about typos. Phone not good plstform for forum. Edpeacially as i can't see what i'm typing :(
 
ADB has published something which may be of interest to you here. You're looking for for the link at the bottom of the SFB items called 'S8 update in Captain's Log 40'. A heads-up, however, that it's an eight page read about a good number of technologies in SFB that aren't in ACTA:SF (yet).

It is something that can point you in the right direction however and fortunately it's searchable. It rationalizes ship restrictions in that only a certain number of a given ship were built and everyone wants them.

Now I realize ACTA takes a different approach to fleet building but this might be something along the lines of what you're looking for.
 
I think Matt has stated on several occaisions that he did not want nor did he intend to issue fleet build limit guidelines.

Part of the recent wailing and knashing of teeth over drones had been driven buy the tendency to min/max fleets resulting in only the ADD two plus ships getting selected (the Kzinti NCA + DW fleet or the Fed BCH + mass DWD fleet) a variant of which is the Klingon fleet with D5 and D5W's and no D-6 or D-7. Fixing the drones has alleviated this somewhat.

Absent fleet limits/guidelines, possibly based on introduction dates, it really becomes a need for the point costs to reflect absolute value and drive selection or as we are doing for campaigns, deciding ahead what is available and when. For tournaments where the organizer doesn't state added limitations, just figure on building that all D5 fleet and hope there isn't a scenario that demands labs.
 
I think the easiest way to handle it is just to specify the year of the tournament, and that only ships that are available as of that date are available for use.

It would require a list of the ships and date of availability, but that's not hard to compile.

I'm not big on more than suggested guidelines on fleet composition. Now if carriers/escorts or PF Tenders/Casual tenders are in use, I'd say certain limits on them for sure.
 
Axis and Allies: Naval Miniatures is somewhat similar in that it is designed for fleet battles and has the capability of min-maxing. It has less issues with points and overall balance, but some of the same principles apply.

What the game officially did?
- Class Limitations. Based on historical data, for some units, gave the maximum number of units of that class you could have in a fleet. These rules are optional, but well known and tournaments specify whether they are in place or not.

What the players did?
- Order of Battle rules. In order to minimize min-maxing, the players on the main forum got together and came up with rules that placed limits on how fleets were constructed. Things like "for every battleship, you must have a cruiser and two destroyers." Again, these are well known and tournaments announce whether they are in place or not.

What can be done with ACTA:SF?
- Applying even the "historical" limits from the SFU may not work here, as the Strategic Game (Federation and Empire) produces far different results than those historically.
- Applying an Order of Battle ruleset may not work either. Unfortunately, in ACTA, unlike SFB, a fleet of all small ships can be more potent than one with larger ships

Were I to develop my own, I might lean toward a hybrid between the SFB (S8.0) rules (simplified) and the OOB rules used in A&A:NM.

Command Limits
- Your largest ship determine the maximum number of ships in your fleet (not including "flagship")
------> Capital Ships - no limit
------> Cruiser - 6 ships
------> Destroyer, Frigate - 3 ships
Command Ships
- If you have a command ship in a class (i.e., CC), you may not choose a second unless you also have two other ships of that class, besides the command variant. i.e., if you want a second CC, you must buy two CA before you can purchase the second CC).
Order of Battle
- For each capital ship, you must have at least one cruiser and two destroyers
- For each Cruiser you must have at least one destroyer

So, what I've tried to do here is reduce min maxing while also allowing some flexibility. The Command Limits prevent all small ships, except in the smallest battles. The Order of Battle forces you to buy a range of vessels - it even prevents all cruiser fleets. The Command Ship rules prevents cherry-picking of certain vessels - this can probably be expanded to such things as specialty variants (drone, scout, etc.); though in that case, I would keep 'command' and 'variant' distinct, so you could have [command], [variant], [standard] in a squadron with no problem. This aspect is trickier as, to those without the SFU experience, it's not always clear where something falls (which is why I left it out in my initial draft).
 
andypalmer said:
Were I to develop my own, I might lean toward a hybrid between the SFB (S8.0) rules (simplified) and the OOB rules used in A&A:NM.

Why try to fix the issue from wrong angle though? Limitations to the fleet composition are a) no fun to players b) doesn't fix the issue.

Fix the point values. That way you fix the issue. Trying to fix the problem by limiting fleet selection is flawed approach and will result in less ideal result than simply fixing the point values.
 
tneva82 said:
andypalmer said:
Were I to develop my own, I might lean toward a hybrid between the SFB (S8.0) rules (simplified) and the OOB rules used in A&A:NM.

Why try to fix the issue from wrong angle though? Limitations to the fleet composition are a) no fun to players b) doesn't fix the issue.

Fix the point values. That way you fix the issue. Trying to fix the problem by limiting fleet selection is flawed approach and will result in less ideal result than simply fixing the point values.

Agreed, if people want to take tons of command ships there is probably something wrong with the pointing since command doesn't stack. Also, a fleet heavy in D5s is realistic fleet for the Klingons since these were designed to be cheap, so putting limits on them doesn't seem like a good plan. Ideally a fleet of all the same ship shouldn't be as good as well designed mixed fleet, and if a fleet of all one ship is problematically good, this usually represents an issue with the point values.
 
:sigh: the problem is that it is IMPOSSIBLE with a game this complex to balance the numbers in all three of the following situations:

- in a 1-on-1 fight
- as one ship of a large fleet
- as every ship of a large fleet

In SFB, the D5 has a balance points cost in duels. In fleets of 12 ships, however, D5 fleets are well nigh unbeatable.

By developing tournament rules that manage these parameters, you can actually get to point values that are balanced, within those parameters. Without it, every year someone will invent the new "broken" fleet and rules will be made to "fix" it, only for a different "broken" fleet to show up the next year. Too many variables.
 
andypalmer said:
:sigh: the problem is that it is IMPOSSIBLE with a game this complex to balance the numbers in all three of the following situations:

True. But then again limiting selection isn't going to fix it any better...Actually not even as well as fixing from the correct angle.

By developing tournament rules that manage these parameters, you can actually get to point values that are balanced, within those parameters.

Nope. All you accomplish is cause annoyance to players by assigning limits. Oh and make fleets even more samey when people have to min-max even more of the same combo's.
 
The point balance/fleet balance problem really only applies to competitive situations such as tournaments and leagues that represent less than 1% of games played. Most friends/gaming groups/clubs can work out a balance in campaigns and scenarios based on experience.

League and tournament organizers can choose reasonable limits/restrictions (early war only can be fun for all) and as long as they are made available ahead of time, shouldn't cause massive fussing although if there is more than one gamer present, there is likely at least some fussing.

The choices of scenario selection (both objective and set up), stellar debris (amount and placement) and victory conditions can also serve to balance a league or tournament set of games without recourse to limiting ships.
 
andypalmer said:
:sigh: the problem is that it is IMPOSSIBLE with a game this complex to balance the numbers in all three of the following situations:

- in a 1-on-1 fight
- as one ship of a large fleet
- as every ship of a large fleet

In SFB, the D5 has a balance points cost in duels. In fleets of 12 ships, however, D5 fleets are well nigh unbeatable.

By developing tournament rules that manage these parameters, you can actually get to point values that are balanced, within those parameters. Without it, every year someone will invent the new "broken" fleet and rules will be made to "fix" it, only for a different "broken" fleet to show up the next year. Too many variables.

You're right that perfect game balance is impossible. Allow me to revise my position. There are currently serious pointing issues with many of the ships, the D5 and D5W among them. While I think that force selection limits can make a game interesting by demanding variety, we should not give up on the idea of adjusting point values (or unit stats) to attempt to balance units as closely as possible.
 
McKinstry said:
The point balance/fleet balance problem really only applies to competitive situations such as tournaments and leagues that represent less than 1% of games played. Most friends/gaming groups/clubs can work out a balance in campaigns and scenarios based on experience.

True enough. But causing it to go toward less perfect solution than would be possible by fixing point values as far as possible shouldn't be desirable goal.

League and tournament organizers can choose reasonable limits/restrictions (early war only can be fun for all) and as long as they are made available ahead of time, shouldn't cause massive fussing although if there is more than one gamer present, there is likely at least some fussing.

True but you will end up with less balanced tournament than if equal effort would be spent on balancing the point values rather than fleet limits.
 
gord314 said:
There are currently serious pointing issues with many of the ships, the D5 and D5W among them. While I think that force selection limits can make a game interesting by demanding variety, we should not give up on the idea of adjusting point values (or unit stats) to attempt to balance units as closely as possible.

+1.

Adjusting point balance/unit stats for sake of game balance will lead to far better balance and more variety on the fleet choices than limiting fleet selection(which by definition attempts to curtain variety since you are limiting options players can take).
 
I think the operative question would be, are Matt and SVC open to revisiting point values at some point based upon X months of the game being played in the field? If not, this is purely an exercise in typing.

If they are open to revising, are we looking for a mathematical model or a consensus based on experience which implies some intuition?
 
McKinstry said:
I think the operative question would be, are Matt and SVC open to revisiting point values at some point based upon X months of the game being played in the field? If not, this is purely an exercise in typing.

If they are open to revising, are we looking for a mathematical model or a consensus based on experience which implies some intuition?

They have already tweaked ships stats/points in errata and are looking at serious fleet-scale changes to Kzinzi's and Gorns so odds are good they will change.

And hopefully not by mathematical model(except as starting point). That will lead to broken points faster than you can say "broken".
 
Hello all,

Sorry about starting a thread and then disappearing. Personal issues intruded into my gaming universe and unfortunately the real world seems to have won.


I was reading through the thread and it seemed to me that trying to balance things by point balance would be impossible because of the very reasons andypalmer gave in his post about how a ships in a 1 -on-1 duel will have different values that the same ship in a fleet-on-fleet.

There are many games out there that have solved this problem by using force limits to limit the number of units available. But since McKinstry mentioned that Matt had already nixed that idea it makes this a moot point and not something to waste time on.

So back to point values. It struck me that there is a very simple solution. Do what is necessary to balance the ship point costs in the books from the small ship action view. 1-on-1 duels up to 4-on-4. Since players new to the game (most of which have never heard of SFB, FC, or the SFU) will most likely start with a Squadron Box, the points should balance in support of a fun game based on them.

Then have Mongoose publish a series of Official League Tournament Guides. That contain not just advice, but official point adjustments to be used at higher tier games. Some traits will have a greater influence if they are attached to a fleet of 8 ships than if they are one of 2 ships in a battle. It only makes sense for the point values to reflect that difference based on size of the encounter.

By making them a completely separate and optional addendum they can be ignored by the casual gaming group. But if you plan on running a tournament or league, the host can define the variant and all players will be on the same page.

The biggest reason I keep pushing for an "official' version is that 99% of all miniature gaming in my metropolitan area is based on FLGS gaming and must accommodate using an overall building guide that allows free movement between store and drop-in's. Right now the only successful mini games in the area (successful defined as product on the shelf that sells and a standing game night that you can drop in on and play) are Warhammer, War Machine and Flames of War. Period. While we have tried to boot-strap many other games, they are usually missing one of the following: official league support, no official supported miniatures, or no controls to balance fleet/army composition.

In the end the only games people will spend the dollar on are ones they can be sure will not simply disappear tomorrow and most importantly it has to be a game that supports zero planning drop in games. In our local War Machine league there are about 20 people who can be considered members. Of them only about 3 play every Monday and the rest drop in only when they manage to steal the 6-10pm slot of time from real life. The make or break gaming criteria is can the player walk through the door at 6pm, ask the days point limit, grab the number of figures from his bag, finish the set-up and be playing NLT 6:30? Not to mention be finished and in the car on the way home by 10.

Skipping the use of Fielding Limits (restriction of the number of a specific model that you can use), this can be accomplished by different point scales based on overall fleet size.

Anyway, just some thoughts. But this game is the first ship based game in years that has really attracted genuine interest and I really want it to break out and become one of the staple games around here. But unless there is some kind of overall league style direction to balance not just the ships in-game, but how the various FLGS point/run "official league" games it will fall out of fashion fairly quickly.
 
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