Suggestion for boresight/inisink problem solution

Galatea

Mongoose
I came to this when I thought about the Initiative Systems of games in general and stumbled over a game i don't even play - Mechwarrior DA.

In MWDA you have a maximum number of orders you can give to your individual units. This means you are forced to mob up squadron of units - especially if you have many cheap units. (there are also rules that allow to you to gather or break up formations but I don't know them yet).

This is something I think could balance ACtA swarm fleets a bit (not much probably) and help (a big time) with the boresight problem some fleets have.
I think it is somehow crappy that you are forced to field a big cloud of Chronos Frigates just to be able to move them one after another because otherwise you can't line up your boresight lasers.

So why don't limit the number of orders you can give to your ships?
This means in a 5p War game you could have 10 orders (just a random number so don't nail me on this) with which you can order your ships/squadrons to do something useful. Ships that don't get an order just fly their compulsory movement (and probably are allowed to turn).

To get this system working well you also should allow 6 ship-squadrons (for Patrol and Skirmish ships - or for all squadrons with just one ship being raid level or above).


This should help boresight heavy fleets and encourage players to field a few larger ships (simply because there is a maximum swarm factor with this rule) or larger squadrons.
 
Admittedly, I've only read through the rules and haven't played a game yet, and I'm honestly not trying to be a prick, but I'm curious why you think this is a problem?
 
The suggestion would screw over Drazi fleets, who need initiative sinks. I'd be forced to clump my Strikehawks into squadrons, which means that a whole bunch of them would lose their firepower due to having boresight-only weapons. The situation would be worse than it currently is.

Sorry... NEXT!
 
It's a reasonable idea but if there is a problem, by far the best solution so far has been a "follow that target" special action, allowing you to keep in reserve a ship's last turn, so that when the target moves, you can at least attempt to still line your shot up.
 
I don't see any problems with the initiative system or Boresight rules, either. They are not what cause swarm fleets to be overpowered. That is something totally different, changing the init or boresight rules won't help that at all.
 
Galatea said:
This should help boresight heavy fleets and encourage players to field a few larger ships (simply because there is a maximum swarm factor with this rule) or larger squadrons.
This wouldn't really help the issue with swarms (as others have commented).

What would happen is everyone who now takes a swarm fleet would continue to do so. If each side were allowed, say, 10 activations, the swarming fleet would have 9 small, unimportant independent ships and one big squadron. Whenever it wins initiative, the big squadron moves last and vaporizes something. Whenever it loses initiative, it avoids all but one ship's main weapon...

The main problems with swarms comes from their increased survivability (as a whole), their greatly increased firepower (when compared to the equivalent FP in larger ships) and the fact that they can maneuver into superior firing positions at the end of the initiative sequence without the smaller fleet having any ability to respond. This rule would not help any of these significantly. I'm not sure that there is a single rule change that would address all of these...

Oh, and you would have to ditch the Dilgar Pentacon rule entirely...

ShopKeepJon
 
I've done my fair share of ranting on this subject, so I'll spair it, but as everyone else has pointed out . . . . there isn't a problem that needs to be fixed. Certainly not within the rules.

As with any wargame, there are grey areas and loopholes which people will exploit to gain an advantage, there are also gamers out there [no one referred to here] that get a kick out of be-littleing others, some of the more socially "incapable" sorts, and quite enjoy milking every last drop they can out of a specific rule, set of rules, or lack of rules in a given area which give them free reign to break things.

As far as ini/sinking goes, I've accepted that on some occasions it is necessary and makes sense in fleet tactics to an extent, and I've also conceeded that some fleets do need a lot of patrol level vessels acting independently, call it "cannon fodder".

Where I draw the line, is people taking an excessive amount of lone patrol level ships, and having them constantly all stopping on the board edge. This is something that I would hurt someone for; its unsporting and unnecessary even for heavy boresight fleets. Ultimately though it is a case of fleet management and tactics; or the lack there of.
 
There IS a problem, some folks just haven't encountered it enough to recognize it. The question is whether it is a problem of game play, suspension of disbelief or prior knowledge of your opponents. You rarely get this much chatter over something that is not an issue.

The proposed solution doesn't deal with any of the related issues well. The same basic solution has been proposed before. ShopKeepJon has covered most of the reasons why.

A better version of what your proposing was that you activated a full FAP at a time. This prevented folks from pushing all of their firepower to the end of a turn or using small ships to sink for large ones beyond a certain point. It did not however solve the issues with bore sighted ships, as Burger says, because a Drazi fleet can lose a fifth of is firepower in a standard 5 raid configuration.

The issues that drive these threads are..
bore sighted weapons - due to the target having to have moved first, even non-'sink' movement of other ships means you often cannot fire at a ship that is directly in front of you. Lumbering has changed this to a limited degree for some larger ships, particularly with those with very long range weapons who can stay on a single trajectory through a number of moves. This issue has only a passing relation to swarm fleets.

initiative sequence - extra activations in the initiative sequence allow maneuver heavy ship to avoid enemy fire arcs very easily. In some cases this produces games that are not worth playing out as the smaller fleet will never get a shot that has any hope of destroying the enemy.

It also allows the stacking of firepower to move late and fire early, often as much as 50% or more of you fleet moving last and firing first. This removes much of the advantage of a activation system vs the you go i go systems.

swarms - swarms cause both of the above problems to be much much worse, but the real issues is the build up of crit resilience, firepower accumulation and damage resilience.

You'll have to decide for yourself through play what each of these issues means for you. Most have become much more apparent in smaller games. The five raid fights show them best as the standard table (6 ft by 4 ft) still has places to hide but you can still buy down sufficiently to form swarms. Play with a variety of fleets, both racially and build wise, to see the various effects.

One thing to keep in mind is if you don't think that point values should be even, a lot of this won't matter to you. If your answer to a particular fleet is to take a completely different one than one you would take against another, none of this but swarms will matter. If you play blind pick-ups, some campaigns or tourney's where you don't get to tailor your fleet to your opponents race or play style, a lot of the above issues get worse.

Ripple
 
Hate to post twice but the one thing I see a lot on the boards that gets to me is folks saying 'if someone did x I would hurt them' or 'well don't play with someone who does that' or 'that's not sporting'. When that gets combined with the rules are fine, I have to wonder what the definition of 'fine' is.

I can play a perfectly lovely game of ACtA with my friends but the game might not bear any resemblance to yours if we just didn't use any rules we didn't like. If we're hedging out perfectly legal, and rational, moves in the game as too much for play, isn't that an indication of an issue that needs addressing? If that isn't, what is?

Ripple
 
Ripple said:
Hate to post twice but the one thing I see a lot on the boards that gets to me is folks saying 'if someone did x I would hurt them' or 'well don't play with someone who does that' or 'that's not sporting'. When that gets combined with the rules are fine, I have to wonder what the definition of 'fine' is.

I can play a perfectly lovely game of ACtA with my friends but the game might not bear any resemblance to yours if we just didn't use any rules we didn't like. If we're hedging out perfectly legal, and rational, moves in the game as too much for play, isn't that an indication of an issue that needs addressing? If that isn't, what is?

Ripple
I agree with this sentiment. God knows the game designers and playtesters don't get everything right but at least the aim is to provide a fun, perfectly balanced game with every player able to play "pick up" games against a random opponent and have a good chance of a fun game and a tactically challenging game. This should be without any house rules or any "I refuse to play you because I don't like that aspect of your fleet". If players do feel that then either something is wrong with the game or the players haven't quite sussed out some of the tactics required. Either way, it shouldn't be necessary to refuse playing someone.
 
I'm not sure I understand what Ripple and Triggy are saying. It sounds like a "you play the way you want and I'll play the way I want." sort of statement. I'd rather not make comment before I'm sure I've got it.
 
I'm kind of figuring that both ripple's and triggy's comments might be a reference to mine, as well as others on the forum as ripple says, but I would then question your wargaming experiences.

The people I play ACTA with, like ripple also said, I can have a perfectly decent game with. This being primarily because we are friends, we still have disagreements, but we don't impliment house rules and so far none of us have resorted into beating eachother senseless.

The reason I make the statement "If someone did x I would hurt them" comes from my experience of tournament players, veteran gamers, power gamers, and my experience as a GW staff member during which time I've experienced plenty of the above.

One of the reasons I started playing acta in 1e, was because I found the game difficult to deliberately "break", but it seems that whatever the wargame there are people that will go out of their way to find a loophole. Its that kind of gamer I don't particularly like playing, and if I had the displeasure to encounter someone like that, who then overloaded me with beard I'd find it difficult to keep my opinions down. Using the word "hurt" is an exaggeration on my part and intended more as a figure of speech.

However, if you can personally play any game, with any person [friend or not] and experience a very "broken" game and not say something then I think you have the patience of a saint.
 
I actually don't think there is a problem with boresight or the way intiative works. The problem is more that big ships aren't crit resilent & get smashed by lots of little ships every time. 1 big ship should stand a slightly better chance but should always be up against it when fighting a swarm fleet, thats why you should take escorts.
 
Well, most of the folks I play against are well armed so getting into a fight is not in my best interests... :lol:

When I think something is broken I often look at my own style of play. Are the Xarr patrol boats broken? Based strictly on the fact I can't beat them, yes they are, and I want a house rule to change them.

OR

I may not be fighting them correctly. Is there something I have to do with my style of play or my fleet that makes me vulnerable to the Xarr? I think the problem lies with me or my fleet composition. It could be a string of bad luck with the dice. Just because my squadron of Myrmidons are succeptible to e-mines doesn't mean e-mines are broken, it means I have to use my Myrmidons differently when I play against Narn or Gaim than when I play against Centauri or Minbari.

When a person comes to a forum and says "this is broken," my first response is to ask what they've done to their own play or fleet mix to rectify the problem. Those changes are not to be discarded lightly.
 
My point was more subtle that simply not liking people who don't want to play vs certain ships/fleets. It actually addresses a different issue - that if something genuinely is out of balance then the best way to deal with it is to balance the game itself, not just use peer pressure to prevent people using it. This means people have complete freedom of choice and won't ever be criticised for taking either a "power" fleet or a "fluff" fleet because the distinction between the two won't be so obvious.
 
to be clear, my point was largely in line with triggy's explanation above. The game rules 'should not' produce any cries of 'beardy', 'broken' or 'cheesy' using legal fleets in games between reasonable adults.

That said I also agree with wkehrman, whenever something beats you, or you hear something is broken, look very closely had the situation that lead to the statement/situation.

But what happens wkehrman when you try a half dozen different approaches and a dozen different fleet builds? What if your still losing every time to the same fleets? At that point can you come to the boards and go 'okay folks, this seems to be an issue', and not expect folks to laugh you off?

Boresight - a 'suspension of disbelief' issue... why is it that my Omega cannot target your Primus twenty inches in front of me because you have three crippled Corvans in the corner (assume a T-bone approach to avoid the lumbering interaction here). Whats the fluff excuse? Broken, only from an immersion perspective.

Initiative sequence - an 'exploitation' issue... why does a whitestar gets less maneuverable the more ships it faces... why does a full point of patrol ships become almost mandatory for bore sighted races to function (looking at Drazi here for bore sighted RACES, though some Narn builds drift this way)? Yes there are builds that work, but your forced to do strange things to deal with rules, rather than fluff or sense. A hermes transport being in escort should not help my Omega fire, certainly not from the far side of a planet, but it does do to sequencing. If it wasn't an issue you would not see ship limits at tourney's.

Swarm - a 'balance' issue... aside from the large sequence benefits swarms have, you also get issues with difficult for boresighted fleets to fight, resilience, AD, etc. ...

Target plays a game that only vaguely resembles ACtA due to the number of changes made to fighters, crew and the crit tables... I've looked at a lot of his stuff and think it sounds great. It just isn't ACtA. I don't want that to be the answer, I don't want tourney packs that force artificial builds to be the answer to any of the issues above either (if the rules are fine why do we need special build rules for tourneys?). I especially don't want to see solutions that leave one race hanging but fix the others... so 'oh well... it was the best we could do'... to become the answer.

Sigh... sorry lost focus again and went on a rant...

Ripple
 
Ripple said:
But what happens wkehrman when you try a half dozen different approaches and a dozen different fleet builds? What if your still losing every time to the same fleets? At that point can you come to the boards and go 'okay folks, this seems to be an issue', and not expect folks to laugh you off?

I don't say "this is a problem" without a more longwinded explanation of why I think it is a problem. If I just say "this ought to be changed" I expect reasonable, rational adults to say "why," or "have you tried this," or "what you are saying doesn't make sense."

Boresight - a 'suspension of disbelief' issue... why is it that my Omega cannot target your Primus twenty inches in front of me because you have three crippled Corvans in the corner (assume a T-bone approach to avoid the lumbering interaction here). Whats the fluff excuse? Broken, only from an immersion perspective.

I would start by asking where YOUR three skirmish level ships are and why you're not boresighting one of the Corvans in the corner. You take the targets you can get. If this is an endgame scenario, well then, the EA player lost, pack up and move on, because someone has to lose.

Initiative sequence - an 'exploitation' issue... why does a whitestar gets less maneuverable the more ships it faces... why does a full point of patrol ships become almost mandatory for bore sighted races to function (looking at Drazi here for bore sighted RACES, though some Narn builds drift this way)? Yes there are builds that work, but your forced to do strange things to deal with rules, rather than fluff or sense. A hermes transport being in escort should not help my Omega fire, certainly not from the far side of a planet, but it does do to sequencing. If it wasn't an issue you would not see ship limits at tourney's.

What "strange things" that don't make "sense" do you mean? It still sounds like a "I want to take the ships I want AND I want to win" type of arguement, so I must be missing something here.

How would YOU model the tactical advantage a player with more ships has over a player with fewer ships? Going back to your earlier example, why are the Corvans still alive? Crush your enemies! See them driven before you! Hear the lamentation of the women!

Swarm - a 'balance' issue... aside from the large sequence benefits swarms have, you also get issues with difficult for boresighted fleets to fight, resilience, AD, etc. ...

Now that dog just won't hunt. Swarm fleets are swarm fleets because of the fluff, an acceptable explanation of why something is done according to your earlier comments. (builds that rely on weird things rather than fluff or sense)

Target plays a game that only vaguely resembles ACtA due to the number of changes made to fighters, crew and the crit tables... I've looked at a lot of his stuff and think it sounds great. It just isn't ACtA. I don't want that to be the answer, I don't want tourney packs that force artificial builds to be the answer to any of the issues above either (if the rules are fine why do we need special build rules for tourneys?). I especially don't want to see solutions that leave one race hanging but fix the others... so 'oh well... it was the best we could do'... to become the answer.

Sigh... sorry lost focus again and went on a rant...

Ripple

Rants are OK as long as they lead to rational thought. ACtA's simplicity is appealing, adding layers of rules in order to tweak some things out for particular fleets isn't going to get it done. You said so yourself, you can't fix one thing and leave something else hanging. If you change the Drazi's boresighted weapons to something else you have to either change the fluff on the Drazi or you have to change boresighting as a whole. What happens then to a boresighted weapon like a Heavy Particle Cannon?

If it doesn't make things better, it isn't a fix. If it doesn't work for everyone, it isn't a fix. Maybe it's that way, because it realy was the best the designers could do.
 
Better frame of mind to hold this chat wkehrman...

Part of the problem is I have had a number of the longwinded versions of these discussion over the past year plus. Re-capping the 20+ page threads on the reason the whitestar was (and remains) a very good ship sometimes gets frustrating, similar with other topics. It's not that new people shouldn't be able to jump in on the current topics, they should, but it can be daunting to have to go back and re-fight issues with each new person as they come on.

A perfect example is the Omega vs Primus and three Corvans in the corner. This debate has been had virtually every month since I started playing the game. Rather than due full battle reports, describing every turn and action, we refer to only the problem situation. If we try to talk about the entire battle you have brought in so many variable that the discussion moves off topic.

If I was to say an Omega vs a Centurian, Vorchan, Kutai and two Havens, the folks who don't see an issue with bore sight respond well that's a fleet choice issue, just as you have intimated. If I changed the EA fleet to two hyperions... you say the same thing. If I change the EA to a Hyperion, an Oracle, and two hermes, and I still can't target the Centurian that is in front of the Hyperion most turns, you say it's about tactics or maneuver. It will never be about the rule and whether a situation makes sense, ie how the moving of distant ships somehow makes the centurian/primus immune the heavy weapons of the hyperion/omega.

In effect, your bypassing the argument I am making and discussing something else entirely. It's why I tried to tell you what kind of issue it was. It may or may not be a 'game balance' issue, but it is a 'suspension of disbelief' issue. Why a Centurian accompanied only by fighters and one Vorchan is vulnerable to being targeted by the hyperion in the final configuration and the one accompanied by the Vorchan, Kutai and Havens is not, I can't come up with a believable reason for.

You asked how I would reflect the tactical advantage a player with more ships has, my question would be what is the advantage in the real world?

You can be in more places at once, already present.

You are more resilient to 'lucky hits', already present.

More points of view for gathering intelligence about the enemy -

Harder to simulate in a game where you are effectively omniscient. We have it to a degree with stealth already and am not sure I would want more than that. I would normally try to reflect that by playing double blind and the spread of ships would let you see a larger area, but in a game with a top down view of the world I don't think it can be reflected well.

The initiative system right now makes the player with more ships effectively more maneuverable in regards to ships that have effectively the same information. Two ships facing off directly across empty space from each other would not effectively benefit from the additional information provided by a transport ship hiding on the other side of a planet.

I suppose I might say that if you are trying to simulate better sensor data, I would consider a free scout roll as long as you have twice the ships you opponent has? Seems a better reflection than the ability to out maneuver a whitestar with an Olympus.

As to the why swarms are an issue outside of game mechanic effects, it's a matter of balance. Point based fights assume that the players on either side have a similar chance of victory based on the number of points they spend. Our points just happen to be FAP. If the points are not accurately reflecting the ability of the ships, that is a problem, the problem that Triggy outlined above.

Right now a Primus is supposedly equal to a Centurian, Vorchan, Kutai and two Havens. I think that is pretty questionable based on the amount of damage, AD, critical resilience (losing the front arc on one crit won't hurt the bought down fleet as badly), troops available in each fleet. Add in initiative sequence advantages and I'm not even sure you can make the case. Change that to an EA fleet... Omega vs Hyperion, Olympus, two missile Tethys and two beam Tethys and bore sight mechanics exacerbate the issue.

The two solutions I've seen as the most promising, and most in line with what ACtA has as core mechanics, were rebalancing the PL chart to make buying down less efficient and adding an SA that works similar to CAF (but maybe no/lesser CQ check? Maybe not as half the time isn't bad, no check limits race rule interactions though), 'follow that target', where you reserve your final turn to target a predesignated target once it moves.

Sequence on the sa... I activate a ship, declare the SA and which ship I am targeting, move the ship as normal with the exception that I do not use one available turn. At the end of ship movement, but before fighters move, I turn the ship to boresight the stated target or as close as I can come to it.

The SA idea was very clean as it forced you to line up on the target exactly (or take you maximum turn in the attempt), so no finagling to get extra arcs etc., and provided minimum disruption to the rules. It also kept the solution and the problem local to each other, so shouldn't cause too many unanticipated side effects. The only question would be due certain bore sighted beams have too many dice under that rule, but given you give up you special action to do it, which would normally be enhancing your survivability or damage, as well as some control of your maneuver, I feel it's fairly close.

Changing the buy down to better reflect the value of the ships total stats as well as their value as initiative sinks, would eliminate the unpaid for advantages in small ships and also to encourage buying closer to the level of the fight, something the PL system used to do. The unpaid for advantage I see is the benefits of sinking. I think of them as unpaid for due to the totals of damage, AD, crew, troops usually being better when you buy down. I think critical resilience and the possibility of sudden death for smaller ships balances out to a degree. I think that is all the real differences, but I can be wrong here...

The Drazi issue could be resolved by the SA solution above, no other race regularly loses firepower due to poor initiative rolls. I don't think you need to rewrite the fluff or the stats of drazi ships if you include that SA. I actually believe the fluff will be better represented as the Drazi will actually feel like dedicated dogfights single mindedly pursuing a chosen target regardless of the evolving tactical situation around them.

Anyway, I'm always looking to inspire a good discussion, I'm just not always as clear as I should be. In part due to these being old topics that I've gone over with lots of folks, both supportive and deriding. It makes me think certain things are obvious or givens which aren't necessarily. I'm also not always the most focused person.

Ripple
 
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