I really don't have any mechanical input to put forward at the moment, but as an alternative 'flavor' to the scouts concept, I've always liked the image from some book I read (title currently eludes me). A ship's sensors detect primarily energy signatures, ie: engine power, weapons systems, shields, etc. If you turn all of these things off, a ship becomes effectively 'invisible'. Of course, this invisibility comes with the associated costs of having everything turned off... including life support. But with everything off, an object that was initially traveling at a very great speed in a given direction will, by the laws of physics, continue to travel at a similar speed in a similar direction. Not precisely a 'rock', and something closer to the 'stealth' mechanic that I've heard fellow 'newbies' question when talking about the Scout
command. Most of the mechanical interpretations I'm pulling from my own flavor seem to mostly just lead to needless complications to the system.. but I do feel that a 100% 'catch' concept is a bit unreasonable, and perhaps also unfair. Space is an awfully big place, even when you can jump from star to star. One little piece of 'debris' floating by is just as easy to overlook as any other piece of space-junk. If it happens to be manned, and keeping a runny tally of all your gunships.. You might never know. I think a 100% catch chance should be POSSIBLE... but should be very very cost-prohibitive. Something that, even at tech 6 and half the galaxy worth of income, you'd only consider viable at your homeworld and perhaps a single production center. But at the same time, I'd like to be able to have a feasable 25-40%-ish catch rate on my colonies, should I decide to throw a few patrols their way. |
I think your book's idea makes a fair bit of sense from a realism
point of view, but we've abstracted Galac-Tac away from too much of
that sort of thing. If we try to bring it down to that much detail,
I'm afraid we'll lost much of the rest of the game rules due to
"reasonableness", not to mention making Scouts unstoppable. Don't
forget, though, that Patrols may see a signature of you "warping in"
to the system and know that something has happened and in what
general area -- that should conceptually improve the odds of finding
someone, even with their systems "off".
I agree with your assessment of "catch rates" in general, but I don't
know how to make them "effective, but not too effective". We need
both Patrols and Scouts to work reasonably well for the game to be playable.
The basic concept is to add ECM and ECCM to the game system. Since
only those of you with military backgrounds are likely to know what
that is, let me 'splain a little. ECM is short for Electronic
Counter Measures and would be used by scouts to help avoid
detection. This would be something like a classic sci-fi "cloaking
device". ECCM is short for Electronic Counter-Counter Measures and
would be used by patrols to help find scouts, especially those using
ECM to try to hide. This would be like special radars that are tuned
to look for minimal signatures (things that are trying to look like
rocks) and also designed to penetrate active "cloaks".
We wouldn't change the way that current scouts and patrols work, so
existing ships would continue to behave as they have been. But when
your scouts need to be extra-sneaky, or if you're trying to catch
those extra-sneaky scouts, then you can design new ships just for
that purpose. Make sense?
Of course, this raises an ugly question ... what do we do about ship
design rating codes to accommodate these new features? I don't
really want to change the rating system - it's complicated enough
already. So let me suggest this... since shields are only used
during combat, what if we used those same shield generators during
scouting/patrolling to create the electronic fields and power the
systems that provide for ECM/ECCM? For every shield generator you
have, you get an ECM bonus when you're scouting or an ECCM bonus when
you're patrolling. Just how much of a bonus you get for each shield
generator still needs to be discussed, but let's start by considering
a 1% to 3% bonus per shield generator.
Assuming we go with the above plan, what does that do for (and to) us
in the game system? First of all, you can still build your cheap
//29-1 flies/gnats to scout people's colonies that don't have up any
patrols and get away scot free. And building several fighters or
even little 1P//-20 patrol boats to patrol your production centers
will continue to work just fine against those same flies/gnats. But
if you want to add ECM/ECCM to the equation, adding shield generators
to those ships are going to make them much heavier (SSD-wise), and
that means they're going to cost a lot more. So you're not going to
want to do that to ALL of your scouts/patrols -- just the ones where
it's absolutely necessary. Of course, you can get a BIG bonus by
really loading up on shields (even making them battleship-sized
scouts and patrols), but that makes large numbers of them
prohibitively expensive.
The way I have the math figured is that this ECM/ECCM scheme strongly
favors the scouts. Each patrol ship gets only its own bonus against
a lone scout, but that scout's bonus works against ALL the patrol
ships simultaneously. Therefore, if you have one heavily beefed-up
scout then it takes a whole flock of heavily beefed-up patrols to
stand much of a chance of catching him, and that's so expensive that
as a practical matter nobody's going to be able to afford
it. Therefore, if ECM gives you a decent-sized bonus then you can
build just one giant, expensive scout (/30;;/12-1) and go anywhere
with it with practical impunity - nobody's going to be able to catch
it. This really worries me, as that could tip the scales too far in
the other direction and make patrols practically worthless! So we
need to come up with some kind of balance where scouts AND patrols
are both effective and affordable.
So who's got comments? What do you think of the idea in
general? And how might you suggest tweaking the numbers to keep
scouts and patrols balanced?
However, for myself, I don't see much of a need to adjust things at
all. Jon is strenuously opposed to being able to set up 95%+ patrol
coverage in your production centers. For myself, I've always thought
it was that way all along - that everyone (with experience) always
set up heavy patrol protections in their PCs. In all the years that
I played, I seldom was able to get off a scout in a protected enemy
PC. So I just EXPECTED to not be able to scout the big systems to
find out how much protection was there. I just had to guess at how
much they had and bring enough to do what I hoped was a sufficient
job. But to me, that's part of the game, too. You should never be
able to tell exactly what the other guy's got there ... that
partially represents the "the fog of war" concept, too, not to
mention "no battle plan in history has ever survived the first
encounter with the enemy." So if you're going to start a big battle,
I don't feel like "knowing everything" is necessarily an option, much
less a requirement. Jon disagrees, and thinks he always ought to be
able to glean all that information in order to mount an effective
attack. Granted, always being able to tell what's waiting for you
means that you're never going to start a fight that you're not going
to win hands-down. But surely it's not fun to never being at risk of
losing at battle, is it? And why bother defending anything at all if
it's always going to lose? That seems counter-productive to me from
both sides of combat, and removes whole aspects of play from the
game. (And don't forget that everyone else would get to scout YOUR
home world unmolested, too.)
So, what do y'all think about the problem in general? Please ignore
the idea of ever getting complete 100% coverage, but consider the
concept of building enough patrolling ships (however [reasonably]
many we decide that should be) to provide 90%-95% coverage against
scouts in your home world and/or production centers. Is that very
idea in itself a game-breaking scenario to you, or is "not knowing
everything" part of the fun and challenge of the game? SHOULD we
even be trying to change that aspect of the game in the first place??
Davin
Just to throw yet another variable in the mix.. I think an interesting twist on this issue might be to have the number of patrol ships have an impact on the accuracy of scouting. This would be in addition to a (perhaps drastically reduced) chance to catch the scout out-right. If they're spending all their time hiding from patrols, they'll only really get a good count of said patrols, and not get to look too closely in-system. I don't know what kinda math should be thrown around with that kinda idea, but it seems to balance out a little in my mind. Scouts are much less likely to be caught outright, thus making scouting a system worthwhile.. but their reports come back with a margin of error (maybe as large as 150%.. or 50%...) that prevents certainty of victory without bringing truly overwhelming odds to the table, ensuring patrolling is worthwhile. This could also be modified by your ECCMs in-system, but again, the precise math would probably be better left to other minds. I'm just babbling psycho-nonsense and seeing if something sticks. |