Tyrel Lohr wrote:Jay never really cared for the concept of a "fighter garrison," but it might be worth it to incorporate planetary basing as an additional colony infrastructure type that can be invested in.
Of course enforcing atmospheric capabilities (and making that attribute expensive at lower tech levels) would also help. If you have to build a lot of bases at every colony to be able to base your fighter death star there if necessary, other options would become attractive.
Tyrel Lohr wrote:
Given the scope of the CSCR, I don't see forcing Flights to only perform certain fire at certain times making much sense. If tied to specific unit abilities or setting rules, then I could see it, but the length of a scenario is not defined well enough to say definitively that a unit does or does not have the time or ability to fire on capital ships every single turn.
This is purely a game balance and not a realism concern. Fighters on AS are way too effective and there has to be a way to reduce that. That would also help with loss rates (which are often 100% for the looser which is NOT a good thing).
Tyrel Lohr wrote:That all being said, Flights should end up with considerably fewer points to spend on abilities, so your smaller and easier to maintain Flights will by definition have very limited abilities, and will have to make sacrifices in one area or another. A low tech Light Fighter (SIZ 1) might only have enough points to purchase 1 Defense and either 1 Anti-Ship or 1 Anti-Fighter, but not both. Or it could forego weaponry altogether and just shove some better Engines onboard so that it can provide Formation Points to support its squadron or strikegroup.
A light fighter with DV 1, AF 0 and AS 1 will still become your ship-killer of choice - which certainly is not the design intent - if it can forgoe firing in the AF phase and gain a net AS 2. Being able to gain a single point AS should not be equivalent to a single point of AF. AS should be a lot more rare and expensive.
Tyrel Lohr wrote:CSCR 2 eliminates Flight assignments; both squadrons and strikegroups are simply assigned attack orders during the Assignments Phase stipulating during which point in the Weapons Fire Phase they will be participating in combat (Long Range, Medium Range, or Short Range). All AS/AF fire is then polled from friendly units firing during the same Fire Phase, and scored appropriately. Thus fighter CAPs no longer need to be declared.
It is hoped that this change, even with the integration of three separate firing phases, will vastly speed up CSCR resolution. There is some slowdown if either side has a lot of specialized equipment to be calculated prior to firing, but most of these are straightforward, and don't take long to assign during their appropriate Phase.
At a first glance this looks good.