Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Lucky33 on February 04, 2020, 12:07:46 AM

Title: Ambush Bickering
Post by: Lucky33 on February 04, 2020, 12:07:46 AM
Well, there is a very effective, very historical and very annoying way to make light ships very usefull.

Ambush.

Make fleets of small ships capable of ambushing larger ones and combat starting with enemy fast ships deploying against player's logistic ones while the reinforcement deployment availability is being timer limited by the ship's speed (can deploy Tempest right from the start but Paragon... not so fast).

This is how you truly make everyone whine and amass huge armadas of picket frigates and destroyers.
Title: Re: Re: Fleet size limit
Post by: Plantissue on February 04, 2020, 06:37:16 AM
And how would "ambush" work? In real life smaller ships don't just ambush larger ships in the open sea as they will be spotted miles away from weapon range and are normally covered by other screening ships. In the modern age, it was mostly submarines and planes which attacked convoys and attacked them most successfully. In the age of sail, all major warships were their own logistic ships. In any case logistic ships travelling with an actual fleet would not be isolated and enter combat alone without the ships they would be travelling with.

This is a game where you can pick and choose which ships you can deploy normally. Force deploying the player's logistical ships to be vulnerably picked off like in a pursuit will prove to be very strange I'm sure. Wouldn't you just immediately retreat your logistic ships and then what happens? You aren't forced to deploy all your frigates either if you have any. So you'll be staring at empty space till the timer runs out.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 04, 2020, 08:03:43 AM
And how would "ambush" work?

combat starting with enemy fast ships deploying against player's logistic ones while the reinforcement deployment availability is being timer limited by the ship's speed (can deploy Tempest right from the start but Paragon... not so fast).

In real life smaller ships don't just ambush larger ships

https://en.wikipedia.org/wiki/SMS_Szent_Istv%C3%A1n#Otranto_Raid (https://en.wikipedia.org/wiki/SMS_Szent_Istv%C3%A1n#Otranto_Raid)

Force deploying the player's logistical ships to be vulnerably picked off like in a pursuit will prove to be very strange I'm sure.

The only strange thing here is the complete unawarenes of certain someone of the the pursuit mode.
Title: Re: Re: Fleet size limit
Post by: bobucles on February 04, 2020, 08:44:51 AM
There are two major aspects to a very generic, typical type of ambush:
1) The enemy does not choose how they engage. In starsector terms they are forced to commit ships to the field in a disadvantageous way.
2) The ambusher does choose how they engage. For us it means a freedom to choose how to attack, and hopefully to withdraw safely.

The first mechanic doesn't really exist. A pursuit battle does force fragile ships on the field, but that is a case of the enemy choosing to retreat. They can always choose to stand their ground, in which case they have freedom over deployment. You can't really force what they commit.

The second mechanic somewhat exists in the form of the "free disengage". After destroying a large number of enemy ships, you're free to retreat in safety and do not suffer a pursuit battle. The downside is you lose salvage rights, which means lost loot and your ships get totally abandoned. More importantly, if the enemy fleet has every ship slower than your burn speed, they can not pursue. This is generally rare because most fleets have at least one fast ship like a pirate falcon.

Is there a way to introduce both mechanics in a way that's fun? It does sound like fun to zerg rush a fleet with a pile of frigates and run away. The reward mechanics don't really support it because you can't run without losing salvage rights. So quite a few things would need to be considered.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 04, 2020, 09:20:46 AM
Ambusher is free to disengage while there is no strong enemy presence on the battlefield. After that he is fully commited into do or die situation (clean disengage rules are still apply).

Insteed of the normal postbattle loot there already is a debris field/derelict ship generation mechanic. You can see it while two ai fleets are fighting. So ambusher gets a chance to salvage that field. Defender (if not defeated outright) will get classic post-battle screen and chance to recover some loses from the debris field. In general, destroyed ships will have chance to become a derelict and will drop all of the cargo as debris. Disabled ones will stay in the fleet (if defender did manage to survive) and will drop some random part of the cargo as a debris.

Title: Re: Re: Fleet size limit
Post by: Plantissue on February 04, 2020, 12:19:26 PM
And how would "ambush" work?

combat starting with enemy fast ships deploying against player's logistic ones while the reinforcement deployment availability is being timer limited by the ship's speed (can deploy Tempest right from the start but Paragon... not so fast).

In real life smaller ships don't just ambush larger ships in the open sea

https://en.wikipedia.org/wiki/SMS_Szent_Istv%C3%A1n#Otranto_Raid (https://en.wikipedia.org/wiki/SMS_Szent_Istv%C3%A1n#Otranto_Raid)

Why selective qoute? Here's the full quote
In real life smaller ships don't just ambush larger ships in the open sea
When you have to selectively quote in support yourself, don't you feel like you have debased yourself?

Force deploying the player's logistical ships to be vulnerably picked off like in a pursuit will prove to be very strange I'm sure.

The only strange thing here is the complete unawarenes of certain someone of the the pursuit mode.
What are you even writing? Are you blind? I literally wrote pursuit as the point of comparison, it's right there in your quote and everyone can see it is there in my post.

Why don't you try to counter the criticism of the points raised instead of a wierd all out attack on someone? Why do you always act this way?

You don't seem to understand so I'll explain. In pursuit mode all your ships are forced deployed near the centre and you can't quickly retreat back through the edge that they would be normally be deployed from in a normal battle. Pursuit battles also only occur under a certain level of DP left in the fleet otherwise you are forced to battle it out or do sifficient damage to retreat without a pursuit battle. In a normal battle you would be able to retreat any ships you have mistakenly deployed at the start of the battle. In fact in a normal battle if you so wish it, you can retreat everything or not deploy anything at all and exist in this wierd null state where no combat occurs till you deploy something or properly retreat to cause another battle or pursuit.
Title: Re: Re: Fleet size limit
Post by: Goumindong on February 04, 2020, 01:16:04 PM
Oh look, ambushes, another topic done to death.

I will reiterate from all the other threads

"Ambushes" don't work because combat in star-sector is relatively symmetric, because it makes no sense, and because they're already in the game. In a general fleet formation everything is in the same area before a normal combat is joined. Combat ships move out ahead of the main fleet in order to join combat. So if you were to "ambush" an enemy it would just result in all their ships being in the combat... like a retreat action. As a result of this, ambushes are already in the game, when you engage an enemy fleet and its too small to want to engage you it retreats and you have access to all their squishies and combat ships at the same time. In a deployment where you have an advantage of being able to pre-flank with your frigates. You engage in an ambush by maneuvering on the strategic map in such a way as to catch an enemy fleet that wants to retreat.

The reason that this does not work is because of the "fleets are too big to retreat" logic. And the reason that we have "fleets are too big to retreat" logic is because of deployment point logic. Which is necessary because computers aren't infinite. Anyway the deployment logic goes like this "there needs to be a limit to battle size because computers die". And then from there we go "if there is a limit to the amount of ships you can deploy then there needs to be a limit to the size of fleets that can retreat. If there is not then a retreating fleets will overtop the deployment limit and gain an advantage on an attacking fleet. This will be annoying to the player when an enemy wants to retreat and abusable by the player when the enemy wants to attack them"

That is. Imagine a situation in which two 600 deployment point fleets meet each other when the game has a 300 DP limit to prevent computers from dying. If one of them says "yea i will retreat" and the other says "sure i will fight" then the retreating fleet will deploy 600 DP and the engaging fleet will deploy 150 DP. Even if half of each fleet is logistics ships the retreating fleet has a 2 to 1 deployment advantage by retreating. So if the player decides to fight they have 150 DP and if they decide to retreat they have 600 DP. If they player decides to fight they have 150 and the enemy has 150.

Similar things could happen if you, in a big fleet, caught a smaller fleet. It wants to retreat and so does. But because of this it deploys its entire compliment. Thus making the fight HARDER than choosing to fight a larger enemy fleet that would have decided to engage and so suffer from deployment limits. You have 600, they have 400. They retreat and field 200(400) DP of combat ships you field 150... If they had 600 DP instead they would choose to engage. And so your choices being equal (i want to fight this enemy) the 400 DP fleet is harder to fight than the 600 DP Fleet.

Thus we have our dilemma. Players don't think ambushes are in the game even when, functionally they are, they're just defeated by deployment limits logic. Because if they were not then the game breaks. Methods to get around this tend to run afoul of the same problems. They create an abusable system which makes little to no sense.

There is kind of a solution but i don't think a lot of people like it. Specifically its to not count logistics (or civilian ships[even if militarized]) with regards to the "fleet deployment retreat limiting logic". So a fleet of 10 combat ships and 10 logistics ships behaves the same in terms of retreat logic as a fleet of 10 combat ships and 0 logistics ships. This has the side benefit of making it make sense to arm your logistics ships. Because now you actually will have a slight advantage in a retreat action. It also extends the range of fleets for which you can effectively ambush and fixes some deployment logic with regard to be big civilian fleets (which will decide to retreat rather than to deploy a bunch of civilian ships then retreat as soon as one dies)

However it still does run afoul of deployment limitations and so could cause problems for slower computers.(though not as much because civilian ships, due to their lower combat ability should have less of an impact on performance)

edit: Other option would be to remove the "too big to retreat" logic but when you choose to retreat and are otherwise "too big to retreat" you must emergency mothball ships until you're under the deployment limit. This would preserve the fairness issue in retreat deployments. This could cause escaping fleets to dump cargo/fuel afterwards and keep the ships mothballed while a player could do that or just take the massive CR hit from dropping a bunch of ships to 0% CR
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 04, 2020, 04:57:30 PM
Oh look, ambushes, another topic done to death.

Please, address my point and not some obscure topic.

"combat starting with enemy fast ships deploying against player's logistic ones while the reinforcement deployment availability is being timer limited by the ship's speed"
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 04, 2020, 05:43:12 PM
In real life smaller ships don't just ambush larger ships in the open sea

They were attacked while steaming the part of the sea not enclosed between headlands or included in narrow straits: the main sea. It was called Adriatic by the way.

What are you even writing? Are you blind? I literally wrote pursuit as the point of comparison, it's right there in your quote and everyone can see it is there in my post.

"Wouldn't you just immediately retreat your logistic ships and then what happens?" - in a pursuit you have to cross the map for that to happen so your question is already answered. Hence you are clearly not aware of the nature of pursuite mode.

Why don't you try to counter the criticism of the points raised instead of a wierd all out attack on someone?

I answer criticism of what Im saying. Not some constructs that exists only in your head and have nothing to do with the point I've made.
Title: Re: Re: Fleet size limit
Post by: SonnaBanana on February 04, 2020, 07:21:41 PM
Frigates should get an additional 30% speed boost during peak performance.
Destroyers should get an additional 10% speed boost during peak performance.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 04, 2020, 07:35:40 PM
You can have 45% boost from the skills alone.
Title: Re: Re: Fleet size limit
Post by: Morbo513 on February 04, 2020, 08:28:21 PM
The utility of lighter ships is already clear and profound enough without any additional mechanics. I feel this discussion of an ambush battle-type to expand it is beyond the purview of this discussion, and doesn't positively address any of the issues with fleet cap; please make a new thread for it.
Title: Re: Re: Fleet size limit
Post by: Goumindong on February 04, 2020, 09:22:56 PM
Oh look, ambushes, another topic done to death.

Please, address my point and not some obscure topic.

"combat starting with enemy fast ships deploying against player's logistic ones while the reinforcement deployment availability is being timer limited by the ship's speed"
You arent the OP. You do not get to demand what or who i reply to.

However, since you asked...Why would you or an enemy not choose this option?
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 04, 2020, 10:03:23 PM
However, since you asked...Why would you or an enemy not choose this option?

To ambush? Because other side has too powerful group of the fast ships or/and combat freighters.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 04, 2020, 10:23:32 PM
The utility of lighter ships is already clear and profound enough

And what would this be?
Title: Re: Re: Fleet size limit
Post by: Morbo513 on February 05, 2020, 12:39:44 AM
The utility of lighter ships is already clear and profound enough

And what would this be?
The things their relative speed and mobility and small size enable them to do better than others; Pressuring and kiting enemy ships, screening for retreats, escorting and flanking.
The issue at hand is that this is generally outweighed the by pure firepower, durability and longevity of larger ships in-battle when it comes to negotiating the 30-ship limit (and the planned change that allows the player to exceed it at disproportionate penalty).

The type of battle you propose, in which frigates/faster ships would be more advantageous, would do little to offset the aforementioned issue especially if they're a relatively niche occurrence, which is what it sounds like to me.

That, and any given fleet would have no logical reason to leave their logistics ships undefended. All fleets travel at the speed of their slowest ships so as to remain together - in which case an "ambush" is just going to play out like a standard battle. The only circumstance in which it'd make sense for a fleet's combat ships to separate from their logistics ships is if they're are being used as bait - but the mechanics to make that feasible in my mind would be a lot of effort to make work and have it be balanced, for relatively little gain. And of course, that that's not what you were aiming for.

I get that the idea is as a counter-point to the bigger = better meta, but it's an extremely roundabout and work-intensive way of going about it, and at that isn't devoid of logical flaws, when there are much simpler ways of addressing it.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 05, 2020, 02:56:40 AM
The utility of lighter ships is already clear and profound enough

And what would this be?
The things their relative speed and mobility and small size enable them to do better than others; Pressuring and kiting enemy ships, screening for retreats, escorting and flanking.
The issue at hand is that this is generally outweighed the by pure firepower, durability and longevity of larger ships in-battle when it comes to negotiating the 30-ship limit (and the planned change that allows the player to exceed it at disproportionate penalty).

These issues mean that there is no clear and profound utility for the light ships in the game right now.

The type of battle you propose, in which frigates/faster ships would be more advantageous, would do little to offset the aforementioned issue especially if they're a relatively niche occurrence, which is what it sounds like to me.

They are clearly offsetting these issues by removing non-fast combat ships from the initial stage of the battle and making quick victory by the fast ships possible without overpowering larger ships by some unbalanced shenanigans.

That, and any given fleet would have no logical reason to leave their logistics ships undefended. All fleets travel at the speed of their slowest ships so as to remain together - in which case an "ambush" is just going to play out like a standard battle. The only circumstance in which it'd make sense for a fleet's combat ships to separate from their logistics ships is if they're are being used as bait - but the mechanics to make that feasible in my mind would be a lot of effort to make work and have it be balanced, for relatively little gain. And of course, that that's not what you were aiming for.

Normal logic fully applies. Fleets are traveling inside the hyperspace bubbles. From the navigation safety standpoint you cant keep ships with the different maneuverability in the strict formation because any course change under military command will result in the risk of collisions. Also you have to keep some space between ships in case of emergencies and malfunctions. And from the combat point of view the last place you want your transports is in your battle line. All of it dictates that fleet will travel in different small groups of similar ships. There is only two alternatives to that: 1. No course or speed change after forming up; 2. No formation whatsoever.

And this opens up opportunities of attacking transport ships unless they are literally encircled by the fast picket.

I get that the idea is as a counter-point to the bigger = better meta, but it's an extremely roundabout and work-intensive way of going about it, and at that isn't devoid of logical flaws, when there are much simpler ways of addressing it.

For example?
Title: Re: Re: Fleet size limit
Post by: Morbo513 on February 05, 2020, 06:27:21 AM
The utility of lighter ships is already clear and profound enough
[...]
The things their relative speed and mobility and small size enable them to do better than others; Pressuring and kiting enemy ships, screening for retreats, escorting and flanking.
The issue at hand is that this is generally outweighed the by pure firepower, durability and longevity of larger ships in-battle when it comes to negotiating the 30-ship limit (and the planned change that allows the player to exceed it at disproportionate penalty).

These issues mean that there is no clear and profound utility for the light ships in the game right now.
I disagree. Your own cruisers and capitals are vulnerable to those same threats without frigate/fast destroyers to back them up, while denying you the same opportunities. Lacking frigates also means you can't chase down fleeing enemy fleets anywhere near as successfuly. They each have a defined purpose in gameplay by virtue of being the fastest and most maneuverable.
I think there should be other content that is exclusive, or more suited to frigates than other ship classes - but that's a separate issue, and this isn't a tidy solution.

Quote
The type of battle you propose, in which frigates/faster ships would be more advantageous, would do little to offset the aforementioned issue especially if they're a relatively niche occurrence, which is what it sounds like to me.

They are clearly offsetting these issues by removing non-fast combat ships from the initial stage of the battle and making quick victory by the fast ships possible without overpowering larger ships by some unbalanced shenanigans.
Removing non-fast combat ships from the initial stage of certain battles.
Either way, your suggestion would basically coerce the player into keeping some frigates around when they might otherwise prefer not to, for a specific eventuality that may not even occur.
Keeping a number of frigates (or any other type/size of ship) in one's fleet should be a decided and purposeful choice, not because the player's been railroaded into doing so. Trade-offs are more fun than penalties.

There's also the issue of DP limit/performance for such a battle, as Goumindong already went into detail on. Further, how would the game decide a ship is specifically for logistics or otherwise susceptible to ambush - what of ships (especially amongst mods) that are both suitable for combat, and have logistical utility? In other words, how do you determine which ships are the ones isolated during this ambush, and which are the reinforcements?


Quote
That, and any given fleet would have no logical reason to leave their logistics ships undefended. All fleets travel at the speed of their slowest ships so as to remain together [...]

Normal logic fully applies. Fleets are traveling inside the hyperspace bubbles. From the navigation safety standpoint you cant keep ships with the different maneuverability in the strict formation because any course change under military command will result in the risk of collisions
 Also you have to keep some space between ships in case of emergencies and malfunctions. And from the combat point of view the last place you want your transports is in your battle line. All of it dictates that fleet will travel in different small groups of similar ships. There is only two alternatives to that: 1. No course or speed change after forming up; 2. No formation whatsoever.
Likewise, the fleet maneuvers at the rate of the least maneuverable ship. The spacing required for safe distancing isn't so huge as to put ships several hours away from one-another as demonstrated by all the current mechanics and presentation regarding battles and transit.

Quote
All of it dictates that fleet will travel in different small groups of similar ships.
How so? What is there to stop a fleet's commander splitting the fleet into mixed groups of ships - 4 destroyers and a freighter here; 2 frigates, a cruiser and a tanker there? Or grouping combat ships with logistic ships of similar mass and speed?

Quote
And from the combat point of view the last place you want your transports is in your battle line
This is what I think you're failing to understand; Fleets in the game travel in a mutually defensive formation. When you enter a battle, the enemy fleet has already been detected; that's when those logistics ships are held back (which is by choice of the player) and the combat ships intercept the enemy.
Assuming the attacking fleet stayed undetected to the point of being able to initiate an ambush, again, those ships are in a mutually-protective formation.

I think there are two best-case implementations of something to the effect of what you're suggesting, but not without problems.
 One is a pre-battle option. You meet the enemy fleet, choose X ships to maneuver on the enemies' back-line. You fight the regular battle as normal; You then fight a second battle; Ships held in reserve by the enemy are in the centre of the map, and the player has the freedom to deploy his ships from all 3 sides like a disengagement. Enemy ships retreated from the first battle come in as reinforcements; Reserved combat ships are with this back-line fleet.

But then there's the question of, wouldn't the enemy detect those ships and send those reserved combat ships, if any, to intercept, picket or otherwise interfere? In which case you've just got a 2nd smaller scale battle after the first.

The second implementation I imagine would require a lot of changes to sensor mechanics/stealth. Essentially the same as the 2nd-stage as above, but with all enemy ships in the centre. Again deployment points and performance become an issue here, and again you've basically just got a disengagement.

And I just thought of a third; Being able to "retreat" your own ships from the initial battle in the direction of the enemy. Basically chasing down those retreating or reserved enemy ships while the main battle is still ongoing.

Oh, and number 4: If you're joining a battle, you can choose to go after the enemy's reserve ships. But this can't currently be inflicted on the player because whether an enemy fleet is in range to join a battle is binary; Either they're close and their ships are added to the first fleet, or they're too far and they aren't.

Relevant: http://fractalsoftworks.com/forum/index.php?topic=13540.msg228070#msg228070

Quote
And this opens up opportunities of attacking transport ships unless they are literally encircled by the fast picket.
As far as the game represents, fleets travel together in clumps and aren't impeded by one another. You can even see the smaller ships bouncing around within the formation.

Again, I understand what you're going for, but you have to hand-wave a lot of semi-established internal logic to justify it, while contending with existing mechanics and immutable limitations.

Quote
I get that the idea is as a counter-point to the bigger = better meta, but it's an extremely roundabout and work-intensive way of going about it, and at that isn't devoid of logical flaws, when there are much simpler ways of addressing it.


For example?
See mine and others' posts earlier in the thread. Short version: Supplies/mo, DP, and/or other "points" systems. They avoid the root issue of equating the smallest frigate to the largest capital in respect to the fleet cap, as is the case currently. Very inexpensive development-wise I'd imagine - Mods have already done it, and while it's not devoid of problems it's certainly a step up.
Title: Re: Re: Fleet size limit
Post by: Plantissue on February 05, 2020, 06:34:06 AM
In real life smaller ships don't just ambush larger ships in the open sea

They were attacked while steaming the part of the sea not enclosed between headlands or included in narrow straits: the main sea. It was called Adriatic by the way.

What are you even writing? Are you blind? I literally wrote pursuit as the point of comparison, it's right there in your quote and everyone can see it is there in my post.

"Wouldn't you just immediately retreat your logistic ships and then what happens?" - in a pursuit you have to cross the map for that to happen so your question is already answered. Hence you are clearly not aware of the nature of pursuite mode.

Why don't you try to counter the criticism of the points raised instead of a wierd all out attack on someone?

I answer criticism of what Im saying. Not some constructs that exists only in your head and have nothing to do with the point I've made.

Dude I live in Europe, I know what the Adriatic Sea is without looking up some wiki article, and it is most emphatically not the open sea. Go look at a map. It is afterall a very popular holiday location. You may also be suprised to learn that a strait is not the open sea either.

Not that it matters since your example is not only not a fleet of smaller ships against a fleet, but you completely failed at describing a circumstance where a logistical ship is fighting a smaller ship alone when ships are nearby. You said this is very historical right? Should be very easy for you to show proof of this very historical facts of what you just wrote right?

This is what I wrote.

This is a game where you can pick and choose which ships you can deploy normally. Force deploying the player's logistical ships to be vulnerably picked off like in a pursuit will prove to be very strange I'm sure. Wouldn't you just immediately retreat your logistic ships and then what happens? You aren't forced to deploy all your frigates either if you have any. So you'll be staring at empty space till the timer runs out.

You have no interest in debate, preferring instead to pick and choose phrases out of context and meaning. Instead of answering the clear proposition I gave you, you prefer to misquote, to cut up sentences, claim others are unaware of the very point they brought up. Interesting technique, but why do you do this? Do you imagine that others are intimidated by your ability to reply with a bunch of meaningless one-liners to quotes of cut up sentences? Do you imagine your suggestions to improve the game has more weight from doing this?
Title: Re: Re: Fleet size limit
Post by: Goumindong on February 05, 2020, 09:05:54 AM
However, since you asked...Why would you or an enemy not choose this option?

To ambush? Because other side has too powerful group of the fast ships or/and combat freighters.

So why does that side not decide to ambush?
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 05, 2020, 09:08:56 AM
However, since you asked...Why would you or an enemy not choose this option?

To ambush? Because other side has too powerful group of the fast ships or/and combat freighters.

So why does that side not decide to ambush?

Because other side has too powerful group of the fast ships or/and combat freighters.
Title: Re: Re: Fleet size limit
Post by: Goumindong on February 05, 2020, 09:26:48 AM
Both sides cannot have more powerful fast attack ships
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 05, 2020, 11:33:13 AM
I disagree. Your own cruisers and capitals are vulnerable to those same threats without frigate/fast destroyers to back them up, while denying you the same opportunities. Lacking frigates also means you can't chase down fleeing enemy fleets anywhere near as successfuly. They each have a defined purpose in gameplay by virtue of being the fastest and most maneuverable.
I think there should be other content that is exclusive, or more suited to frigates than other ship classes - but that's a separate issue, and this isn't a tidy solution.

In 0.9 when battle size was 200 I ended up with the two capital main force plus two Herons back up. After battle size went to 300 that duo turned into trio and with that I was capable of wiping out any strongest fleets what vanilla has to offer and I have  absolutely no idea what do you mean by stating that capitals are vulnerable. They are anything but vulnerable. Some faulty builds may be. Or with lack of competent control. But capital ships as they are now have no need in any kind of support that smaller ships have to offer. For the most part insteed of helping they only create more troubles.


Removing non-fast combat ships from the initial stage of certain battles.

Exactly. The ones that smaller ships are supposed to fight. They are not battleships for a reason. And as long as true battleships can form a battleline without getting handicapped there will be no place for the weaker ships in it. That logic defined the nature of the naval combat for centuries and the Starsector is no different.

Either way, your suggestion would basically coerce the player into keeping some frigates around when they might otherwise prefer not to, for a specific eventuality that may not even occur.
Keeping a number of frigates (or any other type/size of ship) in one's fleet should be a decided and purposeful choice, not because the player's been railroaded into doing so. Trade-offs are more fun than penalties.

Stacking deadweight Paragons to boost deployment limit is supposed to be fun? Or what? Current situation is absurdish. And all I suggest is the actual reason for the small ships to be.

There's also the issue of DP limit/performance for such a battle, as Goumindong already went into detail on. Further, how would the game decide a ship is specifically for logistics or otherwise susceptible to ambush - what of ships (especially amongst mods) that are both suitable for combat, and have logistical utility? In other words, how do you determine which ships are the ones isolated during this ambush, and which are the reinforcements?

My initial suggestion was a solution to all issues in the Goumindong's wall of text.

There are already Designation and Hints columns in the ship_data.csv. The game is already sorting all ships out by using those. You can see it in the Command/Doctrine&blueprints section of the menu. "Civilian" and "Combat Freighter" are the ones isolated.

Likewise, the fleet maneuvers at the rate of the least maneuverable ship. The spacing required for safe distancing isn't so huge as to put ships several hours away from one-another as demonstrated by all the current mechanics and presentation regarding battles and transit.

Nope. Under military command all orders are to be executed as quick and as precise as possible. This is the basics of the military chain of command as it is. There is no such thing as the "maneuvers at the rate of the least maneuverable ship". Larger and smaller ships are separated and maneuver each on their own with smaller ships being outside of turning circle of the larger ones.

Here is an excellent example:

https://upload.wikimedia.org/wikipedia/commons/e/ee/Japanese_aircraft_carrier_Zuikaku_and_two_destroyers_under_attack_on_20_June_1944_%2880-G-238025%29.jpg (https://upload.wikimedia.org/wikipedia/commons/e/ee/Japanese_aircraft_carrier_Zuikaku_and_two_destroyers_under_attack_on_20_June_1944_%2880-G-238025%29.jpg)

There is also a bad example with what happened to HMS Victoria when admiral on board of it literally ordered to be rammed and the order was executed although captains of the ships realized the dangerous nature of the order. And this is what will happen if a military unit of very different ships will be ordered to maneuver together under the same orders.

Thats the reason to keep only the same (or at least as close to the same as possible) ships in the single maneuvering unit acting under command of a single officer.

This is what I think you're failing to understand; Fleets in the game travel in a mutually defensive formation. When you enter a battle, the enemy fleet has already been detected; that's when those logistics ships are held back (which is by choice of the player) and the combat ships intercept the enemy.
Assuming the attacking fleet stayed undetected to the point of being able to initiate an ambush, again, those ships are in a mutually-protective formation.

To keep combat ships between enemy and the transports you need to be more agile than enemy. If not it will outmaneuver you and will attack from the direction of its choice. Not yours. For some reason you think that your intention alone is enough to prevent it but this is not how reality works. You can detect all you want but the lack of capabilities will prevent you from executing your plan. "Being able to see" dont equal "being able to act accordingly".

One is a pre-battle option. You meet the enemy fleet, choose X ships to maneuver on the enemies' back-line. You fight the regular battle as normal; You then fight a second battle; Ships held in reserve by the enemy are in the centre of the map, and the player has the freedom to deploy his ships from all 3 sides like a disengagement. Enemy ships retreated from the first battle come in as reinforcements; Reserved combat ships are with this back-line fleet.

It (all three variants) destroys the whole purpose of being able to achieve at least a limited success with light ships alone. This battle will be decided as usual. By the capitals.

Oh, and number 4: If you're joining a battle, you can choose to go after the enemy's reserve ships. But this can't currently be inflicted on the player because whether an enemy fleet is in range to join a battle is binary; Either they're close and their ships are added to the first fleet, or they're too far and they aren't.

My whole point is about how this can be inflicted upon the player.

As far as the game represents, fleets travel together in clumps and aren't impeded by one another. You can even see the smaller ships bouncing around within the formation.

If you want to choose this as an accurate representation then it means that there is no formation whatsoever. Just a gaggle.

Again, I understand what you're going for, but you have to hand-wave a lot of semi-established internal logic to justify it, while contending with existing mechanics and immutable limitations.

What "semi-established internal logic"? I didnt propose any of it neither there is a need for it.

See mine and others' posts earlier in the thread. Short version: Supplies/mo, DP, and/or other "points" systems. They avoid the root issue of equating the smallest frigate to the largest capital in respect to the fleet cap, as is the case currently. Very inexpensive development-wise I'd imagine - Mods have already done it, and while it's not devoid of problems it's certainly a step up.

In the beggining of the supply system large ships were about ten times more demanding as they are now (15-20 supplies per day, triple digit deployment costs in "CR repairs"). This is almost exactly the thing you are talking about only insteed of lowering the small ship logistic profile the capital one was high.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 05, 2020, 11:38:07 AM
Both sides cannot have more powerful fast attack ships

One side not having the upper hand is enough.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 05, 2020, 11:49:19 AM
Dude I live in Europe, I know what the Adriatic Sea is without looking up some wiki article, and it is most emphatically not the open sea. Go look at a map. It is afterall a very popular holiday location. You may also be suprised to learn that a strait is not the open sea either.

You will be even more surprised by the fact that Adriatic Sea is the Sea and not a Strait or a Gulf. And while it is so you will have to live with that.

Not that it matters since your example is not only not a fleet of smaller ships against a fleet, but you completely failed at describing a circumstance where a logistical ship is fighting a smaller ship alone when ships are nearby. You said this is very historical right? Should be very easy for you to show proof of this very historical facts of what you just wrote right?

I didnt fail. Thats for sure. Anything else?

You have no interest

Absolutely.
Title: Re: Re: Fleet size limit
Post by: Grievous69 on February 05, 2020, 12:16:32 PM
My dude you can edit your posts, stop triple spaming.
Title: Re: Ambush Bickering
Post by: Thaago on February 05, 2020, 12:46:42 PM
 As this is a derail of the original topic, it has been split off into its own thread.
Title: Re: Re: Fleet size limit
Post by: Goumindong on February 05, 2020, 03:52:36 PM
Both sides cannot have more powerful fast attack ships

One side not having the upper hand is enough.
one side must have the upper hand. At the very least the relative advantage.
Title: Re: Re: Fleet size limit
Post by: Lucky33 on February 05, 2020, 07:12:19 PM
Both sides cannot have more powerful fast attack ships

One side not having the upper hand is enough.
one side must have the upper hand. At the very least the relative advantage.

That would be the other side.
Title: Re: Ambush Bickering
Post by: Goumindong on February 05, 2020, 08:45:40 PM
But then why don't they ambush?

OK fleet 1 and fleet 2 meet on the strategic map. Fleet 1 decides to ambush fleet 2 and fleet 2 decides to ambush fleet 1. What happens?

Fleet 1 and Fleet 2 are similar in composition. Fleet 1 has 10 frigates, 2 battleships, and logistics. Fleet 2 has 10 frigates, 1 battleship, and logistics. Fleet 1 has a strict advantage in attempting to ambush fleet 2 because it no longer has to face two battleships against its one. Why does or doesn't it? If it does ambush then why did fleet 1 not understand that it would likely do so and head fleet 2 off at the pass by also ambushing?

Fleet 1 and Fleet 2 are dissimilar in composition. Fleet 1 has 20 frigates and 5 battleships. Fleet 2 has 15 frigates. Fleet 2 obviously wants to ambush fleet 1 if they cannot run(in fact they probably want to simply due to logistics ships speed and them being outnumbered unless they have all small logistics). Does it? If so, why? If so, how? Indeed selecting "ambush" is less risky than running because now the enemies logistics ships are on the field and yours are not.

In these situations we can see that "selecting ambush" will produce less risky results because the side that gets ambushed is forced to deploy its logistics ships. As a result most every fleet wants to have a bunch of frigates and most every fleet wants to select "ambush" as their battle type of choice. Almost always. Even if they're weaker in frigates than the other side.

An ideal construction of your system produces a very narrow band of situations where either one side wants to ambush and the other side does not, or even more rare when neither side wants to ambush. If that is the case then the system does not contribute to interesting gameplay. It simply produces a different dominating solution.
Title: Re: Ambush Bickering
Post by: TaLaR on February 05, 2020, 09:36:20 PM
How about dropping whole concept of ambushes and modifying base deployment rules instead:

- Deployment is now a queue instead of instant. Every deployed ship adds cooldown before next one can be deployed. Cooldown increases faster than linear with DP. So deploying 200 DP of frigates is a lot faster than 200 DP of capitals.
- Capture points on map reduce deployment cooldowns AND stretch out PPT/CR of dominant side (for example, by up to twice when all taken).
- Would probably need to be able to give standing order for ships to be deployed and/or have ability to issue orders for free to freshly deployed ships.
- Officers can be used on 4 size points worth of ships (1 capital vs 1 DE +2 frigates vs 4 frigates, etc). Officers can also be swapped between ships while not currently deployed. This is where it gets unwieldy, I don't know how to fix officer availability problem without adding a lot of micro management. Officer-less ships are fodder, so doing something about it is mandatory.
- Lift or significantly relax fleet size limits. We still have DP limits in combat to keep things sane.

Not saying that this is good idea, but I think we'd need to take things at least this far to break capital dominance on battlefield
Title: Re: Ambush Bickering
Post by: Lucky33 on February 05, 2020, 10:08:23 PM
But then why don't they ambush?

Because one fleet is weaker and for other, stronger, fleet its no different than a pursuit.

In your cases neither of the fleets will ambush each other. In the first case both fleets are too slow due to having battleships and logistics. In the second case there is no logistics to target.

An ideal construction of your system produces a very narrow band of situations where either one side wants to ambush and the other side does not, or even more rare when neither side wants to ambush. If that is the case then the system does not contribute to interesting gameplay. It simply produces a different dominating solution.

I have no idea how you even came to this conclusion. There is no logical connection between my suggestion and your conclusions. Why "very narrow"? Why only "either one side wants to ambush and the other side does not, neither side wants to ambush". Why "does not contribute to interesting gameplay". What does "different dominating solution" is even supposed to mean? It looks like you are talking to yourself with some of your internal arguments are spilling out into the forum. Im not that good at mindreading so could you please include the actual me in your internal discussion?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 05, 2020, 10:10:28 PM
How about dropping whole concept of ambushes and modifying base deployment rules instead:

- Deployment is now a queue instead of instant. Every deployed ship adds cooldown before next one can be deployed. Cooldown increases faster than linear with DP. So deploying 200 DP of frigates is a lot faster than 200 DP of capitals.
- Capture points on map reduce deployment cooldowns AND stretch out PPT/CR of dominant side (for example, by up to twice when all taken).
- Would probably need to be able to give standing order for ships to be deployed and/or have ability to issue orders for free to freshly deployed ships.
- Officers can be used on 4 size points worth of ships (1 capital vs 1 DE +2 frigates vs 4 frigates, etc). Officers can also be swapped between ships while not currently deployed. This is where it gets unwieldy, I don't know how to fix officer availability problem without adding a lot of micro management. Officer-less ships are fodder, so doing something about it is mandatory.
- Lift or significantly relax fleet size limits. We still have DP limits in combat to keep things sane.

Not saying that this is good idea, but I think we'd need to take things at least this far to break capital dominance on battlefield

I like it.

The officer problem could be resolved in the natural way. They should have ranks. And insteed of 10 officers capable of reaching lvl 20 there should be 5 lvl 20 max plus 10 lvl 10 max plus 20 lvl 5 max. Or something like that.
Title: Re: Ambush Bickering
Post by: Goumindong on February 05, 2020, 10:38:04 PM
But then why don't they ambush?

Because one fleet is weaker and for other, stronger, fleet its no different than a pursuit.

In your cases neither of the fleets will ambush each other. In the first case both fleets are too slow due to having battleships and logistics. In the second case there is no logistics to target.

An ideal construction of your system produces a very narrow band of situations where either one side wants to ambush and the other side does not, or even more rare when neither side wants to ambush. If that is the case then the system does not contribute to interesting gameplay. It simply produces a different dominating solution.

I have no idea how you even came to this conclusion. There is no logical connection between my suggestion and your conclusions. Why "very narrow"? Why only "either one side wants to ambush and the other side does not, neither side wants to ambush". Why "does not contribute to interesting gameplay". What does "different dominating solution" is even supposed to mean? It looks like you are talking to yourself with some of your internal arguments are spilling out into the forum. Im not that good at mindreading so could you please include the actual me in your internal discussion?

The only thing there that really may warrant explaining is a "dominating solution". In game theory there are a number of descriptors of strategies. A strategy dominates another when its the optimal choice in all situations. The classic example is in the simple prisoners dilemma. The dominating strategy is to defected and cooperate is dominated. This is because, regardless of what the opponent chooses, defecting produces higher rewards.

In general we want to avoid these types of situations when designing games because games aren't usually fun when they're solved. They can be, when the difficulty is in executing the strategy but in general they're not. (As an example in an FPS the optimal strategy is to always headshot everything that enters your view" and these games are still fun because doing that is difficult and so you can attain mastery). An example of this in practice might be rock paper scissors. The optimal strategy to RPS is to play perfectly randomly, but this is hard. And so its possible to exploit a persons non-randomness if you can observe them play. This is one reason why rock paper scissors type setups are very popular in strategy games. They can provide branching response paths where mastery of the technical aspect of the game and responding to the paths leads to victory.

So what I am saying is that, in an effort to stamp out one boring solution you have proposed another, more boring solution. This is especially apt because starsector is a "mastery" type game rather than a divergent strategy type game. There are multiple ways to master the game but the core of the game comes down to flying or directing your ships and you win by getting better at that.

---

Assume they have logistics in the second case... i figured this would be obvious... But even then they could ambush the frigates and get an advantage.

Also you need to have no battleships to ambush? I thought you said that you get to bring in those ships later? As soon as you have any non-frigates you cannot ambush? So its an option limited to... almost nothing? Because like... everyone has logistics ships

For the first part. You're still losing me. For any fleet there must exist one side that has an advantage in frigates. If that side can ambush they would likely want to unless for some reason they are hard prevented from ambushing. If they are hard prevented from ambushing then the system proposed has little use case. If they're not hard prevented from ambushing then almost everyone always wants to ambush due the inherent advantages of it.

How about dropping whole concept of ambushes and modifying base deployment rules instead:

- Deployment is now a queue instead of instant. Every deployed ship adds cooldown before next one can be deployed. Cooldown increases faster than linear with DP. So deploying 200 DP of frigates is a lot faster than 200 DP of capitals.
- Capture points on map reduce deployment cooldowns AND stretch out PPT/CR of dominant side (for example, by up to twice when all taken).
- Would probably need to be able to give standing order for ships to be deployed and/or have ability to issue orders for free to freshly deployed ships.
- Officers can be used on 4 size points worth of ships (1 capital vs 1 DE +2 frigates vs 4 frigates, etc). Officers can also be swapped between ships while not currently deployed. This is where it gets unwieldy, I don't know how to fix officer availability problem without adding a lot of micro management. Officer-less ships are fodder, so doing something about it is mandatory.
- Lift or significantly relax fleet size limits. We still have DP limits in combat to keep things sane.

Not saying that this is good idea, but I think we'd need to take things at least this far to break capital dominance on battlefield

It also doesn't work since you could just... not deploy ships until you had a full deploy. Maybe sacrifice a single fast frigate who has orders to avoid everything? Its also counter-intuitive. We have deployment limits because of computer limits not because of a system in the game. Why could you not just slow roll your frigates so everything got there at the same time.

Also i want to say it was... kinda tried. The first iterations of capture points granted deployment point advantages. Optimal strategy was to quick capture with fast frigates and then bring in your dominating force.

Imagine a system which is analogous to yours but in real space. Rather than making things take longer to deploy you make the space between fleets much bigger and everything deploys at once. Then your frigates will race ahead and be able to really engage the enemy first! Well no, because optimal strategy will be to slow roll your entire fleet so you get there at the same time.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 05, 2020, 11:25:16 PM
The only thing there that really may warrant explaining is a "dominating solution". In game theory there are a number of descriptors of strategies. A strategy dominates another when its the optimal choice in all situations. The classic example is in the simple prisoners dilemma. The dominating strategy is to defected and cooperate is dominated. This is because, regardless of what the opponent chooses, defecting produces higher rewards.

Ambush is not even a solution to the game. The whole point is to avoid the main forces.

So what I am saying is that, in an effort to stamp out one boring solution you have proposed another, more boring solution.


You realize that you are making a judgment upon the subject what you didnt even bother to understand?

Assume they have logistics in the second case... i figured this would be obvious... But even then they could ambush the frigates and get an advantage.

As I said. No logistics - no target. No, Fleet 2 cant target frigates. Borderline case is the combat freighters. If there is logistics then Fleet 2 is at disadvantage unless it has better frigates. You said nothing about quality of the fleets so it again ends up in no ambush scenario.

Also you need to have no battleships to ambush? I thought you said that you get to bring in those ships later? As soon as you have any non-frigates you cannot ambush? So its an option limited to... almost nothing? Because like... everyone has logistics ships

Yes. You cant detach an ambush force so its either "no heavy ships fleet" or "no ambush". Defender can bring its heavy ships later. How "everyone has logistics ships" limits ambush options if it is all about targeting the logistics ships?

For any fleet there must exist one side that has an advantage in frigates. If that side can ambush they would likely want to unless for some reason they are hard prevented from ambushing. If they are hard prevented from ambushing then the system proposed has little use case. If they're not hard prevented from ambushing then almost everyone always wants to ambush due the inherent advantages of it.

Not "must" but "can". And the existance of at least a single ambusher doesnt mean that "almost everyone always wants to ambush". Because "almost everyone always" is not equal to "is an ambusher".
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 06, 2020, 01:38:06 AM
What kind of rewards would you get anyways if you win those 'ambush' battles anyways ?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 01:48:30 AM
What kind of rewards would you get anyways if you win those 'ambush' battles anyways ?

As an attacker? Drugs, weapons, organs, supplies, fuel. Whatever is in that merchant fleet. As a defender you will not get grounded in the middle of nowhere with your Paragon stack because you rejected tilhe demand of a tiny pather patrol.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 06, 2020, 01:57:34 AM
Really ? So, what I got from your reply is that little crappy fleets can still come and bite your arse with your ambush mechanic and waste your time and supplies by having a few kites running away from your own frigates for 3 minutes until their PPT inevitably runs out except without the possibility of erasing them with a carrier.
Not a fan of that idea honestly, also if that Pather patrol hailed you, then how the hell did they get past my dozens of warships and carriers to end up to the logistic ships ?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 02:17:36 AM
Really ? So, what I got from your reply is that little crappy fleets can still come and bite your arse with your ambush mechanic and waste your time and supplies by having a few kites running away from your own frigates for 3 minutes until their PPT inevitably runs out except without the possibility of erasing them with a carrier.
Not a fan of that idea honestly, also if that Pather patrol hailed you, then how the hell did they get past my dozens of warships and carriers to end up to the logistic ships ?

You can autoresolve "few crappy kites" situation with a single Afflictor. They will bite only if you dont have the frigates of your own.

Get into sim and check how long does it take for your "dozens of warships and carriers" to cross the map. And how much ground can cover an SO Hound if given the same amount of time.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 06, 2020, 03:59:03 AM
The thing that truly stops me from using frigates honestly is how they seem to always hesitate to commit to an attack, even with agressive/reckless fleet doctrine and aggressive officers I noticed they tend to stay at range from even a phanteon during a pursuit instead of going full speed and using every single one of their weapons, sometimes you won't even see them use any of their missiles unless the enemy overloads, only frigate I've seen do something smart during a big battle was the disruptor which tries to phase and go behind my ship to use it's EMP disruptor to disable my engines, yet even then it doesn't follow that with any other attack.
Title: Re: Ambush Bickering
Post by: SCC on February 06, 2020, 04:06:42 AM
Not saying that this is good idea, but I think we'd need to take things at least this far to break capital dominance on battlefield
It's a result of fairly simple math.
Is strategic mobility important? No. Not to individual ships. There's no reason to keep frigates in case you want to do something quickly, they can't dart ahead of the main fleet.
Is tactical mobility important? No. Only some objectives matter and even then, they most likely won't change the balance of power. It isn't important to capture something quickly. In addition to that, battlefield is limited. The only objective is to destroy the enemy and they can't run indefinitely, there are borders against which you can crush them. Finally, fighters are substitutes for enough for frigates and some destroyers.
Officers multiply the strength of a single ship, so you want the individually strongest ships for highest absolute power.
Mobility irrelevant + concentration of power desired = capitals.

There are some ways I can think of that would make mobility more relevant.
First would be the ability to split fleet in campaign. Fighting patrols with just frigates might be preferable to fighting a heavy fleet response. Incidentally, Alex shot down this idea.
Second would be making objectives more important. Battle-winningly important. You would need frigates, if only not to lose right from get to. A variation could be, where both sides can only deploy their vanguard at the start (vanguard being ships of a certain burn level or faster) with a single, giant objective to capture. Whichever side does, they get to deploy their bigger ships, while losing side has to wait. If small ships can't compete, make it so that they don't have to.
Last way is to make it so that getting far enough into the enemy's side allows you to attack their reserve ships to some end. For example, losing logistic ships could increase for much CR the enemy side lost. This creates a way for mobile, hit and run tactics to win against inflexible fleets, while promoting balanced fleets. What good is destroying enemy freighters with a horde of frigates, if their cruisers reach your freighters and now you both are dead in the water? I suggested this idea in the past as well, to be discarded, too.

Battling concentration of power is harder and would most likely be about making AI more coordinated. I don't know how viable that is.

I don't like solving this issue with skills, but some sort of a bandaid would be making tier 4 or 5 leadership skill that gives some advantage to all frigates and destroyers, while the other boosts officers. You could tie this and previous idea together, by making small ship-friendly skill be squadron creation, which would be about buffing and coordinating small groups of ships.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 04:22:34 AM
The thing that truly stops me from using frigates honestly is how they seem to always hesitate to commit to an attack, even with agressive/reckless fleet doctrine and aggressive officers I noticed they tend to stay at range from even a phanteon during a pursuit instead of going full speed and using every single one of their weapons, sometimes you won't even see them use any of their missiles unless the enemy overloads, only frigate I've seen do something smart during a big battle was the disruptor which tries to phase and go behind my ship to use it's EMP disruptor to disable my engines, yet even then it doesn't follow that with any other attack.

The very generic Wolf with Pulse Laser, Sabot SRMs, Expanded Missile Racks and Unstable Injector kills Phaeton with no problems. No officer, just a Reckless doctrine. Brawler (LP) kills it in a couple of seconds.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 04:28:02 AM
Not saying that this is good idea, but I think we'd need to take things at least this far to break capital dominance on battlefield
Incidentally, Alex shot down this idea.
...
I suggested this idea in the past as well, to be discarded, too.
...

I dont get it. Alex thinks that current state of the combat is a way to go or he just dont like the solution mechanics but acknowledge the problem?
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 06, 2020, 04:57:23 AM
The thing that truly stops me from using frigates honestly is how they seem to always hesitate to commit to an attack, even with agressive/reckless fleet doctrine and aggressive officers I noticed they tend to stay at range from even a phanteon during a pursuit instead of going full speed and using every single one of their weapons, sometimes you won't even see them use any of their missiles unless the enemy overloads, only frigate I've seen do something smart during a big battle was the disruptor which tries to phase and go behind my ship to use it's EMP disruptor to disable my engines, yet even then it doesn't follow that with any other attack.

The very generic Wolf with Pulse Laser, Sabot SRMs, Expanded Missile Racks and Unstable Injector kills Phaeton with no problems. No officer, just a Reckless doctrine. Brawler (LP) kills it in a couple of seconds.

Well of course they will kill it (although probably not as fast as it truly could under human control), but point is, AI frigates often either hesitate too much.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 05:08:47 AM
The thing that truly stops me from using frigates honestly is how they seem to always hesitate to commit to an attack, even with agressive/reckless fleet doctrine and aggressive officers I noticed they tend to stay at range from even a phanteon during a pursuit instead of going full speed and using every single one of their weapons, sometimes you won't even see them use any of their missiles unless the enemy overloads, only frigate I've seen do something smart during a big battle was the disruptor which tries to phase and go behind my ship to use it's EMP disruptor to disable my engines, yet even then it doesn't follow that with any other attack.

Check your builds. Or post them here.

The very generic Wolf with Pulse Laser, Sabot SRMs, Expanded Missile Racks and Unstable Injector kills Phaeton with no problems. No officer, just a Reckless doctrine. Brawler (LP) kills it in a couple of seconds.

Well of course they will kill it (although probably not as fast as it truly could under human control), but point is, AI frigates often either hesitate too much.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 06, 2020, 06:35:56 AM
I guess the problem might be that I like using dual machine guns on frigates which act as both PD and a decent anti shield weapon, but the PD tag probably means the agressive officer doesn't consider it one of the weapons they need to get in range with.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 09:37:32 AM
I guess the problem might be that I like using dual machine guns on frigates which act as both PD and a decent anti shield weapon, but the PD tag probably means the agressive officer doesn't consider it one of the weapons they need to get in range with.

That and the fact that Phaeton have LDMGs too so it can actually fight back.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 06, 2020, 09:39:51 AM
I guess the problem might be that I like using dual machine guns on frigates which act as both PD and a decent anti shield weapon, but the PD tag probably means the agressive officer doesn't consider it one of the weapons they need to get in range with.

That and the fact that Phaeton have LDMGs too so it can actually fight back.
Not enough to stop 2 frigates from overloading it yet my pilots seem to think otherwise.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 10:26:10 AM
I guess the problem might be that I like using dual machine guns on frigates which act as both PD and a decent anti shield weapon, but the PD tag probably means the agressive officer doesn't consider it one of the weapons they need to get in range with.

That and the fact that Phaeton have LDMGs too so it can actually fight back.
Not enough to stop 2 frigates from overloading it yet my pilots seem to think otherwise.

Its not about overloading. Pilots do some intricate calculations to compare their capabilities to target's threat. Since you left them with PD's and they are under heavy fire (flux is raising fast) they think that all is lost and the end is nigh.
Title: Re: Ambush Bickering
Post by: SCC on February 06, 2020, 12:01:32 PM
I dont get it. Alex thinks that current state of the combat is a way to go or he just dont like the solution mechanics but acknowledge the problem?
For what it's worth, I asked both of these questions years ago, before capital spam. I also might have presented them in a bad way (at the time — in relation to combat freighters being not particularly useful, once you know how to play).
Title: Re: Ambush Bickering
Post by: Goumindong on February 06, 2020, 12:45:47 PM
The only thing there that really may warrant explaining is a "dominating solution". In game theory there are a number of descriptors of strategies. A strategy dominates another when its the optimal choice in all situations. The classic example is in the simple prisoners dilemma. The dominating strategy is to defected and cooperate is dominated. This is because, regardless of what the opponent chooses, defecting produces higher rewards.

Ambush is not even a solution to the game. The whole point is to avoid the main forces.

So what I am saying is that, in an effort to stamp out one boring solution you have proposed another, more boring solution.


You realize that you are making a judgment upon the subject what you didnt even bother to understand?

Assume they have logistics in the second case... i figured this would be obvious... But even then they could ambush the frigates and get an advantage.

As I said. No logistics - no target. No, Fleet 2 cant target frigates. Borderline case is the combat freighters. If there is logistics then Fleet 2 is at disadvantage unless it has better frigates. You said nothing about quality of the fleets so it again ends up in no ambush scenario.

Also you need to have no battleships to ambush? I thought you said that you get to bring in those ships later? As soon as you have any non-frigates you cannot ambush? So its an option limited to... almost nothing? Because like... everyone has logistics ships

Yes. You cant detach an ambush force so its either "no heavy ships fleet" or "no ambush". Defender can bring its heavy ships later. How "everyone has logistics ships" limits ambush options if it is all about targeting the logistics ships?

For any fleet there must exist one side that has an advantage in frigates. If that side can ambush they would likely want to unless for some reason they are hard prevented from ambushing. If they are hard prevented from ambushing then the system proposed has little use case. If they're not hard prevented from ambushing then almost everyone always wants to ambush due the inherent advantages of it.

Not "must" but "can". And the existance of at least a single ambusher doesnt mean that "almost everyone always wants to ambush". Because "almost everyone always" is not equal to "is an ambusher"

I dont understand what youre trying to get at, could you rephrase? Like. You say that having logistics ships in your fleet prevents you from ambushing but then say that you don’t understand why every fleet having logistics trains prevents ambushes. You surely must be saying something different from what it looks like

I don’t understand why not mentioning quality means “no ambush”. can ships of even quality not ambush each other if they have more?(or less but a relative advantage?) what does not mentioning auality have to do with it? Was it not clear the relative fleet advantages in the example fleets?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 04:17:20 PM
I dont understand what youre trying to get at, could you rephrase? Like. You say that having logistics ships in your fleet prevents you from ambushing but then say that you don’t understand why every fleet having logistics trains prevents ambushes. You surely must be saying something different from what it looks like

Im pretty much sure that I said that combat freighters being the borderline case. And if you care to check how most of the small fleets are generated you will notice that they dont have specialized logistics ships. Hound (P, LC, LP) is considered a warship and so on.

I don’t understand why not mentioning quality means “no ambush”. can ships of even quality not ambush each other if they have more?(or less but a relative advantage?) what does not mentioning auality have to do with it? Was it not clear the relative fleet advantages in the example fleets?

No mentions of the fleet quality means that by default it is considered equal. If so then fleet (2) that is at numerical disadvantage automatically considers itself a weaker side. And will not attack superior frigate force. However it may not be equal and be advantageous for the fleet 2. Then fleet 2 will ambush.

So, no, you wasnt even trying to be clear considering how fleet's strength is actually calculated.
Title: Re: Ambush Bickering
Post by: Goumindong on February 06, 2020, 04:41:58 PM
Why would it not? Ive explained how it would be advantageous for it to attack in that situation. Each option is bad but ambush is the best of the options

I still don’t understand what youre talking about with the first quote. I dont understand what combat freighters have to do with what we were talking about.
Title: Re: Ambush Bickering
Post by: Thaago on February 06, 2020, 05:56:25 PM
 Lucky33, you have a PM. To everyone else, thank you very much for maintaining politeness, it is appreciated.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 06, 2020, 10:06:03 PM
Why would it not? Ive explained how it would be advantageous for it to attack in that situation. Each option is bad but ambush is the best of the options

I still don’t understand what youre talking about with the first quote. I dont understand what combat freighters have to do with what we were talking about.

Because other side has an advantage in the fast ships. Best option is to run away. Taking a field against a stronger opponent is not the "better" option. Its a strategic mistake what allows a stronger force to materialize its advantage. If the weaker force was incapable of running away then its best option is to "attempt to disengage" because this option doesnt require destruction of the large portion of the stronger force. And since weaker force is supposed to consist of the fast ships, loses in the running battle can be minimized.

Combat freighters provide logistic support without hindering ambush capability.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 07, 2020, 04:56:33 AM
I'm curious. How do you initiate that 'ambush' ?
Is it going to be one of the options when approaching other fleets ? Or something else ?
Most of the real ambushing happens on the campaign map, being able to fly up to some big fleet and 'ambush' them kinda feels like you're just doing this:
Spoiler
https://youtu.be/0MW0mDZysxc
[close]

So, as a player you've no real reason to not go for an ambush, you get to have a bite out of the enemy's weakest units and get to loot all of the cargo only at the cost of a few cheap frigates.

But most importantly, how would it work for the AI ? Is every gnat flying around Luddic space going to waste my time, CR and supplies by commiting suicide on my fleet, am I going to go to a bounty target expecting an epic fight against their massive fleet only for them to immediately 'ambush' me because of course *** me.

To be honest I think the system you're suggesting is superfluous at best @lucky33
Title: Re: Ambush Bickering
Post by: Lucky33 on February 07, 2020, 05:36:24 AM
Preferably you initiate it on the first contact screen.

Here:

You decide to...

1. Open a comlink
2. Pursue them
3. Harry their retreat
4. Leave


That video is exactly that I have in mind. Maybe ambush is a bad word for it since it imply the act of concealing. Surprise attack?

You are contradicting yourself. Earlier you had troubles with both transports and frigates. Now you are taking a loot as a given.

"Every gnat" is supposed to run away in case you have strong frigate complement. I dont think that those suicide transponder patrols will be affected because they simply dont care but everyone else should be.

Massive bounty fleets are all about capitals. They are unable to ambush. However if you are running "capital only" fleet and there will be some frigates who managed to run away from the battle, they can harass you after it.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 07, 2020, 07:46:03 AM

You are contradicting yourself. Earlier you had troubles with both transports and frigates. Now you are taking a loot as a given.
What I was complaining about was that frigates would often hesitate to the point of allowing transport to escape during pursuits, in actual combat most decent frigates will destroy transport ships, so they're easy targets. If the player is given the opportunity to directly target them without worrying about them escaping, you can bet that they'll abuse that mechanic.

Massive bounty fleets are all about capitals. They are unable to ambush. However if you are running "capital only" fleet and there will be some frigates who managed to run away from the battle, they can harass you after it.
So here you say that massive fleets with loads of big ships can't ambush despite having frigates with them, so wouldn't that restriction apply to the player too ? Which would defeat the purpose of the mechanic (make players use frigates) and if any frigates escapes we now have to risk our cargo too and are forced to lose even more CR as we are already bleeding supplies after such a large battle.

To be honest at the moment it feels like this mechanic is here for the sole purpose of forcing you to use frigates, and I don't think it is the right way to approach the issue, being forced into something isn't fun design. We should think instead of something that frigates are much better at than bigger ships and make a mechanic around that without restricting it to only frigates (even if they would be the optimal choice in that scenario)
Title: Re: Ambush Bickering
Post by: Lucky33 on February 07, 2020, 08:30:10 AM
You will be fighting transport ships and frigates. On timer. Transport ships will try to escape. Its more difficult than standart pursuit.

Yes. Player is in the same postition. You need frigates to not risk your cargo ships.

Well, you can promote the usage of several fleets. Before that there is little to be done. Either small ships become super ships capable of defeating capitals in the general battle, or small ships will have some option to fight their own personal battle without capitals. If neither of this happens we stuck with the half of current ships being devoid of reason to exist.

Sorry, but senturies of the very competitive naval warfare left no place for anything new. If concept of decisive battle exist and bigger is better... well... small ships automatically become waste of resources. To fix it is to detach activity for the small and the large ships or make the small ships as strong as the large ones (and its already done in the form of regenerating fighters). There is no way around.

I'm open to suggestions but in the end its just the matter of how exactly to detach things.
Title: Re: Ambush Bickering
Post by: Goumindong on February 07, 2020, 10:27:27 AM
Why would it not? Ive explained how it would be advantageous for it to attack in that situation. Each option is bad but ambush is the best of the options

I still don’t understand what youre talking about with the first quote. I dont understand what combat freighters have to do with what we were talking about.

Because other side has an advantage in the fast ships. Best option is to run away. Taking a field against a stronger opponent is not the "better" option. Its a strategic mistake what allows a stronger force to materialize its advantage. If the weaker force was incapable of running away then its best option is to "attempt to disengage" because this option doesnt require destruction of the large portion of the stronger force. And since weaker force is supposed to consist of the fast ships, loses in the running battle can be minimized.

Combat freighters provide logistic support without hindering ambush capability.

If they run away they have to face the opponents battleships and will start with the enemy frigates surrounding them. If they ambush they will not have to face the opponents battleships and will start surrounding the enemies logistics and frigates. Even with a disadvantage in forces its an advantage to ambush rather than run away or engage.

Title: Re: Ambush Bickering
Post by: Lucky33 on February 07, 2020, 10:49:25 AM
No, if they run away they do not need to face the battleships. These are behind and not in front.
No, the are not surrounded. Exit is free.
All that they need to do is to run.

In the ambush scenario its them who need to close the distance to the transports, fight and destroy majority of the superior frigate force in order to get the clean disengage ticket out.

I can see strictly zero advantage points in the second scenario.
Title: Re: Ambush Bickering
Post by: Goumindong on February 07, 2020, 11:37:28 AM
When you "attempt to disengage" there are no deployment restrictions on the enemy. Their large ships deploy extremely close to you and have the ability to deploy frigates from the sides, which will be significantly between you and your exit. You absolutely have to fight with battleships on the field and absolutely start surrounded.

I would much rather fight "disadvantaged" in the first scenario where i have to fight 15 to 20 frigates and also can destroy their logistics ships than fight 15 to 22 while surrounded and not being able to do damage to their logistics ships (and potentially having mine exposed).

Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 07, 2020, 11:47:39 AM
To be completely honest Lucky, I don't think we need to force players into using frigates. If they want to use them wether as a personal craft, a support unit for other ships, as flankers or for pursuits then they'll use them and if they don't want to then they'll make sure to avoid this mechanic like the plague, either by not having any cargo craft or by using some modded combat cargos like the Imperium's Barrus.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 07, 2020, 01:54:00 PM
When you "attempt to disengage" there are no deployment restrictions on the enemy. Their large ships deploy extremely close to you and have the ability to deploy frigates from the sides, which will be significantly between you and your exit. You absolutely have to fight with battleships on the field and absolutely start surrounded.

I would much rather fight "disadvantaged" in the first scenario where i have to fight 15 to 20 frigates and also can destroy their logistics ships than fight 15 to 22 while surrounded and not being able to do damage to their logistics ships (and potentially having mine exposed).

At the default battle size there are alot combinations of the 15 frigate force what allows disengage with only a harry option available to the pursuer. Actually, you have to take Hyperions to even be able to get into the "no disengage without being pursued" range with the 15 frigates. Not to mention that with so DP heavy frigates you can just take the phase ones and run the whole map while in phase. If you somehow managed to purposely built such an ambush fleet that will get pursued that is. Needles to say that Hyperion containing fleets are radically atypical for the game. And, lastly, your description of the pursuit type of the battle is not fit with the one in the game. There are no such things as: "no deployment restrictions", "large ships deploy extremely close to you", "will be significantly between you and your exit", "you absolutely have to fight with battleships on the field and absolutely start surrounded".

You are free to do what you want. You claimed that it has advantage. Thats a different story. As things are right now you are comparing fight against stronger force with the slight CR loss or running the map while claiming that choosing the fight is invariably better. Thats obviously not the case since the very act of engaging in the battle raises the chances of losing it while other option has an option of not getting into actual fight one way or another.

To be completely honest Lucky, I don't think we need to force players into using frigates. If they want to use them wether as a personal craft, a support unit for other ships, as flankers or for pursuits then they'll use them and if they don't want to then they'll make sure to avoid this mechanic like the plague, either by not having any cargo craft or by using some modded combat cargos like the Imperium's Barrus.

How is that different from "forcing" players to modify battle and fleet sizes to make room for more Paragons?
Title: Re: Ambush Bickering
Post by: Goumindong on February 07, 2020, 02:34:28 PM
At the default battle size there are alot combinations of the 15 frigate force what allows disengage with only a harry option available to the pursuer. Actually, you have to take Hyperions to even be able to get into the "no disengage without being pursued" range with the 15 frigates.

No. The current system is that if the attackers fastest ship by strategic burn speed is faster than the defenders slowest ship by strategic burn speed then the pursuer can choose to have a standard pursuit fight. If this is not the case then the retreating side can retreat freely (though may be harassed). The only other limitations here is if the retreating side has too many deployment points in their fleet they may be prevented from retreating at all.

Quote
There are no such things as: "no deployment restrictions", "large ships deploy extremely close to you", "will be significantly between you and your exit", "you absolutely have to fight with battleships on the field and absolutely start surrounded".

Yes.... There are. In a pursuit battle the defenders start on the attackers side of the map, ~3/4 of the map from their retreat point. Battleships tend to deploy inside of or very close to inside of their engagement range. The defender may deploy as normal and may additionally deploy any frigates on the left or right side of the map about half way between the retreating sides retreat point and the retreating sides start point.

Here we can see that i have forced a kite into an pursuit engagement without having a hyperion

https://imgur.com/Ggtt7Qz

Here we can see that i can deploy both at the front and back of the engagement.

https://imgur.com/i62ZaAj

Here we can see the end point for where battleships join the fight after entering the field and note that its almost exactly where frigates start. We can also see that this kite is quite clearly surrounded. If i were piloting the kite. I would have preferred to take my chances with the cerberus and Omen alone and not let them also bring in a Hammerhead. And i would have preferred for those two ships to start on the other side of the map or at the very least not sandwiching me between them. Now maybe i lose that second fight too (i mean... its a kite) but if it were a tempest i was piloting i don't think so do. Even though i clearly have a DP deficiency.

https://imgur.com/m8P9IXN
Title: Re: Ambush Bickering
Post by: Lucky33 on February 07, 2020, 03:50:54 PM
At the default battle size there are alot combinations of the 15 frigate force what allows disengage with only a harry option available to the pursuer. Actually, you have to take Hyperions to even be able to get into the "no disengage without being pursued" range with the 15 frigates.

No. The current system is that if the attackers fastest ship by strategic burn speed is faster than the defenders slowest ship by strategic burn speed then the pursuer can choose to have a standard pursuit fight. If this is not the case then the retreating side can retreat freely (though may be harassed). The only other limitations here is if the retreating side has too many deployment points in their fleet they may be prevented from retreating at all.

You just confirmed the possibility of getting away without a fight and that you need some special circumstances to get into one.

Ergo fight is not a given.
 
Quote
There are no such things as: "no deployment restrictions", "large ships deploy extremely close to you", "will be significantly between you and your exit", "you absolutely have to fight with battleships on the field and absolutely start surrounded".

Yes.... There are. In a pursuit battle the defenders start on the attackers side of the map, ~3/4 of the map from their retreat point. Battleships tend to deploy inside of or very close to inside of their engagement range. The defender may deploy as normal and may additionally deploy any frigates on the left or right side of the map about half way between the retreating sides retreat point and the retreating sides start point.

On the smallest map its more than 4000 su. Well beyond most weapon's range and cant be considered "very close", "close" or even "medium" range.
Retreat zone is on top and not on the left or right side. Hence pursuer is not deployed anywhere near "significantly between you and your exit".


Here we can see that i have forced a kite into an pursuit engagement without having a hyperion

https://imgur.com/Ggtt7Qz

By having a ship what is faster. What will happen if you dont have a faster ship?

Here we can see that i can deploy both at the front and back of the engagement.

https://imgur.com/i62ZaAj

Here I most definitely can not see your ability to deploy "significantly between you and your exit".

Here we can see the end point for where battleships join the fight after entering the field and note that its almost exactly where frigates start. We can also see that this kite is quite clearly surrounded. If i were piloting the kite. I would have preferred to take my chances with the cerberus and Omen alone and not let them also bring in a Hammerhead. And i would have preferred for those two ships to start on the other side of the map or at the very least not sandwiching me between them. Now maybe i lose that second fight too (i mean... its a kite) but if it were a tempest i was piloting i don't think so do. Even though i clearly have a DP deficiency.

https://imgur.com/m8P9IXN

Here we can not see that "large ships deploy extremely close to you". Its beyond guns range with no prospects of closing it.

Here we can see the clear exit route with no ships on it.

(https://i.imgur.com/zT9k45R.jpg)

Hence the last claim "you absolutely have to fight with battleships on the field and absolutely start surrounded" is null and void.

And if I was piloting "insert your favorite phase frigate name here" I would just turn my phase shield on and get away.

You are talking about personal preferences.

But in general case the most advantageous option for the weaker fast frigate fleet is not to ambush stronger frigate force but to avoid the battle entirely and if pursued then just run.
Title: Re: Ambush Bickering
Post by: xenoargh on February 08, 2020, 01:30:22 AM
There are a bunch of problems comparing this to Real Life, and I've asked for more mechanics that force players to risk Logistics vessels for years now.

Let's start off with Real Life vs. Starsector.

1.  In Real Life, nobody uses battleships any more.   Even cruisers are basically larger frigates with more ordinance and ECM / ECW.

2.  In Real Life, battleships are faster on the open seas than frigates (unlike the silly movie / video game tropes), unless the distance is short and the weather's amazing.  Yup, faster.  Why?  Deeper hulls and more sustained power on their engines.  A battleship wasn't very manueverable, but in a race, it won.

3.  In Real Life, the only major engagements between large fleets were the result of both sides deciding to converge on a point of strategic value.  Otherwise... the ocean is vast, and back before constant realtime satellite observation was a thing, fleets met only when both sides wanted them to meet.

4.  In Real Life, battleships were the long-range fighters, protected by frigates from torpedo boats and later on, submarines, and nowadays, long-range missiles launched from boats and aircraft.  In WWII, this turned out to be irrelevant, because aircraft could reliably attack battleships anyhow.  So by the end of the war, nobody was using battleships for much and carriers had become the center of fleets.  Thus it remains to the modern day, with various caveats.  One modern attack submarine is far more dangerous than WWII subs were, and tactical nuclear warheads on cruise missiles or long-range anti-ship missiles make the true value of carrier groups against an opponent willing to use them a little dubious. 

5.  In Real Life, aircraft carriers have more long-range firepower than any battleship could, with strike radii of hundreds of miles.  So there really aren't any battleships that can go kill a carrier at all IRL; there is no armor thick enough to stop anti-ship missiles.

So, basically, Real Life is totally not what Starsector is about.  Starsector is a fun game about building space fleets and bashing them on other space fleets, with RPG / strategic aspects on top of that.  So there are absolutely no "realistic" reasons why we can't have Space Ambushes. 

If we need in-fluff excuses, fine:

1.  Smaller ships are faster, because this is space and they're moving less mass with their magic space-engines or something.
2.  "Ambushes" consist of said faster ships getting in front of your slower fleet and dumping out Space Chaff, or something, throwing all your high-tech systems into disarray (which leads to "give players a Space Chaff ability that they can use themselves", which is actually interesting.
3.  Once said Space Chaff's deployed, the enemy can concentrate on the slowest-moving ships in the fleet, the transports, forcing their tugs (if any) to run away.
4.  If we need more excuses, please let me know; everything from having ambushes in debris-filled space, near a convenient large asteroid the enemy hid behind, etc., etc., but some of them would be hard to pull off in the SS engine without major changes to the AI (like, it would need to be able to pathfind, which is totally doable but mildly un-fun to write; I'm tempted to port my node-based pathfinder over to try it some time, though, when SS finally goes Beta).

Basically, coming up with fluffy excuses isn't a big deal.  Ambushes that force the player to do something different would be fun.  Not having the battleships available for a while would be fun.  So why isn't this a feature?

Let's see what might go wrong:

1.  Players would hate not being able to just use battleships in every fight.  Nah.  I think most players would appreciate more layers to gameplay.
2.  Players would hate having some random stuff happen to battle conditions.  Nah.  I think that's a lot of the fun of the game, frankly; when it's same ol' same ol', it gets stale.
3.  Whiny people would complain about Realism.  Go read the first things I said.  SS isn't real.  It's not a "representation of WWII naval combat" in any but the vaguest sense.  And that's good.
4.  People would hate losing logistics ships, because they're so weak.  Meh.  Make them more combat-worthy, then.  Not a big deal.  It'd feel like Mad Max: Fury Road; your armed-to-the-teeth Space Tanker trying to survive waves of fast-movers while you sweat out rushing in with your destroyer pack to save the day.  That sounds like Fun.
Title: Re: Ambush Bickering
Post by: xenoargh on February 08, 2020, 01:38:16 AM
There are a bunch of problems comparing this to Real Life, and I've asked for more mechanics that force players to risk Logistics vessels for years now.

Let's start off with Real Life vs. Starsector.

1.  In Real Life, nobody uses battleships any more.   Even cruisers are basically larger frigates with more ordinance and ECM / ECW.

2.  In Real Life, battleships are faster on the open seas than frigates (unlike the silly movie / video game tropes), unless the distance is short and the weather's amazing.  Yup, faster.  Why?  Deeper hulls and more sustained power on their engines.  A battleship isn't very manueverable, but in a long race, it wins.  This wasn't an accident; nations spent the equivalent of billions of today's dollars making them faster and faster, because battleships were strategic weapon systems, not merely tactical; they inspired fear and dread because of how quickly they might show up somewhere you weren't expecting, and could withdraw to the open sea at will.  This was even largely true in the age of sail, although for short distances, they were outpaced by rowed boats (yes, they had rowed warships even relatively late, armed with really big bow guns).

3.  In Real Life, the only major engagements between large fleets were the result of both sides deciding to converge on a point of strategic value.  Otherwise... the ocean is vast, and back before constant realtime satellite observation was a thing, fleets met only when both sides wanted them to meet.

4.  In Real Life, battleships were the long-range fighters, protected by frigates from torpedo boats and later on, submarines, and nowadays, long-range missiles launched from boats and aircraft.  In WWII, this turned out to be irrelevant, because aircraft could reliably attack battleships anyhow.  So by the end of the war, nobody was using battleships for much and carriers had become the center of fleets.  Thus it remains to the modern day, with various caveats.  One modern attack submarine is far more dangerous than WWII subs were, and tactical nuclear warheads on cruise missiles or long-range anti-ship missiles make the true value of carrier groups against an opponent willing to use them a little dubious. 

5.  In Real Life, aircraft carriers have more long-range firepower than any battleship could, with strike radii of hundreds of miles.  So there really aren't any battleships that can go kill a carrier at all IRL; there is no armor thick enough to stop anti-ship missiles.

So, basically, Real Life is totally not what Starsector is about.  Starsector is a fun game about building space fleets and bashing them on other space fleets, with RPG / strategic aspects on top of that.  So there are absolutely no "realistic" reasons why we can't have Space Ambushes. 

If we need in-fluff excuses, fine:

1.  Smaller ships are faster, because this is space and they're moving less mass with their magic space-engines or something.
2.  "Ambushes" consist of said faster ships getting in front of your slower fleet and dumping out Space Chaff, or something, throwing all your high-tech systems into disarray (which leads to "give players a Space Chaff ability that they can use themselves", which is actually interesting.
3.  Once said Space Chaff's deployed, the enemy can concentrate on the slowest-moving ships in the fleet, the transports, forcing their tugs (if any) to run away.
4.  If we need more excuses, please let me know; everything from having ambushes in debris-filled space, near a convenient large asteroid the enemy hid behind, etc., etc., but some of them would be hard to pull off in the SS engine without major changes to the AI (like, it would need to be able to pathfind, which is totally doable but mildly un-fun to write; I'm tempted to port my node-based pathfinder over to try it some time, though, when SS finally goes Beta).

Basically, coming up with fluffy excuses isn't a big deal.  Ambushes that force the player to do something different would be fun.  Not having the battleships available for a while would be fun.  So why isn't this a feature?

Let's see what might go wrong:

1.  Players would hate not being able to just use battleships in every fight.  Nah.  I think most players would appreciate more layers to gameplay.
2.  Players would hate having some random stuff happen to battle conditions.  Nah.  I think that's a lot of the fun of the game, frankly; when it's same ol' same ol', it gets stale.
3.  Whiny people would complain about Realism.  Go read the first things I said.  SS isn't real.  It's not a "representation of WWII naval combat" in any but the vaguest sense.  And that's good.
4.  People would hate losing logistics ships, because they're so weak.  Meh.  Make them more combat-worthy, then.  Not a big deal.  It'd feel like Mad Max: Fury Road; your armed-to-the-teeth Space Tanker trying to survive waves of fast-movers while you sweat out rushing in with your destroyer pack to save the day.  That sounds like Fun.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 08, 2020, 05:05:24 AM
I have to make some clarifications about realism.

In the beginning there were warships. As a ship used by warriors to cover sea. Ship-to-ship combat deemed a probability but not the main task for the warship. The main resoning for that were supply concerns. It was rather difficult to store food and water for a long time so nobody stayed at sea for a long time. In turn that lowered the probability of ships meeting in the sea. Major action between fleets was something exceptional and rare.

Battleship was born as an answer for the rising probability of the major action. It demanded the specialized ship for this particular task and that demand was met.

But that created severe personnel problems. Required specialization meant very specific set of skills. And that was in a very short supply. So rating system was invented which assigned priorities to all types of ships. First rates got largest crew of best specialists, unrated got whats left but werent too demanding to operate and provided easy start for learning needed skills. There was a threshold to define a battle capable ship. And here lies the distinction between battleships and frigates.

Lowest rating battleships were ships with minimum crew sufficient to operate minimally acceptable number of guns and full ship rigging. Highest rated frigates carried only full ship rigging but less than acceptable number of guns.

Major strategic task of the frigate was the reconnaissance. They searched the sea for any ships, captured weaker ones and located the enemy battlefleet. After that both forces settled for a decisive battle or a blockade. By definition, frigates werent expected to fight in the battle. In general, they were faster than battleships because they had about the same rigging on a hull with smaller underwater area and better form. Here lies the origins of the Fleet and Detached service. First are ships assigned to operate with the battlefleet and second ones are ships assigned to operate without direct contact to it, simply on their own.

At the end of the Napoleonic wars Royal Navy emerged victorious with no other battlefleet on the planet being capable to challenge it in the battle. That resulted in a frigate race when all possible competitors started to enlarge their frigates but werent planning to use them against RN battleships for obvious reasons insteed having the british shipping as a main target.

Here, finally, we are getting to the industrial era. Steam propulsion created the disproportion between endurance, speed and combat capabilities. Battleships, still being a very specialized combat ships, had to be balanced in a way that limited endurance for the sake of firepower and armor with the last one given the new distinctive term "ironclad". Frigates were the other way around: maximum endurance at the cost of firepower and armor. And this resulted in the wide use of the term "cruiser" since the capability to cruise was the strongest and defining feature of the new frigates compared to new battleships.

It was all fine and dandy.

But.

The self-propelled torpedo was invented. Capable of sinking any battleship. And it was light enough to be used from even a boat. First generation of torpedo carrying boats were seemed as a failure because apart from having naturally low seaworthiness and low endurance (as expected of boats) they were also rather slow. The reason being that short hulls of the boats created too much wave resistance at the speeds necessary to effectively deploy torpedoes in the battle without being shot to pieces by the battleship guns. Early steam machinery had very low power-to-weight ration so boats were incapable of carrying powerfull and strong enough machinery.

But.

New boilers were invented as a sideproduct to propel a plane. At that time plane project failed but installation of the new generation of boilers on the boats gave the desired power boost. Witnessing the operations of the new boats in the fleet maneuvers resulted in one certain Royal Navy officer concluding that it was no longer possible for the lines of battle to fight at shortest ranges which guaranteed the maximum effectiviness of the battleship guns. The name of that officer was John Arbuthnot Fisher. And his very well known creation was specifically designed to provide adequate effect of fire at the longer ranges required to safely operate battleships in line ahead formation.

But.

Gyroscope was invented. Resulting in torpedoes now being not only self-propelled but also guided. And as a result their effective range being much longer. What in turn opened up a possibility of firing massed torpedo salvoes at the battlefleet as a whole. And that made it no longer possible for the battlefleet to operate in the classic line-of-battle formation containing most of the battleship force. So, after the Jutland battle resulting in no decisive results for this very reasons, new, taskforce, way of operating the fleet was implemented.

And that was the end of the battleship as a tactical phenomena with all future ships being designed around operational and strategic level demands.

In the very same period frigate itself was reinvented as a combat ship with minimal crew for the detached service because at this point large cruisers started to become indistinguishable from the fast battleships and even the light cruisers demanded too large crew to operate.

_______

As you would guess, Starsector is actually somewhere between classic sale age and early ironclad period. With only fighters ruining the idyllium while having almost nothing in common with real life fighters. More like naval zombie apocalypse in the steampunkish Napoleonic era.
Title: Re: Ambush Bickering
Post by: bobucles on February 10, 2020, 07:06:57 AM
I'm still not seeing how the most important part of the ambush happens. Where does the aggressor get to choose the defender's deployment? If you can't pick and choose who gets hit, it's not an ambush. A good ambush also typically has a plan of escape, so if you are trapped into losing all your stuff it's also not a very good ambush.

How much does the vanilla game support an ambush play style? Vanilla does let you to peel off enemy fleets and pick them off one by one. The maneuvers happen on a strategic level, but it does break a large fight into smaller fights. The individual battles don't really change, the enemy still gets a full battle and you are fully committed to it. There is no way to break down a vanilla battle into any smaller types of battles. If they have a 10 capital fleet, you are forced to face down 10 capital ships in a full scale battle, which is very difficult unless you have matching force. Fleets tend to not like being split apart, and fleets are typically visible from many hours distance on the map, so you can't really ambush a fleet that has full cohesion. They're in formation, they see you coming, they have time to prepare. It's not intuitive or reasonable to expect an ambush to succeed.

The next option for an ambush is finding a way to break fleet cohesion. If a tightly packed fleet were to be suddenly split apart, you gain a tactical advantage against them. The split fleet can be attacked at a moment of weakness, and the duration of the vulnerability exists until the fleet can regroup. Attacking in this manner achieves the main goals of an ambush, you can strike a weak point and the disoriented enemy gives time to commit or escape. Fast attack ships intuitively should provide an advantage, as they can maneuver more quickly against the scattered forces. But that's a completely new battle type, which would need its own game field and rules of engagement.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 10, 2020, 08:57:52 AM
Civilian and combat freighter ships get hit. Defender's actual warships will be deployed under timer, according to their speed.

Dont assemble too large of the force and get too slow. This way you can always disengage.

Large formation on the strategic level is sluggish and unrensponsive. With the sustained drive or in the terrain its almost unmaneuverable. Being seen doesnt change that in any way. You can literally run in circles around large fleet.

Battle type, game field and rules are all the very topic we discuss here.
Title: Re: Ambush Bickering
Post by: Nick XR on February 10, 2020, 02:16:26 PM
I don't fully agree with all the details here, but I do agree heartily with the general need for another engagement type that puts (some/many/all) logistic ships at risk.  If it's required to have specially designed ships or fleets to make that more likely, super. 

Also, for everyone's sanity, I wouldn't get too wrapped around the axle with realism.  SS has pretty clearly staked out where it lands on the Realism/Game-play continuum.
Title: Re: Ambush Bickering
Post by: Goumindong on February 10, 2020, 02:57:06 PM
I don't fully agree with all the details here, but I do agree heartily with the general need for another engagement type that puts (some/many/all) logistic ships at risk.  If it's required to have specially designed ships or fleets to make that more likely, super. 

Also, for everyone's sanity, I wouldn't get too wrapped around the axle with realism.  SS has pretty clearly staked out where it lands on the Realism/Game-play continuum.

Because you want to play as the agressor or because you want to get attacked?

I dont think the second works and the first happens a lot (theyre retreat actions). You just might not fight them for various reasons. (One of which is kind of an AI issue)

The second doesnt work because of the nature of repeated inteactions and the associated risk. Players are pretty loath to lose ships and doing so consistently makes it exceedingly difficult to win in the long run simply because of the relative costs of repairing.  But losing logistics ships is hugely worse than this because the effects can cascade. Losing a fuel ship while far from the core can mean losing half your fleet or more. And even small probabilities of this happening become large over long enough time horizons.
Title: Re: Ambush Bickering
Post by: Nick XR on February 10, 2020, 06:14:49 PM
I don't fully agree with all the details here, but I do agree heartily with the general need for another engagement type that puts (some/many/all) logistic ships at risk.  If it's required to have specially designed ships or fleets to make that more likely, super. 

Also, for everyone's sanity, I wouldn't get too wrapped around the axle with realism.  SS has pretty clearly staked out where it lands on the Realism/Game-play continuum.

Because you want to play as the agressor or because you want to get attacked?

I dont think the second works and the first happens a lot (theyre retreat actions). You just might not fight them for various reasons. (One of which is kind of an AI issue)

The second doesnt work because of the nature of repeated inteactions and the associated risk. Players are pretty loath to lose ships and doing so consistently makes it exceedingly difficult to win in the long run simply because of the relative costs of repairing.  But losing logistics ships is hugely worse than this because the effects can cascade. Losing a fuel ship while far from the core can mean losing half your fleet or more. And even small probabilities of this happening become large over long enough time horizons.

Maybe both?  Some sort of fleet positioning to indicate that you were taken unawares, like a random selection of ships deployed up to your fleet cap.  You'll have time to retreat them, but it'll be a bit PITA and you'll have to eat deployment cost.  Not the end of the world for the player to endure.  As the attacker if you just deployed SO ships you could probably run in and blow the crap out of a bunch of stuff (maybe a few war ships) then retreat, then you would start the "normal" encounter.  Doesn't seem like the scenario where I as the player would F9 and try again and I'm prone to do that ;)

But really I just want some different encounter battle mechanics.  What ever makes that happen I'm all for.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 10, 2020, 07:49:26 PM
Considering realism.

My reasoning is very simple. Everything was already tried in real wars. Starsector model is much simplier than real life. Why fight the inevitable? It is not that we must implement something because realism.

We have already done it.

Problem is that we did it only partially and now we have issues because those previously discarded parts were actually important for the whole thing to work.
Title: Re: Ambush Bickering
Post by: TaLaR on February 10, 2020, 09:25:47 PM
What purpose would ambush mechanic serve other than frustrating the player with constant ambushes? AI logistics ships are just for show, destroying them gains you nothing (if anything, you just make enemy fleet faster by removing slowest ships). But doing so costs PPT that could be better spent on fighting actual combat ships.

Even if AI actually had to care about supplies, trying to exploit this would be frustrating:
- ambush and kill off logistics
- retreat and wait till enemy runs out of supplies and CR
- finally attack their fleet again after long wait
...Yeah, no.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 10, 2020, 11:58:30 PM
It will fix the situation when most frigates are seemed as dont fit even to serve as a practice targets.

Constant ambushes could become a thing only if a player would completely ignore a threat from the fast ships.

It was also suggested that destruction of AI logistics will create debris fields for the player to loot.
Title: Re: Ambush Bickering
Post by: TaLaR on February 11, 2020, 12:19:12 AM
...Or I could just get all loot by killing whole fleet in head-on battle, which is faster thing to do.

Frigate viability can be much better fixed by allowing multiple ships per officers (4 sizes worth) and lifting fleet size cap. In your scenario frigates are still officer-less fodder, easy to clean up with few officer-ed ships (but still a chore if you have to constantly do it).
Throw in a slower PPT/CR decay in proportion to held points of interest on top of above, and frigates would be very much viable in head-on battle, without creating additional tedium for player.

(and autofit automation, to manage huge fleet of frigates, as I suggested in - https://fractalsoftworks.com/forum/index.php?topic=17887.0 )

(multiple ships per officers is not an elegant solution, but paying full officer salary per frigate would be just another thing making them nonviable if we just remove officer limits.)
Title: Re: Ambush Bickering
Post by: Lucky33 on February 11, 2020, 01:14:20 AM
This mode is not supposed to replace decisive battle. If you have battlefleet running - go for it. Thats for situations when you dont have or even dont want to. You are no longer forced to have the battlefleet for the casual looting.

Attacker is supposed to have limited force of fast frigates well in the disengageable size limit. No problems with the officers since he has nothing else to command.
Defender has to pick priorities between its mainforce and picket. And thats the whole point.

Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 11, 2020, 02:48:15 AM
I still stand by my opinion, if those ambushes happen to the player because they have no frigates then you are reducing frigates to the role of a logistic vessel since players will need them to make sure their cargo ships don't get destroyed.
The player won't ever use them in actual battles now since if they loose their frigates their cargo ships are now defenseless and any gnat can come and ambush him regardless of how many destroyers, cruisers and capitals they have, the ambush system you're proposing has tge complete opposite effect of what you intended since players will get punished for losing frigates in normal battles.
Title: Re: Ambush Bickering
Post by: xenoargh on February 11, 2020, 03:27:15 AM
Quote
What purpose would ambush mechanic serve other than frustrating the player with constant ambushes?
It'd add real risk to Travel (which is one of the major problems with the game design, as things stand).  Small fleets of fast-movers might have a point against your lumbering all-capship fleet; if you don't have escorts, you could lose your logistics ships.  Sure, most players in regular mode will F9, but for players in Iron Mode, it'll be a really meaningful mechanic and change play style, and not in a bad way.

Quote
AI logistics ships are just for show, destroying them gains you nothing
This has always bothered me.  We destroy fleets of transports and fuel tankers; we cannot get them to surrender and we cannot get the goods they were hauling in reasonable amounts.  This is just one of those areas of the game that should get polished up at some point.  I get that it's not a high priority item vs. the big stuff Alex is working on now, but surrendering should definitely be a thing.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 11, 2020, 03:46:23 AM
I still stand by my opinion, if those ambushes happen to the player because they have no frigates then you are reducing frigates to the role of a logistic vessel since players will need them to make sure their cargo ships don't get destroyed.
The player won't ever use them in actual battles now since if they loose their frigates their cargo ships are now defenseless and any gnat can come and ambush him regardless of how many destroyers, cruisers and capitals they have, the ambush system you're proposing has tge complete opposite effect of what you intended since players will get punished for losing frigates in normal battles.

This make frigates the important necessity worth trading that deadweight Paragon for. And, obviously, provides all the opportunity needed for the small scale nomadic playstyle without forcing the player to acquire an end game fleet in the first hour of the game.

Also you forgot that transport ships can actually fight back. But its just a good illustration of the current disproportionate battlefleet mentality.

"How much large mounts does this ship have?"
"Zero?"
"Scrap this junk, we need combat ships."
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 11, 2020, 04:09:24 AM
Yes, transport ships can fight but their shield and flux and armour is often lacking meaning that most frigates can win against them easily (unless you use combat transport ships which are considerably more expensive to maintain and often have so much less cargo/fuel space)
But really, if this ambush system was in place I wouldn't ever want to send frigates into battle since if I lose them then my transports become vulnerable to any ambush.

I also love how you always assume everyone loves Paragon monofleets seeing how often you bring them up in every discussion.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 11, 2020, 05:19:26 AM
Check Prometheuses stats. Its 1200 armor, 10000 hull, 7000 flux, 300 dissipation. One med and six small mounts. Defence wise its a Venture. Offensive wise its more than enough to kill the Hound or the likes.

Dont lose them then. Just like you dont lose your caps. And if you do lose your caps then whats the problem?

Most new players love Paragons. Thats a fact. However, aforementioned deadweight Paragons are used in the variety of the spam fleets. Thats not the point. It is that there already are unused ship slots in the fleets.
Title: Re: Ambush Bickering
Post by: bobucles on February 11, 2020, 06:20:56 AM
How are you supposed to perform or get ambushed on the strategic layer? The distance between fleets on the map represents several hours or even days of burn travel. It doesn't make sense for an ambushing action to happen in open space.

If the ambushing setup is something like "hide inside an asteroid field and wait for prey", how is the player meant to ever accomplish such a maneuver? Ship paths are pretty random and you could be stuck for days/months waiting for the perfect target. That's hardly a win in any book. The enemy on the other hand can have many fleets in many systems, representing dozens of potential ambushes against your fleet. The player is definitely getting the short straw here.

It's just as important to know how the strategic level works for ambushes, since this will determine how many times the player can succeed or get trapped in ambush style battles. I certainly never found a great solution for it.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 11, 2020, 06:33:13 AM
As usual combat starts. When two fleet bubbles join together.

All rationale of the space ambush was already stated in this topic:

https://fractalsoftworks.com/forum/index.php?topic=17886.msg280487#msg280487

Title: Re: Ambush Bickering
Post by: Goumindong on February 11, 2020, 10:08:58 AM
If the ambushing setup is something like "hide inside an asteroid field and wait for prey", how is the player meant to ever accomplish such a maneuver? Ship paths are pretty random and you could be stuck for days/months waiting for the perfect target

Plus the only fleets youre likely to catch are going to be smaller than you.

However i can report that this does work and you can lure fleets (well at least pirate fleets) in by dropping cargo
Title: Re: Ambush Bickering
Post by: xenoargh on February 12, 2020, 03:38:30 AM
Quote
How are you supposed to perform or get ambushed on the strategic layer? The distance between fleets on the map represents several hours or even days of burn travel. It doesn't make sense for an ambushing action to happen in open space.

If the ambushing setup is something like "hide inside an asteroid field and wait for prey", how is the player meant to ever accomplish such a maneuver?
A couple of ideas:

1.  Make it a Skill:  Prepare Ambush
Acts like Going Dark, but even better, but:
A.  Your movement speed is basically zero.
B.  You get bonuses to hiding if in an asteroid belt, Hyperspace cloud, etc.
C.  When in Ambush Mode, you can intercept nearby fleets with a much wider radius than usual, simulating how you'd "leap out of hiding".  Should probably cost a little bit of Fuel and CR.  Radius would have to be drawn.

Give said skill to the AI.  Now Pirates, instead of chasing people, go to good ambush spots and hide.  More realistic and much more interesting.

2.  Make it a contextual thing.  We have the ability to interact with practically any TokenAPI objects.  Why not give a special dialogue / option for good hiding spots?  This is a bit of an issue to do with AI, as it would be a whole new subsystem for them and the player that didn't interact.

3.  Another Skill idea:  "ECM Dump".  Primary usage:  rapidly conceals player from view from anything in between an area (where said ECM is deployed by drones or whatever) and other fleets.  Stays in place for a few hours.  Does not block all view of the player, just LOS.
If player is in the ECM and a fleet enters, player can engage in an ambush.
Give same Skill to AI; let them use it when player is attempting to chase their fleets down and has a higher speed.  Lets AI use Ambush tactical choice to, perhaps, damage player's logistics badly-enough to stop pursuit.


Other thoughts:  In general, the game needs ways for Pirates, especially, to hide and surprise the player.  I'm much less concerned with making these Skills wonderful for the player, but giving players additional tools (and in this case, things to give the game another distinct playstyle, as well as enhancing smuggler builds, traders trying to avoid trouble, etc. is just icing on the cake).  As it is, Going Dark is useful for avoidance of enemies, but has practically zero use as an offensive ability; this would add offensive layers to "being hidden" as well as defensive benefits (ambushers get the choice of what type of engagement to do).
Title: Re: Ambush Bickering
Post by: TaLaR on February 12, 2020, 03:53:34 AM
@xenoargh
Why over-complicate it, when a more simple approach would be better?
For few seconds after being detected by fleet X you have Ambush Advantage against them, if you were the first to detect them (and vice versa). If combat starts while you have this buff vs them, you can make it an ambush fight.

I still think it would be bad for gameplay though - there is nothing for player to gain by ambushing AI fleets (when we define ambush as ability to throw frigates at logistic ships). So this would be a purely anti-player mechanic.
Title: Re: Ambush Bickering
Post by: SonnaBanana on February 12, 2020, 04:21:21 AM
@xenoargh
Why over-complicate it, when a more simple would be better?
For few seconds after being detected by fleet X you have Ambush Advantage against them, if you were the first to detect them (and vice versa). If combat starts while you have this buff vs them, you can make it an ambush fight.

I still think it would be bad for gameplay though - there is nothing for player to gain by ambushing AI fleets (when we define ambush as ability to throw frigates at logistic ships). So this would be a purely anti-player mechanic.
Make it worth doing for the player by having AI fleets lose CR from destroyed logistic ships.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 12, 2020, 05:40:02 AM
Player will gain loot.

C.O.
Title: Re: Ambush Bickering
Post by: TaLaR on February 12, 2020, 06:00:10 AM
Player can gain loot by simply defeating enemy fleet in a straight fight. What beside that?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 12, 2020, 06:15:29 AM
Player can gain loot by simply defeating enemy fleet in a straight fight. What beside that?

No, player cant. For defeating a whole fleet you need enough power to do so. While defeating only civilian ships require noticeably less power. Looting the cofres of a 350K bounty with only five frigates? Normally you cant. But with the ambush you can.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 12, 2020, 06:23:11 AM
That seems horribly exploitable, just find whatever trading megafleet, ambush all of their transport with your dinky little frigates and get all the loot despite how well escorted they are.
And if the AI is capable of doing it to the player then that just disincentives them to use frigates during regular battles since losing them leaves their precious transports vulnerable if said frigates are lost.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 12, 2020, 06:49:25 AM
No, not despite, since you still have to deal with the escorts. And another no - any dinky frigate will not cut it. One thing is a squadron of Tempests led by a player controlled Afflictor and another thing is a bunch of Kites.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 12, 2020, 12:37:44 PM
Well it is actually very exploitable since frigates are usually a fraction of the forces AI fleets have, if you were to face them alone with logistic vessels then you could simply overwhelm them with a bunch of cheap, disposable Hounds with a reckless doctrine which would be infinitely cheaper than buying, arming and deploying enough cruisers and destroyers to deal with the main force.
Title: Re: Ambush Bickering
Post by: Nick XR on February 12, 2020, 03:39:51 PM
I like @xenoargh's ideas.  A skill use feels more "purposeful", and a player with good detection might be able to prevent abushes. 

@Cyber Von Cyberus when dealing with invasions/bounties/wanting all loot, the ability to blow up a fleet in symmetrical combat is still required. 

I feel like if "ambush" is done well, it enables a little more variety of piracy early game, offers interesting late game threats to the player and maybe another way to deal with invasions.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 12, 2020, 03:42:21 PM
Well it is actually very exploitable since frigates are usually a fraction of the forces AI fleets have, if you were to face them alone with logistic vessels then you could simply overwhelm them with a bunch of cheap, disposable Hounds with a reckless doctrine which would be infinitely cheaper than buying, arming and deploying enough cruisers and destroyers to deal with the main force.

Thats the point. And this is how pirates and such are supposed to make a living without getting themselves the famous zombie battlefleets. And, more importantly, it makes room for the player's suspension of disbelieve. Because you dont have to ask yourself: "Why the heck am I farming merchants with my armada when I can glass the entire Sector several times over and nobody can do absolutely nothing about it?"
Title: Re: Ambush Bickering
Post by: bobucles on February 13, 2020, 08:31:25 AM
All rationale of the space ambush was already stated in this topic:
There's always room to debate rationale until the internet breaks. It's still lacking on the explicit rules that define gameplay.
Quote
I want ambush
Quote
Okay how
Quote
Just do lol
Doesn't help anyone.

If smaller pieces of a fleet can be attacked, they are no longer travelling as a fleet. The fleet bubble logic breaks down and you'd better justify it.

If map maneuvers enable an ambush, it is VERY difficult to define exactly what vectored motions are supposed to grant your fleet an initial advantage. Can players perform these maneuvers? Can the enemy? Those are not easy things to design.

If special activated abilities enable an ambush, it's VERY important to state what those rules are.  "Just ambush" isn't enough, there needs to be situations where the ability is or isn't valid, and considerations of attack vs. defense. Also it's important to figure out how the AI can perform such abilities.

There are several key mechanics of the ambush that need to be defined. How does it happen on the map? How does the battle start? How does the battle drag on? How does the battle end? Don't forget that no one's going to read the lore. Who has time for that? The players interact with the mechanics, and those determine if the play style is FUN.

So far there's a ton of discussion on the theory if small ships can kill big ships and that's not the point. That's so far from the point that it's pointless. In a traditional big scale battle, the main value of a fleet lies in its staying power. Slow beefy ships tend to have a lot of combat power, and they get additional benefits in terms of PPT and deployable DP. In an ambush battle, perhaps you're trying to flip those values on its head? Staying power and raw combat efficiency are no longer emphasized, and instead speed is the more defining attribute that determines victory. Can you define a battlefield space where speed is king? Speed certainly matters for pursuit battles, but that's probably not the ambush anyone is thinking of.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 09:06:16 AM
Your position is nowhere near being constructive. I did provide rationale and no, it is nothing that you have quoted. In view of forum policy which prohibits me from repaying your ad hominem in kind I see no room to debate unless you fix the situation by yourself.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 10:22:53 AM
Yeah, the entire logic breaks down as soon as you look at your own fleet in the campaign.

It's travelling as a single large blob. The ships move and maneuver at the same rate as the slowest ship so as to stay in a mutually defensive formation.

Let's justify the logic behind this and what it means.

One cannot simply go around a defending fleet with fast ships due to the geometry (the defender only has to travel a short distance to intercept the attacker, while the attacker has to pick a direction and close) and the simple fact that one can intertwine logistics ships with combat ships- think "vulnerable" aircraft carriers sitting in a single formation with their escorts- a patrol boat cannot simply go around the destroyers. Your zombie Paragons could easily slot into the same line as a bunch of Atlases- they move at around the same speed. Suddenly the clever ambush would run into a convoy line that has 2 Paragons per logistics ship- seems to be the average ration of warships to logistics ships. Think WWII convoys, but reversed.

Even if the ships were forced to be spaced, there is no reason for the ships to be arrayed in a single file line. All indications show that the ships are placed in an exceedingly messy circle formation, and logic would dictate the logistics ships and slow capital ships be placed in the center.

Besides which, what would the spacing even be in Starsector? The largest ships seem to be running with 1/6 the size of a modern aircraft carrier's crew complement. We'll assume extensive computer support, especially in the high-tech ships- I'd say at the very maximum 2 kilometers long. Probably more like a kilometer however, these ships are three-dimensional and would certainly mass significantly more than our aircraft carrier example. Perhaps 2-5 kilometers of spacing while burning, and that gives them a significant safety margin. Cap ships can cover their own length in seconds- these ships would already be in the battlespace, and in the way of any ambitious pirates.

When ships enter pursuit mode, the ships have more like 200-300 meters of spacing, certainly a close enough formation to cover each other. Since pursuit actions mean that the running fleet has been caught- these battles normally involve the combat ships turning around and trying to punch the attackers hard enough in the nose to let the logistics ships retreat. The formation that they enter the battlespace in is the formation they were running in- no time to slow down and close the formation up, meaning that this spacing is more likely.

The idea of logistics ships sitting undefended because the fleet was in a line formation in space is laughable.

Fleets are most often detected a good portion of a day out, and it can easily be told if the fleets are coming at you or not. There are hours for the defending fleet to close up or intercept. These fleets are also detected in the stellar scale- When spotted, even single ships will be most likely a good portion of a light-minute away, allowing ships spaced only kilometers away to close up.

A frigate under sustained burn runs at the same speed as a destroyer (with abilities), 2 above a cruiser, 4 above a capital. It's faster. It also has to close a distance multiple factors larger. It won't get there.

Your best bet of pulling off an actual ambush is to wait for the fleet to get busy engaging someone else, then stabbing the logistics. If said second fleet is unavailable, the best conceivable way would be dashing out from some form of concealment, most likely just plain trickery, and defeating part of the enemy escort in detail, subsequently ramming as many missiles and fast frigates down the gap as you can. This could be pulled off by large numbers of missile frigates- the frigate's purpose is to be a strike weapon. The most logical role for a light and fast ship in a large fleet action is to screen for larger vessels with staying power and take opportunistic kills with missile weapons- interdiction and harassment. This can be seen in modern doctrine- we favor strike ships with powerful weapons, and when we build larger ships, (air carriers) they tend to be an extension of that doctrine, simply projecting more of that strike capability further.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 10:38:22 AM
Thats the point. And this is how pirates and such are supposed to make a living without getting themselves the famous zombie battlefleets. And, more importantly, it makes room for the player's suspension of disbelieve. Because you dont have to ask yourself: "Why the heck am I farming merchants with my armada when I can glass the entire Sector several times over and nobody can do absolutely nothing about it?"

Ambushing has nothing to do with glassing the sector. Pirates run around with large fleets of mercs and slap small trade fleets.

Why is everyone ambushing me even though my defensive screen is 120 destroyers arrayed in a large circular wall around my ships, with cruiser blobs spaced in the middle? Why are my transports running so far behind my main fleet? Why does my entire main fleet get to sit in their own little death blob while the transports fight the pirates? By that logic, each ship in a battle should arrive every few minutes because the warships have to stick to a ridiculous spacing scheme. Actually, if the logistics ships can sit in a blob together, why cant the warships? Is it a caste system? Why does my fleet even exist if they cant fight any pirates? Why am I fighting off pirate ambushes even though I can glass the whole sector?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 11:16:53 AM
One actually can go behind a larger fleet. Its not a theory, its a fact. You can run the game and check it for yourself.

(https://i.imgur.com/NO1vAa5.jpg)

Geometry has nothing to do with that. Problem of the larger fleet is called inertia. Coupled with lack of power it creates a situation when fleet is unable to turn at a rate required to cope with the smaller fleet maneuver while keeping itself as a single formation. It creates an opportunity for the smaller fleet to pick any place and vector for the attack.

While on travel drives the whole combat map is not enough to notice the change of course for any degree. For such a small scale ship is treated as incapable to maneuver. This is why they have to turn the travel drive off to enter combat.

Early warning is not even a factor here. Detected fleet can choose to change its course at any time. Specifically at the closest range when large fleet is fully commited to whatever defensive maneuver it chose previuosly. This is why, any attempt of the larger fleet to rotate in any direction will make things even worse since it will have to fight its own inertia to rotate in the opposite direction. By turning it just presents a better opportunity for the attacker. The larger the difference in sizes the worse things are for the larger fleet. There is no solution here apart from the defensive sphere formation.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 11:23:25 AM
Thats the point. And this is how pirates and such are supposed to make a living without getting themselves the famous zombie battlefleets. And, more importantly, it makes room for the player's suspension of disbelieve. Because you dont have to ask yourself: "Why the heck am I farming merchants with my armada when I can glass the entire Sector several times over and nobody can do absolutely nothing about it?"

Ambushing has nothing to do with glassing the sector. Pirates run around with large fleets of mercs and slap small trade fleets.

Why is everyone ambushing me even though my defensive screen is 120 destroyers arrayed in a large circular wall around my ships, with cruiser blobs spaced in the middle? Why are my transports running so far behind my main fleet? Why does my entire main fleet get to sit in their own little death blob while the transports fight the pirates? By that logic, each ship in a battle should arrive every few minutes because the warships have to stick to a ridiculous spacing scheme. Actually, if the logistics ships can sit in a blob together, why cant the warships? Is it a caste system? Why does my fleet even exist if they cant fight any pirates? Why am I fighting off pirate ambushes even though I can glass the whole sector?

Pirates are raiding capital worlds of the major factions. You can do that too in about... I dont know... an hour of gameplay.

Sorry, you cant have 120 ships in vanilla and the mooded game is not the subject of discussion here.

Ambush logic can not be applied to fleets with close maneuverability. This is why they can choose their positioning and formation before battle.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 11:29:24 AM

Pirates are raiding capital worlds of the major factions. You can do that too in about... I dont know... an hour of gameplay.

Sorry, you cant have 120 ships in vanilla and the mooded game is not the subject of discussion here.

Ambush logic can not be applied to fleets with close maneuverability. This is why they can choose their positioning and formation before battle.

Point through exaggeration. You're evading the main point.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 11:38:11 AM

Pirates are raiding capital worlds of the major factions. You can do that too in about... I dont know... an hour of gameplay.

Sorry, you cant have 120 ships in vanilla and the mooded game is not the subject of discussion here.

Ambush logic can not be applied to fleets with close maneuverability. This is why they can choose their positioning and formation before battle.

Point through exaggeration. You're evading the main point.

There is no exaggeration. And no point to evade.
Title: Re: Ambush Bickering
Post by: Goumindong on February 13, 2020, 12:19:34 PM
I agree with Side. I do not understand how your construction works with any sort of verisimilitude.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 12:23:07 PM
What part of this:

https://fractalsoftworks.com/forum/index.php?topic=17886.msg281581#msg281581

You cant understand?

All of that? When its a simple denial. And have nothing to do with understanding.

Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 12:40:18 PM
One actually can go behind a larger fleet. Its not a theory, its a fact. You can run the game and check it for yourself.

(https://i.imgur.com/NO1vAa5.jpg)

Geometry has nothing to do with that. Problem of the larger fleet is called inertia. Coupled with lack of power it creates a situation when fleet is unable to turn at a rate required to cope with the smaller fleet maneuver while keeping itself as a single formation. It creates an opportunity for the smaller fleet to pick any place and vector for the attack.

While on travel drives the whole combat map is not enough to notice the change of course for any degree. For such a small scale ship is treated as incapable to maneuver. This is why they have to turn the travel drive off to enter combat.

Early warning is not even a factor here. Detected fleet can choose to change its course at any time. Specifically at the closest range when large fleet is fully commited to whatever defensive maneuver it chose previuosly. This is why, any attempt of the larger fleet to rotate in any direction will make things even worse since it will have to fight its own inertia to rotate in the opposite direction. By turning it just presents a better opportunity for the attacker. The larger the difference in sizes the worse things are for the larger fleet. There is no solution here apart from the defensive sphere formation.

Going behind a fleet is NOT the same as hitting the logistics ships. There is nothing stopping a fleet from putting ships behind the logistics vessels.

I spent most of that essay explaining exactly why going to the back of a fleet is not the same as ambushing them.

You don't seem to have an understanding of orbital mechanics. Newton's laws dictate that if a fleet of frigates decides to go speeding in, every second spent accelerating in the direction of the target means another second the attacker has to burn to change direction.

The defending fleet's velocity is relative to the attackers, There is no momentum change to face a new attack direction, simply have the vessels you want in the back accelerate (or stop accelerating) in the direction they want to go. Suddenly, they're in the back. I could make a video to show you exactly how that works.

Compare the speed of a frigate to the speed of a destroyer. In sustained burn, exactly the same. That already negates your little dodge idea, not that it would work.

There is no "sidestep" in space. Once the frigates have chosen a course and set themselves to it, they cannot just zip around an intercepting force. They must commit or build so much sideways velocity dodging around that they will have to set up another attack run. Even if they have the acceleration to do so, the intercepting fleet will be able to see the maneuver as it occurs, and dodge backwards, closer to the fleet and thus saving time as they don't need to go as far to resume the block. In this case, your vaunted inertia works against your frigates.

Now, why would a huge battlefleet even intercept? They have the ships to just keep going where their going and take the "ambushers" on the rearguard. Those exist. They put ships behind the aircraft carriers as well. Since that rearguard is most likely that captial ship's cruiser and destroyer escort, the ambushers would get smashed, because they have to engage in a stern chase, slowly closing ground, while the rearguard could just stop accelerating and metaphorically "hit the brakes" to end up in range. Flanking vessels could slow their acceleration a bit and fall into formation to spread out the guard and resume covering the rear.

Besides which, there is nothing stopping the defenders from making a wall in space. The frigates would have to overshoot or dodge around, then spend a ridiculous amount of time building up velocity to return to turn around and come to attack speed.

Newton is mean. He doesn't let your movie tactics work.

Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 12:48:20 PM
The logistics ships are while different in purpose, pretty much the same as our aircraft carrier in this photo. Big, important, lumbering target that is important.
<img src="https://upload.wikimedia.org/wikipedia/commons/3/33/Abraham-Lincoln-battlegroup.jpg" alt="Image result for carrier group"/>

Note how many ships are behind the damn thing, and note how the fields of fire are clear for an attack from any flank. If you complain about the logistics ships in the back, they aren't going to come under close attack and under any kind of missile assault they are close enough for CWIS to cover for them while they close up the formation. The same goes for our starsector ships, the fleets arent gonna leave them thousands of kilometers behind. An enemy coming from behind? slow the escorts down and the cargo will catch up, the fleet itself keeps all of it's inertia toward it's target, but becomes a much more difficult target. Need to move the ships back up again? Flank speed, or slow the rest of the fleet down.

Forgot to add this, but the summary is that inertia doesnt matter a damn unless your fleet has to go somewhere. Otherwise you are free to play with your formation- ambushers have to fight inertia- defenders can just rearrange by cutting acceleration for a moment.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 12:55:14 PM
What part of this:

https://fractalsoftworks.com/forum/index.php?topic=17886.msg281581#msg281581

You cant understand?

All of that? When its a simple denial. And have nothing to do with understanding.

There. I understood what you were trying to say, I also understood the physics behind it. There are classes on this thing, and people take them.


There is no exaggeration. And no point to evade.

The point would be exactly the same if I said I had 30 ships in the formation. It's a metaphor for a bunch of the rage that will probably occur when you realize that the scrappy pirate crew you saw across the system still managed to sneak in between your death blob's escorts. It'll be even stupider if the game is modded.
Title: Re: Ambush Bickering
Post by: Goumindong on February 13, 2020, 03:12:18 PM
What part of this:

https://fractalsoftworks.com/forum/index.php?topic=17886.msg281581#msg281581

You cant understand?

All of that? When its a simple denial. And have nothing to do with understanding.

Yes. All of that. Cruisers are usually faster and more maneuverable than logistics ships and so can easily intercept a fleet in their rear. Battleships that are flying behind logistics ships are already between logistics ships and the ambusher and so can easily intercept fleets in their rear. If not because they're already there but because the logistics ships can maneuver to keep the battleships between them and the enemy force.

When fleets meet what happens is that the combat ships fly forward and the logistics ships stay behind. So if you wanted to ambush a fleet such that their logistics ships were at risk one of the forces would have to fly forward their combat ships into nothing while you attacked their logistics. As a result of this it lacks verisimilitude.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 13, 2020, 03:33:20 PM
I know I'm repeating myself but this whole "ambush" mechanic completely discourages the use of frigates. For each logistics ship you'll need some frigates to protect them. This effectively reduces frigates into a logistics vessel too since again.. if you lose them in a normal battle your transport ships become completely vulnerable to any "ambush" by whatever crappy fleet flying around.
Title: Re: Ambush Bickering
Post by: Nick XR on February 13, 2020, 04:59:14 PM
I know I'm repeating myself but this whole "ambush" mechanic completely discourages the use of frigates. For each logistics ship you'll need some frigates to protect them. This effectively reduces frigates into a logistics vessel too since again.. if you lose them in a normal battle your transport ships become completely vulnerable to any "ambush" by whatever crappy fleet flying around.

Serious question, do you use frigates outside of the early game?  I find they get BBQ'ed often enough once I start taking on cruisers that I only keep them for pursuit scenarios.  I like the idea that frigates might have some use to me other than used by my second in command to chase retreating tankers.
Title: Re: Ambush Bickering
Post by: Goumindong on February 13, 2020, 05:41:34 PM
I do yes. Both for chasing retreating fleets and to support the main fleets. Though i tend to go away from the lower value frigates and hold to things like minotors, omens, and tempests for non-chase work.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 06:28:45 PM
I do yes. Both for chasing retreating fleets and to support the main fleets. Though i tend to go away from the lower value frigates and hold to things like minotors, omens, and tempests for non-chase work.

Yup- Frigates are great for interdiction, shove some salamanders on and or use them as cheap missile boats. The good frigates I use as fast attack and suppression.

Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 07:12:26 PM
Spoiler
One actually can go behind a larger fleet. Its not a theory, its a fact. You can run the game and check it for yourself.

(https://i.imgur.com/NO1vAa5.jpg)

Geometry has nothing to do with that. Problem of the larger fleet is called inertia. Coupled with lack of power it creates a situation when fleet is unable to turn at a rate required to cope with the smaller fleet maneuver while keeping itself as a single formation. It creates an opportunity for the smaller fleet to pick any place and vector for the attack.

While on travel drives the whole combat map is not enough to notice the change of course for any degree. For such a small scale ship is treated as incapable to maneuver. This is why they have to turn the travel drive off to enter combat.

Early warning is not even a factor here. Detected fleet can choose to change its course at any time. Specifically at the closest range when large fleet is fully commited to whatever defensive maneuver it chose previuosly. This is why, any attempt of the larger fleet to rotate in any direction will make things even worse since it will have to fight its own inertia to rotate in the opposite direction. By turning it just presents a better opportunity for the attacker. The larger the difference in sizes the worse things are for the larger fleet. There is no solution here apart from the defensive sphere formation.

Going behind a fleet is NOT the same as hitting the logistics ships. There is nothing stopping a fleet from putting ships behind the logistics vessels.

I spent most of that essay explaining exactly why going to the back of a fleet is not the same as ambushing them.

You don't seem to have an understanding of orbital mechanics. Newton's laws dictate that if a fleet of frigates decides to go speeding in, every second spent accelerating in the direction of the target means another second the attacker has to burn to change direction.

The defending fleet's velocity is relative to the attackers, There is no momentum change to face a new attack direction, simply have the vessels you want in the back accelerate (or stop accelerating) in the direction they want to go. Suddenly, they're in the back. I could make a video to show you exactly how that works.

Compare the speed of a frigate to the speed of a destroyer. In sustained burn, exactly the same. That already negates your little dodge idea, not that it would work.

There is no "sidestep" in space. Once the frigates have chosen a course and set themselves to it, they cannot just zip around an intercepting force. They must commit or build so much sideways velocity dodging around that they will have to set up another attack run. Even if they have the acceleration to do so, the intercepting fleet will be able to see the maneuver as it occurs, and dodge backwards, closer to the fleet and thus saving time as they don't need to go as far to resume the block. In this case, your vaunted inertia works against your frigates.

Now, why would a huge battlefleet even intercept? They have the ships to just keep going where their going and take the "ambushers" on the rearguard. Those exist. They put ships behind the aircraft carriers as well. Since that rearguard is most likely that captial ship's cruiser and destroyer escort, the ambushers would get smashed, because they have to engage in a stern chase, slowly closing ground, while the rearguard could just stop accelerating and metaphorically "hit the brakes" to end up in range. Flanking vessels could slow their acceleration a bit and fall into formation to spread out the guard and resume covering the rear.

Besides which, there is nothing stopping the defenders from making a wall in space. The frigates would have to overshoot or dodge around, then spend a ridiculous amount of time building up velocity to return to turn around and come to attack speed.

Newton is mean. He doesn't let your movie tactics work.
[close]

Earlier you stated that and I quote:

One cannot simply go around a defending fleet with fast ships due to the geometry (the defender only has to travel a short distance to intercept the attacker, while the attacker has to pick a direction and close)

I have provided the proof that it is not the case and the opposite is true.

Do you revoke your argument or not?

If you insist that:

and the simple fact that one can intertwine logistics ships with combat ships- think "vulnerable" aircraft carriers sitting in a single formation with their escorts- a patrol boat cannot simply go around the destroyers.

Is the important part of the aforementioned argument when in addition I have to mention that the said fact do not exist because player is unable to change the travelling formation to the specific order.

Unless you are willing to consider how this affects you line of argumentation I'm unwilling to go along it any deeper.
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 13, 2020, 07:16:20 PM
I know I'm repeating myself but this whole "ambush" mechanic completely discourages the use of frigates. For each logistics ship you'll need some frigates to protect them. This effectively reduces frigates into a logistics vessel too since again.. if you lose them in a normal battle your transport ships become completely vulnerable to any "ambush" by whatever crappy fleet flying around.

Serious question, do you use frigates outside of the early game?  I find they get BBQ'ed often enough once I start taking on cruisers that I only keep them for pursuit scenarios.  I like the idea that frigates might have some use to me other than used by my second in command to chase retreating tankers.
Yes I do (although not in my current save since I'm still recovering from a chaotic pirate start and I'm using my salvaged capitals as a crutch until I get my colonies running and new fleet built) Monitors are an excellent distraction I which I send on the flanks and set on Search and Destroy, I also use them as a PD boat for some larger ships, escorts for carriers, escort for quick destroyers on the flanks if they have a phase skimmer and I also like to personally fly frigates as they make me feel much more nimble than a sluggish capital or cruiser.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 07:30:49 PM
What part of this:

https://fractalsoftworks.com/forum/index.php?topic=17886.msg281581#msg281581

You cant understand?

All of that? When its a simple denial. And have nothing to do with understanding.

There. I understood what you were trying to say, I also understood the physics behind it. There are classes on this thing, and people take them.


There is no exaggeration. And no point to evade.

The point would be exactly the same if I said I had 30 ships in the formation. It's a metaphor for a bunch of the rage that will probably occur when you realize that the scrappy pirate crew you saw across the system still managed to sneak in between your death blob's escorts. It'll be even stupider if the game is modded.

120 destroyers is a false assumption. You are telling me that you need impossible number of ships to achieve something. Making it impossible in general.

Rage will be result of the wrong decision to escort the transports without frigates. Thats all. Typical destroyers do not have infinite weapons range or fast enough to catch the frigates. Do you want to make an accent on the borderline cases (the most advanced hi-tech destroyer against worst d-moded frigate)?
Title: Re: Ambush Bickering
Post by: Goumindong on February 13, 2020, 07:38:07 PM
I have provided the proof that it is not the case and the opposite is true.

Do you revoke your argument or not?
I do revoke. You have provided no proof of anything.

Quote
Is the important part of the aforementioned argument when in addition I have to mention that the said fact do not exist because player is unable to change the travelling formation to the specific order.

What? Can you rephrase because this is almost gibberish. I am having trouble following you.

There is no “order” or “traveling formation” to change it to. These things do not exist. Edit: as a result there is also nothing to exploit
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 08:08:23 PM
What part of this:

https://fractalsoftworks.com/forum/index.php?topic=17886.msg281581#msg281581

You cant understand?

All of that? When its a simple denial. And have nothing to do with understanding.

Yes. All of that. Cruisers are usually faster and more maneuverable than logistics ships and so can easily intercept a fleet in their rear. Battleships that are flying behind logistics ships are already between logistics ships and the ambusher and so can easily intercept fleets in their rear. If not because they're already there but because the logistics ships can maneuver to keep the battleships between them and the enemy force.

When fleets meet what happens is that the combat ships fly forward and the logistics ships stay behind. So if you wanted to ambush a fleet such that their logistics ships were at risk one of the forces would have to fly forward their combat ships into nothing while you attacked their logistics. As a result of this it lacks verisimilitude.

Cruiser or any other ships cant leave the bubble or maneuver freely inside it. While other fleet actually have the freedom of maneuver. If you would be able to detach ships from your fleet this whole topic wouldnt exist in the first place. It is all about finding ways around this fundamental in-game restriction.

If you are in search of verisimilitude when why wouldnt you just look into actual naval practice? 2nd and 3rd Pacific Squadrons of Imperial Russian Navy once attempted to break through Tsushima strait with its transport ships coming along. They did exactly as you have proposed. Put the battleships towards japanese ones and kept cruiser division outside the line of battle to intercept any attempts to get to the transports. It didnt go well. And I have already explained why it works that way.

See, you have to invent the third reality (not the game and not the real life) for your visions to be true.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 08:17:51 PM
I have provided the proof that it is not the case and the opposite is true.

Do you revoke your argument or not?
I do revoke. You have provided no proof of anything.

Quote
Is the important part of the aforementioned argument when in addition I have to mention that the said fact do not exist because player is unable to change the travelling formation to the specific order.

What? Can you rephrase because this is almost gibberish. I am having trouble following you.

There is no “order” or “traveling formation” to change it to. These things do not exist. Edit: as a result there is also nothing to exploit

I have provided the proof that one can simply go around a defending fleet with fast ships.

One cant intertwine logistics ships with combat ships. As you said it yourself: "there is no “order” or “traveling formation” to change it to". This is it. Do logistics ships and combat ships intertwine or not is not up to the player to decide. And this is the fact that can be exploited.
Title: Re: Ambush Bickering
Post by: Goumindong on February 13, 2020, 08:40:28 PM
You have not? I am not sure what you think that image you linked shows but it does not show a fleet of frigates with the enemy logistics between it and the enemy battleships.

Do you see how the lack of a “fleet order” means that logistics ships cant be “last”?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 08:49:29 PM
You have not? I am not sure what you think that image you linked shows but it does not show a fleet of frigates with the enemy logistics between it and the enemy battleships.

Do you see how the lack of a “fleet order” means that logistics ships cant be “last”?

That image shows that fast ships can simply go around a defending fleet. Before that it was stated that they can not.

Not the "last" but "vulnerable to attack from outside".
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 13, 2020, 09:16:38 PM
So looking at that image you shared Lucky33, you think that you can explain the ambush mechanic by simply catching a fleet on the opposite direction of which they are facing, yet you fail to see that the warships are alternating between the front and the back of the bubble, meaning that you can't catch the logistics without encountering the other warships (if they even existed in that fleet you have shown. Good job you didn't even give a good example).

Anyways that whole argument about trying to explain how the ambush even happens is pointless and I feel that you're using it to deviate from the real issue here :

This whole mechanic is superfluous at best, detrimental at worst. It turns frigates into an obligation otherwise the player gets punished hard for daring to not use any of them by destroying all of his cargo and fuel ships. None of the AI fleets except for traders or merchant convoys require these logistic vessels to function, yet they are vital for the player. Infact bounties don't even use cargo ships.
And besides there is no worthwhile rewards from ambushing a fleet except for convoys (but those aren't dedicated combat fleets) they don't carry valuable commodities, the only reward a player gets from destroying such fleets is the supplies, fuel and salvaged ships and most of these rewards come from the main force, not what little logistic vessels they have.
And finally it discourages the player from using frigates in any normal battle since he won't be able to afford losing them as it leaves him vulnerable to ambushes.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 09:26:22 PM
You have not? I am not sure what you think that image you linked shows but it does not show a fleet of frigates with the enemy logistics between it and the enemy battleships.

Do you see how the lack of a “fleet order” means that logistics ships cant be “last”?

That image shows that fast ships can simply go around a defending fleet. Before that it was stated that they can not.

Not the "last" but "vulnerable to attack from outside".

They can go around. In your image, you were facing off with a duo of cruisers in the rear line. You legit went around and hit a cruiser formation.
This is "flanking the fleet" to you. You have gone behind the fleet only to run into the rear guard. Your ambush strikes, hard and fast, only to break against the rock that is two cruisers.

You made no such flank, that picture is a brilliant example of covering your own logistics- You want to pull from the game? If I was commanding that fleet, I could click on your fleet and turn around, since any smart commander will have noticed your lurking sensor blip on their scopes, even if your flanking fleet was frigates.

Your argument that I cannot affect my own fleet layout is valid but irrelevant. While I cannot directly affect my own fleet posture, all one has to do is look at the fleet in the campaign screen and notice that they have, all of their own volition, formed a mutually defensive sphere. All of my tactics and maneuver explanation was simply to tell you how easily a fleet could enter the standard engagement instead of your "ambush".

In your First World War example, the cruisers didn't have the detection range available our fleets. At the same time, what they fought would be described as a standard pursuit battle in starsector. None of that Cruisers running to save the logistics ***. The fleet was arrayed properly and struck in a nighttime assault impossible in space, by 58 vessels, 21 of them destroyers. They faced off against the Russian battleships escorted by cruisers. There was no scramble to get to the logistics ships. There was no fast gun battle- the attackers pretty much shoved torpedoes at the Russians until they ran away.

Besides, if you wanted to use that as an example, i'd like to point out your fanciful thinking. You sir, are now skipping over the facts from real life battles not even in remotely the same circumstances. The Russians had no detection or targeting, something Starsector fleets would have had in abundance. Hell, the Japanese only got hits because the Russians were trying to use spotlights to find the small craft. In daylight circumstances, your example battle would have gone much differently. Ships of the line of the day were meant to close in and blast with fast-firing secondaries, also effective against small craft. With daylight facilitating proper communications and  maneuvering options, the Russians should have been able to give the Japanese a hell of a time. 
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 09:39:58 PM
So looking at that image you shared Lucky33, you think that you can explain the ambush mechanic by simply catching a fleet on the opposite direction of which they are facing, yet you fail to see that the warships are alternating between the front and the back of the bubble, meaning that you can't catch the logistics without encountering the other warships (if they even existed in that fleet you have shown. Good job you didn't even give a good example).

Anyways that whole argument about trying to explain how the ambush even happens is pointless and I feel that you're using it to deviate from the real issue here :

This whole mechanic is superfluous at best, detrimental at worst. It turns frigates into an obligation otherwise the player gets punished hard for daring to not use any of them by destroying all of his cargo and fuel ships. None of the AI fleets except for traders or merchant convoys require these logistic vessels to function, yet they are vital for the player. Infact bounties don't even use cargo ships.
And besides there is no worthwhile rewards from ambushing a fleet except for convoys (but those aren't dedicated combat fleets) they don't carry valuable commodities, the only reward a player gets from destroying such fleets is the supplies, fuel and salvaged ships and most of these rewards come from the main force, not what little logistic vessels they have.
And finally it discourages the player from using frigates in any normal battle since he won't be able to afford losing them as it leaves him vulnerable to ambushes.

That image serves a single purpose. To prove that it is possible for the fast ships to go around a defending fleet.

This whole mechanics rises the risks for the players who ignore the threat of the small fleets. There is no direct punishment involved. Only the possibilities. You may or may not meet the ambush. You may or may not lose your logistics ships. You may or may not suffer from the resulting lack of fuel or supplies. For some unknown reason you stipulate these as a guaranteed outcomes. Why do you need that?


You have not? I am not sure what you think that image you linked shows but it does not show a fleet of frigates with the enemy logistics between it and the enemy battleships.

Do you see how the lack of a “fleet order” means that logistics ships cant be “last”?

That image shows that fast ships can simply go around a defending fleet. Before that it was stated that they can not.

Not the "last" but "vulnerable to attack from outside".

They can go around. In your image, you were facing off with a duo of cruisers in the rear line. You legit went around and hit a cruiser formation.
This is "flanking the fleet" to you. You have gone behind the fleet only to run into the rear guard. Your ambush strikes, hard and fast, only to break against the rock that is two cruisers.

You made no such flank, that picture is a brilliant example of covering your own logistics- You want to pull from the game? If I was commanding that fleet, I could click on your fleet and turn around, since any smart commander will have noticed your lurking sensor blip on their scopes, even if your flanking fleet was frigates.

Your argument that I cannot affect my own fleet layout is valid but irrelevant. While I cannot directly affect my own fleet posture, all one has to do is look at the fleet in the campaign screen and notice that they have, all of their own volition, formed a mutually defensive sphere. All of my tactics and maneuver explanation was simply to tell you how easily a fleet could enter the standard engagement instead of your "ambush". 

Good. I didnt bother to face anything but the back of the fleet. Because you stated that it is not possible. If needed I can pick any other direction and force the enemy fleet to randomly shuffle its ships. This all together shows clearly that the attacker is in control of the situation while defender is not. And this is why the attacker can have the ambush option.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 09:43:30 PM
I edited my earlier comment to show why your example from the Battle of Tsushima was irrelevant.

What if I click on the enemy ships? suddenly my battlegroup is bearing down on the enemy. E-Burn? I still stay facing towards them. They cannot get behind me. While in interstellar space, all ships in starsector turn at the same speed.

You can't get behind a player. All they need is to click on you, and viola, they have their battleline on you.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 09:47:05 PM
Good. I didnt bother to face anything but the back of the fleet. Because you stated that it is not possible. If needed I can pick any other direction and force the enemy fleet to randomly shuffle its ships. This all together shows clearly that the attacker is in control of the situation while defender is not. And this is why the attacker can have the ambush option.

I do have control of that situation. I would have you know, that having forced you to back off and change direction, I could start driving on my merry way to the jump point and laugh as your fleet desperately tries to change attack vector whist keeping up. At best, a frigate fleet has 2-4 levels of burn on me. Most of the time they have nothing due to me judiciously using Augmented Burn Drives.

Besides which, you were running into those cruisers as part of a random formation. Coming from any other direction would most likely run into something worse of similar, and since all the ships are bouncing in the formation you can't pick and choose

Any fleet that runs into me, I chose to run into. Disrupted? Screw running, about face. While it's coming off cooldown I can click on your fleet and turn around. If you wish, I will record a clip of that.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 09:57:04 PM
I edited my earlier comment to show why your example from the Battle of Tsushima was irrelevant.

What if I click on the enemy ships? suddenly my battlegroup is bearing down on the enemy. E-Burn? I still stay facing towards them. They cannot get behind me. While in interstellar space, all ships in starsector turn at the same speed.

You can't get behind a player. All they need is to click on you, and viola, they have their battleline on you.

You clearly dont even know what Battle of Tsushima is.

That fleet in the picture did have all the options without any real downsides. Like me luring it into the nebula or into the Remnant patrol. Or both. And I dont need to get behind a player since there is no multiplayer in the game.

Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 10:05:37 PM
I edited my earlier comment to show why your example from the Battle of Tsushima was irrelevant.

What if I click on the enemy ships? suddenly my battlegroup is bearing down on the enemy. E-Burn? I still stay facing towards them. They cannot get behind me. While in interstellar space, all ships in starsector turn at the same speed.

You can't get behind a player. All they need is to click on you, and viola, they have their battleline on you.

You clearly dont even know what Battle of Tsushima is.

That fleet in the picture did have all the options without any real downsides. Like me luring it into the nebula or into the Remnant patrol. Or both. And I dont need to get behind a player since there is no multiplayer in the game.
And therin we see the issue with your ambush mechanic. There arent any real downsides. Besides which, the logic is, any competent commander, (ie an ai that know whats it's doing) will turn and fight rather than let you into whatever line you've hit.
You seem to want this feature so you can abuse the AI with it.

The battle of Tsushima, Admiral Togo v. Rozhestvensky?
27 May 1905?
the "dying echo of an old era"?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 13, 2020, 10:25:00 PM
I edited my earlier comment to show why your example from the Battle of Tsushima was irrelevant.

What if I click on the enemy ships? suddenly my battlegroup is bearing down on the enemy. E-Burn? I still stay facing towards them. They cannot get behind me. While in interstellar space, all ships in starsector turn at the same speed.

You can't get behind a player. All they need is to click on you, and viola, they have their battleline on you.

You clearly dont even know what Battle of Tsushima is.

That fleet in the picture did have all the options without any real downsides. Like me luring it into the nebula or into the Remnant patrol. Or both. And I dont need to get behind a player since there is no multiplayer in the game.
And therin we see the issue with your ambush mechanic. There arent any real downsides. Besides which, the logic is, any competent commander, (ie an ai that know whats it's doing) will turn and fight rather than let you into whatever line you've hit.
You seem to want this feature so you can abuse the AI with it.

The battle of Tsushima, Admiral Togo v. Rozhestvensky?
27 May 1905?
the "dying echo of an old era"?

There are real downsides. Because you are on the clock. It is not that the rest of the fleet is cut off for the whole battle. Its only delayed according to ship's speed.

Yes. 1905. Not the "First World War example" when both sides (Russia and Japan) were allied and it was 1914-1918. And none of the:

"the cruisers didn't have the detection range available our fleets. At the same time, what they fought would be described as a standard pursuit battle in starsector. None of that Cruisers running to save the logistics ***. The fleet was arrayed properly and struck in a nighttime assault impossible in space, by 58 vessels, 21 of them destroyers. They faced off against the Russian battleships escorted by cruisers. There was no scramble to get to the logistics ships. There was no fast gun battle- the attackers pretty much shoved torpedoes at the Russians until they ran away."

Has anything to do with the battle in question. Actually, I have no idea that you are describing. I mean I've read all the post-battle reports from both sides but there is nothing of this in them.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 13, 2020, 10:46:34 PM
I edited my earlier comment to show why your example from the Battle of Tsushima was irrelevant.

What if I click on the enemy ships? suddenly my battlegroup is bearing down on the enemy. E-Burn? I still stay facing towards them. They cannot get behind me. While in interstellar space, all ships in starsector turn at the same speed.

You can't get behind a player. All they need is to click on you, and viola, they have their battleline on you.

You clearly dont even know what Battle of Tsushima is.

That fleet in the picture did have all the options without any real downsides. Like me luring it into the nebula or into the Remnant patrol. Or both. And I dont need to get behind a player since there is no multiplayer in the game.
And therin we see the issue with your ambush mechanic. There arent any real downsides. Besides which, the logic is, any competent commander, (ie an ai that know whats it's doing) will turn and fight rather than let you into whatever line you've hit.
You seem to want this feature so you can abuse the AI with it.

The battle of Tsushima, Admiral Togo v. Rozhestvensky?
27 May 1905?
the "dying echo of an old era"?

There are real downsides. Because you are on the clock. It is not that the rest of the fleet is cut off for the whole battle. Its only delayed according to ship's speed.

Yes. 1905. Not the "First World War example" when both sides (Russia and Japan) were allied and it was 1914-1918. And none of the:

"the cruisers didn't have the detection range available our fleets. At the same time, what they fought would be described as a standard pursuit battle in starsector. None of that Cruisers running to save the logistics ***. The fleet was arrayed properly and struck in a nighttime assault impossible in space, by 58 vessels, 21 of them destroyers. They faced off against the Russian battleships escorted by cruisers. There was no scramble to get to the logistics ships. There was no fast gun battle- the attackers pretty much shoved torpedoes at the Russians until they ran away."

Has anything to do with the battle in question. Actually, I have no idea that you are describing. I mean I've read all the post-battle reports from both sides but there is nothing of this in them.

Ah. WW1 era tech plateau was what i was mentioning. Doesn't really change anything about fleet doctrine, tactics, detection radii, etc. Really just smaller ships with smaller guns. My bad, really meant to say technology level.
Give me your documents.
https://nationalinterest.org/blog/the-buzz/battle-tsushima-when-japan-russias-most-fearsome-battleships-20896
https://www.mhistory.net/battle-of-tsushima-the-birth-of-japans-naval-power/
https://en.wikipedia.org/wiki/Battle_of_Tsushima
https://www.britannica.com/event/Battle-of-Tsushima
+general lectures and ***.

Title: Re: Ambush Bickering
Post by: Goumindong on February 13, 2020, 11:19:57 PM
You have not? I am not sure what you think that image you linked shows but it does not show a fleet of frigates with the enemy logistics between it and the enemy battleships.

Do you see how the lack of a “fleet order” means that logistics ships cant be “last”?

That image shows that fast ships can simply go around a defending fleet. Before that it was stated that they can not.

Not the "last" but "vulnerable to attack from outside".

No it doesn't. It shows you attacking cruisers and battleships... If you "go around to not hit cruisers and battleships" but hit cruisers and battleships it stands to reason that you did not.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 14, 2020, 03:11:33 AM
I edited my earlier comment to show why your example from the Battle of Tsushima was irrelevant.

What if I click on the enemy ships? suddenly my battlegroup is bearing down on the enemy. E-Burn? I still stay facing towards them. They cannot get behind me. While in interstellar space, all ships in starsector turn at the same speed.

You can't get behind a player. All they need is to click on you, and viola, they have their battleline on you.

You clearly dont even know what Battle of Tsushima is.

That fleet in the picture did have all the options without any real downsides. Like me luring it into the nebula or into the Remnant patrol. Or both. And I dont need to get behind a player since there is no multiplayer in the game.
And therin we see the issue with your ambush mechanic. There arent any real downsides. Besides which, the logic is, any competent commander, (ie an ai that know whats it's doing) will turn and fight rather than let you into whatever line you've hit.
You seem to want this feature so you can abuse the AI with it.

The battle of Tsushima, Admiral Togo v. Rozhestvensky?
27 May 1905?
the "dying echo of an old era"?

There are real downsides. Because you are on the clock. It is not that the rest of the fleet is cut off for the whole battle. Its only delayed according to ship's speed.

Yes. 1905. Not the "First World War example" when both sides (Russia and Japan) were allied and it was 1914-1918. And none of the:

"the cruisers didn't have the detection range available our fleets. At the same time, what they fought would be described as a standard pursuit battle in starsector. None of that Cruisers running to save the logistics ***. The fleet was arrayed properly and struck in a nighttime assault impossible in space, by 58 vessels, 21 of them destroyers. They faced off against the Russian battleships escorted by cruisers. There was no scramble to get to the logistics ships. There was no fast gun battle- the attackers pretty much shoved torpedoes at the Russians until they ran away."

Has anything to do with the battle in question. Actually, I have no idea that you are describing. I mean I've read all the post-battle reports from both sides but there is nothing of this in them.

Ah. WW1 era tech plateau was what i was mentioning. Doesn't really change anything about fleet doctrine, tactics, detection radii, etc. Really just smaller ships with smaller guns. My bad, really meant to say technology level.
Give me your documents.
https://nationalinterest.org/blog/the-buzz/battle-tsushima-when-japan-russias-most-fearsome-battleships-20896
https://www.mhistory.net/battle-of-tsushima-the-birth-of-japans-naval-power/
https://en.wikipedia.org/wiki/Battle_of_Tsushima
https://www.britannica.com/event/Battle-of-Tsushima
+general lectures and ***.

WWI era is the change from dreadnought line-of-battle fleet to the taskforce one of the WWII. Both have nothing to do with the Russo-Japanese War realities defined by the ironclads struggling to implement basics of the long range gunfire. So neither WW1 era is a tech plateau, nor it is the same thing as previous era in question. Needles to say that all of it has nothing to do with the supposed but completely innacurate description of the Tsushima Battle.

Here you go:

https://dlib.rsl.ru/viewer/01005079693#?page=1 (https://dlib.rsl.ru/viewer/01005079693#?page=1)

https://www.jacar.archives.go.jp/aj/meta/imageen_C05110085200?IS_KEY_S1=C05110085200&IS_KIND=detail&IS_STYLE=eng&IS_TAG_S1=InfoSDU& (https://www.jacar.archives.go.jp/aj/meta/imageen_C05110085200?IS_KEY_S1=C05110085200&IS_KIND=detail&IS_STYLE=eng&IS_TAG_S1=InfoSDU&)

You have not? I am not sure what you think that image you linked shows but it does not show a fleet of frigates with the enemy logistics between it and the enemy battleships.

Do you see how the lack of a “fleet order” means that logistics ships cant be “last”?

That image shows that fast ships can simply go around a defending fleet. Before that it was stated that they can not.

Not the "last" but "vulnerable to attack from outside".

No it doesn't. It shows you attacking cruisers and battleships... If you "go around to not hit cruisers and battleships" but hit cruisers and battleships it stands to reason that you did not.

The question was about fast ships going around a defending fleet. Do you see the fleet of the fast ships in the back of defending fleet or did you not?
Title: Re: Ambush Bickering
Post by: Lucky33 on February 14, 2020, 03:14:20 AM
Also I'd like to suggest to move the whole Tsushima thing to the "Discussions".
Title: Re: Ambush Bickering
Post by: Morbo513 on February 14, 2020, 05:44:25 AM
The question was about fast ships going around a defending fleet. Do you see the fleet of the fast ships in the back of defending fleet or did you not?
Irrelevant and proves nothing. Yes, faster fleets can maneuver around slower fleets. That does nothing to support your assertions that 1: Logistics ships would be in a vulnerable/uncovered position relative to their fleet's combat ships, or 2: that those faster ships could successfuly cut-off or isolate those logistics ships, and in doing so have enough time to accomplish anything before those combat ships could respond.
Further, it does nothing to address the fact that in the time it takes for the faster, attacking fleet to close, the defending/slower fleet can easily reorient its self to face the incoming threat, once again putting those combat ships between the attackers and the defenders' logistics ships.

I fail to see how players could be told "This weaker but faster enemy force has magically outmaneuvered your own; your logistics ships are isolated and under attack" in a way that's either satisfactory and/or allows for any agency on the player's part.
Title: Re: Ambush Bickering
Post by: bobucles on February 14, 2020, 06:39:57 AM
Your position is nowhere near being constructive. I did provide rationale and no, it is nothing that you have quoted. In view of forum policy which prohibits me from repaying your ad hominem in kind I see no room to debate unless you fix the situation by yourself.
Irony is a hell of a drug. 
Sorry Lucky. I looked through your arguments and could not find any meaningful mechanics in it. I can't argue against "do it" and "it just works" because it's all heated opinions. There's no meat to discuss. Mods were wrong to state that this thread is bickering, if anything it's an understatement.  ::)

You can't just look through a history textbook and say "yeah, look at that. I want THAT in my game" because game design doesn't work that way. The history book doesn't define how your game gets played. Players interact with abilities. They weigh bonuses and penalties of doing one thing, and weigh them against the bonuses and penalties of doing something else.  Players respond to those dilemmas with different decisions. Sometimes those decisions line up with the history books. Sometimes they don't. (https://www.youtube.com/watch?v=cxYoiOIGMeg)

I'm sure that across the dozens and dozens of replies there are bits and pieces of an ambush mechanic that add together into a complete picture (for better or worse). But as it currently stands, that picture is a complete mess. Step back for a bit, take a deep breath, and copy/paste them all together into the absolutely definitive and irrefutable "Ambush mechanic: How to win at cavalry battles in space". Pay special attention to the mechanics! That's how players decide if ambushing is good or not. It determines if it's a fun new thing to try, or if it's a boring/annoying chore. Maybe the pieces work on their own, but the complete picture is awful. That can happen too.

To get the ball rolling because I know I'm going to get completely dismissed otherwise, this is what such an argument may look like:
Quote
An ambush allows a force of smaller, faster ships to bring superior forces to bear against lumbering big ships. The current deployment point system does the opposite. Bigger fleets allow more ships to be fielded, and larger ships grant a fleet a larger bonus against the enemy fleet. The trouble concerns how fleets are compared against each other. The total deployment points of both fleets are compared, and whoever has the absolutely larger fleet commands more ships on the battle space.
Solving this problem is easy. Delete the total DP comparison, and replace some kind of speed comparison. Perhaps total burn level? It makes sense that a fleet composed of many small fast ships has a higher level of tactical maneuvers at its disposal, and thus it has superior command of the battle space. The mechanic rewards these fast fleets by granting them more Deployment Points on the field. The larger, slower ships have less command of the battlefield, so they get lower deployment points as a result.

Will this play out the way we want? Maybe not. Most capital ships have burn levels of 7 or 8, while most frigates have burn levels around 9 or 10. The fast ships only have a small absolute numerical advantage over the big ships, a fleet of pure burn 9 ships only has a 30% advantage over an equal number of burn 7 ships. The mechanic would mostly favor having the maximum number of ships, since 30 ships is way better than 10 ships, but wouldn't necessarily favor fleets with a naturally high speed.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 14, 2020, 07:20:55 AM

Further, it does nothing to address the fact that in the time it takes for the faster, attacking fleet to close, the defending/slower fleet can easily reorient its self to face the incoming threat, once again putting those combat ships between the attackers and the defenders' logistics ships.

Geometry!
Title: Re: Ambush Bickering
Post by: Lucky33 on February 14, 2020, 08:37:02 AM
The question was about fast ships going around a defending fleet. Do you see the fleet of the fast ships in the back of defending fleet or did you not?
Irrelevant and proves nothing. Yes, faster fleets can maneuver around slower fleets. That does nothing to support your assertions that 1: Logistics ships would be in a vulnerable/uncovered position relative to their fleet's combat ships, or 2: that those faster ships could successfuly cut-off or isolate those logistics ships, and in doing so have enough time to accomplish anything before those combat ships could respond.
Further, it does nothing to address the fact that in the time it takes for the faster, attacking fleet to close, the defending/slower fleet can easily reorient its self to face the incoming threat, once again putting those combat ships between the attackers and the defenders' logistics ships.

I fail to see how players could be told "This weaker but faster enemy force has magically outmaneuvered your own; your logistics ships are isolated and under attack" in a way that's either satisfactory and/or allows for any agency on the player's part.

To remind you the history of the question. Inability of the fast ships to go around the slow ones was presented to me as a major argument. Before it was disproved it seemed pretty relevant and you didnt say a word against it.

But at least you dont attempt to deny reality. Good.

If you look at how ships in the bubble are moving you will notice that they always look alongside the course while their trajectory being a wavy line so what all ships shuffle their positions with time.

That means the possibility of any logistics ships to found themselves in a position closest to the border of the bubble.

And this is where the fast ships are supposed to attack.

Since they actually can go around the defending fleet, they also fully capable of picking exactly that location.

While defender can do nothing about that because all its ships are stuck on the single course. Ordering one group of ships to change it means detaching them from the main fleet.

And that's impossible. Sad also.
Title: Re: Ambush Bickering
Post by: Morbo513 on February 14, 2020, 09:21:10 AM
If you look at how ships in the bubble are moving you will notice that they always look alongside the course while their trajectory being a wavy line so what all ships shuffle their positions with time.

That means the possibility of any logistics ships to found themselves in a position closest to the border of the bubble.

And this is where the fast ships are supposed to attack.
And by what reason are the other ships within the bubble so far away that they can't simply consolidate once an approaching threat has been detected? If we're using the logic of the fleet as represented by the fleet bubble, why would it then necessarily be all the logistics ships separated from all the main combat ships that the attackers encounter first?


Quote
Since they actually can go around the defending fleet, they also fully capable of picking exactly that location.

While defender can do nothing about that because all its ships are stuck on the single course. Ordering one group of ships to change it means detaching them from the main fleet.

And that's impossible. Sad also.
Ships can travel in any direction regardless of orientation since there's no drag or air resistance to slow them down (except in nebulas, arguably) - heading in the direction of movement is only necessary for acceleration and course changes. Ships can move towards one another, further shortening the distance between any ship(s) even close to being isolated, and "the rest of the fleet" as if they weren't already contiguous.
 The fleet bubbles evidently leave enough room for two fleets travelling in opposite directions to stop or slow down to combat speeds before overshooting one another. Changing the disposition of a fleet's ships towards an incoming force is accomplished within the space/time between the fleets "meeting" (ie getting so close they're forced to take action; committing to the battle or disengaging) and the initiation of combat.

Once both fleets have met, there's nothing stopping the reserve/non-combat ships from simply falling back behind their combat ships once the attackers are committed to a given direction of approach.

Being able to detach (an) element(s) of your fleet is something I've wanted in the game for a long while, and this is where the "cut-off/regroup" battle type would make the most sense - but it'd only be able to be initiated when a fleet is already separated, and the composition of that detachment would be decided by the player/NPC. Otherwise, there's no reasonable way to justify a weaker force successfuly dislodging any given ship or group thereof from the rest of its fleet, without engaging in direct combat.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 14, 2020, 09:58:37 AM
No they cant simply do anything but their shuffle thing. Reason being Travel Drive and its non-existant turning capability noticably only on the astronomical scale. Since all Travel Drives of the fleet are working in the synchro (what makes Tugs possible) there is no distinction between individual ships. They are all similary bad or good.

As far as I'm aware, player is not supposed to directly command several fleets in any foreseeable future.

Title: Re: Ambush Bickering
Post by: Morbo513 on February 14, 2020, 10:07:04 AM
No they cant simply do anything but their shuffle thing. Reason being Travel Drive and its non-existant turning capability noticably only on the astronomical scale. Since all Travel Drives of the fleet are working in the synchro (what makes Tugs possible) there is no distinction between individual ships. They are all similary bad or good.
I think you're right on that as far as the game explains it; even so, what's to stop them "shuffling" towards one another as an enemy fleet approaches? What's to stop them consolidating once they return to combat speed prior to the initiation of combat? How, exactly, does a group of frigates prevent this from happening, and in doing so isolate a group of ships from the main force, to the degree that they're separated by a distance it takes several in-game hours for them to regroup? How is it that a specific classification of ship are the ones isolated, as opposed to any others - despite similar levels of mobility and that those combat ships would be deployed and maneuvered in an effort to specifically to protect those ships and maintain overall cohesion?
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 14, 2020, 10:10:14 AM
The question was about fast ships going around a defending fleet. Do you see the fleet of the fast ships in the back of defending fleet or did you not?
Irrelevant and proves nothing. Yes, faster fleets can maneuver around slower fleets. That does nothing to support your assertions that 1: Logistics ships would be in a vulnerable/uncovered position relative to their fleet's combat ships, or 2: that those faster ships could successfuly cut-off or isolate those logistics ships, and in doing so have enough time to accomplish anything before those combat ships could respond.
Further, it does nothing to address the fact that in the time it takes for the faster, attacking fleet to close, the defending/slower fleet can easily reorient its self to face the incoming threat, once again putting those combat ships between the attackers and the defenders' logistics ships.

I fail to see how players could be told "This weaker but faster enemy force has magically outmaneuvered your own; your logistics ships are isolated and under attack" in a way that's either satisfactory and/or allows for any agency on the player's part.

To remind you the history of the question. Inability of the fast ships to go around the slow ones was presented to me as a major argument. Before it was disproved it seemed pretty relevant and you didnt say a word against it.

But at least you dont attempt to deny reality. Good.

If you look at how ships in the bubble are moving you will notice that they always look alongside the course while their trajectory being a wavy line so what all ships shuffle their positions with time.

That means the possibility of any logistics ships to found themselves in a position closest to the border of the bubble.

And this is where the fast ships are supposed to attack.

Since they actually can go around the defending fleet, they also fully capable of picking exactly that location.

While defender can do nothing about that because all its ships are stuck on the single course. Ordering one group of ships to change it means detaching them from the main fleet.

And that's impossible. Sad also.

You misunderstand my argument.

you CANT make an attack run AND go around the fleet. The fleet is not separated in any way, even under drive since you seem to have dropped the individual drive bubble *** they are now in one fleet, burning in concert. You say turning occurs on the interstellar scale, which makes sense. Thing is, any ambushers can also be detected on the same scale. In between the fact that large fleets will have some pretty nifty sensor power and that in order to strike past the warships in the drive bubble the frigate fleet has to be large and under sustained/E burn, there's more than enough time to consolidate.

(tbh individual drive is still possible, it could be that tugs simply dock themselves to the slower ships and add their drives to those ship's burn speed)

There's also nothing stopping the combat ships from slowing down a little and thus shuffling towards the back. They don't need to fight their own velocity as they aren't maneuvering with a "stationary" object as a point of reference. With velocity relative to a chasing fleet, one could say the enemy fleet is closing in at burn level 2 or 3. All it would take to shuffle would be to slow the warships down a burn level for a couple of seconds, letting the logistics ships speed ahead while keeping the fleet in one piece, then resuming full speed and stabilizing. Once combat was entered the logistics ships could just speed off while the warships in the back fight. IE pursuit but the big fleet is running
 
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 14, 2020, 10:24:28 AM
The question was about fast ships going around a defending fleet. Do you see the fleet of the fast ships in the back of defending fleet or did you not?
Irrelevant and proves nothing. Yes, faster fleets can maneuver around slower fleets. That does nothing to support your assertions that 1: Logistics ships would be in a vulnerable/uncovered position relative to their fleet's combat ships, or 2: that those faster ships could successfuly cut-off or isolate those logistics ships, and in doing so have enough time to accomplish anything before those combat ships could respond.
Further, it does nothing to address the fact that in the time it takes for the faster, attacking fleet to close, the defending/slower fleet can easily reorient its self to face the incoming threat, once again putting those combat ships between the attackers and the defenders' logistics ships.

I fail to see how players could be told "This weaker but faster enemy force has magically outmaneuvered your own; your logistics ships are isolated and under attack" in a way that's either satisfactory and/or allows for any agency on the player's part.

To remind you the history of the question. Inability of the fast ships to go around the slow ones was presented to me as a major argument. Before it was disproved it seemed pretty relevant and you didnt say a word against it.

But at least you dont attempt to deny reality. Good.

If you look at how ships in the bubble are moving you will notice that they always look alongside the course while their trajectory being a wavy line so what all ships shuffle their positions with time.

That means the possibility of any logistics ships to found themselves in a position closest to the border of the bubble.

And this is where the fast ships are supposed to attack.

Since they actually can go around the defending fleet, they also fully capable of picking exactly that location.

While defender can do nothing about that because all its ships are stuck on the single course. Ordering one group of ships to change it means detaching them from the main fleet.

And that's impossible. Sad also.

You misunderstand my argument.

you CANT make an attack run AND go around the fleet. The fleet is not separated in any way, even under drive since you seem to have dropped the individual drive bubble *** they are now in one fleet, burning in concert. You say turning occurs on the interstellar scale, which makes sense. Thing is, any ambushers can also be detected on the same scale. In between the fact that large fleets will have some pretty nifty sensor power and that in order to strike past the warships in the drive bubble the frigate fleet has to be large and under sustained/E burn, there's more than enough time to consolidate.

(tbh individual drive is still possible, it could be that tugs simply dock themselves to the slower ships and add their drives to those ship's burn speed)

There's also nothing stopping the combat ships from slowing down a little and thus shuffling towards the back. They don't need to fight their own velocity as they aren't maneuvering with a "stationary" object as a point of reference. With velocity relative to a chasing fleet, one could say the enemy fleet is closing in at burn level 2 or 3. All it would take to shuffle would be to slow the warships down a burn level for a couple of seconds, letting the logistics ships speed ahead while keeping the fleet in one piece, then resuming full speed and stabilizing. Once combat was entered the logistics ships could just speed off while the warships in the back fight. IE pursuit but the big fleet is running

You seem to be confusing strategic maneuvering with creating an open attack vector. You have strategically maneuvered yourself behind the fleet, sure. You have not created a gap in the escort pattern, as if you made an attack run right then, it wouldn't be a stretch for a cap ship to move the 5 kilometers back while you are burning in, let alone the destroyers and cruisers. You have a 1-2 point burn advantage. Strategic mobility isn't a factor in space combat unless you have strategic level weapons (IE some sort of interstellar cruise missile or very long ranged railguns).
Title: Re: Ambush Bickering
Post by: Cyber Von Cyberus on February 14, 2020, 10:41:06 AM
Honestly this is getting nowhere. Lucky, you keep on bickering and trying to explain how this "ambush" would even happen in the first place and keep on being overly defensive on a useless topic, because let's assume the ambush happens.
Alright, so for bounties it's useless since they don't have any logistic ships, patrols ? Good you got tiny bit of fuel and supplies from destroying what little cargo ships they have but nothing valuable and next time they catch you they'll kick your teeth in since their actual combat force is untouched. The only fleets that this mechanic would be good against is trading convoys, but those are already lightly defended so it's simply serves as a method to exploit trading convoys risk free...
As for the gameplay, it's a glorified pursuit but without destroyers and above.
And if the AI is capable of doing it to the player then frigates become nothing more than a logistic vessel that the players shoves in his fleet with efficiency overhaul out of obligation just to make sure he doesn't loose all of his cargo ships.
Your whole suggestion was flawed to begin with as many people pointed out and instead of trying to improve it you kept on defending it.
Unless you rethink this whole idea I see no point in arguing with you seeing how bloody stubborn you are.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 14, 2020, 11:00:56 AM
No they cant simply do anything but their shuffle thing. Reason being Travel Drive and its non-existant turning capability noticably only on the astronomical scale. Since all Travel Drives of the fleet are working in the synchro (what makes Tugs possible) there is no distinction between individual ships. They are all similary bad or good.
I think you're right on that as far as the game explains it; even so, what's to stop them "shuffling" towards one another as an enemy fleet approaches? What's to stop them consolidating once they return to combat speed prior to the initiation of combat? How, exactly, does a group of frigates prevent this from happening, and in doing so isolate a group of ships from the main force, to the degree that they're separated by a distance it takes several in-game hours for them to regroup? How is it that a specific classification of ship are the ones isolated, as opposed to any others - despite similar levels of mobility and that those combat ships would be deployed and maneuvered in an effort to specifically to protect those ships and maintain overall cohesion?

Because its just random. Maybe its how course correction works for the Travel Drive. The fact is that you have no direct control over that veering about. So why bother?

As far as I understand "bubble physics", their contact creates a shock similar to asteroid impact. Both fleets are slowed down and effect is more noticable for the larger ones. After that you get that pre-battle dialogue and game decides that can happen next. Smaller and faster fleets can disengage while larger and slower cant. This mean that prior positioning advantage can be exploited further.

I never suggested anything about several hours time scale. I had in mind only time needed to cross the battle map. That supposed to be the "timer" I was talking about.

The question was about fast ships going around a defending fleet. Do you see the fleet of the fast ships in the back of defending fleet or did you not?
Irrelevant and proves nothing. Yes, faster fleets can maneuver around slower fleets. That does nothing to support your assertions that 1: Logistics ships would be in a vulnerable/uncovered position relative to their fleet's combat ships, or 2: that those faster ships could successfuly cut-off or isolate those logistics ships, and in doing so have enough time to accomplish anything before those combat ships could respond.
Further, it does nothing to address the fact that in the time it takes for the faster, attacking fleet to close, the defending/slower fleet can easily reorient its self to face the incoming threat, once again putting those combat ships between the attackers and the defenders' logistics ships.

I fail to see how players could be told "This weaker but faster enemy force has magically outmaneuvered your own; your logistics ships are isolated and under attack" in a way that's either satisfactory and/or allows for any agency on the player's part.

To remind you the history of the question. Inability of the fast ships to go around the slow ones was presented to me as a major argument. Before it was disproved it seemed pretty relevant and you didnt say a word against it.

But at least you dont attempt to deny reality. Good.

If you look at how ships in the bubble are moving you will notice that they always look alongside the course while their trajectory being a wavy line so what all ships shuffle their positions with time.

That means the possibility of any logistics ships to found themselves in a position closest to the border of the bubble.

And this is where the fast ships are supposed to attack.

Since they actually can go around the defending fleet, they also fully capable of picking exactly that location.

While defender can do nothing about that because all its ships are stuck on the single course. Ordering one group of ships to change it means detaching them from the main fleet.

And that's impossible. Sad also.

You misunderstand my argument.

you CANT make an attack run AND go around the fleet. The fleet is not separated in any way, even under drive since you seem to have dropped the individual drive bubble *** they are now in one fleet, burning in concert. You say turning occurs on the interstellar scale, which makes sense. Thing is, any ambushers can also be detected on the same scale. In between the fact that large fleets will have some pretty nifty sensor power and that in order to strike past the warships in the drive bubble the frigate fleet has to be large and under sustained/E burn, there's more than enough time to consolidate.

(tbh individual drive is still possible, it could be that tugs simply dock themselves to the slower ships and add their drives to those ship's burn speed)

There's also nothing stopping the combat ships from slowing down a little and thus shuffling towards the back. They don't need to fight their own velocity as they aren't maneuvering with a "stationary" object as a point of reference. With velocity relative to a chasing fleet, one could say the enemy fleet is closing in at burn level 2 or 3. All it would take to shuffle would be to slow the warships down a burn level for a couple of seconds, letting the logistics ships speed ahead while keeping the fleet in one piece, then resuming full speed and stabilizing. Once combat was entered the logistics ships could just speed off while the warships in the back fight. IE pursuit but the big fleet is running
 

When contact happened all further maneuvers are defined by the agility of the ships. Frigates do have the unique mobility advantage which allows them to deploy from the flanks in the particular type of battle. This is why they still have the upper hand even after fleet bubbles have merged (or whatever they do).

Honestly this is getting nowhere. Lucky, you keep on bickering and trying to explain how this "ambush" would even happen in the first place and keep on being overly defensive on a useless topic, because let's assume the ambush happens.
Alright, so for bounties it's useless since they don't have any logistic ships, patrols ? Good you got tiny bit of fuel and supplies from destroying what little cargo ships they have but nothing valuable and next time they catch you they'll kick your teeth in since their actual combat force is untouched. The only fleets that this mechanic would be good against is trading convoys, but those are already lightly defended so it's simply serves as a method to exploit trading convoys risk free...
As for the gameplay, it's a glorified pursuit but without destroyers and above.
And if the AI is capable of doing it to the player then frigates become nothing more than a logistic vessel that the players shoves in his fleet with efficiency overhaul out of obligation just to make sure he doesn't loose all of his cargo ships.
Your whole suggestion was flawed to begin with as many people pointed out and instead of trying to improve it you kept on defending it.
Unless you rethink this whole idea I see no point in arguing with you seeing how bloody stubborn you are.

Thats your personal opinion to what you are entitled to but do not force it on me. You either want to participate in the dialogue or you dont. Please, make a choice.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 14, 2020, 12:30:06 PM
When contact happened all further maneuvers are defined by the agility of the ships. Frigates do have the unique mobility advantage which allows them to deploy from the flanks in the particular type of battle. This is why they still have the upper hand even after fleet bubbles have merged (or whatever they do).

That's with the defending fleet running away full bore however. In pursuit mode, the defenders make no attempt to engage or interdict against a superior fleet and are easily flanked by forerunning frigates. That is the best way to use frigates in a fleet action. When frigates go against a superior fleet, the fleet's most logical option is to attempt to interdict and close, negating any flanking advantage the frigates might have had.

Frigates are great support vessels in situations where they have a fleet to back them up, since the main is the main threat which the defenders have to focus on. In an ambush, they don't, and the defending fleet is free to maneuver as they wish.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 14, 2020, 01:08:02 PM
Yes, exactly, frigates are faster than anything even in a full bore pursuit. Any attempts to do something what is not a max speed retreat will help frigates even more for the reason that more complex maneuver requires more coordination and creates more delay and messing things up in general.

Go into tactical mode. Form your fleet with transports in a forward position, multiple battleships in the back.

Example 1. Command Full Retreat.

Example 2. Try to bring battleships in the position to screen the tranports.

First is much simpler and faster to execute.

Example 3. Trade battleships for frigates and repeat example 2. Feel the difference.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 14, 2020, 03:16:19 PM
Yes, exactly, frigates are faster than anything even in a full bore pursuit. Any attempts to do something what is not a max speed retreat will help frigates even more for the reason that more complex maneuver requires more coordination and creates more delay and messing things up in general.

Go into tactical mode. Form your fleet with transports in a forward position, multiple battleships in the back.

Example 1. Command Full Retreat.

Example 2. Try to bring battleships in the position to screen the tranports.

First is much simpler and faster to execute.

Example 3. Trade battleships for frigates and repeat example 2. Feel the difference.

Simpler. Doesnt mean better. There are escort buttons. Select every ship except one, tell them to escort a single ship. Tell that ship to run like hell.

Retreat them all once they get near the end.

3 orders, hard to mess that up. Chain of command and easy communications makes it hard to mess up orders. In any case, what if i decide retreating isn't necessary? "all ships, move to area j11 and defend it." One order, and suddenly every ship, including caps, is ready to fend off frigates.

You've conceded that the caps will be part of these battles. Since they are, there's no need to run. Stand and fight, cowards!
Title: Re: Ambush Bickering
Post by: Lucky33 on February 14, 2020, 10:28:45 PM
If you order the battleships to escort the transports, former will stuck behind the latter.

And the point was that if frigates can get ahead of your ships under Full Retreat order they will have even less troubles getting wherever they want if you try anything more complex.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 15, 2020, 01:44:43 AM
They get in front? damn son what if the freighters stop moving (ie the very easily called out rally)- in any case this is no longer an ambush. This is simply forcing the transports into a battle in a poorly thought out way.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 15, 2020, 02:11:34 AM
It was your idea of the better way to handle things. It has little to do with the possibility of an ambush because it is decided before even getting onto the battle map. However your suggestion nicely illustrates why it is impractical to keep battleships and transports herded up together. In an attempt to get away from the smaller threat you made things much more vulnerable to the major one. Without resolving minor issues (frigates can still attack transports and destroy them using them as a cover and yes AI is smart enought to do exactly this).
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 15, 2020, 09:29:02 AM
It was your idea of the better way to handle things. It has little to do with the possibility of an ambush because it is decided before even getting onto the battle map. However your suggestion nicely illustrates why it is impractical to keep battleships and transports herded up together. In an attempt to get away from the smaller threat you made things much more vulnerable to the major one. Without resolving minor issues (frigates can still attack transports and destroy them using them as a cover and yes AI is smart enought to do exactly this).

The issue is- why the hell would they stay interspersed when fighting a larger force? that force cannot flank. they can sally ahead.

This tactic defends perfectly against small scale assaults, ie an ambush- You ambush would fail against this kind of formation. Weakness against a larger force isn't relevant, as this is an ambush of smaller units.

There is a reason why we don't have the warships in a big blob- to provide good fields of fire, in and around the ships they are protecting. In any case missiles don't care, they can just fly over friendly units and a fleet's worth of SRMs will kill ambushes.

Stop twisting what i'm saying. It's rude and it doesn't show respect for the statement.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 15, 2020, 09:34:45 AM
It was your idea of the better way to handle things. It has little to do with the possibility of an ambush because it is decided before even getting onto the battle map. However your suggestion nicely illustrates why it is impractical to keep battleships and transports herded up together. In an attempt to get away from the smaller threat you made things much more vulnerable to the major one. Without resolving minor issues (frigates can still attack transports and destroy them using them as a cover and yes AI is smart enought to do exactly this).

This was my statement of how ambushes wouldn't work and why.

The issue is- why the hell would they stay interspersed when fighting a larger force? that force cannot flank. they can sally ahead.

This tactic defends perfectly against small scale assaults, ie an ambush- You ambush would fail against this kind of formation. Weakness against a larger force isn't relevant, as this is an ambush of smaller units.

There is a reason why we don't have the warships in a big blob- to provide good fields of fire, in and around the ships they are protecting. In any case missiles don't care, they can just fly over friendly units and a fleet's worth of SRMs will kill ambushes.

Stop twisting what i'm saying. It's rude and it doesn't show respect for the statement.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 15, 2020, 09:53:36 AM
You just suggested to put both transports and battleships in the big blob.

Simpler. Doesnt mean better. There are escort buttons. Select every ship except one, tell them to escort a single ship. Tell that ship to run like hell.

Obviuosly, ambush will succeed against that.

And what am I twisting?
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 15, 2020, 12:15:29 PM
You just suggested to put both transports and battleships in the big blob.

Simpler. Doesnt mean better. There are escort buttons. Select every ship except one, tell them to escort a single ship. Tell that ship to run like hell.

Obviuosly, ambush will succeed against that.

And what am I twisting?

The part where i didn't suggest anything. The part where I said that this was the reason why ambush wouldn't work.

I will take the time to make a suggestion though. In a regular battle, reinforcements could be deployed from reinforcements from any direction on a timer. Since entering battle means the fleets have matched velocity, it would make sense for ships to move around the relatively static battlespace and hit from other angles. This would allow the player to set up hammer/anvil assaults with strike frigates and make battles and reinforcements feel more dynamic. Of course, frigates would be on a much shorter timer. Suggestions?

Telling every ship to escort one ship pretty much turns the formation into a big defensive ball, and since escort pretty much means cover the flanks and interdict anything going behind the escortee, telling a bunch of randoms to cover one ship means that
A. There's a lot of guns sitting in one area
and B. There's no flanking it.

You neglected to explain how ambushing the death ball would be easy.

I will also note that you seem to have given up on talking about ambush as attacking lonely logistics ships. This means I have succeeded in making you see reason, unless we revert back to that state whatever discussion this thread continues to produce will most likely be on the effectiveness of defending ships in pursuit mode.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 15, 2020, 02:57:29 PM
If you order the battleships to escort the transports, former will stuck behind the latter.

And the point was that if frigates can get ahead of your ships under Full Retreat order they will have even less troubles getting wherever they want if you try anything more complex.

This is me, there, dismissing your whole idea about ambush failure.

It was your idea of the better way to handle things. It has little to do with the possibility of an ambush because it is decided before even getting onto the battle map. However your suggestion nicely illustrates why it is impractical to keep battleships and transports herded up together. In an attempt to get away from the smaller threat you made things much more vulnerable to the major one. Without resolving minor issues (frigates can still attack transports and destroy them using them as a cover and yes AI is smart enought to do exactly this).

And here I'm telling you that will happen as a result of your suggestion. Not in the ambush. But if you:

Yes, exactly, frigates are faster than anything even in a full bore pursuit. Any attempts to do something what is not a max speed retreat will help frigates even more for the reason that more complex maneuver requires more coordination and creates more delay and messing things up in general.

Go into tactical mode. Form your fleet with transports in a forward position, multiple battleships in the back.

Example 1. Command Full Retreat.

Example 2. Try to bring battleships in the position to screen the tranports.

First is much simpler and faster to execute.

Example 3. Trade battleships for frigates and repeat example 2. Feel the difference.

Simpler. Doesnt mean better. There are escort buttons. Select every ship except one, tell them to escort a single ship. Tell that ship to run like hell.

Retreat them all once they get near the end.

3 orders, hard to mess that up. Chain of command and easy communications makes it hard to mess up orders. In any case, what if i decide retreating isn't necessary? "all ships, move to area j11 and defend it." One order, and suddenly every ship, including caps, is ready to fend off frigates.

You've conceded that the caps will be part of these battles. Since they are, there's no need to run. Stand and fight, cowards!

Stand and fight.

They get in front? damn son what if the freighters stop moving (ie the very easily called out rally)- in any case this is no longer an ambush. This is simply forcing the transports into a battle in a poorly thought out way.

No longer an ambush.

It was your idea of the better way to handle things. It has little to do with the possibility of an ambush because it is decided before even getting onto the battle map. However your suggestion nicely illustrates why it is impractical to keep battleships and transports herded up together. In an attempt to get away from the smaller threat you made things much more vulnerable to the major one. Without resolving minor issues (frigates can still attack transports and destroy them using them as a cover and yes AI is smart enought to do exactly this).

It has little to do with the possibility of an ambush.

See? You didnt address my argument about frigates getting wherever they want and first at that, even before combat starts, simply as a given. Without defender issuing any battle orders. Because this is how the game works.

Everything else is the discussion of your proposal for the tactical battle. I simply accepted your idea that ambush will not start and you will get exactly that you ordered.

So? What did I twist?
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 15, 2020, 03:45:50 PM
Hold on. Did you just admit that ambushes are impossible?

You're twisting it by telling me that getting a bunch of ships to move in one piece is too complex and will create vulnerabilities. TBH, what I'm trying to say is that i can give rally orders and my ships follow them just fine, while you're telling me that giving orders will make the ships vulnerable. Drop it, were literally arguing about one person misunderstanding a point which isn't relevant anymore.

I dismissed your point about the frigates because while it is true, tactical mobility doesn't do much for you when the cap ships have open angles to shoot you and there are small/medium turrets on the escorts. They can pick where they wish to attack and move as they like, except within gun range of the escorts. That little bubble tends to coincide with the logistics ships.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 15, 2020, 10:33:54 PM
Nope. I simply considered your assumption.

I'm free to tell the possible outcome of your actions as long as they were taken as they are, without any twisting. And thats exactly what I did.

My point wasnt about tactical mobility. Availability of the ambush option is decided prior to the deployment just as with the  flanking.

1. Strategic level. There all the bubbles are. Attacker (limited force of the fast frigates) flies around the defender while  waiting for the opening in the form of transport ships veering close to the bubble's border.

2. Operational level. Everything that happens prior to the battle map. Attacker initiates the battle and desides to choose an ambush option. Reason fot its existance is the possibility that, in terms of travel time, the attacker force might be closer to the transport ship than less agile ships of the defender. And that comes from the fact that in the pursuit, frigates have the flanking position option which requires flying around the whole fleet which can do nothing about it even if it tries its best. Availability of the flanking option is decided before deployment. But in our case, insteed of coming into flanking position against entire defending fleet, attacking frigates are going to cut off the stragglers. Which are obviously closer and what takes less time.

3. Tactical level. Battle map. Here you can give direct orders to your ships.
Title: Re: Ambush Bickering
Post by: Sidestrafe2462 on February 15, 2020, 11:47:16 PM
Nope. I simply considered your assumption.

I'm free to tell the possible outcome of your actions as long as they were taken as they are, without any twisting. And thats exactly what I did.

My point wasnt about tactical mobility. Availability of the ambush option is decided prior to the deployment just as with the  flanking.

1. Strategic level. There all the bubbles are. Attacker (limited force of the fast frigates) flies around the defender while  waiting for the opening in the form of transport ships veering close to the bubble's border.

2. Operational level. Everything that happens prior to the battle map. Attacker initiates the battle and desides to choose an ambush option. Reason fot its existance is the possibility that, in terms of travel time, the attacker force might be closer to the transport ship than less agile ships of the defender. And that comes from the fact that in the pursuit, frigates have the flanking position option which requires flying around the whole fleet which can do nothing about it even if it tries its best. Availability of the flanking option is decided before deployment. But in our case, insteed of coming into flanking position against entire defending fleet, attacking frigates are going to cut off the stragglers. Which are obviously closer and what takes less time.

3. Tactical level. Battle map. Here you can give direct orders to your ships.

Makes enough sense. I really doubt that even with a freighter bouncing close to the edge they'd be too exposed however. Fleets large enough for the freighters to be worth targeting tend to be, like you said, over saturated with heavy combat ships. sometimes to the point where the logistics ships are over or under the combat vessels. In any case, it would also be difficult to time these assaults. Since the pattern is random, a target could "come within reach" at any time from any angle. Odds are there but low that the frigates are positioned in a way to exploit this opening.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 16, 2020, 12:06:54 AM
Well, it was all about the possibility of the ambush scenario. If it is possible and the only question left is how to do it then we have exhausted the argument.
Title: Re: Ambush Bickering
Post by: HopeFall on February 16, 2020, 12:14:39 AM
I feel there's an argument to be made about fast ships, and small ships, and bringing use to them again. But people really need to stop with "Big Ships Slow". They're not. They wouldn't be. The engines on them are so large, especially with diminished gravitational influence, that there's no way they're 'slower'. I'd argue capital ships are, in fact, faster. Or maybe cruisers are. Than frigates.

But I mean more in "Top Speed". Manueverability, of course, they should be significantly worse at.

Just because something is bigger, does not mean it is slower. I think. Is my point.
Title: Re: Ambush Bickering
Post by: Lucky33 on February 16, 2020, 03:38:20 AM
They are slow. In top speed. You can look at the stats for yourself. My guess is that on tactical map, drive usage create resistance between combined field of all drives in the fleets and any individual ship. This is why you can glide at the "higher than top" speed with disabled engines but once they are back online your ship will slow down. Or you hit the borders. I have no idea what the "bubble metric" is but its definitely not Kansas. Thats for sure.