A short debate on relative firepower, gameplay, and realism.
As plugin developers we must balance two factors in our game design: realism and gameplay. Realism refers more to internal consistency and a game working within the confines it sets for itself, regardless of whether or not those initial constraints are realistic. Gameplay is, of course, the enjoyment the player gets from playing the game. These are often in both opposition and cooperation. A game isn't a lot of fun if it's completely realistic, it is, after all, a game, not a training simulation, but if it is not realistic enough, you loose the suspension of disbelief. This is as true in a fantasy RTS as a modern FPS, or, in our case, a sci-fi RPG.
You all already know that, but I bring it up by way of introduction. The specific question I am thinking about is this:
Should fighters be able to kill capitol ships (carriers, and the like) as easily as they can?
Now I would suggest, in discussing this, we come at it from both realism and gameplay:
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Realism: In the world we create for the future, how difficult should it be for a fighter to kill a capitol ship?
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Gameplay: Is it fun to be able to easily kill a capitol ship as a fighter?
Perhaps I should give some examples both modern and sci-fi on different scenarios:
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Escape Velocity: Nova : More advanced fighters can easily take down some of the less advanced capitol ships (for example, Manta v. Fed Carrier or Fed Destroyer isn't even a fair fight). Across the board patrol-type ships (Starbridge, RAGE Gunship, Fed Gunboat, Valkyrie, Zephyr) are able to take on capitol ships with relative impunity, with the possible exception of maybe the Raven or Scarab. Some members of the community (cough cough Quaanol) can kill Ravens in shuttles.
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Star Wars : In Star Wars, especially in the books, fighters clearly are dominant, though less so than in Escape Velocity. X-Wings take down Imperial ships around the light capitol ship strength all the time, and occasionally take down Star Destroyers. However, usually it's a squadron of fighters against the Imperial ships. This is partly because the movies were based on World War II air battles, see below.
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Escape Velocity (Classic): While the vast majority of ships are really fighters, all but the best have a very hard time against the Corvette and Rebel Cruiser and even the best have an incredibly hard time against the Kestral and Federation Cruiser. I would say that the fighters are only slightly dominant.
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World War II : Here you have three real cases to examine. The first, fighters versus carriers, is clearly in the favor of the fighters, but fighters were often very hard pressed to deliver the strike they needed. Attrition rates of over 50% was not uncommon in the great naval air battles early in the war. In the second case, fighters versus battleships, the numbers are quite different. Heavily armed and armoured battleships were rarely sank by enemy bombers after Pearl Harbor, and Iowa class battleships could take on vast fleets of enemy aircraft quite easily. Lastly we have fairly light naval ships versus capitol ships. In this case barring factors like night strikes, light ships, with the exception of submarines, were fairly ineffectual.
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Star Trek : Fighters rarely appear, at least in the first few series, and when non-Federation fighters appear, they seem to pose relatively little threat to the Enterprise. Most battles are large capitol ship battles. (Note I'm not a huge Trek fan, so take this with a grain of salt.)
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Modern Naval Combat : While the aircraft carrier is still a relatively vulnerable target, advances in technology have rendered it much less so. Of course, this is really just theoretical since there haven't been any major naval battles recently.
Ultimately what all of these cases come down to is firepower density. How much firepower can a small craft bring to bear on a larger one. Note that in many of the cases above (WW2, Star Wars, and modern combat) fighters had very limited capacity to effect larger ships, one torpedo in World War II, up to six proton torpedoes in Star Wars. In EVN, the primary weapons available to fighters allowed for them to bring to bear significant firepower on a capitol ship, while capitol ships could bring relatively few weapons to bear on a fighter.
Now, what about gameplay? Which way is it more fun? Ultimately, this is what it comes down to.
To my mind, I would prefer more powerful capitol ships. Strong capitol ships mean that the rewards for progressing in the game go much further. When you can kill almost anything with most ships, then you only need to get about a million credits. However, once you've gotten your million credits, there is nowhere to go, except the missions. Thus, the missions define the majority of the gameplay. I think it would be a better game if you could keep getting different ships to deal with different threats and do different things. For example, if you want to do the whole melee bit, you would get a lighter ship, while if you wanted to see major space battles you would get a capitol ship. Each would have its own special techniques which you would have to figure out. I find in the EVN model, I rush to get a decently outfitted Starbridge and then I can take out anything I need to. This is especially true when the player's ship far outperforms the AI's. I would also advocate giving capitol ships more fighters and more gun spaces. I think that it would lead to more customized ships, and if you weaken fighters you have to make up for it other ways. If two opposing fleets of two carriers a handfull of battleships and a dozen frigates each fought each other with each carrier disgorging three dozen or more fighters I think it would make battles a bit more interesting. (Ignore, for the moment the capabilities of the engine.)
I'm interested in seeing other peoples oppinions.