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Tactical games of starship combat

Louis_Cypher

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Any recommendations? This is one of my favorite sub-genres of game. Something that makes starships feel "big" like a massive galleon. Crew fighting fires, conducting boarding operations, etc. The vessel is not a disposable unit like in some RTS, pumped out of a factory; it must be carefully shepherded. Out of everything I would say I enjoy Battlefleet Gothic most; just close to my ideal game, and something I always regretted not getting the tabletop version of (it was a very good day when they announced the PC game).

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Controlling one ship, like an Age of Sail warship, or a very small fleet:
  • - Star Trek: Starfleet Command I
  • - Star Trek: Starfleet Command II - Empires at War
  • - Star Trek: Starfleet Command - Orion Pirates
  • - Star Trek: Starfleet Command III
  • - Star Trek: Dominion Wars
  • - Star Trek: Tactical Assault
  • - Star Trek: Legacy
  • - Warhammer 40,000: Battlefleet Gothic - Armada I
  • - Warhammer 40,000: Battlefleet Gothic - Armada II
  • - Battlestar Galactica: Deadlock
  • - Crying Suns
  • - Nebulous: Fleet Command
 

PapaPetro

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I don't know about those games but Starsector and X4 Foundations scratches that itch for me.
 

Louis_Cypher

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Homeworld 1 & 2:

Too large a fleet. It's closer to a classic Command & Conquer-style RTS in terms of unit numbers (although I do like it).

It's just that it doesn't have single-ship engagements, or small fleets, issuing specific orders, without building units, etc.

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In sci-fi I've always preferred big naval style warships that turn slowly, fire broadsides, torpedoes, and can take a hit; i.e. an 'Age of Sail' style or 'WW2 Navy' style of sci-fi battle. Star Wars is aerial/dogfighting/WW2 Air Force inspired; it rarely shows capital ship engagements (though they do happen). However Star Trek is naval/WW2 Navy inspired to the core. Fighters are rarely employed, giving it a 18th century pace. For Star Trek, capital ship combat was it's trademark visual style. It even has boatswain whistles and naval terminology. Battlefleet Gothic by Games Workshop is pretty similar, often only having fleets in single-figure numbers range, with slow turning circles, big broadsides and U-Boat style torpedoes. Plus the Warhammer designs of capital ships are some of the most unique and recognisable silohettes in sci-fi outside of Star Trek and Star Wars.

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I'm not even too keen on carriers/naval aviation in these games TBH. They work well in Battlefleet Gothic: Armada though.
 

Norfleet

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Carriers don't actually make that much sense in space, unless you twist the rules of the setting by having, say, big, largely immobile jumpships carrying attack craft that can't. The moment you install warp drives on your fighters or make the encumberance of carrying these systems too low, the niche for Space Fighters vanishes instantly, because they otherwise make about as much sense as having ships that launch squadrons of attack motorboats. There's no advantage here that planes are gaining by being in a different medium and thus following different rules. To have Space Fighters make ANY sense, carrying the drives you need for long-range space travel need to be a REAL impediment to engaging in combat. Otherwise you just don't use fighters.

This is the "my franchise can kick your franchise's ass" sizequeen syndrome. When you see ships like that, you realize writers have no sense of scale, and this is very apparent if they were to put an aircraft carrier up there for scale. Do you know how big an aircraft carrier is? Yeah, they're huge. These things are just huge for the sake of pretentiousness and there's no clear reason for why they're so huge or what's in them to make them so huge. They're just huge to be huge. Consider, for a moment, how violently a 2-5km long ship has to accelerate to turn in a timespan that isn't measured in minutes. The movie's going to be over by the time that thing finishes turning around.
 

Louis_Cypher

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nRzOvAI.png

Length: 19 kilometers
Full Complement: 279,144 Crewmen, 1,590 Gunners
Minimum Crew: 50,000 Crewmen
Fighter Complement: 144 TIE-Fighters
Passangers: 38,000 Infantry, 40 AT-STs, 30 AT-ATs, 200 Support Craft, 3 Prefabricated Bases

Lack of consideration for scale and logistics a sad state of affairs within the sci-fi hobby that most fans are aware of. Science fiction franchises used to have some decent ideas about the scale of what they were depicting, but it's been eroded in the last couple of decades. A common peeve for many Star Wars fans, is the smaller and smaller units seen fighting in the Galactic Civil War. It's now often just single fire teams. I know that war is assymetrical, increasingly decided by smaller forces, but Coruscant alone has a population of 2 trillion. Just one planet. Compare to Russian casualties in WW2, where the Soviet Union had a population of only 170 million. The Empire could just throw bodies at the Rebellion.

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JJ Abrams in particular lacks an imagination, always shoots films for spectacle, so all his starfighter dogfights are essentially conducted at World War I altitudes above planets, to give audiences placeholder references, as if starships are intended for the aerial theatre. Franchises made mistakes or stylistic choices before of course, but there was also sometimes ambitious in their depiction of scale. Star Trek is smaller scale than Star Wars, so works a bit better. As you say, a single Lexington-class Carrier in WW2 had a crew of 2,791 despite being shorter than James T Kirk's original USS Enterprise NCC-1701, with a crew of 400. However some science fiction depicts automation of systems, and small crews.

Here are some interesting stats:
  • - By the end of World War II, the United States Navy grew to 1200 major combat ships. This included 28 aircraft carriers, 23 battleships, 71 escort carriers, 72 cruisers, over 232 submarines, 377 destroyers. Roughly 35,000 officers and 300,000 enlisted crew served at once. 3,500,000 total.
  • - The Lexington-class Aircraft Carrier had a crew of around 2,791. The New York-class Battleship had a crew of 1,042. The Casablanca-class Escort Carrier had a crew of around 910. The Somers-class Destroyer had a crew of around 294. There were more than 100 classes of warship in operation.
This is the "my franchise can kick your franchise's ass" sizequeen syndrome.

In their defence, Warhammer 40,000 isn't going for realism. It was originally a parody of science fiction's inhuman scale. The Imperium's ships are barely understood by their crew, probably once having been automated hard-sci-fi behemoths with tiny crews. Now, in an age of decline, ignorant crews must physically load skyscraper-sized shells into Macrocannons when firing, like an 18th century Man-of-War.

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Also Warhammer generally does depict huge battle fronts across entire continents, millions or billions of infantry, massive logistical considerations, etc. If science fiction is forced to scale down a little, for the sake of television, I'm okay with that. It's just become absurd in Star Wars's case in particular.

Carriers don't actually make that much sense in space, unless you twist the rules of the setting by having, say, big, largely immobile jumpships carrying attack craft that can't. The moment you install warp drives on your fighters or make the encumberance of carrying these systems too low, the niche for Space Fighters vanishes instantly, because they otherwise make about as much sense as having ships that launch squadrons of attack motorboats. There's no advantage here that planes are gaining by being in a different medium and thus following different rules. To have Space Fighters make ANY sense, carrying the drives you need for long-range space travel need to be a REAL impediment to engaging in combat. Otherwise you just don't use fighters.
Star Trek is actually thus fairly coherent; no carriers are ever officially shown, and fighter sized vessels are depicted as motorboats.

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Fighters are usually just in science fiction because the author loves aviation. That's it. I've got no problem with Star Wars, Babylon 5 or Battlestar Galactica doing their thing, but you are right; they wouldn't seem to make much sense. You could argue they have low mass, for quick Newtonian maneuvering, but then a drone, not as vulernerable to G-forces, would serve that purpose far better. Star Wars, original Battlestar Galactica, and sometimes Star Trek, don't show Newtonian physics because A). it was hard to model before CGI, and B). it's a stylistic choice to ape WW2-style atmospheric combat for Star Wars in particular.
 

Norfleet

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nRzOvAI.png

Length: 19 kilometers
Full Complement: 279,144 Crewmen, 1,590 Gunners
Minimum Crew: 50,000 Crewmen
Fighter Complement: 144 TIE-Fighters
Passangers: 38,000 Infantry, 40 AT-STs, 30 AT-ATs, 200 Support Craft, 3 Prefabricated Bases
Yeah, so you cram 300K people into a place that's 20km long. It's either frikken empty, or a lot of that space is being taken up by fuel. Why is it so large? What is it carrying that warrants it being so large? Because ironically, it's still too small to actually carry a meaningful amount of troops to invade anything with, but it's way too large for any of the space combat jobs it would find itself in.

Star Wars is particularly noteworthy for making pretentiously oversized things. That's why this piece of mockery exists.
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Fighters are usually just in science fiction because the author loves aviation. That's it. I've got no problem with Star Wars, Babylon 5 or Battlestar Galactica doing their thing, but you are right; they wouldn't seem to make much sense. You could argue they have low mass, for quick Newtonian maneuvering, but then a drone, not as vulernerable to G-forces, would serve that purpose far better.
It's not mass, but mass ratio, that matters, though. And a larger unit will have a more favorable mass ratio because some parts can only get so small. Pipes and hoses can only be so thin before they fail. The only thing that would tilt the mass ratio back in favor of carried craft is for a starship to carry a large amount of combat deadweight, like an FTL drive that is cumbersome and contributes nothing to the fight. This mass penalty would thus be worth shedding by launching attack craft instead. The other item you need to justify the existence of fighters is that some component valuable enough not to be treated as expendable. This will probably be some kind of magic STL drive, good enough to outperform rockets, that thus justifies the use of the fighter to deliver ordnance. Otherwise you just make a one-way trip and save yourself a lot of mass by having your delivery vehicle go boom on arrival. Whether the fighters are manned or not is immaterial: That's just audience appeal, who would rather hear about the adventures of Ace Rocketman, Space Pilot, than Drone Fighter 8142. You can easily get around this by making the fighters drones, but operated by an actual pilot on the mothership, if you wanted. It's not actually materially relevant. If anything, it is more in line with the way these things behave in games, where the fighters all stop working the moment you blow up the carrier....which would make sense if the pilots are actually there.
 

Kev Inkline

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A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
What's the point of having a ship of 19km's length to carry only 144 fighters? It could accommodate thousands.

For a reference, a Nmitz-class carrier is 330m long and carries about 90 planes.
 

Norfleet

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What's the point of having a ship of 19km's length to carry only 144 fighters? It could accommodate thousands.
This is what I mean by the writers having no sense of scale, yes. If the Nimitz were scaled up to that size, it would be 190K times (19000/330)^3 as massive and if it carried a proportional fighter complement to its size, would be carrying millions of fighters. Thousands is very much an understatement.
 

Louis_Cypher

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It's not mass, but mass ratio, that matters, though. And a larger unit will have a more favorable mass ratio because some parts can only get so small. Pipes and hoses can only be so thin before they fail. The only thing that would tilt the mass ratio back in favor of carried craft is for a starship to carry a large amount of combat deadweight, like an FTL drive that is cumbersome and contributes nothing to the fight. This mass penalty would thus be worth shedding by launching attack craft instead. The other item you need to justify the existence of fighters is that some component valuable enough not to be treated as expendable. This will probably be some kind of magic STL drive, good enough to outperform rockets, that thus justifies the use of the fighter to deliver ordnance. Otherwise you just make a one-way trip and save yourself a lot of mass by having your delivery vehicle go boom on arrival. Whether the fighters are manned or not is immaterial: That's just audience appeal, who would rather hear about the adventures of Ace Rocketman, Space Pilot, than Drone Fighter 8142. You can easily get around this by making the fighters drones, but operated by an actual pilot on the mothership, if you wanted. It's not actually materially relevant. If anything, it is more in line with the way these things behave in games, where the fighters all stop working the moment you blow up the carrier....which would make sense if the pilots are actually there.

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Agreed. While we are on the topic, do you know any good modern military science fiction that gets this stuff right? I sometimes see lesser known or self-published military sci-fi authors on the internet (like the above), advertising their capital ship based sci-fi books, but it's unclear what the content is like without reading them a long way. A lot of the 'mainstream' sci-fi genre has become about post-modern bollocks, character drama, in an attempt to chase 'literary' Pulitzer shite. I live for scientific details more than interpersonal melodrama. I would far rather read protagonists going over these physics considerations in detail, fighting an interesting interstellar war.

I had fun with Star Hammer: The Vanguard Prophecy.

Same team did later Battlestar Galactica games, but I enjoyed Star Hammer more.

This looks interesting, thanks man.
 

Norfleet

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Agreed. While we are on the topic, do you know any good modern military science fiction that gets this stuff right?
Nope. I'm pretty much entirely disconnected from the literature scene due to limited access to it on the Interwebs.
 

Kev Inkline

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A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
What's the point of having a ship of 19km's length to carry only 144 fighters? It could accommodate thousands.
This is what I mean by the writers having no sense of scale, yes. If the Nimitz were scaled up to that size, it would be 190K times (19000/330)^3 as massive and if it carried a proportional fighter complement to its size, would be carrying millions of fighters. Thousands is very much an understatement.
Yea sure, I was surely off the scale myself as well, thinking in 1D. :P But let's say it's the deck surface only that matters (which makes little sense in space, I guess), you'd still be looking half a million fighters.

In any case, 144 just is so stupid.
 

Norfleet

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Yea sure, I was surely off the scale myself as well, thinking in 1D. :P But let's say it's the deck surface only that matters (which makes little sense in space, I guess), you'd still be looking half a million fighters.
If we scaled only by flight deck surface area, we're still looking at shy of 300K. But this is almost definitely not going to be the case, because unlike on a planet, there's no reason flight decks cannot be arranged in parallel as space fighters don't need to "pull up" after taking off. Thus, flight decks can be layered in 3D, such that the Pretentiously Oversized Space Carrier can vomit fighters proportionally FASTER than a seagoing carrier that will only ever have a single flightdeck no matter how large it gets could.

In any case, 144 just is so stupid.
It, yes. Consider the opposite extreme. A Yamato-class battleship at 260m carries two planes. Scaled up to 19000m, the proportional complement of planes would be 780K planes. Not quite the 17 million planes of the Space Carrier, but still a lot of fucking planes.
 

Norfleet

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Where's my math off, btw: (19K/330)^2 ~ 3300 ?
You're using 2D flightdeck-only scaling, yielding a 3300x plane multiplier. But the Nimitz has 90 planes, so you need to multiply by the 90 to yield the ~300K figure. Doing it for 3D scaling and then applying the base plane complement multiplier gives 17M planes.
 

Kev Inkline

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A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
Where's my math off, btw: (19K/330)^2 ~ 3300 ?
You're using 2D flightdeck-only scaling, yielding a 3300x plane multiplier. But the Nimitz has 90 planes, so you need to multiply by the 90 to yield the ~300K figure. Doing it for 3D scaling and then applying the base plane complement multiplier gives 17M planes.
Yea sure, I got that. I just (mistakenly) meant 3300*144 ~ 475K, not shy of 300K. But that's me sperging, sorry. I was erroneously using Destroyer numbers.
 
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mondblut

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Carriers don't actually make that much sense in space, unless you twist the rules of the setting by having, say, big, largely immobile jumpships carrying attack craft that can't.

But... that's how space fighters work pretty much always. In most settings FTL/warp/whatever drives are very large, mosquito fleet only has impulse drives and has to rely on large mothership to move them around.

they otherwise make about as much sense as having ships that launch squadrons of attack motorboats.

https://en.wikipedia.org/wiki/Jeune_École

Big ship makes big target. Tiny fighters are hard to hit and easy to mass, and if the enemy swats some, no big deal.

Oh, all this nerd theorycrafting wankery made me forget why did I follow the link.

Starships Unlimited is right up the OP's valley. https://www.matrixgames.com/game/starships-unlimited-v3

3 or Divided Galaxies, I can't remember whichever of them I have played, but it was good.
 
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Norfleet

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But... that's how space fighters work pretty much always. In most settings FTL/warp/whatever drives are very large, mosquito fleet only has impulse drives and has to rely on large mothership to move them around.
Well, until they start installing hyperspace drives on your X-Wings, yes. The TIE fighter with no warp drive MADE SENSE. There weren't enough of them by several orders of magnitude for a ship that size, but still. 500 planes on a 19km long ship isn't even enough to shuttle the crew to the planet for shore leave or inspect the hull for meteorite damage.

Yes, and I'm familiar with the Italian MAS too. The difference is, they weren't being CARRIED. They were ships, independently capable of their own movement, and were not being loaded onto bigger ships that existed just to carry them around.

Sharships Unlimited is right up the OP's valley.
Oh, I remember that game. Ships are basically just big energy batteries that exist to ACTIVATE SUPER BEAM CANNON! FIRE! Once you install the unlimited overlord artifact, the peak ship just becomes this big reactor that exists to power your mega-fuckoff cannon. Early game is just fighter spam for attack and missile spam for defense.
 

mondblut

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Oh, I remember that game. Ships are basically just big energy batteries that exist to ACTIVATE SUPER BEAM CANNON! FIRE! Once you install the unlimited overlord artifact, the peak ship just becomes this big reactor that exists to power your mega-fuckoff cannon. Early game is just fighter spam for attack and missile spam for defense.

Eh? We must have played different games. The SU I played was all about maneuvering in phase-based chunks of time to get the enemy into a particular firing sector of your ship without getting into theirs, and learning new advanced maneuvers with experience. Like two chess horses simultaneously circling around each other looking for an opening to shoot.

Well, until they start installing hyperspace drives on your X-Wings, yes.

Oh, fuck star wars, it's just a giant ad for action figurines and grogu plushies. Mentioning star wars and serious settings alongside each other is not even funny.
 

Norfleet

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Eh? We must have played different games. The SU I played was all about maneuvering in phase-based chunks of time to get the enemy into a particular firing sector of your ship without getting into theirs, and learning new advanced maneuvers with experience. Like two chess horses simultaneously circling around each other looking for an opening to shoot.
There's that, too. Except the moment the enemy gets into that firing sector, he gets instantly vaporized as you ACTIVATE SUPER BEAM CANNON! FIRE! and dump energy at him over and over in that one tick causing him to instantly explode.
 

mondblut

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There's that, too. Except the moment the enemy gets into that firing sector, he gets instantly vaporized as you ACTIVATE SUPER BEAM CANNON! FIRE! and dump energy at him over and over in that one tick causing him to instantly explode.

Well, if you managed to get your hands on something called "unlimited overlord artifact" (I never did), that's a privilege well-earned, I reckon.

I mean, if I find a "dread sword of killing everything", I'd expect it to do just that, and will be mighty disappointed if it doesn't because of muh balinse and sheet. Suppose it won't be guarded by giant rats in the first dungeon, either.
 

Norfleet

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Well, if you managed to get your hands on something called "unlimited overlord artifact" (I never did), that's a privilege well-earned, I reckon.
They're fairly common. The important thing is to make sure you scan EVERY planet before leaving an age. Do not jump to the next age before you've searched the entire map. You should get at least a few if you do this. And make sure your ship is full of Science personnel to maximize your searching.

I mean, if I find a "dread sword of killing everything", I'd expect it to do just that, and will be mighty disappointed if it doesn't because of muh balinse and sheet. Suppose it won't be guarded by giant rats in the first dungeon, either.
Totally can be. Usually they aren't guarded at all, though, since the rats get cleared the first run and never respawn.
 

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