22 September 2011

Evolution of Ship Fitting Philosophy

Starwalker had observed from the T1 Tournament and more experience with R1FTA that there was an evolution in his ship fitting philosophy. It was adding depth to the core idea of select a ship and fittings that was fit for purpose. Miura Bull had identified a number of different Rifter fits and a short description of each.


When Starwalker had first read through these variations it seemed like lots of different fits for different purposes such as Can Flipper and for different strengths such as 400 Beast and Shield Buff.

What was missed at the time was that the strength of each fit is very situational. That the selection of modules and rigs is balancing between damage, tank, capacitor, speed and range. The game rock, paper and scissors, is a very good analogy for how any individual ship fit could be countered. Similarly, when roaming in the wilds of space any encounter is basically random, so there is no prior knowledge of the right fit to use.

This randomness of encounter with ships fitted for situational strength creates a challenge - to fit the ship and blend the modules between damage, tank, capacitor, speed and range. The ideal is to surprise the opponent by establishing relative superiority where and when it matters:
  • More damage at combat range
  • Faster speed to establish range control and the range of combat (and reduce incoming damage)
  • Tank the incoming damage long enough to get the kill
  • Superior capacitor to continue to run systems whilst the opponent with no remaining capacitor is forced to shut down systems

The real challenge is that there is no one ship or fit that can do all of these things better than all other ships. So selecting a ship and fit is about fitting for a purpose such as low-sec roaming, scouting, tackling, damage dealing, electronic warfare, covert, repairing… and a fit that offers the “best” blend of capabilities for that purpose.

This understanding of relative superiority has led to another evolution of Starwalker’s ship fitting philosophy that has become clearer in hindsight:
  1. Initial focus was on kill or be killed – a simple damage race, who will be the first to get the kill. Emphasis on using simple cookie cutter builds but not really appreciating the reasons behind the fit 
  2. Next evolution was that survival is needed to apply damage, so tank is fitted first and damage second. In short, no damage if dead, so fit tank before guns 
  3. Current focus is on relative superiority – define a ship fit to counter most likely ships encountered and their methods of attack. Maximize intelligence to gain relative superiority in selection of tactics, ammunition and range 
The beauty and bane of the Rifter is that it is very flexible and can be fit in many ways. So it becomes important to define one or more fits based on intelligence, probabilities and personal preferences and decide on questions such as:
  • Fight in scramble or point range? 
  • How much tank is needed and what type of tank? 
  • How much damage is needed and what specific range to (generally) fight at? If range cannot be dictated then how does it affect tactics? 
  • How fast must the ship be to establish relative superiority in general? If slower then how does that affect tactics? 
  • Will neutralisers be used to attack the opponent capacitor or energy vampires to protect against such tactics? Will capacitor boosters or rechargers be needed? 
  • Should electronic warfare modules or counter measures be used? What tactics are needed if electronic warfare is used? 
Of course other frigates and indeed ships classes would offer their blend of strengths and weaknesses. Similarly, a pilot may feel a preference for close combat brawls one day but kiting the next, or to select a Merlin for close combat one day and then a Rifter the next.

Re-reading the Brutor Bullfighter’s list of Rifter fits and descriptions Starwalker noticed much more and appreciated the differences.

Experience had also shown that whilst ship fitting is important and will play its part in the result of a fight, many other factors also affect the outcome of a battle – most notably pilot error. Starwalker sipped some more whiskey it was time to consider how to apply this information.

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