Agree completely with PT106, while I think the idea of analysing the cost of countering a flotilla lifeboat is valid your method of not incorporating the cost of the admiral is flawed.
As PT says, the cost should be compared on the basis of the total lifeboat cost against the counter. Honestly if anything I think the bump should work the other way, you're killing a flotilla worth anywhere between 38-60 odd points but that's also at the same time negating fleet wide bonuses (as in it should be a positive per-ship addition to killing the lifeboat, not dividing its cost across the fleet).
I think comparing the lifeboat to the counters using the cheapest admiral is also flawed. If Dodonna and Ozzel were omnipresent in the meta than maybe this would be valid but realistically the cost of the lifeboat can vary considerably.
Just as an aside re: admiral powers conferring fleet wide, I actually don't think it's that hard of a logical, thematic jump. I always saw it as the manifestation of a multitude of small things they did that impacted their fleets in those specific ways. Training crews, specialised officers, specific upgrades to ships instituted under their leadership. Maybe Vader's crews are trained to push the ships to beyond their operational stress limits to maximise firepower, or Ackbar installs turbolaser reroutes that divert forward and rear firepower to the sides etc, etc.
Fair points, all. Not to be dismissive, I still have trouble rationalizing vastly separated admirals hanging out in unarmed craft. It just seems to be that it would be more balanced to have some kind of mechanic that required a ship in the fleet to...I dont know... be with the fleet.
IF Vader jumped in a cargo ship and ran out of range to watch the battle from afar, do you think his forces would remain so tightly drilled or do you think morale would suffer at the sight of their leaders cowardice?
I'm glad you're able to concede that PT and Captain Weather were making a good point about including an Admiral's cost in the counter of a lifeboat. It really does make a difference to add their points in there in determining the efficiency of life boat hunters. As PT said, if I can send a 60 point ship to kill a 40-50 point life boat that has zero chance of hurting me back, that is a tactical trade I will take anytime.
And I can concede that I too have found a cognitive dissonance in the Admiral effect being the only effect in the game that is not restricted by range. Rather than wanting to change the rule though I took the approach of thinking about the admiral effect as something different. I mean if al of the upgrades that represent on table effects have range limits, then maybe the admiral's ability represents something different.
I stated above, and some others agreed, that the admiral effect may represent between battle training and drills rather than anything going on on the table. Training would certainly not be range limited. That also settled for me the dissonance in why some admirals can order their ships to turn harder, but others can't. It's not that they don't want to turn harder, it's more that they spend their training time focused on other drills. What do you think of this idea?
Now, none of that can make you like the idea of a lifeboat. I'm not fond of it, but I don't discount it either. Previous to flotillas I've run my admiral in everything from a CR-90 to an MC-80.
I think it is a valid, but risky tactic. Probably not one I would use personally, but it doesn't break the game for me either.
Best idea as to rationalization of an Admirals effects being global, I agree. I believe it was Dras who also touched on this. Mathematically I'll always say it's an even trade under certain circumstances, namely which Admiral we're talking about being out there. I suppose an argument could also be made for the ability that it provides. Taking my Dondonna example one more time, probably not worth it, rationalized by stating I'd take those criticals anyway, is it that important to invest so many points into stopping his choice? Probably not.
However, with a cost of only 4 more points and in my opinion still not mathematically worth the investment, Motti's fleet ability makes an uneven trade more considerable in order to bring the fleet itself back down to more manageable levels.
The top, probably, 3 or 4 Admirals per faction make the investment viable, whereas the bottom one's (cost wise) really don't. It's still frustration, or perhaps more of an annoyance, that lifeboating is a thing.
There's one finally thing to consider beyond value of target vs points expended to achieve it that goes beyond the what if's of it being intercepted and that's the ability to even kill it.
A lot of the...I hesitate to say por-Floats again...take a lot of these points at their literal face value.
Let's say I use a lifeboat. I deploy him facing whichever corner looks to be the most distant based on my opponents deployment. Turn one, I open him up full speed towards that corner. I see my opponent split a Raider to send my way. Turn 2 I start nav spamming and turn back towards my fleet. Now my opponent has a lone ship split from his forces I can either pounce on and eliminate or intercept (in the vent what he sends is fighters or bombers).
Or I sit back on an 18 point ship without a care in the world because my Admiral is effectively invulnerable and able to influence the battle just by being in the general vicinity.
The one thing that prevents me from rationalizing the intense training argument is the fact the Admirals effects are lost upon his death. Sure, it would be a hit to morale but it also wouldn't force a military unit to just forget how to fight, either.
I get that a game requires decisions between being thematic and being a mechanically viable game. I really do understand that. I just really feel like FFG design teams dropped the ball on this one.