226

(57 replies, posted in Starmada)

cricket wrote:

I ended up removing "Command" from the rules because it just doesn't have much of an impact. In a game like Fleet Ops, where the initiative roll gives you the choice of moving all your ships last or attacking with all your ships first, it's clearly helpful. But with the alternating activation in Starmada, it's not as important. Also, it completely loses its usefulness if using Simultaneous Play (p.30).

Could you make have a hybrid? Morph the Simultaneous play option into Simultaneous movement, but keep initiative-based system for firing. Players move without foreknowledge of their opponents move, but fire in an alternating manner, making initiative useful, and therefore command? Just a stupid thought probably.
Erik

227

(54 replies, posted in News)

Huzzah! Order placed! Thanks Cricket!
Cheers,
Erik

228

(19 replies, posted in News)

cricket wrote:

Okay -- so if you've been paying attention, you know the new edition of Starmada is about six weeks overdue. I apologize for that, and I hope the wait will have been worth it. Besides, it was unavoidable, what with the new job, new house, and new baby on the way (OMG).

In the next week or so, pre-orders will begin for the hardcopy of Starmada: Nova Rulebook. Pre-order customers will immediately receive a PDF copy as well. In April, hard copies will ship to pre-order customers and retail stores.

How does this impact the Star Fleet Armada books?

Starting in June, an updated version of Klingon Armada will be released, followed in short order by updated versions of Romulan, Alien, and Distant Armadas. Battleship Armada will be released in both Admiralty and Nova versions.

For those of you who own the existing SFU books, there are some options if you are reluctant to buy the updated versions:

First, a short and easy-to-use update document will be available for free, allowing you to convert the Admiralty designs to their Nova versions. It will also include the relevant SFU rules so that, when combined with the basic Nova rules (also available for free) you will have everything you need to be up-to-date.

Second, if you can wait until they've all been updated, a PDF will be made available with all the ships from the first four SFU books (Klingon, Romulan, Alien, Distant) for one very reasonable price.

Thanks for the update, and congrats on the baby!

229

(297 replies, posted in Starmada)

Hey Dan, any chance the rules will be available this weekend? My wife's working Saturday and Sunday so I have some free time to pour over, analyze, dissect and absorb some rules  smile
Besides, all the speculation about what the rules do/don't have and what that might mean is driving me nuts. I just want to play and find out how everything works!
Just wondering, sorry to be impatient.
Cheers,
Erik

230

(297 replies, posted in Starmada)

cricket wrote:
Blacklancer99 wrote:

I noticed that under Stealth it says that it gives a ship Stealth (3). Is this correct and does this mean that there are "levels" of Stealth?

Yes.

Cool. Thanks.
Erik

231

(297 replies, posted in Starmada)

Just looking at the conversions sheets again (gearing up for some work  wink ) and I noticed that under Stealth it says that it gives a ship Stealth (3). Is this correct and does this mean that there are "levels" of Stealth?  Just curious.
Erik

232

(297 replies, posted in Starmada)

cricket wrote:

Almost there...

Gee, if we continue to show great patience, perhaps you will eventually "tease"-out the complete rulebook!  wink
Cheers,
Erik

233

(297 replies, posted in Starmada)

murtalianconfederacy wrote:

/sighs

I definitely hope there is an option for simultaneous movement...

Even if there isn't an "official" rule for it I rather doubt Dan will revoke your Starmada privileges or demand return of the rules if you institute your own simultaneous movement system for your games  wink  I hope there is an official rule too, as alternating movement will make Vassal games by email tedious if not outright impossibly slow, and I don't want to risk losing my Starmada rights (just in case) using house rules.
Can't wait to get the rest of the rules!
Cheers,
Erik

234

(297 replies, posted in Starmada)

netWilk wrote:

Which time zone is Dan in?

I think he has his own pocket dimension where he can dictate the time and day that he wants it to be. Or perhaps his car can approach light speed and because of the time-dilation he thinks it is still sometime in December  wink
Cheers,
E
PS Hey Dan, maybe next time don't be specific about exactly which day, month or year something shall appear, it makes the natives restless!  smile

235

(46 replies, posted in Starmada)

Well, we are easily distracted  lol

Can't wait to get to the tasty bits inside!
Erik

236

(23 replies, posted in Starmada)

Andromedan wrote:

There are only two things that really balance out fighters:

1) They are easy to kill.
2) They require require a carrier to get between battles.

If you remove either one the fighters can unbalance things.

Agreed. Point #1 is one reason I have never really liked the ability to increase a fighter flight's DEF above 1. I know the argument can be made that it could represent a really nimble fighter able to evade fire directed at it, but to me if you cap DEF at 1, and some fighters are able to survive some hits from starship scale weapons that makes them plenty tough enough to me. We played a couple of games in which fighter DEF applied only to combat with other fighter flights and when taking hits from Fighter-Exclusive weapons, and found that this helped a lot. A player could still get "tough" fighters if he wanted, but if they did manage to get hit by a starship-scale weapon they went POOF.

I found that the best fighter deterrent was to use both the Combat Interception and Dogfight rules. Player A wants to load up on Uber-Death Fighters...fine, I'll throw some cheap interceptors out there to pounce on the bandits and pin them in a dogfight. If they can kill some of the attacking fighters, great. If not, they can often tie them up long enough for other methods of fighter eradication to be usefully employed. This has worked particularly well against powerful strikers which can be deployed much cheaper than a regular fighter flight, but capable of massive damage.
Cheers,
Erik

237

(23 replies, posted in Starmada)

madpax wrote:

Invulnerable fighters would kill the game faster than starships...

I have thought of a possible trait. We have currently fighter-exclusive and anti-fighter, why not a trait reducing the efficiency of weapons vs fighters, in essence, the opposite of anti-fighter?
It would allow the representation of weapons able to kill fighters    but with greater difficulties.

Marc

But, if you just use the same mechanic as SAE where most weapons shoot at fighters at -1 to hit, isn't that exactly what you are talking about? Why add a trait to do what is already a fundamental rule?
Cheer,
Erik

238

(23 replies, posted in Starmada)

I voted for option 2, but that is based mostly on past experience and I really want to see how the combat system works out before really having an opinion on how things should be in the new version.

239

(51 replies, posted in Starmada)

Ken_Burnside wrote:

  As long as we're all blowing up spaceships, we all win.

Ken, you and Dan should market a line of T-shirts and bumper-stickers with that slogan and the two company logos on them. I'd buy one of each  lol

Oh, and I have owned Squadron Strike from its initial release ( I never did get the revised edition) and love the construction mechanics, I have just never had enough "game time" to give it much of a chance.

Cheers,
Erik

240

(51 replies, posted in Starmada)

Ken_Burnside wrote:
cricket wrote:

Not sure I understand why this does not constitute "vector" movement.

Technically the way airplanes move is vector mechanics too - there's a thrust vector, a lift vector, a gravity vector, and drag, which is effectively a negative modifier applied to the first two.  (This is a simplification that makes my aeronautical engineering friends reach for something strong to drink...)

A vector is a mathematical expression of magnitude and direction. In this system, every ship has a speed (magnitude) and heading (direction). The limitations on a ship's movement are based on the amount of thrust required to change from one vector to another. (e.g. if a ship starts the turn traveling 3 hexes/turn to the "north" and ends moving 4 hexes/turn to the "south", the amount of thrust applied was 3 + 4 = 7.)

In the context of space combat games, a vector movement system is a system where the vectors of travel are completely independent of the ship's facing.  A ship's direction of thrust IS tied to its facing (usually), and changing facing is used to rotate the ship, generate thrust, and create a vector in a different direction, with those vectors being added together and consolidated.

Your system conflates direction of thrust-and-facing to direction-of-travel as a simplification, as a way to minimize record keeping, and does not produce an actual Newtonian vector solution.  It does teach players how to maneuver with momentum.

(Your system is like Mode 1 movement in Squadron Strike, vector movement is Mode 2.  Your original, momentum-less movement system is equal to Mode 0 movement in SS.  AV:T would be Mode 3, since it's vectors, plus continuous thrust over time scales less than a turn, and tracks fuel mass fractions and their impact on thrust.)

The fact that the actual math is hidden from players, or that for simplicity's sake a ship's facing always equals its heading (absent the optional "pivot" rule), doesn't mean the system is any less vector-based (which is typically how I refer to it). But to call it "momentum-based" or "airplanes in space" doesn't really encompass what's going on -- IMHO, of course.

If someone can add or subtract their thrust rating from their current velocity by using the STRAIGHT AHEAD maneuver, why can't they move backwards?  This is something that a vector movement system WOULD allow. 

If I have a vector of 12 in map direction A and apply a thrust of 3 in direction C (120 degrees off), I will end up with a vector of 9 in A and 3 in B....and my ship (assuming I have one thrust direction capable of moving the ship), will be facing direction C while I do this.  This is another thing a vector movement system allows, and yours does not.

Vector movement with Newton's laws is a different experience from what you're providing; you're doing a momentum based movement system.  All I'm quibbling on is the terminology; you're using a privileged frame of reference where the ship's facing directs its momentum, hence momentum-based movement.

By the way - consider renaming your STRAIGHT AHEAD maneuver to APPLY THRUST and SLOW DOWN, while moving the "subtract your thrust from your current speed" to SLOW DOWN and make it a fourth maneuver order.  I say this because it took my third read through the rules to realize that STRAIGHT AHEAD would slow me down before I caught it, and I was actively looking for "OK, so I can't turn when my speed is higher than my thrust, how the hell do I slow down?" 

Regarding the 30* changes in heading/facing, I think it could be done -- it would, however, wreak havoc on firing arcs...

Not really - your old 12-point firing arc system where you listed arc letters is 30 degree firing arc resolution.  Your nomenclature was interesting; I'd done it as 12-o-clock-is-forward and going clockwise around the base, because most people remember "He's on your 6!  He's on your 6!" from WWII movies. smile

It does add an extra hex counting step - is the target 3x as far away in one map direction as its adjacent one.  If so it's in a cardinal map direction, otherwise it's on a spine. 

You could be referring to the firing arc penalty that's part of yourcolumn shift dice system, but I strongly suspect that that's solvable.

I'd also seriously think about referring to these not as -1 and -2 modifiers, but as "column shifts".  I'd also set your convention to the base shift as the left most column and make all the shifts go in the same direction, rather than your current minus-and-plus system.  It saves a type of math step at the table.

Dan, it may be pure semantics, but in my experience people either love or hate "Vector" movement as Ken has defined (and I for what it's worth agree with). I think if you say that Starmada:Whateverthehellthenexteditioniscalled has a Vector-based movement system, there are some people who will A.) Find reason to complain that Starmada doesn't use Vector movement as they know it, so they are upset, or B.) I don't like Vector movement, so I will continue to use the "old" rules from S:AE, or maybe even C.) I don't like Vector based games so I'm not going to buy that Starmada thing.
On the other hand, omit the term "Vector" and insert "Momentum", and I think there is something different for people to check out. I'm sure there will still be people that implement their own "true vector" system within the rules or don't buy it because it's not "their kind of game", but to me it just sound more right.
Course, I'm probably wrong smile
Cheers,
Erik

241

(51 replies, posted in Starmada)

Ken_Burnside wrote:

Could you call this "Momentum-Based Movement" rather than "Vector Movement"?

I think this is a great suggestion. Not only would it be a more accurate terminology,  I think it would prevent some confusion as Ken suggests.
Erik

242

(297 replies, posted in Starmada)

cricket wrote:

I'd give you an update, but I was told to stop spending so much time on the forums and to get back to work... smile

Darn right!  lol
Though I expect everyone to throw rotten fruit at me for saying it   sad
Erik

243

(46 replies, posted in Starmada)

Andromedan wrote:

I don't like Starmada: Final Edition . Because you never want to make the customer think that this is the last version of a product. (i.e. it ends with this edition).

Well, according to the Mayan calender and a seemingly endless supply of additional Prophets of Doom, it would be an accurate moniker unless Dan revises the system again before the end of the year!  smile
Erik

244

(76 replies, posted in Starmada)

madpax wrote:

One thing i didn't like with dual-mode weapons was that you have to determine which mode you will have to use when you write the moves. But you could lose the effect if, for example, the mode you chose has a shorter range (AKA overloaded weapons from SFU with carronade). Worse, I usually forget to decide if I will overload my torpedoes... big_smile
Now, with easier moves, they can become more powerful...

Marc

I actually liked having to make the choices as it felt like an added level of tactics. In a couple of games we did weapon selection as a "hidden order" written on a piece of paper and left flipped over until the shooting started, that way the opposing sides had to guess and counter guess as to what form of the weapon to use, or they would face...if any of that makes any sense...
Cheers,
Erik

245

(76 replies, posted in Starmada)

cricket wrote:

Yes. Dual-mode weapons will continue to be supported -- in fact, they will be improved, in that the different modes will now be allowed different range values.

Excellent news! Both that they will be in there and that they will be allowed different ranges...that always made things a little wonky to convert. Thanks Dan, Happy New Year to you and yours!
Cheers,
Erik

246

(76 replies, posted in Starmada)

Something I don't think anyone else has asked (that I have noticed) is will there be Dual Mode Weapons? I have found they are extremely useful when converting over ships from other games, particularly B5Wars, where a lot of weapons can fire in very different ways depending on the choices made by the commanding players.
Cheers,
Erik

247

(297 replies, posted in Starmada)

madpax wrote:
Blacklancer99 wrote:

. I would recommend simplifying it even further perhaps by having the weapon system listed above the arc diagram, then using a white font with the number of weapons with that arc right in the black area, rather than writing the words over and over. Might look a little cleaner and, for me at least, the number of weapons in a given arc would be easier to see quickly. Just a thought.

In fact, that was what I did after uploading that sample here.
I will do it tomorrow.

Marc

Glad I could reinforce your decision-making process   lol
Cheers,
Erik

248

(297 replies, posted in Starmada)

madpax wrote:

Having seen some ship display samples, I would like to present what I'd like to see pertaining to fire arcs. It can be improved, though. Stats are prurely conjectural.
Of course, I would do it myself as I feel it will take some work just for SFU ships.

Marc

It looks pretty good as a graphical display of weapons, simple and usable. I would recommend simplifying it even further perhaps by having the weapon system listed above the arc diagram, then using a white font with the number of weapons with that arc right in the black area, rather than writing the words over and over. Might look a little cleaner and, for me at least, the number of weapons in a given arc would be easier to see quickly. Just a thought.
I toyed with something similar in Excel, which can use the "donut graph" to give a nice graphic like your arc diagram, although I don't think it can be nested in concentric rings (which is why I dropped the idea as it made a sheet to busy).
Cheers,
Erik

249

(10 replies, posted in Game Design)

cricket wrote:

All I can say is that I have not completely given up on the game. Whether that means something will come out before Spring Training 2012, I don't know...

To be honest, the idea of a baseball game is so outside the norm for MJ12 that I have no idea whether anyone else out there would care one way or the other -- but I like it. wink

Well, I guess I would be the only other one interested. You ever want to sell one copy of the rules, let me know!
Cheers,
Erik

250

(297 replies, posted in Starmada)

cricket wrote:

On the other hand, I would hope people will give the benefit of the doubt; and if you don't like the new rules, dislike them for what they are, not what you fear they might be.

I think this is a consequence of giving us tidbits, hints and snippets of the new rules. Someone can, and will always find something they dislike about any rule set, but when you can only see parts without the context of the whole, I think the problem is magnified. I understand that you are truly trying to keep everyone informed, and probably trying to drum up a bit of interest, but sometimes, ignorance is bliss...
we don't know what what is coming, we don't complain as much about what we think it is going to be  smile
I plan to wait until getting the rules to start complaining!
Cheers,
Erik