I have been working on an idea for a Torpedo launcher, where you can buy the torpedoes individually based on what they do......
I haven't gotten it smoothed out yet, but am very open to suggestions from others on what they think.
John
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mj12games.com/forum → Posts by Nahuris
I have been working on an idea for a Torpedo launcher, where you can buy the torpedoes individually based on what they do......
I haven't gotten it smoothed out yet, but am very open to suggestions from others on what they think.
John
Maybe anti-fighter battle satellites......
The have smaller range 3 or 6 3/1/1 weapons and can only target fighters..... ect.
Small defender gunboats that are attached to the hull and release when the enemy comes in.... I'll need to try it once and see.
John
That is what I was hoping to add with the Anti-fighter batteries....
A basic die roll during the fighter phase that actually helps the ship, and doesn't rely on enemy fighters flying into each other's line of fire.......
If you actually look at AFB, it only helps when the fighters shoot at you. With drones, it resembles ECM, and against kamikaze fighters, it doesn't help at all.....
Drones, they are 4+ to hit, although AFB makes that a 5+. Any drones that miss are removed as well as the ones that hit..... so there is a difference there, but vs. kamikaze you have the following
ramming fighters hit on a 2+ (no modifier for AFB) and if they penetrate, do 3 dice of damage. Any fighters that miss are destroyed..... That means the fighters that roll a 1 and would have gotten destroyed by AFB are pretty much going to be destroyed anyways, because they missed.
I was looking for something that would give the capital ships some fire capability during the fighter phase, but isn't a huge fighter killer. I don't want to negate the fighters, but I do want to move away from the situation that has been happening, where a swarm of fighters rushes in during the fighter phase and either kills, or cripples a capital ship before it can even fire back at them. I have seen a trend among the gamers in my area, where he who has the most fighters wins..... and yet, I want to avoid the issue where any fighter getting near enough to the ship dies.
I am sure, though, what with everyone here, we can find a good compromise.
John
I'd be interested in the FDN as well.
John
Trust me when I say, that although that sounds like a great idea... my skills with Excel are not in league with that thinking.......LOL
John
I agree, but if we listed them as special equipment instead of just a percentage of SU's... they become subject to tech levels. Also, if we base the cost off of the ships they carry, then you have varying costs based on the final cost of the ship, which changes, depending on what is on it.....
I am experimenting with it right now.....
John
I hate replying to myself, but I was looking at something. I tried it the way that Dan put in earlier, and realized that the point cost of the hanger on the carrier changed depending on the tech level of the ship it was carrying..... that didn't seem entirely right.... so I looked for a way that would be more even, based on the carrier.... and that would keep the actual hanger space used about the same.... even if special equipment had improved costs due to higher tech levels......
Just and idea, and one I hope other people look at as well.
John
I like escort ships as well... but they don't get to fire until after the fighters have made their attack, and can be targeted before they even get to fire. Meaning that the capital ship has to run the gauntlet of fire from the fighters and hope it can fire back.
I just tried another quick one on one battle, and running the active AFB didn't actually unbalance it. When the 3 wings came in, my ship, which was a hull 12, I rolled 12 dice against the fighters... I managed to hit a total of 3 fighters, and a further 2 had poor pilots, flying into enemy fire via rolling ones. At the same moment, they also rolled 18 dice against the ship, hitting with 7 of them and having 6 of them penetrate the shielding... destroying the AFB as one of the hits..... and inflicting 5 hull damage.
It didn't really appear to overpower the game... and also makes a lot of sense against drones. Normally, AFB, when used against drones, destroy any drone that rolls a 1..... however, any drone that rolls a one misses anyways, and drones are destroyed whether they hit or not, once they attack.......
I'd really like to get some more people to try using AFB to roll against fighters and drones actively.... since one test, and even multiple tests by the same player cannot be considered a fair test of this. Looking at the cost of the AFB, we find that it uses 5 percent of your SU's and also multiplies your defensive by 1.2. Armor Plating only gives a 1.5 multiplyer to the defensive rating, and protects against ANY incoming damage. The AFB would only actively hit 17 percent of targets ( the ones always miss anyways) where armor blocks 33 percent of hull damage, no matter the source.
I don't see where this is too much on my end, but being that I am not a master at math, and may have missed a square route or two ( :wink: )
I hope someone else is willing to try this out and post their results here, as I don't want my opinion to be the only one here
John
Plus, any fighter doing a kamikaze attack gets 3 dice damage and hits on a 2+..... and if you have AFB, the fighter is destroyed if he rolls a 1.... which during a kamikaze attack, happens anyways.
I was emailing a friend while working on this, and we found that the following are some ways of dealing with fighters.... and if anyone else has ideas, please put them in too !!!
1: If you opponent rushes his fighters foward, you rush yours foward and hope he doesn't have more flights than you do. Unfortunately, this usually results in a lot of dead fghters, with the side having surviving fighters gaining the advantage.
2: Hold all of your fighters back right next to your ships, and as the enemy gets in, try to make it so that you can move your fighters into the same adjacent hexes as his... that way you can declare a dogfight and keep his fighters from firing on your ships at half shields. However, this only works as long as you declare no movement of your capital ships. If your ships are moving, then you have to move your fighters first, and then have your ships move into the adjacent hexes during their movement, and hope your opponent doesn't have a few wings of fighters that can swoop in after you moved your fighters, but before your ship moves.
3: Equip all ships with PDS, since fighters can't halve that form of protection.
4: Have AFB, but remember that it only works if your opponent rolls ones..... and if the enemy is performing kamikaze attacks, a 1 results in destruction of the fighter whether or not you have AFB... so, it's not too much help.
5: Equip your ship with either carronade, or shockwave, and hope you survive until you can fire it, while remembering that you have no control of what hexes a carronade fires into, it might totally miss.
6: Equip all ships with weapons that have long range and high rates of fire, and play as a bunch of mobile turrets.
Anyone else have ideas?
John
The downside of towing is that only one ship may be towed...... and since the math specifically states that the tow speed is computed by the current engine ratings of the ship/ships doing the towing... I assumed that it was only possible in real space vs. hyperspace.
Of course, if you subscribe to the hyperspace field theory... then as long as the ships are in the same hex, they will jump with the ship carrying the hyperspace unit........ Although I would immediately limit it, so that the ship with the hyperdrive can only carry half of it's own hull points in riders..... and must have a second hyperdrive unit to do so......
If not limited, I see a bunch of Hull 1 jump ships bringing in hull 20 non-jump battleships..... just for the extra weapons on the bigger ships....LOL
Dan, how about this? A ship that carries non-jump ships must pay 5% SU in docking clamps, and carry a second Hyperdrive unit.... and can only carry half of it's own hull value in various drop-ships.
Drop-ships can be defined as any small ship designed to drop away from a jump capable carrier ship. This would include mech carriers, troop transports, and defensive or small strike ships.
I include the small strike ships to simulate the Achilles dropship from Battletech. It is designed to provide warships with anti-fighter support, and is basically a fast drop-ship with a lot of anti-fighter weapons.....
Then as a side rule, while attached, dropships use the shield rating of the jumpship they are on... and can only activate their shields on the turn following their release.... although they can move full distance, on their release turn. In addition, while attached, dropships cannot launch fighters or drones or fire weapons, but can be targeted and if destroyed, produce explosions as normal.
John
I tried an idea over the last several days..... I designed 2 ships that were of equal size, and nearly equal cost. One carried 3 wings of fighters, and the other didn't, but had AFB... the ship without fighters lost every battle out of 3.... and on one of those battles never even got to engage the enemy ship, as the fighters killed it in one round, at the loss of only 1 fighter to the AFB.
I then tried the short range 3/1/1 anti fighter guns, and while they worked.... they weren't as effective as they might have been. The fighters would get in and damage a lot of them before they got to fire....even with AFB mounted again. The ability to halve the shield means that you will get about 3 dice of damage for every flight of fighters on the board, unless they are killed before they get to a target. I think the last thing we want is to have our games devolve down into he who kills the fighters first wins.....
However, on the last battle, I tried something different... during the fighter phase, I allowed the defending ship to roll 1 dice for every hull point, and on a 6 the AFB got 1 fighter... It didn't add that many die rolls, and it made sense that an anti-fighter battery would work against the fighters in their own phase of the turn....
As a balance, any dice that rolled a one, negated a one rolled by the fighter wing....
Yes, the fighters paid a slightly higher cost coming in, and I am thinking of another battle without the one rolls negating each other... but the AFB actually did apply something to that battle, and yet, unlike the carronade.. it wasn't massively deadly.
The only other really effective means of giving ships without fighter cover a counter to waves of fighters was 3/1/1 weapons with at least a range of 12, and preferrably, a range of 18. That way, you have a chance of thinning out the ranks of the fighters coming, BEFORE, they get the chance to halve your shields and hurt you really bad. This is going to be even more true as more and more players start using fighters as heavy drones and having them ram capital ships. Especially now that the newer Star Wars movies kind of pushed the idea of droid fighters.... you are going to see more fighters used in kamikaze attacks.
I think that in some ways, this is why we are seeing the hull factors of the ships constantly increasing. Players are constantly looking at ways to have ships survive longer, and making them massive not only gives them a longer survival rating, and the ability to load more defenses.... but also minimizes hits by changing the ratios of hull points to other item hits.
Case in point. I designed a hull 1 ship with engines 8, and almost nowhere on the damage track did I see less than 3E... and yet when I did the Hull 8 ship with engines 8... there was no location greater than E.
These are the damage tracks from the construction assisstant with only the hull and engines entered in... although hyperdrive is defaulted
Hull 1 H3E 3EQ H2EQ 3E H2E 3E
Hull 8 H E H E H Q
The reason I bring this up is that if a wing of fighters got in on these two ships, they would halve the shields, and fire first... and assuming that all damage die rolled a 2, 4, or 6... you can see where the smaller ships are rapidly crippled by them. Having an active way to at least shoot back, or maybe deter a few of these hits would go a long way towards increasing the survival of your ships.
Dan, if you feel that I am giving the AFB too much for the game, then I have no problem as it stands... but if it isn't too much to give them a die roll and a chance to actively take out some fighters during the fighter phase, it would give fighters a more tactical edge, and the need for your players to consider not only how to use them, but what defenses you should include on your ships
John
Troop ships would come later.... right now, I am specifically talking about a way to get non-hyperspace capable ships out to battle.
I do like the idea of small size one or two hull ships with expendible weapons operating as small PT boats. The goal would be to have an inexpensive support wing based off of a carrier that has maybe a hull of 12, 6 wings of fighters, and 2 heavy torpedo carriers to act as PT Boats in support of the fleet.....
I could just as easily give them a +1 or +2 weapons, and leave the Hyperdrive.... but that didn't have the feel I was looking for with the fleet.
In addition, I am also working on deployable gun batteries.... small shielded hulls with minimal engines (1, if that) and 360 fire arcs..... The carrier brings them into position, and deploys them to provide cover fire, ect.
Finally, I have a flak boat version of the torpedo bomber that uses small range 3 rotary guns 3/1/1, in place of the torpedoes, and flies around supporting the rest of the fleet in an ant-fighter role......
Again, I could give them higher weapon levels, and just leave the hyperdrive on...but I was preferring the "feel" of having small deployable ships with specific roles within the fleet..... I wanted something in between capital ships and fighters that had definite roles with a fleet, and that didn't cost an arm and a leg to deploy....... something that I could list as a 6 man support, craft, ect.
John
The problem with active anti-fighter batteries, is that they basically become the same thing as the carronade..... but you get to choose the hexes fired in......
I rarely use AFB as they don't seem to do enough to really deter the fighters.... you basically get the same effect that your wings of fighters get, but without the ability to shoot back..... if your wing of fighters gets into a match with another wing, every 1 your opponent rolls costs him a fighter, but you still get to attack with your own... with AFB, you rely on your opponent to roll ones.......and that's it....
I'd like to see a more active anti-fighter defense, but am not entirely sure how to design one... I'll have to think about it.
John
I just watched the wing commander movie that they did.... and viewing it as a stand alone movie, not attached to the video games, it wasn't that bad. The ship to ship combat was somewhat better than star wars episode 3.....
Anyways, I noted that the broadsword heavy bomber ships were also very similar to the ships I am asking about here.....
John
Just a question for Dan...
I was tinkering with an idea from the Starlancer game. I created a ship, with a hull 1, shields 0, and 4 expendible "torpedoes" (1/2/2)
Basically I was making the heavy torpedo bombers that are used.... I made them tech level zero across the board, and they have a cost of 25.
The problem I am having is that in order to make it work, I removed the hyperdrives.
Is there a way in Starmada to simulate a dropship?
I want to build a carrier to transport a few of these, but am not sure how to rate them. Would I use a fighter bay for each one, or is there a way to simulate the fact that another ship carries them through hyperspace to the battle?
How would I make a dropship? How many points would the docking port be? And how would it add to the final cost of the ship?
Thanks Much
John
I remember when Dungeon and Dragons came out... it was in little white booklets, and you needed a copy of the chainmail rules to play.....LOL
I've used counters, but figurines just look better.
You all do realize that we are hijacking this thread....... we might want to mention Star Trek, and Starmada (OK, spirit of the thread preserved !!)
John
As soon as I manage to get a digital camera.........LOL
I scratch build all of my figs from balsa and small bits of styrene, or anything else I get my hands on......
And I enjoy designing my own ships, so my fleets tend to be unique.
John
Now, we just need to update the Construction assisstant to handle this calculations.....LOL
P.S.
Happy Birthday Dan (saw the 35 years and 4 days remark on the other thread....LOL)
I just turned 36 in April, so yeah... we are grognards.
I am currently working on a new starbase... 6 sections, created in a hexagon, with 20 hull per section, and dual spinal mounts in each section.
Then again, one of my friends thinks that my newest creation is gross.....
Hull 9 with 4 spinal mounts
It only has 2 other weapons... small range 6 rotary guns, one on either side, for fighter defense.
I use it as a stand-off artillery unit in a fleet. I even designed figs for the ship.
John
I will admit that I am getting fond of range 3 and 6 rotary guns with
3/1/1 for anti drone and anti fighter work....
I'd love to see a mod that can be added to a weapon...
Anti-fighter: normal to hit vs. fighters, but -1 vs. capital ships,
or even -1 to capital ships, and must re-roll penetration.
John
And of course, we get a square route in there.....LOL
Yes, I was looking at the fact that I wanted a weapon with limited numbers of shots that could only fire once a turn, and could be taken with a single hit...... I tried it the other way with basically 20 single shot "torpedoes" but would only launch 4 a turn..... however, when one of my friends used the ship, he unloaded all 20 torpedoes at once.... (1/3/3 with range 18) and well..... it was kind of messy....... LOL
The scenario was supposed to be a starbase (hull 40) and several small ships, holding off a larger fleet for 6 turns, until help arrived.....
He took the ship, ran it in to medium range of the base... and then unloaded all 20 torpedoes at once..........
It pretty much ended the game on turn 3......
John
The Kayeshi Fleet I was designing also carried drones on a number of the ships in the fleet..... I would launch them and have them stick near the launching ship... finally, when I had enough to do what I wanted, they would all head off for the target......
Dan, outside of the one shot expendible weapons, and the unlimited shots normal weapons... do you think there is a way to incorporate ammunition costs into the weapons???
John
Dan, this is a true sign that you are loved.......LOL
John
Actually, I think there will be more than one happy dance.......
John
Cool...
I've been holding out for the Deisho fleet... and I want to definitely get a chance at them.
Although, I am sorry to see it go like this.... the creative genious that has already been displayed with them is something I am loathe to see go away.......
John
Either we know the root of the problem..... or at least we know the math is squared away.......
Ok, sorry all.... terrible terrible puns..........
John
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