Inari7 wrote:
Marauder wrote:

@Nomad

My problem with Tech is that it allows you to conveniently break the ship design limits on a whim. 
-Tim

But using Tech, makes you ships more fragile right?

If you cram enough weapons/systems that could fit into a size 10 hull into a size 5 hull, the combat value stays the same, but your ship dies after 5 hull hits rather then 10.

Sounds like it evens things out a bit.

In theory everything is balanced out.  But I think the idea of "tournament rules" is to mitigate design advantage and turn it more into tactics. 

If you use tech to allow you to make a well balanced but powerful and expensive ship its okay.  But you can also make some crazy monsters if that's what you are going for.  The amount of hull doesn't matter if you've packed on enough long range weaponry to cripple your foe before he gets into range.

Admittedly part of the reason I'm against it as I see it as a way to "cheat" on ship design.  You can start designing a ship and if you are short on space at the end you can just bump up the tech to make everything fit.  I honestly think there should be a premium on using tech and not just proportional to the extra stuff, but you should have to pay also for breaking the rules.  I think the converse should be true for low tech as well.  Give them a discount because they have more design constraints.  I would love to see people actually use low-tech. 

-Tim

@Nomad

I think the example of your Eldar is fine, but I also suspect you are not breaking that as bad as it could be because you are emulating the Eldar.  My problem with Tech is that it allows you to conveniently break the ship design limits on a whim.  Why even have them if you can just break them because you feel techy?  You can fit ungodly big weapons on a ship with max tech, and if its long range enough your opponent is hosed.

You can still make ships that are light on defense and have more weapons without tech, you just probably have to compromise your weapons a little more than you'd like.

As for half shields - I feel that people should have a better way than piercing 1 to get past 5+ shields - otherwise 5+ shields becomes the new cheese.  Right now nobody in our group will touch half shields because it is slightly worse than piercing 2.  So I was thinking since it isn't as aggressively priced as piercing 2, why not make it the top dog in shield defeating?  Also piercing 2 is kind of broken combined with increased impact (if that stays for example), but half shields isn't. 

-Tim

228

(22 replies, posted in Starmada)

I think another factor might be the "optional rules" people are using.  They may be exacerbating certain combos or strategies.  For instance we use only the basic movement - and I think that actually makes it a lot easier to be effective with "G" arc weapons - especially since moving backwards is so easy.

Cricket I agree that most things have a reasonable counter.  The problem in a tournament or campaign setting is that you don't have time to react to your opponents design, and if extreme enough no amount of tactics are going to help you overcome the design advantage.

The only two combos I have found that are pretty darn near broken are:

-Piercing +2/+3 with increased impact (gets you both if you have good or bad shields)

AND

-2+ accuracy, increased hits, repeating

I realize the increased traits are really hard to price because their effectiveness is linked to the probability of hitting/penetrating.   

To a lesser extent i think expensive seekers are too deadly.  I think the fighter traits have been priced kind of assuming that they only modified the "offensive portion" of the fighter.  For seekers/strikers I'm not sure this pans out because they really don't have to worry about defense very much.

-Tim

Definitely Hull size for me determines the class of the ship. 

-Tim

Here is what I had written in the other thread:

I haven't had a chance to try fleet ops, but it looks much harder to abuse than Starmada.  We're currently almost done a campaign, and there has been a big disparity between ship designs.  Based on our experience here is what I'm thinkign of banning for the next session (which in my mind is similar to what would work for a more generic "balanced" setting):

-No tech (lets you put an abusive amount of weapons on a ship)

-None of these weapon traits: Ignore shields, piercing 2&3, increased impact, repeating, continuing damage, increased hits

-Point limits for fighters, strikers, seekers etc (this stops them from getting super powerful but still allows customization - have to trade off - not sure how you would handle dual mode fighters in that environment)

-No 2+ accuracy or ranges above 18 (in most space games I've played weapons either usually take a HUGE penalty for firing at long range OR they have reduced damage over range - on the standard sized map for Starmada with 2+ accuracy and range 24 you can really reach out and "touch" someone very badly on turn 1.  If they don't also have range 24 they are in big trouble)

-No "G" arc (or at the very least replace it with something like the Bow arc from fleet ops - its just too nice a discount for forward firing weapons).

-Don't allow (or reduce) fighter flight launch while performing evasive action - same goes for boarding via teleportation - should be a penalty to hit or something.

-No ammo - people can take slow to simulate reloading

-no starship exclusive (its generally just a 30% reduction in cost for a weapon that you would never bother firing at a fighter)

And this is just something I think would be nice in general:
-It would also be great to allow anti-fighter batteries to fire just prior to the ship being attacked by a fighter flight.  If this makes them more expensive so be it, but its very hard to deal with seekers/strikers.

I'm sure there are others with more suggestions

231

(22 replies, posted in Starmada)

cricket wrote:
Marauder wrote:

Dan please notice that I said the "length of our games" and not everyone's games.

Noted, although I'm not sure why it matters... I was only trying to explain the point-costing rationale.

Sorry if I came across negatively there that wasn't my intention.  Your rationale is sound.  I just think that ammo starts to be come unbalanced when games get shorter in length.  For instance if our games only last 4 rounds and I take 4 ammo I'm getting a pretty good deal.

Dan I'm not sure if you've ever considered it, but some it would be great for both new-comers and people-who-play-against-power-gamers if you came up with some "official tournament rules for starship construction"

I'm listening for any suggestions...

Edit: moved this part to the other thread:

http://www.mj12games.com/forum/viewtopic.php?f=2&t=2980&p=23669#p23669

232

(22 replies, posted in Starmada)

cricket wrote:
Marauder wrote:

IMHO strikers-seekers-ammo are not really balanced for the length of our games.

FWIW... ammo is point-costed based on an expectation (for the smallest ships) that you will get at least two shots out of a normal weapon. Thus, the ORAT for a weapon with one "shot" is 50% that of a normal weapon. For the largest ships, the expectation is that you'll get at least six shots out of your normal weapons.

Interestingly, some recent simulated battles seem to indicate that this is still OVER-costing weapons with ammo... hmm

Dan please notice that I said the "length of our games" and not everyone's games.  The last game I had my opponent's 700pt battleship took out my 961pt Battlecarrier (hull 16, armour plating, shields 5+) on turn 2.  He had a pair of [G] arc weapons that were RNG: 24 ACC:2+ IMP:4 DMG:2, Ignore shields, increased impact, continuing damage.  That boils down to about 8d6 damage per hit.  I was lucky not to die on turn 1 (he missed with one despite having fire control as well).

I think it comes down to how over-the-top-crazy people get with their weapons.  If you can reign the weapons in to something more akin to what is in the official starmada supplements I'm sure Ammo works out fine.  It can be broken though.  In the example above if he used ammo it could have taken out both my capital ships on turn 1!

Dan I'm not sure if you've ever considered it, but some it would be great for both new-comers and people-who-play-against-power-gamers if you came up with some "official tournament rules for starship construction" which would limit/restrict some of the nastier combinations you can get in the game - you know to promote longer games that are based on in game tactics rather than "winning by design".

233

(22 replies, posted in Starmada)

Had a game the other day that only lasted 4 turns.  We use the map size suggested in the rulebook.  We had some pretty long range weapons as well as strikers/seekers on both sides.

IMHO strikers-seekers-ammo are not really balanced for the length of our games.

-Tim

234

(7 replies, posted in Starmada)

Strikers and seekers can be made incredibly nasty.   Here's an example:

Std Fighter - Costs 50 - Size 6, Spd 10, Def 0 - Acc 5+, ROF 1, IMP 1, DMG 1

If we compare that to a seeker of the same cost:

Boom Boom - Costs 50 - Size 6, Spd 10, Def 0 - Acc 5+, ROF 2, IMP 3, DMG 3

So in this example the seeker has 18 times the killing power of the fighter.  The seeker does have limitations - but those are fairly mitigated if you can launch within striking range of your target.  If they can't move away, they have no chance to shoot at the seeker, unless they have fighters of their own - but even then they might not be able to react in time.

The current rules work well for moderate fighters, but they fall apart when people start using deadly seekers and strikers (like the one shown above). 

I think the problem is the cost of the weapon modifiers for seekers/strikers.  While they are the same ones that fighters have, its less practical to load up a fighter like that - because you have to worry about survivability and there are limits to how many 150pt fighters you can fit on a ship!  For seeker and strikers you don't have to worry if they survive, just get in range and let them lose!

My proposal would be to use the OP's turn sequence - reduce the cost of fighter flights to account for it, but increase the cost of some of those fighter traits - possibly not for fighters but definitely for seekers/strikers.

235

(4 replies, posted in Starmada)

Throw out the current shield system and come up with a new one that uses ablative shields.  Replace "shield" damage (since you'd be damaging them just by shooting at them) with "special systems" damage.

To be honest, Starmada doesn't mimic the rules mechanics of SFB, and that's not necessarily a bad thing.  The only thing I'd really want to change with the current system you have for KA/RA is that instead of just 67% of the time the facing facet takes the shield damage I'd make it 100%.

236

(23 replies, posted in Starmada)

Nomad wrote:
Marauder wrote:

Regardless of simulation, ROF is the top because it is "never wasted" against any type of craft.  DMG is at the bottom because it is wasted against fighters AND flotillas.  IMP still works against flotillas - so its better.

Not to completely ignore the real meat of the discussion, but flotillas are kind of a posterior justification; Impact has been more expensive than Damage and less than RoF since before flotillas came out in Dreadnoughts.

Good point - but be that as it may, currently there are flotillas and they do make impact more valuable.  I suspect flotillas are under used, but they are a good counter to someone who loads up on high DMG weapons.

237

(23 replies, posted in Starmada)

Starmada's strength is definitely the design system.  You can imagine almost any space faring race and make it come to life.  This is what I love about it and why we picked it as our game of choice.  This of course is all possible because of the design system which is 100% transparent.  Many other games don't fully reveal how everything is costed, and in most cases are not as well balanced as Starmada - yet starmada has it all out in the open for people to pick apart.

To the OP I gotta tell you, when you play the game, there is just no way the outcome of the game is going to be that heavily influenced by the ROF/IMP/DMG issues.  Its going to come down to tactics, the outcomes of the relatively small number of dice you roll in a game and of course, a couple of very nasty combinations of weapon traits.

Regardless of simulation, ROF is the top because it is "never wasted" against any type of craft.  DMG is at the bottom because it is wasted against fighters AND flotillas.  IMP still works against flotillas - so its better.

If you want a game that has a "strength" type component - go check out colonial battlefleet.  It has shields that are ablative but then an armour rating that must be penetrated for full damage (plus a critical).  Of course in that game you can't design your own weapons, you have a limited number of hardpoints, only 2 types of fighters and "accuracy" is proportional to the range of the weapon.

-Tim

238

(2 replies, posted in Starmada)

Thanks for the response Dan.  I had forgotten that you still need to roll at least a "2" on an impact roll.

I like to play with some terrain most of the time and open space occasionally.  IMHO the problem with always playing in open terrain is it really promotes (for some players) long range guns and not moving much.  It can be tough to run the gauntlet against that unless you specifically build to beat it (such as making better long range guns than they have). 

If you know that you might have to deal with space terrain, people tend to go for a more rounded ship design.

To the OP I like your idea of nebula and dust patches.  We're going to be restarting a campaign soon and I think I'll sub out the full on nebula and dust with the patches.  Makes it more interesting.

-Tim

240

(2 replies, posted in Starmada)

Both Halves Shields and Piercing +2 have a 1.8 modifier.  I'm curious as to why they have the same modifier.

It seems to me that Piercing +2 is just as good as Halves shields vs. shield ratings of 5+ and 4+ and strictly better for lower shield values.  Piercing +2 also pairs very well with increased impact - especially against a 0 shield rating. 

Are the two so close together in performance that giving Halves shields a lower modifier (e.g. 1.7) was too significant a drop?

241

(23 replies, posted in Starmada)

cricket wrote:

One interesting thing that comes up from this discussion, which I never really considered before, is that the value of ACC is not linear... just as high ROF is more valuable than high DMG because it makes it more likely that some hits will be scored earlier, so too is ACC 3+ more than twice as valuable as ACC 5+.

Specifically, a fleet with ACC 3+/DMG 2 is 15% more likely to win than a fleet with ACC 5+/DMG 4 (100,000 battles, Side A wins 53,479).

That's pretty interesting cricket.  We're playing a big space campaign right now and we are coming to the realization that ACC 2+ is a bit of problem - no so much by itself but when combined with both increased hits and repeating.  If ACC 2+ was a bit more costly it might help mitigate this problem.

That's a great idea and makes me wonder if Fighter Exclusive shouldn't be repriced and reworded to work this way.

-Tim

243

(4 replies, posted in Grand Fleets)

Cricket I guess its been a while since you looked at GF2, but believe me, you included a points system in it!  Just took a look to make sure I wasn't crazy.

@OP
Its quite complicated to just state.  It has similarities to Starmada.  I recommend picking up GF2 - the price is very reasonable and there are full design rules to convert real world ship data into game stats - and point them out as well.

-Tim

244

(21 replies, posted in Defiance)

I have to say this is quite exciting.  If you need any help with testing for errors I'd be happy to help out.

-Tim

245

(7 replies, posted in Starmada)

cricket wrote:
tytalan wrote:

I need a Mod for a weapon that is affected by point defense?  I do not want to use the seeking weapons rules.  also I would like suggestions on how the increment point defense?

I would apply a -1 penalty when attacking a target with point defense, and use a x1.2 modifier for the weapon, at least as a starting point.

I'm confused.  Isn't this mod a disadvantage and shouldn't it give a cost reduction?

246

(7 replies, posted in Starmada)

That's going to take some serious creativity to pull off as a direct fire weapon.

Personally I'd rather make a weapon that launches flights of seekers - much like the plasma torps from Romulan armada, but without a mandatory dual mode and with the option of ammunition.

247

(8 replies, posted in Starmada)

Very nice.  Our group is planning a sovereign stars campaign sometime soon, and we want to use a web-based map to keep track of everything.  I can see this sort of thing being very handy for that!

248

(6 replies, posted in Starmada)

cricket wrote:
Marauder wrote:

Is it permissible to take both ignore shields and non-piercing on a weapon?

No.

Awesome, thanks!

249

(6 replies, posted in Starmada)

Alex Knight wrote:

What would be the point aside from cheeseballing the price of the weapon system?

I agree, the only point to it is to be cheesy.  I'm hoping to prevent this combination somehow - either through it not working as expected, or by ignore/half shield not being combinable with any of the piercing/non-piercing traits.

-Tim

250

(6 replies, posted in Starmada)

Is it permissible to take both ignore shields and non-piercing on a weapon?