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go0gleplex wrote:Okay...so if I understand this correctly, as a concept, you're trying to model the "fog of war"/ "command communications delay" effect with the use of the chits. Okay...I can buy that...may not LIKE it much from a personal preference...but I can buy into the intent.
Yeah, I guess. Actually, I just thought it'd be an interesting variation on the old Space Marine "place an order chit next to each unit" mechanic.
But yeah, it's all about "fog of war"...
Actually, the game won't break with another activation system -- so for those who don't like it as-is, it should be tailor made for tweakin'...
go0gleplex wrote:Nope didn't misread it....mayhaps mispoke myself from my intent. I see having my orders limited to what's in the cup as detracting from overall control...because my choices are being limited. One of my pet peeves is all. *chuckles*
Hmm... I guess that was the point. You are limited by the choices you make at the start of the turn. If you want to go on the attack, but suddenly need to defend, you're going to have a problem.
go0gleplex wrote:Overall...I kinda like it Dan. The only thing that doesn't thrill me a lot is forcing a unit to execute an order based on a random draw. Call me a control freak...but I really hate not being the one choosing my units actions.
Actually, I think you might have misread it. You first draw a chit (from those you selected at the start of the turn) and then decide which unit will carry out that order.
So you have control all the time -- from what orders you put in the cup, to which units will activate when.
There like construction stuff to determine unit ranges for whatever factions?
There will be, yes.
I know it's been pretty quiet around here lately, but things are starting to happen again. Here's an example of something that's been hounding me for years...
http://mj12games.com/forum/files/ql_651.zip
They operate independently.
GhengisRexx wrote:After a pair of uuuuugly defeats this weekend, I started to redesign my New 500 point fleet. While toying around with the spreadsheet, I came up with this pint sized monster fleet.
You're not going to share details of your ugly defeats?
What's a "CT"?
Hull: 1
Engines {TL0} 1
Shields 0
Weapons [TL0]
none
Special Equipment [TL0]
Hyperdrive [0], Spinal Mount [0], Electronic Warfare System[0], Long Range Sensors [0] Armor Plating
The only question is do I reeeealy want to have a 100 ship swarm fleet?
You could move them around in 20 groups of 5... *shrug*
The "death by a thousand cuts" approach has been used before, and to good effect. You are assured of killing a single 500-point ship, or a pair of 250-pointers, but against any reasonably-balanced opponent, I am more pessimistic.
But then, I've been wrong before.
Richard Rognlie wrote:I helped Dan with those rules years and years ago. And I like them
(Appendix B). The hardest part is remembering what your current moment of inertia is (direction and magnitude) vs. your facing.
That was a long time ago, huh?
I prefer the vector movement to the "normal" rules. But I can't get anyone else to play that way...
As far as using the Full Thrust system, I'm not sure why you'd bother. It adds complexity for no real benefit -- the system is no more realistic than the basic Starmada one.
But, to each his own, I suppose.
bobslaughter wrote:If a problem, there is the "Hardball Solution"; change allthe names of the teams and the players, but keep the stats. Cheesy but from what I understand effective. You probably can't use any of the MLD awards either.
I'm no expert or lawyer, but I do know that stats are not protected (see NBA v. Motorola, 1997). Keeping this fact in mind, and noting which sports-themed games are "licensed" (computer games, the MLB clicky-game) and which are not (APBA, Replay, Baseball Classics, other board/card games), my best guess is that the sticking point is in using players' likenesses...
As this game won't, I don't think it will be an issue.
bobslaughter wrote:Mail sent. I want the 1996 NY Yankees, and the 1996 Atlanta Braves. In addition to be a somewhat interesting matchup, it also matches the sample cards for "Guru's Baseball Game", so I can compare side-by-side.
Got your e-mail -- cards and instructions should get to you shortly.
Remember that the stats have been "adjusted" to a modern context, so even in a relatively contemporary season like 1996, the values will be somewhat different than in reality.
GhengisRexx wrote:What about the other question? If a weapon with Ignores Shields and Increased Penetration hits, is there a pen roll vs a 0 shield?
Yes.
GhengisRexx wrote:Do weapons that Ignore shields also ignore PD? (The rules say "This weapon's penetration dice automatically get through the targets shields."- implying that no Pen roll is needed, therefore bypassing PD)
Short answer -- no. Ignores shields has no effect on PDS.
I can see why the wording of the ability might confuse you, tho.
japridemor wrote:If you only have one fighter bay, maybe you can only fit four of the uber fast, heavy, assault fighters? The large and small fighter modification kind of point this way.
I didn't want to get too complicated, and I wanted to allow players to just swap out one type of fighter flight for another.
Since SU cost doesn't impact gameplay at all, I thought it an appropriate sacrifice in "realism"; however, if you wanted to apply the same modifiers to SU as are applied to CR, that would be good place to start.
Heh... e-mail me off-list (cricket@mj12games.com). We should talk.
Wow... the ECM(X) and Armor(X) ideas seem interesting. I'll wait for playtest data before endorsing them wholeheartedly, tho...
Change cell T11, which currently reads:
=ROUND(E11*VLOOKUP(F11,V$15:W$18,2)*(G11+1)*H11*I11*VLOOKUP(J11,X:Y,2)*VLOOKUP(M11,X:Y,2)*VLOOKUP(P11,X:Y,2),1)
To this:
=ROUND(E11*VLOOKUP(F11,V$15:W$18,2)*G11*(H11+1)*(I11+1)/2*VLOOKUP(J11,X:Y,2)*VLOOKUP(M11,X:Y,2)*VLOOKUP(P11,X:Y,2),1)
You'll need to change cells T15 and T19 as well.
grendeljd wrote:Hey guys,
I just finished a little drawing for the upcoming D:EoA book, and thought I'd share it - its an Industrial Fantasy Mecha. Nothing too fancy, but it seemed appropriate to put it in this thread...
Coolness!
japridemor wrote:So the basic DRat calculation is HS x 2 x ( 6 / ( 6 – Shield ) ). Is the 2 in the equation due to the fact that ships only take a hull hit on a 1, 3 or 5 (50% chance)? If that is the case, if a ship only took hull hits on say 2 and 5 would that number be changed to 3 [HS x 3 x ( 6 / ( 6 – Shield ) )]? Or if it took hits on a 1, 3, 4, and 6 would it have a value of 1.5 there?
Yes.
Maybe a new hull strengthening equipment could be added to adjust this number? Or a unique race might have harder or weaker hulls and could adjust this number? Just peering into all of the formulas.
That should work out fine...
The (ROF+1)*PEN*DMG formula came about because I wanted to weight ROF more, since it was more "versitile" (i.e., ROF is important against fighters, whereas PEN and DMG are not). However, as was subsequently pointed out to me, this has the OPPOSITE effect.
Several options are out there:
1) Leave it.
2) Change it to R*(P+.5)*(D+.5)
3) Change it to R*(P+1)*(D+1)/2
4) Change it to R*P*D (i.e., all three variables are equal weight)
Until such time as there is a new revision of Starmada, I leave it to players to decide which option works best for them.
The Wasserstahl hull option has not been included in any print source yet... it's a placeholder for future expansion.
I have to offer my apologies for the lack of any real discussion around here lately. Combine my traditional springtime lethargy with some upheavals in the personal life, and you get several weeks (months?) of inactivity.
But rest assured, there are several projects in the wings that need only a gentle nudge to get back into motion... so hopefully this weekend you'll see some action around here.
Anyway, hope life is good for y'all.
OldnGrey wrote:I was thinking of conversions like star trek where a pair of weapons are linked, lose one, lose both.
Suggestions?
Group them together and treat as singles until they take a hit?
Well, the mechanic is fine -- it's just that the point costs used in the Compendium were WAY off.
If you must have banked weapons, a cost scheme like this might work:
2 = x1.75 (13% discount)
3 = x2.25 (25% discount)
4 = x2.5 (38% discount)
But I'd want to see mucho playtest results before going any further with this...
OldnGrey wrote:Would this modifier still be used for Starmada X?
If so, I may be able to do a re-write for this to be taken into account when 2,3 or 4 weapons are grouped together.
No... absolultely not!
Very few things in Starmada have been as broken as those weapon bank rules. I would not suggest reviving them under any circumstances...
Well, I'll be the first to admit I know nothing about German other than what Babelfish tells me.
What specifically about Sternmarine doesn't work?
Also, Ersatz Monarch was the proposed name for an improved version of the Tegetthoff-class BB that was never built.
Von Ether wrote:My main question is where are these battles happening?
A: In high orbit engagements above ground bound cities
B: In the outer planets and asteroid belts as the countries all look for resources and livable areas for their respective empire.
C: Where ever my imagination puts the battle as I justfiy what terrain I have on the board.
D: All of the above.
My next question is "Where are the Martians and Mars in all this?"
Is Mars off limits, out of reach or do the Martian planetary defenses put us off from landing there to take the fight to them?
Mars is neither off-limits nor out of reach -- we just haven't gotten around to reintroducing them. The next supplement for IS will bring us to the brink of our version of the Great War. Whether or not the Martians make an appearance at that point... well, you'll just have to wait and see.
Yes... some more thoughts.
Seriously, look for a new release for Spitting Fire within the next month or so. It should answer your concerns.
Posts found: 2,551 to 2,575 of 3,626