2,601

(16 replies, posted in Starmada)

davydee2000 wrote:

1)  In the SX Brigade manual the combat ratings don't match the squadron point list and ship display for a couple ships in the German fleet.  Is there a typo here?

It's likely a typo-- go with the points on the ship displays.

Battlesats - I have 5 Bsats on my ship.  Someone said I can launch three per turn as I have an unlimited supply as long my ship is not destroyed.  I initially thought if I had 5 Bsats on the ship display, I only could launch 5 in total.  Also, if I launch say three in one turn, do I put a D6 (showing 6 pips) beside it exactly like fighters?  If the D6 gets reduced to 0 does that mean all 3 bsats in the group get destroyed?

You are correct -- bsats are 'use and lose' weapons; once they are launched, you need to cross them off the display.

Drones-  I can launch I think up to 5 in one group.  Isn't it better to launch each one turn by turn to get the D6 pip advantage?  Or does one pip on the D6 represent one pod.  If I launch say 5 pods in 1 turn making a single group, should I show 5 pips on the D6 to track how many are there?

One pip = one pod. So a group/flight of pods will have a maximum of 5 pips on the die.

Bpods - ditto for the above- do I use the D6 for each Bpod "group"?  And for each hit reduce the die pip?

Bpods operate individually, and therefore do not need a die.

Dan

2,602

(7 replies, posted in Game Design)

Nahuris wrote:

Did you plan on using a construction system? Or are you going to use historical designs only? There were a lot of innovations during the latter half of the 18th century...  one of the biggest innovations of the time was the Frigates of the fledgling US... such as the USS Constitution. The Hull, rib structure, and keel design were radically different than the norm for the time, resulting in a faster, more durable design. The designer of those ships actually snuck out of England after he had attempted to sell the idea to the English, and they refused.

Well, I'm planning on using historical designs for the moment -- but with enough detail that the distinctions between USS Constitution and British frigates of the same rate will be maintained. One thing I haven't been happy about with existing games is the degree to which differences in ship design have been glossed over; e.g., all British 1st rates are the same, or even all 1st rates of ANY nation are the same!

2,603

(7 replies, posted in Game Design)

Nahuris wrote:

No, but I did do a thesis on naval warfare in that time period .... worked at the Whaling Museum in NewBedford, MA....

So, it sounds like you're volunteering to do some playtesting/editing/fact-checking, right? smile

2,604

(5 replies, posted in Spitting Fire)

Well, the plan is to release a book with some more optional rules and more fighters in the next month or so -- and I think after careful deliberation I'm going to put in some conversion rules. Maybe not the "official" computations (since some of them are a bit intensive), but certainly the point-costing formulae, so that whatever you decide regarding game values will be balanced with the official designs.

2,605

(7 replies, posted in Game Design)

Heh... are you spying on my e-mails with Kevin?

big_smile

2,606

(61 replies, posted in Starmada)

Ironvein wrote:

Shouldn't the overall range be the prime determinent controling the S/U size cost of a weapon.

Well, range is ONE prime determinent of SU cost -- it is, after all, a multiplier unto itself.

2,607

(32 replies, posted in Starmada)

hundvig wrote:

There's no such thing as "too open-ended" in a rules set for me, but that doesn't mean I wouldn't buy "setting" books if they were offered either.

Yeah -- considering the open-endedness is the whole point of Starmada, I don't see the problem. But then, I wouldn't anyway... smile

Regarding "setting" books, I really believe that's the only place left for Starmada to go -- so I would think you'll see them sooner or later.

2,608

(61 replies, posted in Starmada)

japridemor wrote:

we are going to price the new Inverted Range-Based DMG/PEN/ROF at 1.3 x 1.6 or 2.1 total. Comments?

The modifier should be x2.3.

Definitively.

Yup.

smile

Seriously, here's how I came up with that:

Basically, the idea is that you'll likely get more (and more effective) shots at longer ranges, for the following reasons:

(1) You're going to want to keep the range open.
(2) There are more hexes at longer ranges.
(3) Early hits are worth more (learned at cost during the banked-weapons fiasco...)

So, the three range bands are "weighted": short x1, medium x2, long x3.

A normal weapon has the same dice at all ranges, so:

1x1 + 1x2 + 1x3 = 6

An inverted-range-based weapon would have twice the dice at medium range and thrice the dice at long range, so:

1x1 + 2x2 + 3x3 = 14

14 divided by 6 is 2.33...

This is essentially how we determined the range-based mods in the first place:

3x1 + 2x2 + 1x3 = 10

10 divided by 6 is 1.66...

And it is also appropriate for the inverted modifiers. If you have a 5+ base to-hit, you have 50% more hits at short range and 50% fewer hits at long range, so:

3x1 + 2x2 + 1x3 = 10

When inverted, this becomes:

1x1 + 2x2 + 3x3 = 14

So the modifier for inverted mods should be 1.4, not 1.3. Multiplying the mod for range-based by 1.4, you get 2.33, or what we've already decided should be the modifier for inverted-range-based.

Thus, japridemor's approach was sound to begin with -- but inverted mods is undercosted slightly.

Dan

2,609

(45 replies, posted in Starmada)

Ironvein wrote:

My gaming group and I have discussed this and this is the general opionion that we have come to regarding drones and your questions.

Ironvein's answers are correct.

Gold star!

smile

2,610

(45 replies, posted in Starmada)

japridemor wrote:

So if I have a ship with 50 drones onboard and I can only fire 10 per turn, I can have them loiter near me, while I avoid my opponent, then after five turns, when I have all 50 in space, send them in at my enemy?

Yes.

I'm just telling you how the rules are written... not that I think there isn't room for abuse. smile

2,611

(9 replies, posted in Starmada)

The wording in C.27 is a bit misleading, I admit. It should read as follows:

"A spinal mount cannot be destroyed as a result of a weapon hit; however, its effectiveness is weakened as the ship takes hull damage."

A spinal mount can be destroyed by a "Q" hit.

2,612

(31 replies, posted in Iron Stars)

themattcurtis wrote:

It becomes more of a natural result of a ship being pounded on, than OOPS, the first time a shell lands, your BB blows up.

Except that hull damage itself is the natural result of being pounded on... smile

And Jutland (and HMS Hood in 1941) showed that it was entirely possible for a BB or BC to explode on the first hit (or an early hit).

I'm not sold on the idea of crits, but if they are implemented, I'm certainly not in favor of getting rid of special equipment damage to make room for them.

2,613

(3 replies, posted in Spitting Fire)

Helstrom wrote:

I don't see any benefit in grouping aircraft together other than that the rules tell you to, so it would seem you're always better off taking mutliple groups of two. Am I missing something here?

Two benefits:

1) Larger flight groups can do more damage, as Kevin has pointed out, and

2) It keeps the game moving. smile

Two drawbacks:

1) Larger flight groups mean less activation cards in the deck, meaning less chance that you will activate when you need to, and

2) Larger flight groups mean limited tactical flexibility.

Ultimately, the 2-4 planes per group rule is there because that's how WW2 air forces grouped themselves -- you could enforce an optional rule where the size of a flight group is based either on nationality or training. i.e., better pilots can get away with flying in pairs, while novices group in 4s for protection.

2,614

(13 replies, posted in For the Masses)

Zerloon wrote:

I don't understand "pillbugs" how fit in this, but I'm sure there is a logical explanation big_smile

Umm... no.

There's no logical explanation for pillbugs.

2,615

(45 replies, posted in Starmada)

japridemor wrote:

The rules say nothing about the path a drone must take. During a game, my opponent got upset when I had a group of my drones fly around an explosion counter that he dropped in front of them with a sunburst. The course I took was of equal distance to his ship as the explosion counter but he felt I should be forced to fly into the explosion. I argued that as long as the range to the target decreased, I could fly my drones on any path that I wanted. Any insight into how drones should fly?

There are NO restrictions to drone movement. They can sit stationary for an indefinite period if you so desire.

BeowulfJB wrote:

I was wondering if using the PDS in Compendium designs as it is used in the "X" version would be the same point value.  If not, what would be the difference or the modifier to use the PDS in Starmada Compendium games as it is used in the "X" version?

Yes. PDS eliminates 50% of the damage a ship takes, so the multiplier is x2.

GamingGlen wrote:

It there any problem using the X-damage allocation method with the Compendium rules?

None at all.

BeowulfJB wrote:

I realize that much creative thought and play-testing went into making Starmada "X and I am impressed with it.  But my friends and I feel that the game is heading into excessive, unessary complexity; such as having to have specific shield types to defend against either ballistic, energy, etc. weapons.   Even overly-complex StarFleetBattles does not do that...
[...]
I hope no one is offended by this and am curious if any other Starmada players are using the 'Compendium rules..

Nope, no offense taken. But I do want to clarify that you're not meant to take all of the options in Starmada X as gospel. The point is to pick and choose what you want in your gaming group, and discard the stuff you don't. Heck, even I've never played with ALL of the options and additional rules... wink

So, if you don't want the K/E/B distinction, then ignore it. Think some of the weapon combos are too "cheesy"? Then don't use them.

The reason why Starmada has grown to the point where I'm not even sure what to do with it anymore is that people have been making suggestions and playtesting it for over 12 years -- that's a lot of history! But each of those suggestions is coming from a particular perspective of what space gaming "should" be -- and if you agree with even 50% of those perspectives, well, you're a very open-minded gamer. smile

Point is, Starmada is not intended to be a game where every possible ship creation is "tournament legal" against every other -- nothing wrong with that sort of game, but it's a different animal than Starmada.

At the same time, I'm glad to hear that the Compendium holds up well -- after all, it's nearly five years old.

2,619

(2 replies, posted in Grand Fleets)

dave-the-lost wrote:

No designer can include every possible historical unit.

Perhaps not.

But we can certainly try... smile

runescience wrote:

How does this work vs Stealth gen which makes the range one higher for difficulty??

It makes the range one higher, period, not just for difficulty. Thus, in this case, a stealth generator would mean you can attack at short or medium range without penalty, but cannot attack at long range.

2,621

(3 replies, posted in Starmada)

Yes.

2,622

(31 replies, posted in Iron Stars)

underling wrote:

Whether a game is point based or not probably shouldn't factor in to this.
Eventhough GF is not point based, losing an important ship with one critical hit could still put a serious hurt on that side's chances of winning a scenario.

I have to agree with Kevin on this one. It doesn't really matter whether the games are point-based or not -- what does matter is that each ship has the same chance of a critical hit...

For example, if the chance of a critical hit is based on a percentage of each attack roll (say 10%), then 1 out of every 10 hits will be critical -- and larger ships will have a greater chance of suffering a catastrophic result than smaller ones.

However, if there is an equal chance of a 300-point ship blowing up as a 30-point ship, then everything should be fine. Since you're more likely to lose a 30-point ship (assuming there's more of them), that balances out the more painful (but rarer) loss of a 300-point ship.

In order to get this equal chance in Iron Stars, then the criticals should be spaced out along the ship's damage track -- say, 3 per ship -- in the same way that special equipment hits are.

2,623

(3 replies, posted in Starmada)

Nope... I'm fully dug out.

But the shoveling did take up valuable game design time over the past couple weeks... sad

2,624

(31 replies, posted in Iron Stars)

hundvig wrote:

I like the d20 thing fine as is, but there are a couple of things I'd like to see tweaked.  Nothing should be "invisible" on the damage track, there should always be at least a 5% chance of scoring (say) engine damage no matter how few MPs and how many secondaries/light guns you've got.  Conversely, I'd like the game a lot better if engine hits knocked out a given porportion (maybe 25 or 50%) of your total MPs (minimum of one) rather than the current one-for-one ratio.  The current ability to soak damage with your destroyer engines bugs me no end.

Yeah... I know that seems counterintuitive. But if we made hull hits more common on smaller ships, then the point cost differential would be even greater. Right now, your typical destroyer is about 1/30 the cost of your typical battleship.

Just to play Devil's Advocate, you could get around all three problems by just declaring your "blank" and "X" damage track boxes to be Hull, couldn't you?  Have Torps automatically score their first-third-fifth points only against Hull, and Crew losses always only against Hull...

Yeah, that's a possibility.

2,625

(12 replies, posted in Spitting Fire)

elsyr wrote:

s it intentional to make the half loop so difficult to do, particularly with planes with a turn rating of 6?  The P-47 is a little better off, due to it's greater dive speed, but even it only has a 1 in 12 chance of getting it.

It is intentional to make the half-loop more difficult than the tight turn, yes... but I can't say that I went into it saying "Gosh -- the Wurger shouldn't be able  to do a half-loop". wink

There are going to be some planes that just can't half-loop -- and more of them when the bombers show up.