2,701

(42 replies, posted in Starmada)

Chewy wrote:

Hi, I'm pretty new to Starmada X and have been playing around with Starship construction over the past couple of days.

Can someone please tell me why SXCA doesnt always line up with the Starmada X Rulebook when some of the tech levels are not 0?

What? You want consistency? smile

Actually, the answer is quite simple. The values in the book are wrong.

I used the spreadsheet to compute the values for the book -- but at the time there was an error with the tech levels in the spreadsheet. This has since been fixed, but it means that there are minor inconsistencies with the values, as you've discovered.

The good news is that space overages have no impact on game balance, while the Combat Rating values are never off by more than a couple of percentage points ... so the errors should have no practical effect.

2,702

(21 replies, posted in For the Masses)

underling wrote:

It does.
But since the equation is multiplicative, eventhough only the melee portion of the formula will be reduced, the overall value of the model is still lowered.

Ahh... but the beauty of it is that portion of the formula is NOT multiplicative. The Offensive Rating is the SUM of the melee value and the missile value. If the melee value is zero (or really really low), then applying a 0.75 modifier will have little if any effect on the final result.

Example:

A unit has a Missile Value of 50, and a Melee Value of 50. Assume that the Defensive Rating is also 100. Normally, the point cost would be 100 (([50+50]x100)^.5). Apply the Hesitant modifier (x.75), and the point value goes down to 94. If the Melee value is only 10, then the normal cost is 77, and 76 with Hesitant.

Thus, for Hesitant to have any appreciable impact, the Melee value has to be high -- which means you're wasting points on it if the unit is intended to stand back and lob arrows.

Yes, any formula can be abused -- but I'm merely pointing out that we've taken all possible steps to limit the effectiveness of MinMaxing.

2,703

(21 replies, posted in For the Masses)

underling wrote:

One issue that can really be tricky is that of abilities which reduce cost. I don't think they shouldn't be included by any means, but they can have unforseen effects. Like that of the archers example above, where their cost is reduced. What on the surface looks like a penalty (the Hesitant ability) really isn't, because there'e no intention desire to get them into close combat in the first place. So their cost is reduced, making them more effective than maybe they should be.
But there's probably no way around this.

Yes, there is. Make sure that the point reduction only applies to that function of the unit that is affected by the limitation.

For example, Hesitant is only applicable to melee combat; thus, only the melee portion of the formula should be affected -- the missile value (which should be significantly higher for archers) remains unchanged.

2,704

(1 replies, posted in Starmada)

Why not right here?

2,705

(34 replies, posted in Spitting Fire)

So, we playtested this at Archon over the weekend...

Went well, all things considered, and the game played pretty much as I expected it to.

Of course, it did remind me why I vowed never to do an historical game again after Grand Fleets. smile

2,706

(10 replies, posted in Starmada)

underling wrote:

Except that ARES and AoA are two completely different games.
ARES is a skirmish game, while AoA is a mass combat game.
So I don't think it would be a matter of choosing one over the other.
Kevin

I believe he's talking about For the Masses...

But you should try ARES too. smile

2,707

(8 replies, posted in Starmada)

Enpeze wrote:

I just read the names for the German "Weltraumwaffe" in Brigade X. It sounds so funny for germans. (Pfaff is a well known company in Germany among house wives which sells sewing machines and Totauge reminds me of the name of a small river fish)

What are you saying? That our highly-paid German-language advisor (i.e., Alta Vista's Babelfish... smile ) is in error???

Yippi! Games Workshop schau owa. big_smile

Umm... what?

2,708

(4 replies, posted in Starmada X)

Enpeze wrote:

you get the problem? In Starmada, there is 100 SU to 1500 SU (times 15) In traveller you have ships from (not even counting the smaller ones) eg 1000 tons to 150.000 tons (times 150) Do anybody have an idea how to solve such a problem?

Actually, that's not quite true.

A size 1 ship has 100 SUs. A size 15 ship has 3600. To get to your 15000 (x150) mark, you'd have to make a ship of size 35 -- not easy, but not impossible, either.

We've never really assumed a linear progression when ships get bigger -- quite the contrary, since the number of SUs increases faster than the hull size -- so you can also just apply some type of exponential modifier to your Traveller mass values to squeeze it all into a 20- or 30-hull spread in Starmada. I recommend (2/3)... i.e.,

Mass 1000 tons = 1000^(2/3) = 100 / 100 = hull 1
Mass 1,500,000 tons = 150000^(2/3) = 2823 / 100 = hull 28

Just a suggestion... wink

2,709

(25 replies, posted in Starmada)

Inari7 wrote:

So when are we going to see another release for Starmada?
Can Starmada the best get better?

Soon now... we hope.

What would you like to see for SX?

2,710

(25 replies, posted in Starmada)

Starhound wrote:

Assuming percentages for both ships is the same, there is a lot more metal in a battleships drives than a frigates so should they not take more damage before being affected? Hull points represent the size difference but the hit boxes for crives/shields/special equipment are independent of the actual space they occupy.

The chance of a particular type of damage being inflicted is not based upon the space, per se, but it is connected to it tangentially.

Essentially, the idea is that a ship, on average, should have lost two-thirds of its systems at the time it blows up. Thus, if a ship has 12 MPs and 6 hull points, it should lose 8 MPs by the same time it loses 6 hull points... thus, the ratio of engine hits to hull hits should be 8:6. As there are three hull hits on the track, there should be 4 engine hits. Looking at the formula in A.3.1, MPs x 2 / Hull, you get a result of 12 x 2 / 6 = 4. (Note that fractions are rounded up because otherwise you might have a situation in which a ship was "immune" to a particular type of damage.)

rabidfox wrote:

A friend of mine is designing his own naval combat game setting using Starmada rules

So, you want help designing something to compete with Starmada... ?

smile

                                 Cost(SUs)     Dmg       Hull Dmg
Gun 1 vs. Std. Bat.:      4.25:1          2:1            6:1
Gun 2 vs. Std. Bat.:      3.25:1        2.28:1        6.84:1
Gun 3 vs. Std. Bat.:      5.75:1          4:1           12:1

Now normally this means that ships would be dying much quicker with these weapons due to hull loss, but I forsee a wide use of Organic and Armor-Plated hulls in the system we're designing.  I'm considering the value of hull damage to be about equal to that of overall damage because of that.  From the results, I'm not impressed by the 'special' guns.

I think I understand what you're saying, and I think you might be off in one area...

You cannot disregard the increased effectiveness of the special guns just because the targets might have organic hull, armor plating, or other special defenses -- those defenses will reduce the effectiveness of your 'standard' batteries as well. (Also, I note that your standard battery is range 18, but your special guns are range 15.)

The special abilities for weapons are all determined by their "expected damage" compared to a normal weapon. For example, hull damage occurs 1/2 the time, meaning that it takes two penetrating hits to damage one hull point. Thus, Extra Hull Damage is the equivalent of two extra weapons firing, resulting in a modifier of x3 (technically, that slightly over-values the ability; since a weapon with Extra Hull Damage can only inflict a maximum of 2 hits, it's not quite as effective as a weapon with DMG 3, which would cost the same).

Note that all these factors are independent of the target -- if the target's shields increase from 4 to 5, that will reduce the damage potential of all weapons by 1/2, regardless of range, to-hit value, or specials. So, if your chart says Gun 3 does 12 times the hull damage of a standard battery, that will remain true whether the target has Organic Hull or not.

2,712

(42 replies, posted in Starmada)

go0gleplex wrote:

So fighter bays, launch bays, and marine squads are affected by tech level Dan?  (from the Starmada FAQ thread List)

As the SXCA currently exists, yes. (I assume I set it up that way for a reason...)

2,713

(42 replies, posted in Starmada)

japridemor wrote:

I am having trouble duplicating the Seraphin class Battle Carrier from the Starmada X rulebook using the SXCA v2.61. Under the Seraphin description the Weapon and Equipment TLs are 1 while the Engine and Shield Techs are 0. I get a ComRat of 1,734, which is very close to the book value but I cannot get the SU used to match up.

I also get 1734, so I don't know what happened when putting together the book. As for the space, it's "only" an overage of 42 SUs... and I'm sure we all know the significance of that number. smile

2,714

(42 replies, posted in Starmada)

jimbeau wrote:

although there is a good chance there are errors in the spreadsheet.

Actually, I'm more inclined to accept that there are errors in the rulebook than in the spreadsheet.

Anyway, the official list of equipment UNAFFECTED by Tech Level:

Armor Plating
Armored Gun Batteries
Cargo Bays
Construction Bays
Ionic Shielding
Medical Bays
Organic Hull
Passengers
Redundant Shielding
Repair Bays
Science Labs
Shockwave
Stutterdrive
Troops
Vehicle Bays

2,715

(45 replies, posted in Iron Stars)

I would really like to see Venus as more of a Lovcraftian creepy place than the typical "lizardman savages civilized by Colonials" approach...

2,716

(6 replies, posted in Starmada)

One for the errata, I guess:

Section G.1 does not make it clear, but crew casualties should also reduce the number of damage control parties available.

2,717

(6 replies, posted in Starmada)

Starhound wrote:

We didn't play with damage control parties but I have since read the rules for them and am wondering, don't they make it kind of difficult to kill ships off.

I don't think it makes ships difficult to kill off... In the end, it still takes the same number of hull hits to destroy a ship, and note that the number of damage control parties is reduced as the hull hits mount.

The only type of repair that makes a ship more resilient is to the shields; but as shields cannot be repaired to full strength, it only delays the inevitable.

2,718

(3 replies, posted in Starmada)

japridemor wrote:

Why do Security Teams have a modifier to the ship's ORat? It seems they only serve a defensive function. Shouldn't Troops also have a DRat modifier as they can help defend a ship as well?

Troops may not defend... it's assumed that they are about as effective on board ship as any other crew. Security teams, on the other hand, are specially trained and equipped for repelling boarders.

Please make a note of it. smile

Regarding Security Teams adding to the OffRat, that's because they are expendable equipment -- you'll note that all such items add to both the OffRat and DefRat. It's just my way of fitting them into the formula; there's no Deep Reason for it.

2,719

(26 replies, posted in Starmada)

Nothing substantive to add at the moment, but I thought I'd mention that I've always wanted to do a space-based version of Avalanche Press' "Great War at Sea" series... that seems to fit with the scale being suggested.

2,720

(16 replies, posted in Discussion)

thedugan wrote:

Does she game? lol

When I whine loud enough, yes.

smile

2,721

(1 replies, posted in Starmada)

No.

smile

2,722

(45 replies, posted in Iron Stars)

go0gleplex wrote:

So if no jungle on venus...mineral crystal formations, boiling pools of mud, cold water geysers, and lots of warm fog?

Well, I've done a brief search on fictional representations of Venus... Wells himself didn't write about it (although he implies that the Martians moved on there when the invasion failed on Earth).

The problem is that I cannot find any source material to draw from in the pre-1923 era (when it would be safe for us to use without copyright issues); the earliest novel I can find involving Venus is from 1928.

Obviously, there's no reason we can't create our own Venus from scratch -- but I like using period fiction as a starting point...

2,723

(45 replies, posted in Iron Stars)

go0gleplex wrote:
cricket wrote:

No, we couldn't borrow Space 1889's Martians, but nothing saying we can't include some of the thematic issues -- we'd just have to find someplace else to be our "Africa in Space".

If we're talking steaming jungles...Venus gets my vote. smile

NOt necessarily... the reference to Africa was about the colonial "divvying" of territory that happened there.

And I'm not sure about a jungle-covered Venus. Overdone, IMHO.

Besides, we've already thrown down the gauntlet on the Moon, with the Spanish Conquistadors. wink

RiflemanIII wrote:

Question: If the scaling of AFBs is sjupposed to represent the extra coverage required for the whole ship, how come it only takes one hit to completely destroy, no matter what the size of the vessel?

Umm... err.... because I said so... ? wink

Honestly, I never thought about it. AFB is a single "system", so it made sense to have it disabled on a "Q" hit.

But remember, if we increased the number of hits it took to disable AFB, the number of Q hits would also be increased, meaning the system would be knocked out at roughly the same time anyway.

2,725

(8 replies, posted in Starmada)

mcconje wrote:

Show starship recordsheets be shared prior to the battle?

Unless there is a specific reason not to (e.g., the scenario involves a "new prototype", or it's part of a blind campaign), I would say that everybody's record sheets are visible at all times.