251

(10 replies, posted in Game Design)

Well, it hasn't been quite a year since I last asked, so I don't think this quite qualifies as necromancy...just wondering if this would ever see the light of day. I know you are still putting the finishing touches on the new Starmada, and that is what actually prompted me to ask. I ceased to work on some SAE stuff that I will use when the new version comes out, so I picked up the baseball bug again...which got me to wondering what was up with this.
Cheers,
Erik

252

(9 replies, posted in Starmada)

BeowulfJB wrote:

Oh.  "Meow, Purrrrrr...Hey, how fast was that ship going?  Where did the dice go?  Purrrrrrrr?" :shock:  lol

9 pounds of mischief once wiped out over two hours of a B5wars game by scattering numerous paper counters and markers in an ill-fated attempt to leap onto the table covered by a surprisingly slippery felt mat. "Uh, was my Omega-Alpha on hex 2235 or 2245? And where the hell did all the fighter dice go????" Another reason why online gaming like Vassal is purr-fect, I mean perfect.

253

(9 replies, posted in Starmada)

BeowulfJB wrote:

This is a good point.  And you could write down the speed of a ship when you move it instead of using a marker.  Either would work.  Once again, one of the many Great things about Starmada is that it can be readily customized by the players.  They can deal with some of the details of the mechanics of the game in a way that works for them.   8-)

I for one like places to make notes and such and am not much of a fan of markers. Perhaps that is because as a long-time cat owner I have discovered that markers are easily scattered about by leaping felines and dice are always in danger of being mistaken for an exciting new toy!
Erik

254

(63 replies, posted in Starmada)

BeowulfJB wrote:

The weapons that have the Weapon Ability "No Hull Damage could be used by pirates/privateers to render a ship helpless, but intact, ripe for plundering.  Since using such a weapon and weapons that cause hull damage together can strip strip a ship of weapons, etc without destroying it, I think that this Weapon Ability should Not make a weapon less expensive.  Perhaps it should increase the cost of the weapon. 
In the Space-combat game Starfire, Force Beams hit everything and were regular blast-to-damage/destroy weapons.  Energy beams skipped hull, crew quarters and armor, similiar to No-Hull-Damage weapons.  Yet these energy beams cost 40% more...

Agreed in that I have felt that No Hull Damage is at the very least "under-pointed" in SAE. One of the most "destructive" combinations in terms of rendering a ship utterly helpless in SAE was No Hull Damage and Continuing Damage. In Starfire, the often interchangeable partner to Force Beams were Primary Beams. Primary Beams would probably be No Hull Damage & Ignores Shields in SAE terms (in Starfire they essentially ignored the various layers of physical defenses), so without doing any kind of math, the two traits together might help balance them out in relation to Force Beams in purely SU terms. They would also probably be less "accurate" as IIRC there was a lower chance (than a Force Beam damage) that the tiny beam would actually damage anything vital. It seems to me that in most instances where the weapon is based on fluff/narrative, the NHD system has some off-setting flaws or weaknesses. As designers of Starmada weapons systems, none of us really feel the need for such constraints  smile

I think there is a place for a No Hull Damage trait, as that type of weapon appears over and over again in Sci-Fi (which ALWAYS serves as my base-line for what should be in Starmada  wink ) shows, movies, literature, and other games (none of which I would ever actually play, but often provide good conversion fodder).
Cheers,
Erik

255

(46 replies, posted in Starmada)

KDLadage wrote:

So what would you like Dan to call this new edition?

My current thoughts are:

[list]
[*]Starmada: The Mayan Edition (Dan suggested this one)
?

Well, if we are considering the Mayan calender, perhaps Starmada: The Final Edition!  wink

Since we have had the Admiralty Edition and there is a Fleet Operations version, and this version seems to combine some aspects of the two with some new ideas, maybe something like Starmada: Fleet Admiral, Starmada: Fleet Strike, or maybe since it is a new direction for the game, Starmada: Vanguard.
In the end, the title matters not to me, but hey, Dan must market to the masses!  smile
Erik

256

(46 replies, posted in Starmada)

cricket wrote:

Question on firing arcs:

I have been wondering for a while if it's not time to start "weighting" arcs based on their usefulness -- setting up the point-costing system such that the A and B arcs are worth 3 points, C and D are worth 2 points, and E and F are worth 1 point.

This would mean that a weapon in the [AB] arc would be 120% as expensive as the same weapon in the [AC] arc, and three times the cost of the same weapon in the [EF] arc.

Thoughts?

From a game-play perspective I can see the justification for this, but I would be opposed to it on the grounds that it seems that ships should have the greatest firepower concentrated as much as possible. There is plenty of really good science fiction evidence ( wink ) to back up the notion of massed forward firepower.
I think the real problem is that so many games of Starmada are played with opposing forces arrayed head on, meeting-engagement style, no matter the scenario. Maybe the answer is to mix up the scenario generation a bit to introduce some randomization of headings and placements.
I have no idea how to mechanically accomplish it, but I think that if something like that was introduced and Player X builds his battlewagon around a Supermegamondo-gun, he runs the risk of starting the scenario with Player Y on his port quarter out of arc or worse yet on his six. Historically speaking and even taking Sci-fi as our lead, there are many many examples of ships (or even fighter aircraft if you want to use air combat as somewhat analogous) either stumbling upon each other or otherwise in a less than perfect aspect at the opening of an engagement...and then speed and maneuver become important along with the raw firepower you mount. Just a thought.
Erik

257

(63 replies, posted in Starmada)

underling wrote:

By not using the damaged/destroyed method, if a ship has any numnber of dice at all for a given weapons bank, even two threshhold checks going poorly would still allow that bank to a minimal attack roll each turn.
Kevin

I can see that. It would certainly seem to keep a ship fighting longer.
Another thought for Cricket, will there be optional rules for Damage Control? That way, I could fix my damage or "degraded" weapon bank.
Erik

258

(63 replies, posted in Starmada)

Obviously I want to play it to see for sure but at first glance I think I like the

1 = Destroyed
2-3 = Damaged (-2 penalty)
4-6 = No effect

weapon damage version better...it just feels slightly less abstract. It occurs to me that with this method of weapon damage resolution it should be more difficult to "de-fang" large ships that mount only a few weapons relative to their hull size as you actually have to do damage to the ship to get to the weapons. More than once I saw big ships built around big guns lose them to a "lucky" hit, rendering the ship combat ineffective quite quickly.
Erik

259

(46 replies, posted in Starmada)

cricket wrote:

I've gotta save SOMETHING for the rulebook, right? smile

You know what Cricket, if you just post the complete rules with detailed examples and full color graphics, it would make it easier for everyone here to decide if they like the system and if they want to buy it!  wink
Erik

260

(46 replies, posted in Starmada)

underling wrote:

we don't have an "easy conversion tool" yet.

And I believe that is where Mr. OldnGrey comes into the picture  smile
Erik

261

(46 replies, posted in Starmada)

OldnGrey wrote:

So you would find it easier/better/more enjoyable to design a weapon as AE and be given the new stats?
A mini weapon converter?

Paul

Speaking strictly for myself, I would say yes. I think at least until I have some time to grasp the system that would absolutely help. In the sense of bringing designs from S:AE forward to S:NE I think it is almost a necessity (for me at least) as it would cut a lot of the grind-work out of the process. I'm sure that things will require tweaking as when designs go from SAE to SFO, but tweaking beats the heck out of re-creating from scratch in a new system!
I guess thanks in advance for a S:NE shipyard are probably in order  wink
Cheers,
Erik

262

(297 replies, posted in Starmada)

cricket wrote:
kehrer1701 wrote:

I just saw the back page in CL44 with the new ship examples.  Does this mean that Shield arcs are no longer a factor? I kind of liked being able to target a weakend shield arc...

I'm still considering how to retain the "feel" of separate shield arcs without having a different set of damage boxes for each one.

I think I mentioned this before, but a simple alternative could be to have one Shield track, but have a modifier if the shot is coming through the front or rear hemisphere. +1 to shield rating for forward shields, -1 to shield rating for aft shields. This would seem to simulate the fact that most ships (not all but a great many) in the SFU have higher forward shield numbers than aft.
This could even leave room for simple optional rules for shield reinforcement.
Just my 2 cents.

Erik

263

(46 replies, posted in Starmada)

mikeaxe wrote:

Currently I play SFO rather than SAE (I like to field lots of ships) but I design my ships in SAE and convert to SFO, as it allows me to more easily imagine the weapons and ship designs. Perhaps the solution for us unimaginative diehards is to use the 'conversion' rules to design weapons systems the old way then add a ship description as 'fluff' in the fleet lists to describe the weapons we have envisaged, similar to the existing source books. Then play using the new rules, having been told by our 'source book' what the dice represent in a particular case. That way we get the benefits of both worlds umm stellar systems ... galaxies ... universes ... dimensions ... whatever.

Agreed. After looking at Dan's conversion example, this was pretty much my exact thought. I have only played SFO twice, and enjoyed it, but I cannot for the life of me build ships in the system without first doing them in S:AE, where I can (more) clearly define what I want. I chalk it up to lack of flexibility in my old age. I have actually found the process of converting ships from other games with greater specificity (B5Wars for example) is actually harder than doing them in S:AE first where I can "balance" them better. I'm imagine that if I had never played earlier versions of Starmada and had started with SFO, I probably wouldn't have this hang up. I think I'm going to like S:NE, but I may have to do some mental yoga getting used to the differences and forgetting the "old" way of doing things.
Cheers,
Erik

264

(297 replies, posted in Starmada)

madpax wrote:

What a cruel dilemn... Having no news or having no rules...

Marc

I would rather have the rules than the news. In fact, I think I would be happier not even knowing that new rules were coming until Dan says "ta-da!" and they magically appear for purchase. After all, you can't pine for something you don't know exists (or will soon at any rate).
Ignorance: the lesser of two weevils!
Cheers,
Erik

265

(297 replies, posted in Starmada)

cricket wrote:

I'm not necessarily opposed to releasing conversion guides before the rules are released -- but I'm not sure they'd be finished until then. sad

I was actually afraid you would say that  sad   I appreciate the answer any way. Now stop hanging around the forums and finish the rules!  wink
Cheers,
Erik

266

(297 replies, posted in Starmada)

Hey Dan, I know this is probably putting the cart way ahead of the horse, but I was wondering if it would be possible to get the S:AE to S:NE conversion process at some point before the game is actually available. I for one would be willing to commit to a pre-order if that is what it would take, and I would think that the converted ship data cards shouldn't give too much away without the context of the rules. I figured I'd ask because I have about a half a billion ships that I can convert over  and I wouldn't mind a head start!  smile  If not, that's cool too, I'm still an addict and must buy...
Cheers,
Erik

267

(297 replies, posted in Starmada)

cricket wrote:

I kinda wish Kevin hadn't posted that. It's gonna confuse people more than help.

For example, listing fighters as "weapons" with firing arcs is NOT the default for the new version. This was a conscious choice made by Kevin for his particular setting.

Thank goodness for that! I noticed that and I have to admit that I kind of "ugh" moment thinking that fighters were no longer going to be independent, but rather treated as just another weapon system. I'm back to really looking forward to the Shiny New Version  big_smile
I haven't seen anything other than what has been posted here, but I am particularly interested in the addition of an EW component with the inclusion of ECM as a defense "layer". I think this will greatly enhance certain setting conversions in which Electronic Warfare is a major component of the combat system, which was difficult to model in S:AE.
Cheers,
Erik

268

(32 replies, posted in Starmada)

cricket wrote:

OTOH, the new edition might just address some of these concerns... smile

Hmmm, I asked but they didn't have much to say about it
[attachment=0]New Ed.png[/attachment]
But they did sound surprisingly good!

269

(297 replies, posted in Starmada)

I guess the biggest question is whether or not there will be changes to the rules concerning pill bugs. That will pretty much determine if I buy into the new version of the game or stick with S:AE.
Erik

270

(297 replies, posted in Starmada)

I'd love to offer to playtest, but with a three week old that doesn't seem to give a fig for how I've been doing things for years...I don't think I could. I'm looking forward to this new edition, and I think it's great that Starmada never stands still. I just won't be moving forward with any projects I had in mind while I await the new rules.
Starmada: Infinity Edition?
I'm sure you'll come up with something. Can't wait for the release.
Cheers,
Erik

271

(297 replies, posted in Starmada)

Great, just when I was getting the hang of S:AE!  :roll:

I guess I will put my latest project on hold until the new version comes out and I feel compelled to start all over  smile

Couple of questions: 1.) Will the "scale" of the game remain essentially the same as S:AE?
(2.) Will all future releases such as possible SFU tie-ins be done with the new rules?
3.) If so, will the old ADB/MJ12 Armadas be updated to the new "standard"?
Any way I look forward to seeing the new rules!
Cheers,
Erik

I really believe that setting determines the nomenclature that is appropriate for the ship's size. I don't think that in a construction-base game that it is possible to "pin" the size to a classification. For example, I can very easily justify having Flotilla Destroyers in one setting, while in another, destroyers are 4-5 Hull each. How 'bout another example? In modern terms a frigate is typically a small vessel relative to contemporaries, but during the Age of Sail a frigate was a major warship more akin to 20th century cruisers, with some being quite powerful.
Cheers,
Erik

273

(5 replies, posted in Starmada)

The vast majority of games that I have played have been scenario based, and used VPs to determine the victory conditions, and I haven't really had a problem with something like you describe. I guess I don't personally understand why it is a problem to have to try and destroy both ships, as in your example. That would pretty much be my goal anyway  smile  In a lot of the games I have played  we play to the "bitter end" even after victory conditions are met, just to see how much damage the "loser" can inflict on his way out. In an evenly matched game the winner is often destroyed or at least badly mauled as well (which points to how well balanced the system can be even if it is "simple"). It makes the final outcome more interesting to me than halting the game at a victory "threshold."  I wouldn't like to see any system that actually shortens the game as you propose because to me the whole point and the enjoyment comes from the game-play, not just the outcome. If my opponent brings two 500 point ships to a game and I need to kill them both I'll consider it a challenge rather than a flaw in the game design. At the very least it is a lot less of an issue to me than the min/maxing issues that can make actual game play annoying at times.
That's my 2 cents,
Erik

274

(2 replies, posted in Starmada)

I like it, particularly the idea for streamlining. I look forward to reading the setting material!
Cheers,
Erik

275

(6 replies, posted in Starmada)

Pinecone wrote:

Not neccesarily, as you have to be right next to a ship to ram it, and the ram-ee could likely avoid that with his manuvering.  Plus, it would'nt be hard to shoot down a no-cost ship before it gets you  wink

Desslok would approve of your tactics. I would vote for just one type of ramming attack. No idea what would work best, but maybe something as simple as if two ships end up in 1 hex, don't separate them, and one or both ships can declare they are attempting to ram.
Now, for radioactive gas...
Erik