251

(67 replies, posted in Starmada)

I've been to that site.... when I was thinking armor, I was more thinking of the Movie, Nemesis..... Once the shields went down on the Romulan warship.... they didn't last too long........


If and when I get some more time... I plan on doing some in-depth reading of a number of the websites out there... as I have only skimmed a lot of them at this point... I'll make the Starfleet Museum a priority....


Dan, can we add a Links section? I'd like to have a location where we could all go to look up information, or just maybe ship images towards the idea of adding ships from all the genres to the game.


John

252

(67 replies, posted in Starmada)

I'll test it out if you wish... although I would like 2 or 3 other people to test it too.....

This is the best thing about Starmada... you get the option of trying new ideas and you get help from the owners...

I am also working my idea to make the ships last longer....  Each die of damage only damages one thing..... for example
On one of my cruisers.... the hit location 3 is HEa , When my opponent rolls a 3, I choose whether I take a hull hit, an engine hit, or a weapon a....

It prolongs the life span of ships, especially the smaller ones.....  Coupled with repair teams, you can really use this as a means to make tactical battles or even single ship battles last longer......

Finally, back to the Star Trek ships...  you could also always use PDS on the ships too... I know that a lot of people consider the PDS to be something along the lines of small weapons, or sand casters, ect....... but it could also represent computers and small thrusters... basically the ship's PDS computer tracks incoming shots, and moves the shields, angles the ship, whatever, to minimize the chance of maximal damage from the shot......  I don't see any ships outside of the Gorn using armor... so this would give the ships a better survival rate.  If anyone else has any ideas towards this, please throw them in... but with Star Trek, there are inertial compensators.... so the small movements necessary to help defend the ship wouldn't be that noticeable to the crew.  I do like what you have done so far on this, and am thinking of getting some Star Trek figs just to test it out.... if I don't scratch build any..... LOL

Everone, let me know what you think of these ideas.

John

253

(67 replies, posted in Starmada)

You could always add the weapon mod that it MUST re-roll penetration.... that would make the shields a lot more effective....

Dan...,
What are the odds of shield mods? Maybe a shield that forces opponents to re-roll penetration?

Maybe something like Ionic shielding.... um... Gravitonic Shielding, using variations of gravity and magnetics, these shields attempt to deflect or bend an opponents shots away, resulting in all re-rolling of all Penetration rolls.......

Just an idea
John

254

(67 replies, posted in Starmada)

Personally, I'd like to scratch build some of the Gorn ships from the game
Star Fleet Battles II, Empires at War. I really like the way they re-sculpted the ships for the computer game.

John

Go with Battle Satellites, then...... or drones.

Force him to concentrate on multiple targets.

John

I almost always use armor, and PDS...... usually in combination, especially on my smaller ships.... It's cheaper than high shield ratings with the smaller ships.  I have several designs for heavy corvettes / light frigates in the Hull 4-5 range with shields of 2, PDS and armor.  They are lightly armed , but also cheap, and can attack in swarms.

John

I have been reading them. It's pretty good. I just tend to favor hulls in the 8 - 14 range.....

But that's me......

I'm just trying to imagine running one of those larger games here and thinking it might not work.

John

I'm looking at the large hull sizes, the high tech levels and just kind of wondering......

Not that it is a bad thing, but the battles seem to run really quick.
I guess that I am more into longer tactical battles rather than the short high carnage versions....... Then again, I have been experimenting with organic hulls, and repair teams in some of my recent games.

John

259

(5 replies, posted in Discussion)

I'll admit that most of my friends and I can't stand Palladium's game system.... But we do like the background material..... They do have good stuff to borrow to other systems.

I just don't want to see another big game company go under, as I prefer variety in the roleplay market.

John

Yes, but you could shoot the drones down.... there is technically no way to stop one of these........ except if it finally misses.

I could see maybe variable pen and variable damage with expendible, but a repeating expendible weapon is kind of hard for me to fathom.

John

How would you describe an expendable repeating weapon..... is it a cannon shell that keeps bouncing into the target??

I have also found that the higher tech levels pretty much require that the ships either have screens, or shields at 5......

John

262

(60 replies, posted in Starmada)

I've had that curse as well...


John

263

(60 replies, posted in Starmada)

I did find a way for fighters to handle the high rof weapons....
I used the small flight option, where each flight of fighters only had 4.
To pretty much take out a flight, my oponent had to used 2 guns per flight, and I could stack flights in a hex, or I could spread them out giving me more targets in the air than he had weapons to take them out with.

I also launched my drones in small groups of 4 per round.
Finally I used a few battle satellites, to try them out, and had them spread out individually with one per hex.... meaning he may have had a rof of 3, but only the chance to hit one item.....

John

264

(60 replies, posted in Starmada)

No, you didn't kill the thread....

I think that most of us are still digesting all the ideas.....LOL


John

265

(10 replies, posted in Starmada)

My reading of the rules was that it automatically blocked 1, 3, or 5 rolls against shields, regardless of source. Whether it's the weapons on a fighter, or on another capital ship, to include drones, ect.

However, this is only my opinion, and I could be wrong on it.

John

266

(1 replies, posted in Starmada)

Or you could start with a base range of 24, and add the mods to it just like any other weapon...... as long as the range is divisible by 3, I don't see a problem.

Long range weapons like that would take up a lot of space, so there wouldn't be a lot of them.

Nahuris

267

(2 replies, posted in Game Design)

Googleplex.......

You are a sick, sick, sick man..........LOL


I actually like it......LOL

John

268

(60 replies, posted in Starmada)

We'll have to see how it goes..... I want the game to grow, and the only way it will do so is to have these discussions. I'll admit that I think I am confused as to where some of this went......LOL But then again, I usually only get to check the forums from work, and therefore don't have much time.  I do know, that since the one player left for the military, we haven't had a problem player here......... so I am not too sure we "need" a fix in my group.  At the same time, I also understand that sometimes, we have to deal with issues and cheesy players (although I have found that a lot of these players became cheesy players due to other cheesy players, and that they can be redeemed........)

I will admit that I truly did enjoy the fact that we were able to discuss this, though. The fact that Dan was willing to listen, and let us run with his game system was really awesome. I for one, really appreciate that fact that we can take his game apart, and he just goes along with it.

Thanks Again Dan

John

269

(3 replies, posted in Starmada)

Ok, got home and looked into it.....

Hmmmmmm....... can move 5 hexes each turn, take damage as fighters, and have a range 12 weapon that is 3+ to hit with a 360 degree fire arc....... yeah it's only 1/1/1 but you can have an unlimited number of them, as long as you only launch 3 per turn......., and as long as their carrier is up and running......  Finally, they cost only 12 points each at 0 tech level......

a range 12 weapon with a 360 arc at 3+ costs 56 when put on a ship......

The downside, they can be hit as Q hits, and also shot down as a fighter. They don't have shields, although the rules state that they are hit as fighters, so get the -1 to hit them bonus.  It doesn't state that they halve shields, so I am going to assume that they don't.....

But I am looking at the fact that you can put a batch of them on a ship, and sort of have them spreading out all over the battlefield.....albeit somewhat slow at movement 5.

I can see them being extremely vulnerable to fighter swarms.....

Any ideas from other players?

John

270

(60 replies, posted in Starmada)

Ok..... I am out on this conversation, as I think I am looking at something totally different...... I was thinking that the discrepancy was that weapons with a high rof were too cheap.... where to me, the possibility of getting taken out in a single hit outweighed the cost advantage, which left us at an even playing field......

If I am understanding this conversation right, it appears that we are all going in circles saying the same things, and that our only disagreement appears to be that we are at different points of the circle, and haven't realized we are on the same track........

At this point, I am going to throw in my towel, and follow the rules, as is, unless Dan changes things..........LOL

John

271

(60 replies, posted in Starmada)

I was looking at the number of dice getting through while rolling from the same dice pool... in the long run, you are right, but if only one shot got through each round, and those shots were hitting weapons, the ship with fewer high rof weapons would be on the losing end of the game.

Not looking at the charts so much as examining the loss value of each weapon.


John

272

(20 replies, posted in Wardogs)

I wasn't suggesting different gases.... I was contemplating a Nazi mech force.......LOL

As much as I prefer to play "humane" forces on the battlefield.... occasionally, someone has to play the "bad guy".......

I was thinking of a scenario where the players are trying to stop opponents who are gassing a city......

The problem would be if they got caught in their own gas clouds...... especially if they are not well sealed.

John

273

(60 replies, posted in Starmada)

I was looking at the latest chart, and the rof 2 weapons only cost 25% more than in the book method of factoring, and the rof 3 weapons only 50% more.... but it leaves the one fact out, that a ship with rof 3 weapons is more vulnerable to return fire over ships with multiple rof 1 weapons......

Lets say that your ship has two rof 3 weapons firing into weapon arc A.
And my ship has 6 rof 1 weapons in my arc A.

We both roll 6 dice to hit each other (we're both in each other's A arc) and we both have the same 4+ targeting....... and at the same range.... and same shield rating.) We both hit each other, and after all is said and done, we get 1 damage through, and we both get the exact same result, a weapon bank hit.......

Next turn, I still get 5 dice to roll against you, but you are down to 3 dice to return on me.... and should we get the same results, I will have 4 dice, and you will have none........

When all is said and done, a rof 3 weapon is a bigger loss to your capability than a rof 1 weapon, if all other factors are equal......  Since capital ship fire is simultaneous, and fighters fire first, I don't see where the high rof weapons are that deadly. By the law of averages, you are going to lose them fast enough to worry about fairly quickly, and if I do to you what my fiance did to me Saturday, you are going to really have it rough.

We decided to play one of the battles from my Starlancer computer game.....

As a rule for that session, fighters did not do hull damage.....   To simulate the flack guns on some of the capital ships, I created a batch of range 3 weapons that were 3/1/1. She managed to rush 4 flights of fighters in on me while I was pounding it out with one of her capital ships...... and the next thing I knew, my ship didn't have those nice nifty flak guns..... and it wouldn't have mattered if they were the original range 9 that I had planned, because she used the fighter version that had the weapon range of 2 and fast.... giving them a 12 movement. Basically, they had a 28 inch circle of attack (we don't use hexes at the moment, we play on the living room floor (really short carpet) and run 2 inches to the "hex" // movement point.) my range 18 heavy guns reach out 36 inches on the floor.......

Anyways, she massed the wings of fighters, and then moved her Yamato battle cruiser in on me.... while I was reacting to it, she rushed the fighters in, and because they shoot first.... stripped off my flak guns, and crippled my shields and engines........ Unfortunately, I had sent my fighters to take down her gunboats (Hull 2 ships with enough punch and speed to give me fits) and they were not in position to help much.......

As a final note.... one of our house rules is that when fighters are dogfighting, any shots into their hex are randomized against both sides...... on the principle that with the fighters swirling around, it's too hard to target individual ones.  She used one flight to dogfight one of mine, and then did something truly sneaky.....LOL.  Per the rules, only one flight from either side can dogfight.... so she flew her second wing through the dogfight.... using my own dogfighting fighters as cover to make a run on my captital ships.....

Again, my high rof cannons didn't help, because she destroyed enough of them during the fighter phase to ruin my day. By the time I could fire, I only had one weapon capable of firing in the arc where her fighters were, and had to worry more about the enemy gunboats bearing down on me, rather than a single wing of fighters.........

Anyways.... to get back on topic (sorry all), she was able to score enough hits during each fighter phase, that she would destroy a bunch of my weapons before I could even fire....... Mostly due to single hits killing 3 dice from my chances to return damage.

John

274

(3 replies, posted in Starmada)

Ok, here's the next system I am playing with......

My questions are as follows....

Is there a maximum range they can go from their host ship?
Do they take damage like fighters (it implies that they are similar to fighters) or are they an equipment hit...... (or maybe equipment, until they launch)  (also, I am at work, and don't have my copy of the rules, so if these questions are in the rules.... ignore it..... I'm just playing with the spreadsheet at the moment.)

I am just wondering if anyone else has considered using these.......

John

275

(60 replies, posted in Starmada)

Actually, that chart looks pretty good.... we'll have to see what Dan makes of all of this......LOL

I've been looking a whole lot of stuff over on the different ship designs.


John