251

(60 replies, posted in Starmada)

The fourth fleet -- the Hegemony -- is now in the game and looking spiffy, too. (From the top it's Empire, Hegemony, Confederation, Republic). Mike has sent the first render of a fifth faction, too.  8-)

Dave wrote:

Slow Firing and the rolls optional movement roll would be pretty effective.

Zing :!:

That's a great idea!

It's the nature of gaming to min-max one's forces. If you intend to destroy the enemy from far away, then you build long-range weapons designed to kill most efficiently at long range and you face them all in one direction (all frontal, or all on one side, if you intend to keep your distance).

I love Starmada's many options and so I would never suggest curtailing them simply on principle. I do think the combination of some of the weapon traits makes this sort of thing inevitable, though. In iterated games  lol  of course, the arms race syndrome mentioned will occur, which is kinda fun, and which is the counter to min-maxing in various ways.* It does trouble me, though, that certain methods seem to work best -- namely, all long range killers facing forward -- and that players who design ships that way talk about tweaking their ships, not about having to alter their strategy because there is an effective counter-strategy.

One way to mix things up would be to take a page from some miniatures games -- add terrain. Roll some dice before a game (2d6?) and place that number of asteroids in the middle section of the battlefield, each player taking turns placing one. They block LOS and prevent firing through them. It might change how you and your regular opponents play and design ships. Just a thought.

* Arms races are the basis of many of the Starfire novels. One side comes up with a new weapon and starts to win but then the enemy counters it with something new.

254

(60 replies, posted in Starmada)

Just having fun posting things at this point...

255

(60 replies, posted in Starmada)

Expanded arcs? Yep, those, too.

(Notice the range thread has been drawn between these two ships to show how you can use it to definitively state whether your target is within your arc  -- and what the range is.)

256

(60 replies, posted in Starmada)

Screens? Yeah, we got 'em.

257

(60 replies, posted in Starmada)

I added another fleet today (the Dugan's mighty Empire fleet) and you can see a preview of one ship in the shot below. I think it's my favorite fleet to date.  8-)

I have also been adding markers for optional rules. Evasive action, combat intercept, etc. Below is a shot of the Altitude marker I added today. The Empire ship on left is at altitude 2, the Confederation ship is at 4. (The rules suggest 1-6, for now I have limited it to that. It did occur to me we could do -3 to +3 and assume all battles start at 0.)

Edit: I should add that the elevation pips are attached to the ship counter.

Suggestions and comments, as always, are solicited.

258

(60 replies, posted in Starmada)

Actually, the feedback is solicited.  smile

Well, I used the markers (with permission) from the Stuff.zip available on the website. And the markers are labeled accordingly (the four pips is the Asteroid Field, the Circle is a Planet, the miney thing is a Minefield, and the swirly thing is a Black Hole). They are depicted so in the rules themselves, actually.

I could, however, put a little text label on them.

Kevin

259

(60 replies, posted in Starmada)

Why do the graphics guys get to do the graphics? They know what they are doing. I found a much easier way to do something in Photoshop and I was able to redo the markers and make them look better. How nice... too bad I had already done them crappily.  :x

Another look at current markers in the game.

I put a turn counter on the Cloak counter. It also allows one to enter the name of the ship which is in cloak.

260

(60 replies, posted in Starmada)

thedugan wrote:

Oh, BTW - youplanning on putting these up on the VASSAL site?

Yes, I will post it there.

Playtesting??? As soon as all the bits and pieces I can think of are in it, I will release it into the wild like a nurtured baby rabbit.

Then the pack of wolves* can descend upon it.  :shock:

* Playtesters

261

(60 replies, posted in Starmada)

As I've mentioned here before, I am working on a Vassal Module for Starmada which will allow us to play it as a boardgame on a computer (allowing live play over the internet and play by email). Players have to own and know the rules, of course, as the computer does not moderate game play but merely acts as a virtual gameboard (with lots of nice computer-age features). See the Vassal Page for more about this software. The Dugan is doing Yeoman's work as the artist for all the ship counter designs. LSutehall is our able playtester extraordinaire.

The update is this:
1) Thanks to Dugan we have three complete factions (i.e., countersets for three distinct fleets) in the game. He has planned a fourth for us.
2) Thanks to LSutehall, he and I have found some issues needing correcting and I keep adding new things to the module.
3) Today, I added support for Minefields, Asteroid Fields, Planets, and Black Holes. Vassal supports these beautifully, as you can see in the attachment below, by providing an area of effect overlay which grows darker the more fields overlap a hex.

Design philosophy at this point is to support everything in Starmada: AE main rulebook and release it that way. As needed, I would like to add anything from the source books Imperial Starmada and Hammer & Claw after that. I am not too familiar with those yet so I am not sure what would need to be supported within the Vassal Mod. But that is down the road a way.

I plan to continue to update it after that as people have suggestions/corrections.

LSutehall and I are finishing up our second PBEM game and I hope we can next attempt an online test of the game (i.e., live play via the internet) and then perhaps one more PBEM to test out newly added features. I plan to take screen captures of that battle as it progresses and post them here as a Battle Report.

Kevin

262

(4 replies, posted in Starmada)

big_smile  I was going to ask the same thing.

Laurence's PBEM Opposite

263

(0 replies, posted in Starmada)

Dugan has come through again with some beauty ships. The top fleet is the Republic faction, the lower fleet the Confederation faction.

LSutehall and myself are commencing another playtest PBEM battle. If all goes well, I will post the mod as a Beta version after this battle so the community can try it and give feedback. Well, after a brief online test, anyway.

We are currently considering how to handle fighters in a PBEM situation (for online play, there is no need to change anything). For the ship combat phase, to cut down on fileswapping, we changed the rules to be more like the move orders phase. In other words, instead of firing one ship at a time, players secretly designate targets for all their weapons and then simultaneously reveal those orders. It can lead to overkill (or underkill) but I thought worked very well in our initial PBEM game.

Fighters are different, though. As this is a playtest, we are going to try some different things to cut down on file swaps during the fighter phase. Initially, I think we will simpy have each side move 2-3 flights at a time. But I am open to trying different ideas each turn to see how they work out. Any thoughts, ideas, suggestions would be appreciated.

Thanks,
Kevin

p.s. You will also note, below, that I added a starry background to the map. Comments are welcome.

264

(3 replies, posted in Starmada)

Update -- Both shots from the Hood missed so the Fate has not met its... ahem... fate.

265

(3 replies, posted in Starmada)

The first playtest game is now drawing to a close. We don't yet have a spacehulk/explosion counter to represent the dead ships, so you see three ships with Hit overlays and the work SUNK on top. Those ships are, well, dead in the wa... space.

The Confederates, represented by the Fate, a Victory-Class CA, have just fired. Both the Lion and the Hood only have 2 hull left, so the damage done this turn has finished them off. You'll note, however, the Fate only has 2 hull left. Between them the Lion and Hood have only one weapon left. Odds are good for the Fate, huh? Here is the weapon remaining, firing at 2 hexes (and I only have 1 Shield remaining!):

Heavy missile battery (B) TL0,  4/8/12, 2/4+/2/3

Uh-oh... I better hope those hit rolls are very low!  :shock:

(p.s. Note that we adopted a convention of marking hits in the Property sheet by placing an x on either side of a damaged item. Therefore, on the Fate, it only has 2 engines remaining. Under pulse cannons, you see: [AB] x[AC]x x[AC]x [BD] x[BD]x which means that there are two remaining, the AB and the first BD, all others having been damaged.)

266

(48 replies, posted in Starmada)

thedugan wrote:

I'm thinking that VASSAL can be used for other MJ12 games, thereby electronically enhancing your gaming pleasure.
big_smile

It can be used for just about any game. Even hexless miniatures games. It and Cyberboard have been a gaming godsend lo these many years.

The Gamer Who Can Not FtF

267

(48 replies, posted in Starmada)

Now that we are playtesting the mod, Laurence and I keep coming up with ideas to improve it. Here's one I was thinking about from the beginning and just implemented: Firing Arcs!

Notice the firing arcs rotate when the counter rotates (of course). Also, when you draw the range thread as depicted, it gives you, I hope, a very accurate idea as to which arc a target lies within.

268

(48 replies, posted in Starmada)

And the scout class below the Destroyer/Gunship. I can't wait to plug these into the mod! (Yes, I know. I'm a geek.)

269

(48 replies, posted in Starmada)

Noice! I love 'em, Mike.

And yes, talk to Dan, I bet you could easily put these into a mount-your-own Counter PDF to be sold by MJ12.

270

(3 replies, posted in Starmada)

Hi, LSutehall and myself have begun a playtest of the Vassal Mod in its early Alpha form. We are using the same fleet to represent the two sides. We have settled on a PBEM method that uses recorded firing solutions for both sides being simultaneously revealed (instead of one ship at a time -- doable as PBEM but much slower). My side has fired and inflicted 1 lousy impact point out of 20 shots fires. (to be fair, I only recorded 1 hit!!!).

Here's a pic. Notice, I was double-checking the range of my secondaries.

271

(48 replies, posted in Starmada)

The Dugan continues to churn out beautiful images. Here is the rest of the Republic Fleet -- the Fleet Carrier, Escort/Light Carrier, and the Fighter, Bomber (reduced to 4) and Interceptor Flights.

In other news -- the very first playtest game has begun. I will endeavor to post some in-progress pics of it as we go. I have two Victory Class CAs and a Anval Class FF against my fierce opponent (Lsutehall) and his two Wraak Class BCs and Anval FF. We are both using the Republic Fleet counters for the moment as it is the only complete faction.

Kevin

272

(3 replies, posted in Starmada)

Wow. Great idea, Paul. Thank you!

273

(19 replies, posted in Iron Stars)

I'm not a French speaker but I play one on TV.

Translation: Great news! Could you post one or two pictures of the warships of the French Republic? Thank you muchly.

Would you prefer German?
Grossartige Nachrichten! Koennten Sie bitte eins oder zwei Bilder der Schlachtschiffe der Franzoesischen Republik posten? Vielen Dank!

274

(48 replies, posted in Starmada)

thedugan wrote:

Just to let anyone that's following this know....

I'm working on something for Dan right now, so this is on hold until THAT is done - well from my end. All I'm doing is the artwork, the MOD can go forward....

In that case, I'll dock your pay! I'll garnish your wages!

275

(48 replies, posted in Starmada)

Today, I added a layer for marking ships as having Fired already in that phase. Not sure this is the final color (comments always appreciated) but I think it clearly says: "'Ey! Dis guy fired awready!"

For the ship on the left, there is a Hit Marker over top of the ship. But you can see when you hover the mouse pointer over a stack, it shows you an image of each counter in that stack side-by-side. In this case, it shows the Ship with the Fired layer next to the Hit Marker for that ship.