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Posts found: 2,726 to 2,750 of 3,626
japridemor wrote:In our local campaign, we are going to trial the use of Inverted Range-Based DMG/PEN/ROF. As an extension of the Inverted Range Modifier weapon ability and the Range-Based DMG/PEN/ROF weapon special abilities, we are going to price the new Inverted Range-Based DMG/PEN/ROF at 1.3 x 1.6 or 2.1 total. Comments?
Theoretically, it should work fine. But practically, I'm not sure that x2.1 is an appropriate modifier...
I'll have to twiddle some numbers. Get back to ya soon...
go0gleplex wrote:Wedding?!? :shock: OMG!!! RUN FOR YOUR LIFE!!! When's the happy day dude?!?
October 21. 101 years since Nelson's victory at Trafalgar.
It made sense, since we got engaged in Trafalgar Square...
Personally, I don't see the problem, but that doesn't mean it can't be addressed...
I'm wondering why the suggestion of +/-1 TL = +/-2 fighter speed. Wouldn't the following make more sense?:
TL -2 = Speed 8
TL -1 = Speed 9
TL 0 = Speed 10
TL +1 = Speed 11
TL +2 = Speed 12
thedugan wrote:Yeah, the Martians in Space:1889 are way primitive, and almost human - the game is basically an way to hook 'scientific romance' roleplaying onto colonial wargaming. Nothing wrong with it, but we couldn't do anything related to Space: 1889 due to copyright issues.
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".
go0gleplex wrote:Or has it been really really dead around here (comparitively speaking) the last few weeks? :shock:
No, it's been slow.
But then, with an impending wedding, and a busier-than-average start to the academic year, I haven't had much time for gaming.
The good news is that I've got several projects in the 50%-90% completed range, and should be able to get some of them into the public eye shortly.
ericrrrm wrote:First, since I don't play on a hex map, I've changed the firing arcs so that A, B, E, and F are 45 degrees, while C and D are 90 degrees.
Reasonable enough.
I've indicated torpedo launch arcs on my ship data cards, just like the gun firing arcs are indicated. Rather than make players (um ... myself) choose an arc, arcs are fixed by the launching ship's orientation at the time of launch.
A good change for solo play, but I like the existing system for PVP games.
Oh, and I list torpedo mounts on the ship damage track, just like turrets are listed.
Not a bad idea...
Huh. After a while where we were out of the top 10, we're back to having the top four miniatures games on RPGNow.
Yaay, us!
After a little more research, I do find a reference to a 10"/34 gun, but it's designated as "Mk1 Mod2" of the 10"/30, and was used on the monitor Mianonomoh. The Maine had the 10"/30 Mk2.
If you want to represent the 10"/34, you should be able to use the 10"/30 game data with no problems.
Ref.: http://www.navweaps.com/Weapons/WNUS_10-30_mk1.htm
ericrrrm wrote:(The only "house" modifier I've lifted from other rules is -1 for fixed torpedo tubes. I really want to discourage battle lines from being sent on torpedo runs.)
/quote]
Huh. Missed this when it was posted a year ago...
How has this "house" rule worked out for you?
RiflemanIII wrote:Excuse me, but what stats would one use for the main guns of the Maine? The US 10"/35 isn't on the weapons list.
According to Haze Gray & Underway (http://hazegray.org/navhist/battleships/us_pd.htm#maine), the Maine's guns were 10"/30, which are listed in the rulebook.
Enpeze wrote:Does MJ12 plan to rejuvenate their Sovereign Stars game? It would be fine to hear, because I really liked it.
Yes. The intent is there.
But I have no time frame.
Justin Crough wrote:I'm a moderator (of the Assault Corps forum.) But I cannot make any post to the News Forum. It says you need to be a moderator for that priviledge. Is this an oversight, or am I just considered to volatile a personality to get keys to the place?
No, not an oversight. You need to be designated as a moderator of each forum separately -- as you weren't a mod for the News forum, you couldn't post. That has been changed.
Also, Is the option to post files to the forum gone for good, or is it a work in progress due to the hacker incident?
The option to post files is available; but I will only be granting it on a "need to use" basis.
Well, I installed the correct mod, and so far we've blocked four bogus registrations. Yaay!
Enpeze wrote:If you like the idea, do you think that there could be a market (maybe a small) for such a game? I mean it would have no competitors out there. In other wargaming branches (WW2 etc.) the conflicts are depicted also in several levels, from man-to-man ala Squad leader, to battallion sized, regiment sized up to involving whole continents ala World in Flames. In SF this seems not be the case. Either the conflicts are ship-to-ship or galactic scale between whole star empires, but not the levels in-between.
I agree. Space combat would benefit from some other scales. I myself have always wanted to do something akin to the old "Nth Fleet" series from Victory Games, and as I've already said, Prefect is an old favorite of mine. Never got through a whole game, since it does take quite a while, but I always thought it was cool...
japridemor wrote:Okay, so does anyone know which special equipment items are/are not affected by TL?
Cargo Bays
Construction Bays
Fighter Bays
Launch Bays
Marine Squads
Medical Bays
Organic Hull
Passengers
Repair Bays
Science Labs
Security Teams
Troops
Vehicle Bays
That's my recollection-- any others people remember, or think should be included?
FlakMagnet wrote:I like the hexes. What I'm proposing is that we playtest a hex-based vector system. IMO it's almost as easy as the hex-based movement points while still giving us the newtonian "feel" of vector movement. Order-writing and their execution would be just as easy to visualize because of the hex-grid.
You DO know that Starmada comes with a hex-based vector system, right?
Appendix D: Vector Movement.
Enpeze wrote:There are some grand scale games out there which include the fleets, economy etc of whole star empires.
Not so SI. It is intended to be without economics. The players conduct fleet movement and planetary invasions, managing supply and so on. The playing area of this game is only a single system and not a greater part of the galaxy like VBAM or Sovereigns stars.
The only game I'm aware of that is this type of scale is Renegade Legion: Prefect, which I've always been a fan of.
I think it's a great idea...
Star Ranger wrote:Dan, was that the Anti-Spam ACP mod referenced here:
http://www.phpbb.com/phpBB/viewtopic.php?t=399374 as that is the one I loaded and it has worked well so far for my forum. 28 registrations blocked so far and nothing bogus let through.
Apparently not... as I had three more bogus registrations this AM. I will try out this mod; thanks!
BTW, I did delete a valid registration a couple days ago... welcome back, Klaus!
Nahuris wrote:This is what they did over at Starship Combat News......
These changes will not allow the entry of website url and other personal information fields in the initial registration process, but after you get the email and activate the account, you will have access to these fields by editing your profile at that point.
Well, I just installed a similar (if not the same) mod to our forum... we'll see if it has any effect.
This morning, I had to delete over a dozen spam accounts--and almost lost a real account in the shuffle; welcome "smartmonkey".
I have two questions:
1) How do they find us?
2) What do they get out of it?
thedugan wrote:I lost a handful of DOGA models (mostly Wardogs stuff) since my last backup CD was done in April (which I dearly hope was AFTER the last Iron Stars supplement).
Ick.
Sorry to hear it... and I hope the MJ12 art department is back up and running soon.
Arrigo wrote:grabbed it. But where are the fighter options? And there is a way to generate a drake notation without recurring to typing it manually?
That's what I meant by "other versions". Frankly, I am unsure where those are hosted... hopefully others will volunteer this information.
murtalianconfederacy wrote:Anti-Fighter
1) It attacks during the Fighter Phase of a turn
2) It ignores the -1 modifier to hit
One of the things I've tried to stick with while developing new stuff for Starmada is that each ability should do ONE thing...
Since the -1 can be countered by other equipment (EWS), I'd stick with the "attacks during the Fighter Phase", allow it to attack starships, and call it "Rapid Fire" or somesuch. This would require a x2 multiplier. If you want to reduce this to x1 (and make it pretty much only useful against fighters), give it a 1/2 ROF -- but that's separate from the ability.
Otherwise, I like it.
Increased DMG(TH)
A weapon with this modifier has increased damage potential. But rather than relying on the PEN roll, the amount of damage inflicted depends on the accuracy of the shot.
I think I like it... but it might be a bit fiddly. It's worth playing to see for sure.
Arrigo wrote:I am trying to create a serie of new ships to post in the Bourbaki basin section (and to play with, beacuse CN universe is dormant at the moment), but I cannot find the SXCA thing! I always find reference to a download section, but I am unable to find it... any help forthcoming?
The official version is here:
http://mj12games.com/starmada/sxca.xlt
However, there are several other versions floating around; I'll let their owners reveal the secret locations...
hundvig wrote:Assuming Dan okays it (and why wouldn't he?), we may be seeing a contest for porting the With Hostile Design minis into Starmada in the immediate future.
Well, I haven't heard anything from the WHI peeps... :?:
Posts found: 2,726 to 2,750 of 3,626