276

(1 replies, posted in Starmada)

I've got nothing for the jump drive issues, but I think that the shadow phasing drive can be treated as a Cloaking special equipment with the regular rules without it being really broken. If you wanted to amp it up you could up the point cost a bit, treat it as a cloak that can't "fail" unless facing other ancients or something. That would certainly make the shadows pretty scary in my book! Also, if a shadow wanted to end the game by fleeing he could just cloak and declare he is never going to un-cloak...pretty much the same as jumping out.

As to the vortex disruptor, my gut feeling is that it should be a piece of special equipment, maybe the size of a standard hyperdrive to keep things simple. Depending on what you work out for the jump drives you have to work out the exact effect. Maybe it's as simple as when a ship activates a jump point, and a vortex disruptor is within range, the jump point fails, destroying the ship opening the point. Make it 1 for 1: 1 disruptor blocks one vortex, but if there are two or more the rest of the ships are unaffected.
Anyway, that's just a couple of quick thoughts.
Cheers,
Erik

277

(1 replies, posted in The Admiralty Edition)

This is a setting that I have been working on for a while in dribs and drabs as free time allows. It is a setting first and foremost and I tried to show that though all the ships come from a basic, universe specific set of technologies, there can be a wide variety of design choices made. If there is one thing that history shows is that mechanical perfection on the scale of something as complex as a warship (even in today's terms) is very difficult, so there are a great many "flawed" designs included. I hope everyone enjoys. I'm working on 3 other lesser projects to go with this: Bases, Civilian shipping, and Pirates. Whether I finish them or not depends on the response I get. I'll do them all for myself anyway, but I won't waste the time to put it all together neatly if nobody else cares.
I had to break it up to take out the cover art and the map because I just couldn't get everything under the 2 mb updload limit otherwise.
Cheers,
Erik

Oh, and murtalianconfederacy, if want to convert everything to SFO, be my guest...I don't have enough time left in my life to take it on myself!  smile

278

(8 replies, posted in Starmada)

murtalianconfederacy wrote:

I'm tempted to utter the words armoured gun batteries, but I'm not sure how they'd work with AE. Tended not to use them in S:X, either...

Reason being, the Vorlon weapons in B5W had a lot of hit boxes, far more than even the heavy laser cannon/neutron cannons, IIRC. Maybe do it so every weapon that has, say 15-20 boxes or more gets AGB?

What about designing the Vorlon weapons as several "smaller" weapons with fire-linked? I don't know exactly what yours look like, but IIRC Vorlon lightning cannons kind of combined from multiple arrays to form one powerful beam. Yes, more weapons means more weapon hits, but if you use repair rules on top of that your chances of getting some back increases, no?
Cheers,
Erik

279

(12 replies, posted in Starmada)

OldnGrey wrote:
mj12srwstlouis wrote:

Love the fonts!

What program are you using to make these fonts? I'm assuming these are TrueTypes or something similar.

Thanks, when I have it finished the intention is to bundle it with the shipyard as it will give an extra data card option.
It is a True Type so it could be used with just about anything.
I am using Type light 3, Cannot wait to buy the full prog but I have had an issue with windows 7 (a couple of display driver failures when using it).

Blacklancer99 wrote:
OldnGrey wrote:

Sort of like this?
[attachment=0]HES.png[/attachment]

Paul

Hey Paul, maybe the H-E-S glyphs could be "simplified" somehow? They seem a bit busy, and in the case of the Hull and Engine glyphs, not terribly obvious. I like obvious wink Still, better than anything I could have come up with!
Cheers,
Erik

Not terribly obvious? I did put HE&S on them. I thought hull under construction, A pesky "Kripon" engine on a pylon and a beam being scattered would be apt. I like busy, hate a lot of empty space (must be a pun in there). smile

I just realised that there could be another use for the font. Type them at a large point size, cut them out and use as damage chits (put in bag and pull out to see what has been damaged).  :idea: JUst thought of another five glyphs.

Paul

Well, the lettering was obvious  :oops:  but the imagery seems a bit vague (I honestly didn't realize the Hull icon was a hull being built until I read your post). I'm not sure what could best represent a hull, but to me the engine could be simplified (sans pylon maybe?) and the shield looks like it protecting an asteroid from the jagged appearance of the object "inside." Like I said...just an opinion. With Starmada, I feel like things should be as simple as possible.
Erik

280

(12 replies, posted in Starmada)

OldnGrey wrote:

Sort of like this?
[attachment=0]HES.png[/attachment]

Paul

Hey Paul, maybe the H-E-S glyphs could be "simplified" somehow? They seem a bit busy, and in the case of the Hull and Engine glyphs, not terribly obvious. I like obvious  wink  Still, better than anything I could have come up with!
Cheers,
Erik

281

(22 replies, posted in Starmada)

jwpacker wrote:

Yeah, 4-5 turns sounds remarkably short, but then my last tabletop wargaming experience was SFB about, oh, 15 years ago... Do any of you experienced Starmada players have any ideas for how to extend battles to something a bit longer than that?

Most of the games I have played are decided withing 4-5 turns of "when the shooting starts", usually preceded by 2-3 turns of maneuvering for position. I've had a few games run longer, usually because of terrain or mission considerations, and had one game that ran something like 12 turns as both sides refused to die! I personally feel that the best thing to make games last longer and more interesting is to keep weapon ranges shorter. I would much rather have a bunch of ships constantly jockeying for position like a macro scale dogfight than a game where the two side sit on opposite sides of the map just pounding away with their respective super guns. I also have used the optional damage control rules and like the fact that while a bit random and wonky to some people, they do keep ships "in the fight" longer and generally make things more interesting to me at least.
Also, I have used ships with Ammo-dependent weapons and have not found them any more "unbalancing" than some of the trait combinations that have been highlighted by others. MadSeason and I played a short, enjoyable campaign in which he triumphed against my fleet which featured Ammo based main weapons. Maybe it says something about my "poor" design skills, but on more than one occasion my ships shot their magazines dry and were forced to try to battle on with their secondary armaments.   sad
I think the best advice for any players of Starmada is to play around with the system until you find what you (and your buddies) find enjoyable. If you want to impress the chicks with your super mega spinal mount destructor cannon mounted on a hull 25 battlewagon, great. On the other hand you may find that it is fun to play with lots of small to middling ships zipping all over.
Just my 2 cents,
Cheers,
Erik

282

(12 replies, posted in Starmada)

OldnGrey wrote:

Hull, Engines and shields? Not so easy as they contain numbers which could go up to 30 (or more).

Maybe just a single "glyph" for each of H/E/S, like a heading, followed by numerals?
Erik

283

(12 replies, posted in Starmada)

OldnGrey wrote:

I have recently bought "a few" fonts looking for something other than wingdings to use on my ship cards.
Got fed up trying to find one with what I wanted so I am starting from scratch making just the icons that I want.
Thought I would start with the obvious ones that I will be needing, numbers and D6. Once I got the hang of it I made a fighter, then another and another to represent different fighter/bomber type flights carried. Two different for anti-fighter batteries then just had to have marines, mines, hyperdrive and one for drones. These I will put in my own shipyard copy first as a trial.

I wanted to have them all in the same style, to be used as check boxes (fancy ones?)

Cannot make my mind up about having a "D" on the drone although it is less likely to be mistaken for another fighter.
I put a "H" on the hyperdrive icon too.

Any thoughts on anything I might have missed or what else to include? More fighters?
I will put an example of the "fancy" ones below.

Paul
[attachment=0]Starsheet Example2.png[/attachment]

Pretty Cool. I can see something like this kind of "graphical font" being used as another option like Drake notation, but for those of us that prefer pictures to numbers! How were you going to represent Hull, Engines, & Shields?
Cheers,
Erik

284

(4 replies, posted in Starmada)

The absolute drop dead simplest way I can think of is to use the forward (#1) FC shield/10 as a base, then for shots that enter the rear areas (JKL arcs) count shield rating as 1 less (minimum 1) to model how the shields are typically "thinner" in those zones. Just use a standard shield track on the ship chart.
Cheers,
Erik

285

(4 replies, posted in Starmada)

Inari7 wrote:

What has always bothered me was that

Three Lasers with RNG  4/8/12, ROF 1, ACC 3+, IMP 3, DAM 3
Has the same SU cost as
One Laser with RNG 4/8/12, ROF 3, ACC 3+, IMP3, DAM3

Mounted on a ship one hit will take out your one weapon while one hit will only destroy one of the three lasers.

I think that the larger the weapon the less SU cost for the weapon (not including weapon traits) just the basic weapon. I think as player should have some sort of advantage for having one big weapon that may be destroyed by one lucky hit. then someone who has three weapons. Each weapon does the same thing the only difference is that a single hit can destroy the large single weapon.  Maybe some sort of incremental system can be used maybe -10% SU cost for each ROF IMP and DAM after the first.

Just a thought.

I've noticed this as well, and will take it a step farther by saying that the multiples of guns are better than the single higher ROF gun because it gives me greater flexibility in how I assign my targets. Also, historically weapons were grouped into mountings like turrets as a weight and space saving measure & 3 16 inch battleship guns in a turret is a big advantage over a single gun per mount in terms of not just the weight of the mounting, but in ammo handling, fire direction, salvo dispersal, ship stability, and actually made it possible to better protect the guns as a single turret could carry more armor than if the guns were scattered in multiple mounts.

Now I know ROF can represent one weapon that fires faster than another or it can be a function of the "barrels", but so can IMP...when I did some WW2 ships in Starmada I gave the mounting a ROF consistent with the individual gun and adjusted the IMP to represent the number of guns per mount and it seemed to work well across the board until you got to very small, very quick firing guns that required other mods to get just the right results. I felt at that time like I was being "penalized" for grouping weapons this way.

I don't know if there is an appropriate way to handle the issue in Starmada, though I think if it was something like you suggest it would have to be done on some kind of a curve rather than a linear reduction (I am no help there as I was born without math brain cells). Some games have a built-in mechanic for handling multiple weapon mounts, so perhaps a trait-like modifier could be applied to a finished weapon (Trait: Turret?) so that you get an SU benefit at the risk of losing the whole "mount" to damage.  What that modifier might be I would have no idea.

Cheers,
Erik

286

(5 replies, posted in Starmada)

diddimus wrote:

looking through some of the B5 wars ships I saw some with a pretty small selection of main weapons, or even 1 I remember (an assault ship) had nothing but Twin Arrays.

Is that the Primus variant assault ship? If it is I remember that having 4 Heavy Arrays up front. Either way with an assault ship the guns should be secondary to the troops. The original B5wars TAs were longer ranged (on par with other light guns like the Standard Particle Beam) but AoG shortened them up because they made the Centauri ships buzz saws because of the high ROF and FC. Ideally TAs should give the ships better defenses because of their excellent qualities as an interceptor and should chop up fighters. If ships get close they still have those buzz saw qualities, they just can't reach out and touch you anymore  smile  The Centauri 3 primary weapons are the Battle Laser, Matter Cannon, and Twin Array, but there are so many light ships and variants that mount things like plasma accelerators, heavy arrays, torpedo launchers, plasma streams, etc, that the fleet as a whole has a lot of weapon options, they just don't put them all on one ship at a time...that is for the EA and Narn to do!
Cheers,
Erik

287

(5 replies, posted in Starmada)

diddimus wrote:

So I'm moving on to converting ships other than Earth and Minbari now and I'm doing Centauri, they have some really short weapons which mean they become range 3 in my version.

Has anyone played with many range 3 weapons?  In the tests we've done so far, the ships rarely get this close, but obviously they have had longer range. 

I'm concerned that range 3 won't have much of an effect and may result in the Centauri being out matched in most games.

Any advice/experience with this?

Talking about twin arrays in particular? With the Centauri most designs feature some long range firepower so that you aren't just getting pummeled trying to get the TAs in range. Once you do however, they have lots of them covering a lot of arcs, and like Cricket said, they should be excellent against fighters.  In general terms I think that range 3 weapons are ok if you aren't relying on them to be your ship killers. But then again, I prefer shorter weapon ranges across the board as I have found that it promotes more tactics. What kind of ranges are you looking at on the Centauri heavy weapons?
Erik

288

(23 replies, posted in Starmada)

You know, even if I have deluded myself into thinking that the Starmada combat mechanics work on some level...I have enjoyed the playing of the games. I personally raise questions all the time about game mechanics, and have come up with some house rules that have worked for me, and others that I have found that don't work. I chirp as much as anyone when I feel that I have something to add. I just can't understand how someone can read a set of rules, and particularly a major component of the combat system, and decide that somehow the game designer screwed up what he intended to release to the public. Like it was somehow an early edit, or maybe a variant that made it into the final product like some kind of typo. Jeez.

Even if you show there is no difference in the value of ROF v. IMP v. DMG where ship-ship combat is concerned (and frankly, I don't have ANY simulations or math to back them up...I honestly don't want to hear about simulations...any sim as only as good as the data and parameters being fed into it by the programmer, and frankly ignores that fact that any player will tell you he always rolls a 1 when it can do the most harm to his chances of winning!) the whole argument disintegrates when you add fighters/small craft to the mix. As the rules are written not only is high IMP & DMG of absolutely zero value versus fighters, it can even be argued that it hurts you as it eats up space that might otherwise be used for more ROF or even whole weapons that would be able to kill more fighters. That's got to be worth something unless you ban fighters altogether.

So basically why am I chiming in? Basically, for whatever warts Starmada has it has proven itself to me as a fun and playable game that doesn't require a PhD in gamology to play. I have played games that have manuals larger that the big dictionary in my office...and guess what, those games weren't perfect. The rules of Starmada are incredibly streamline when compared to things like Starfire, B5Wars, Star Fleet Battles, so it stands to reason that people can find imperfections lurking in them. Did I mention that I have often and perhaps obnoxiously fired off ideas for house rules on this forum? Do I think everyone here (this forum) has a right to point out things that might make the game better? Yup. I think that all of us flinging stuff against the wall helps Cricket make his game better over time, which benefits us as players. I sat back, reading the posts on this topic, to see if there was going to be a reason why the system was broken, hoping that if it was then it could be fixed. So far I have not sen any evidence that it is the case. It may not do what one person thinks it should, but is that broken? I am an utter total loser geek (ok, so I own my own home and don't live in my parent's basement...and yes, I have kissed a girl...wow, I guess I have lost my edge over the years) so I guess at some level I don't care if ROF IMP and DMG are all statistically, exactly the same. When my imagination shows me a rapid-fire pulse laser ripping away at the enemy's hull, I want high ROF, but if I fire my spinal Blast Destructor, I want high DMG.
To sum up: Nothing's perfect, and until you put your game on the market and it turns out to be better than Dan's, I'll be playing his.

Erik

289

(13 replies, posted in Starmada)

madpax wrote:

I'm still trying to understand why a higher tech is better than a lower tech. Giving them the same weapons and other traits, the lower trait will have a bigger ship, thus making it more resilient (and more expensive). Of course, it becomes interesting if you limit the hull size, but otherwise...?

Basically it comes down to the fact that at higher tech level you can put more "stuff" in a given hull size. In a game based on points it more or less means that the higher tech ship will be more expensive but more capable for a given hull size. The higher TL, Hull 4 ship should be able to beat the lower TL Hull 4 ship, and the points will reflect that. Tech Level is not real useful thing in a "pickup game" sense for the reasons you described, but it mostly helps when doing setting specific things or conversions.
Erik

290

(25 replies, posted in Starmada)

Lone Gunman wrote:

Just a question on the conversion of the Whitestar. Why does it have stealth? Is it based on the one from B5 Wars, which was never able to power the jammer and the neutron laser at the same time? Perhaps simply removing stealth may help a bit. Call me a heretic, but using a jammer against a foe (mainly shadows, but later vorlons too) which both simply ignored it according to B5W makes no sense to me.

It should have Stealth as the Jammer works against the vast majority of races, and First One races will have to have some offsetting advantage. You can justify its use pretty simply I think...even in B5Wars you could shoot the NL, then shut it down in favor of the Jammer while running in to strafe with the Molecular Pulsars. There are also examples of Trekmada ships that have all of the systems available in FC/SFB even though they couldn't power them all at once in the original game.
Just my opinion of course,
Erik

291

(25 replies, posted in Starmada)

A Whitestar should beat a Hyperion every time, and a well flown one should be able to handle a single flight of fighters as well. Still, an engine rating of 13 seems a wee bit on the high side, even for a vessel that flies "at the speed of plot." I guess it would depend on the baseline ranges for the weapons involved. But I agree with the earlier response that it sounds like it just done what a Whitestar should do! Between the long range of its main beam weapon, its stealth characteristics, along with its agility and speed, it would probably take a series of improbably lucky shots for a Hyperion to win (even if the WS captain strayed too close).The arcs of a Hyperion's heavy weapons are so limited that a WS should be able to use broadside passes to avoid getting shot at and pivots to bring its own weapons to bear. This tactic would work even on a fixed map if the WS is patient.
Cheers,
Erik

292

(10 replies, posted in Starmada)

cricket wrote:
bzarhands wrote:

How often do you use terrain?  Do you find enough game variety without terrain?  Was the game designed principally for open space play?

Personally, I don't like to play with terrain, aside from maybe a few asteroids now and then.

Others may have different perspectives, tho.

I'm actually right there with Marc...space is big and empty, and that's a really good reason why fleets don't meet, especially if one side wants to avoid the other. Near a planet, asteroids, or perhaps a place of special resources, there might be something I think is worth defending, which means if you want to get it we're going to rumble. Besides, count me as one of those people that just think terrain adds a lot of tactical "flavor" to a scenario/battle.  smile
Cheers,
Erik

293

(23 replies, posted in Starmada)

cricket wrote:

One interesting thing that comes up from this discussion, which I never really considered before, is that the value of ACC is not linear... just as high ROF is more valuable than high DMG because it makes it more likely that some hits will be scored earlier, so too is ACC 3+ more than twice as valuable as ACC 5+.

Specifically, a fleet with ACC 3+/DMG 2 is 15% more likely to win than a fleet with ACC 5+/DMG 4 (100,000 battles, Side A wins 53,479).

Just to back up what Dan is saying, in my (less statistical) experience playing various designs and factions the side with the better ACC weapons pretty much always beats a fleet with poorer ACC, no matter how much "crunch" the less accurate weapons have. A fleet with 5+ ACC needs to get close to its targets before it can have a hope of landing its punches. Meanwhile the 3+ fleet has been peppering them with shots and usually hitting at least a few, maybe knocking out a couple of the weapons you were counting on once you got into range to be effective. Then at close range the 5+ weapon is (obviously) still far less likely to hit than the 3+ one. This has led to rarely using ACC 4+ and NEVER using 5+ in "home-brew" designs.
Cheers,
Erik

294

(13 replies, posted in Starmada)

madpax wrote:

It looks like the eternal war between armor and sword.
That's one thing I dislike about letting players creating their own fleet this way. It is prone to some abuse and extreme. That's a very personnal view, of course, I accept that it exists.

Marc

Personally I dislike player designs without limitations. Too often it turns into a "rock-paper-scissors" game. I try to stick to conversions of existing backgrounds or I try to work with the other player(s) on an agreed upon set of maximums/limitations. For example, MadSeason and I played several extremely enjoyable games last year in which we placed hard caps on fighter defense, weapon ranges, piercing(x) among other things. In addition, we even placed limitations on how we could alter our designs after playing games, so it was possible to "fix" a problem to some degree, but some design shortcomings that came to light had to be lived-with to some degree. The short campaign we played became less a contest of design philosophy, but of finding tactics that worked best for the ships we had already come up with versus exploiting the weaknesses of the other player fleet. I know there will always be players who's enjoyment comes from the design process and trying to find that perfect combination of systems and traits, and its great that Starmada is a game that gives them as much enjoyment as it brings me, though I personally disagree with the R-P-S approach.
& That's my 2 cents,
Erik

295

(13 replies, posted in Starmada)

OldnGrey wrote:

Erik, you could always ban defence or only allow a maximum of 3 under the Three M system?
(My Universe, My Game, My Rules)

Paul

This is exactly what we have done (Max 2 in fact), but like I said above, I'm just trying to expand the fighter v. fighter DEF while down-grading it vs ships.
Cheers,
Erik

296

(13 replies, posted in Starmada)

murtalianconfederacy wrote:

It does make sense, as any fighter getting hit by a 5" or larger gun is going to get hurt (and pity the poor fighter jock that gets hit by an 18").

I'd like to ask: how many people actually use fighter defence? I started to, but now I use it only for advanced fighters or to represent gunboat-type designs (which I might use for the Zolrinans--might have said too much), so fighter defence is never really an issue for me, although I tend to downgrade fighters as much as possible because I'm a dreadnoughts man myself...:)

Fighter defense has come up a number of times with the couple of people I occasionally play with and I have played around with it, especially when converting fighter heavy backgrounds. I like having fighters that are tougher for other fighters to take on, but I don't like the way that there toughness translates against ships. To extend your analogy: an American Hellcat fighter from WWII was much "tougher" with integral armoring, self-sealing fuel tanks etc...than the Japanese A6M Zeke, but either of them tangles with a 5/38 cal anti-aircraft gun (a relatively speaking small warship gun, which if firing AA rounds had little value against a warship), they both lose ugly.
Cheers,
Erik

297

(13 replies, posted in Starmada)

For a while now I have had a bit of a problem with fighter defense ratings. I just never liked that you could hit a flight with a starship class weapon and the flight could “shrug off” the hit because of a high defense rating (particularly as it ignores high IMP and DMG). I know that high defense can also be used to simulate nimble fighters that are even harder to nail than the average, but I never really liked that argument either because in conversions you could end up with fighters that were supposed to be small and nimble (and therefore higher DEF) being larger in terms of SUs than other supposedly heavier and more lumbering fighters. I know we have all had several discussions about how we think it could work better, and I've tried a couple of things with mixed results, and what I am thinking of may have been mentioned before. If it was, I apologize as I didn't turn anything up searching for the topic. What I am thinking of doing is applying fighter defense ONLY against Fighter-Exclusive starship weapons, fighter weapons with the Interceptor trait, and Anti-Fighter Batteries. Other weapons hit a fighter, it goes boom. This will make my “heavy” fighters more survivable against interceptor-type fighters and light guns, but if my dreadnought's main battery hit a flight…something dies…The interceptor fighter can have other advantages in a fighter v. fighter engagement (increased ATK, higher SPD, etc...), but I don't think either should be able to ever survive a successful "Hit" from a starship heavy weapon.
Thoughts?
Cheers,
Erik

298

(10 replies, posted in Starmada)

Nomad wrote:

I guess my thought on delayed damage is that it could conceivably delay the achievement of victory conditions by a turn and let the enemy win instead, when normal weapons fire would've drawn the game.  Likewise, if you could've won on turn n with normal weapons but instead used delayed, the enemy has a chance to pull of a draw in turn n+1 before their stuff blows up from the delay.  It seems a little risky to me.

Did I mention that it was a dumb trait idea?  wink  Honestly, it was to represent a specific weapon conversion, and wasn't something I was looking to manipulate into a game-winning formula. In the end it is probably something that won't ever see the light of day...my gaming is restricted to my underground lair after all.
Thanks for the good points!
Erik

299

(10 replies, posted in Starmada)

Nomad wrote:

So, I've not got much to say about Delayed Fire; it's an interesting concept, but I don't think I would use it because damage now is better than damage later.

 
Like I said, it was for a specific conversion, and I can't really see any reason I would design something from scratch with a limitation like that.

Nomad wrote:

Precision, though, I have some thoughts on.  x1.1 is definitely too low; using Directed Damage allows you to boost your expected number of hull hits from 1 per 2 damage dice to 3 per 4 damage dice by re-rolling all damage dice which are not hull hits ( 1/2 initial hull + 1/2 not-hull  * 1/2 of not-hulls turned into hulls = 3/4), for a multiplier of 1.5 (.75 / .5).  Against armor plating, the expected number of hull hits increases from 1 per 3 damage dice to 5 per 9 damage dice ( 1/3 + 2/3 * 1/3 = 5/9 ), for a multiplier of 1.6666 (.5555 / .3333), which for traits would round up to 1.7.  These numbers speak nothing of the versatility which directed damage generates as well for crippling a particular system, just of raw hull-damage power, which seems to be how most trait multipliers are determined.  Therefore, I would recommend an x1.5 multiplier for Precision, and just let it be an efficient counter to Armor Plating.

See, I never really thought of that effect (and I never would have even attempted the math!) as the specific system I was looking to port would be No Hull Damage as well  lol  Thanks for the feedback! I just throw everything against the forum wall and see what sticks...
Erik

300

(10 replies, posted in Starmada)

underling wrote:

I think you might be making this a little more fiddly than it needs to be.

DISCLAIMER: I'm not really a current Starmada player.

That being said, with a "delayed impact" weapon, which aren't unlike WW I and WW II torpedoes, couldn't you do the following:

Roll to hit normally, using the range that the ship is from the target.
Mark the target with the number of hits generated.
Then during the following turn's Combat Phase, simply "finish" the attack sequence by rolling for shields and damage.
The initial to hit roll represents the success of the firing ship locking onto the target, while the effects of the hit on the following turn represent the "slow travel" of the weapon to the target.

As for the cost, I don't know that I'd change much of anything. The weapon is still going to have it's normal effects, it's just that those effects are being delayed for a turn.
Kevin

I like the simplicity of that...and this is why I ask  smile  I have a gift for over-complicating things!
Erik