276

(14 replies, posted in Starmada)

The Orion Doubling omission is a glaring error that I cannot explain. It will be fixed. Likewise the disruptors on the photon-armed bases.

As to why each of the base types is doubled, you have to go back to the previous versions of the book (Admiralty/Nova). In order to match the page count, and thus continue to use the already-printed covers, we had to retain separate entries for (as an example) the Romulan and Gorn Bases, even though they are now both labeled "Plasma-Armed".

277

(1 replies, posted in Discussion)

I am very sorry for your difficulty. I do not know why you would not have received any communication from us.

The book is in stock. Please PM me with your name and I'll figure out what happened to your order.

278

(1 replies, posted in Starmada)

http://www.mj12games.com/starmada/drydock.zip

279

(3 replies, posted in Starmada)

Drones are "killed" by a single phaser/tractor hit.

Suicide shuttles are "killed" by a singe phaser/tractor hit, provided they fail their saving throw.

280

(3 replies, posted in Starmada)

There is no set limit to a drone's endurance. We tested it with such, but found drones didn't spend enough time on the board to make it worthwhile.

281

(1 replies, posted in Starmada)

Well, poo.

282

(1 replies, posted in Starmada)

Yes. Seekers are all considered tiny targets.

283

(3 replies, posted in Starmada)

Argh. I should have caught that. The plasma-D was not brought over to Starmada. They were replaced with PH-3s.

284

(5 replies, posted in Starmada)

You can overload individual weapons.

285

(5 replies, posted in Starmada)

The fluff description for the New Jersey is not a "rule", per se. That being said, the intent of the "applies to the battery as a whole" thing was to ease record-keeping. There's absolutely nothing wrong with tracking it on an individual weapon basis if you and your opponent are willing to do so.

286

(60 replies, posted in Starmada)

The cost is per box.

287

(1 replies, posted in Discussion)

The movement system you desire is included in both Klingon Armada and Romulan Armada.

288

(2 replies, posted in Starmada)

The hits are simultaneous.

289

(5 replies, posted in Starmada)

I just realized an issue with special devices portrayed like normal weapons: Long Range Sensors. 
A Mauler device should or should not get its range extended with LRS, depending on how you want the device to work?

A good point for future discussion. However, for now I'm only concerned with getting the Mauler to "work" within the SFU, and there are no LRS in that setting.

290

(5 replies, posted in Starmada)

GamingGlen wrote:

What would a 1+ ACC cost multiplier be?   0.60?

Assuming the "1 always misses" rule is still in effect, the multiplier should be ×0.47. If not, this is essentially "Auto-Hit".

Aut trait multiplier cost? 1.00?

I'd use ×0.6 for Auto-Hit.

291

(5 replies, posted in Starmada)

MRCAcct wrote:

1) Any way to damage the mauler? The weapon itself can't be damaged (it's like a spinal mount built around the ship) but it's powered by a network of batteries (and tied to the engines I believe), and those can be damaged. (If my memory of SFB Maulers is correct.) Would it be possible to tie the mauler damage rating into Hull or Engines perhaps?

Possible, but not as currently configured. See below for my initial assumptions.

2) Not liking the double strength if not fired the previous turn. Again, they were powered by a network of batteries. Batteries need to be recharged. And there were ALOT of batteries on maulers. Firing the mauler at full strength was good for cracking a shield, then you had to get the heck out of dodge and recharge the batteries, and to do that meant standing still or crawling along to recharge the batteries with the engine power (think maulers had 2x to 3x battery capacity to energy generation), which in SFB was not good.

The assumption I've made is that the ship will divert enough power from its engines each turn to charge the batteries to 50% of max capacity (thus the "double strength every other turn" rule). If I didn't make this assumption, and allowed the WYN Mauler to access all available power via the Engine Track, it would start with a move of 15 (!).

I guess I think they're kind of overpowered for Starmada-based rules. Would depend on their cost (as we're not really relying on SU to limit SFB ships), and a way to damage/disable the mauler (again, it's the network of batteries, not the weapon itself).

That's weird, because I was thinking it was a bit UNDER-powered for what it is supposed to do... wink

But, that's what playtesting is for, right?

292

(5 replies, posted in Starmada)

A Mauler is treated as a single weapon mounted to fire into the "G" arc (60 degrees directly ahead). The listed strength of the Mauler determines the number of damage points inflicted on the target when fired (no to-hit roll is necessary):

Range 1-2 hexes: Strength ×4
Range 3-5 hexes: Strength ×2
Range 6-10 hexes: Strength ×1

For example, a Mauler with a listed strength of 4 would inflict 16 points of damage at a range of 1 or 2 hexes, 8 points at range 3 through 5, and 4 points at range 6 through 10. The Mauler's base strength is doubled if it was not fired in the previous
Combat Phase.

A Mauler's damage potential may be increased by using excess power. For every 10PP spent, the Mauler's strength is increased by +1.

293

(2 replies, posted in Starmada)

Looks good! Couple responses:

1) I hate graphical displays. Just my personal preference, but as you note, it has informed certain game design choices, most notably the loss limits. But if you can make them work, more power to you.

2) You can use the "Code" delimiter to indicate mono-spaced type. For example:

   3x Standard      : (6) MA-8 1x5+:5+/1/1
   1x Assault       : (4) MA-8 2x5+:5+/1/1
   1x Bomber        : (5) MA-8 1x4+:6+/1/1
   2x Heavy         : (4) MA-8 1x5+:5+/1/1 [4+]
   4x Interceptor   : (5) MA-8 1x6+:4+/1/1
   2x Light         : (7) MA-8 1x5+:5+/1/1 [2-]
   2x Strike        : (2) MA-8 2x5+:6+/1/2 [5+]
   4x Swarm         : (9) MA-8 1x5+:6+/1/1 [3-]
   1x Super         : (1) MA-8 2x4+:4+/1/2 [2+]

294

(12 replies, posted in Starmada)

Cloaking devices work differently in the SFU, and therefore I reduced the DRAT multiplier. Entering "Romulan" as the faction is a trigger for the spreadsheet to know it's an SFU design.

I have had the "Cloaking Devices are overpriced" discussion many times over the years, and I have yet to be convinced that is indeed the case. But I am open to further debate. smile

295

(12 replies, posted in Starmada)

Here is why CM has a x1.5 multiplier: Assuming a distribution of attacks where three times as many occur at long range as at short range, and enemy weapons are ACC 3+, you get:

NO CM:
Long Range = 3 * 50%
Medium Range = 2 * 67%
Short Range = 1 * 83%
Average = 61%

CM (1):
Long Range = 3 * 33%
Medium Range = 2 * 50%
Short Range = 1 * 67%
Average = 44%

61/44 = 1.38

So, no. Countermeasures (at x1.5) is not "worth it" when attacking weapons are all 3+ to-hit, albeit by a factor of -8%. If attacking weapons hit on 4+, this is the result:

NO CM:
Long Range = 3 * 33%
Medium Range = 2 * 50%
Short Range = 1 * 67%
Average = 44%

CM (1):
Long Range = 3 * 17%
Medium Range = 2 * 33%
Short Range = 1 * 50%
Average = 28%

44/28 = 1.57

And with an accuracy of 5+:

NO CM:
Long Range = 3 * 17%
Medium Range = 2 * 33%
Short Range = 1 * 50%
Average = 28%

CM (1):
Long Range = 3 * 14%
Medium Range = 2 * 17%
Short Range = 1 * 33%
Average = 18%

28/18 = 1.56

I ran the numbers in your thought experiment*, and if you assume the enemy's main guns are ACC 4+ instead of 3+, but give him 6 shots instead of 4, the Countermeasures option balances out.

Round 1 (medium range):
Countermeasures-0: 6 shots * 50% = 3 hits * 4 damage = 12 points of damage; 15 screens remain
Countermeasures-1: 6 shots * 33% = 2 hits * 4 damage = 8 points of damage; 4 screens remain

Round 2 (medium range):
Countermeasures-0: 6 shots * 50% = 3 hits * 4 damage = 12 points of damage; 3 screens remain
Countermeasures-1: 6 shots * 33% = 2 hits * 4 damage = 8 points of damage; 12 hull hits remain

Round 3 (short range):
Countermeasures-0: 6 shots * 67% = 4 hits * 4 damage = 16 points of damage; 7.5 hull hits remain
Countermeasures-1: 6 shots * 50% = 3 hits * 4 damage = 12 points of damage; 6 hull hits remain

Round 4 (short range):
Countermeasures-0: 6 shots * 67% = 4 hits * 4 damage = 16 points of damage; DEAD (-0.5 hull hits)
Countermeasures-1: 6 shots * 50% = 3 hits * 4 damage = 12 points of damage; DEAD (0 hull hits)

And, if the enemy's guns are ACC 5+, but he has 9 shots:

Round 1 (medium range):
Countermeasures-0: 9 shots * 33% = 3 hits * 4 damage = 12 points of damage; 15 screens remain
Countermeasures-1: 9 shots * 17% = 1.5 hits * 4 damage = 6 points of damage; 3 screens remain

Round 2 (medium range):
Countermeasures-0: 9 shots * 33% = 3 hits * 4 damage = 12 points of damage; 3 screens remain
Countermeasures-1: 9 shots * 17% = 1.5 hits * 4 damage = 6 points of damage; 12.5 hull hits remain

Round 3 (short range):
Countermeasures-0: 9 shots * 50% = 4.5 hits * 4 damage = 18 points of damage; 6.5 hull hits remain
Countermeasures-1: 9 shots * 33% = 3 hits * 4 damage = 12 points of damage; 6.4 hull hits remain

Round 4 (short range):
Countermeasures-0: 9 shots * 50% = 4.5 hits * 4 damage = 18 points of damage; DEAD (-2.5 hull)
Countermeasures-1: 9 shots * 33% = 3 hits * 4 damage = 12 points of damage; 0.4 hull hits remain

You have to remember that the CRAT modifiers have to account for the entire spread of possibilities. CM may not be "worth it" for a narrowly-defined range of enemy attack parameters, but it will be more than worth it in other scenarios.

---
* Note: there is a typo/math error in your original scenario. The CM-equipped ship has taken only 26 internals, not 36, by the end of round four. It is still alive... barely.

Round 1 (medium range):
Countermeasures-0: 4 shots * 67% = 2.7 hits * 4 damage = 10.8 points of damage; 16.2 screens remain
Countermeasures-1: 4 shots * 50% = 2 hits * 4 damage = 8 points of damage; 4 screens remain

Round 2 (medium range):
Countermeasures-0: 4 shots * 67% = 2.7 hits * 4 damage = 10.8 points of damage; 5.4 screens remain
Countermeasures-1: 4 shots * 50% = 2 hits * 4 damage = 8 points of damage; 12 hull hits remain

Round 3 (short range):
Countermeasures-0: 4 shots * 83% = 3.3 hits * 4 damage = 13.2 points of damage; 10.1 hull hits remain
Countermeasures-1: 4 shots * 67% = 2.7 hits * 4 damage = 10.8 points of damage; 6.6 hull hits remain

Round 4 (short range):
Countermeasures-0: 4 shots * 83% = 3.3 hits * 4 damage = 13.2 points of damage; 3.5 hull hits remain
Countermeasures-1: 4 shots * 67% = 2.7 hits * 4 damage = 10.8 points of damage; 1.2 hull hits remain

296

(1 replies, posted in Iron Stars)

Very nice! I like the redesigned ship displays.

297

(51 replies, posted in Starmada)

GamingGlen wrote:

Thanks!  I can add it myself.    Is it ranged based?  The spreadsheet has a column for that.

No, it is not range-based.

298

(51 replies, posted in Starmada)

GamingGlen wrote:

But I really don't want to buy another book for some design options.

A fair point. Once it has been tested outside of the SFU, I may make the trait (Evp = "Evaporating") available in the spreadsheet.

For now, however, it has a 0.7 multiplier and works as follows: at the end of each move, if the seeker flight does not impact its target, its IMP is reduced by 1. When reduced to 0, the flight is removed from the game.

299

(51 replies, posted in Starmada)

GamingGlen wrote:

Our battles here, between Beowulf and myself mostly, with our longer ranged weapons than those in the book (we go with 18, where as I see a lot of range 12 & 15 in the book), tend to be at medium range a lot more than long.  Usually one turn is at long and several at medium before 1 - 3 turns at short range After that it becomes a mix of short and medium, with cripples heading off to deep space  lol  and at long range for a bit.

I assume you start around 20-24 hexes apart?

I thought max range was 30? (goes to spreadsheet to check).  Yup.

You are right. In my head game ranges will always max out at 18. wink

Any issue having seekers at speed 15?  I haven't played a game yet, so maybe 12 is fast enough.

12 is fast enough IMHO. We've found that seekers faster than 8 are REALLY hard to avoid. Remember that, the Dfn trait aside, a seeker's MA defines the range within which it is essentially a direct-fire weapon.

(FWIW, the SFU Starmada stats give plasma torps a speed of 8.)

An option I thought about would be to have a degrading IMP per turn, sort of like Sct but only for seekers.  Plasma torpedoes in SFB lost damage potential the further they travelled.  Don't know how to implement that idea.

See Romulan Armada. wink

300

(51 replies, posted in Starmada)

Some thoughts, not necessarily in any order or leading to any conclusion:

In order for seekers to be balanced, the target has to have the capability of shooting down 60% of incoming seekers. This brings to mind one important point: there always has been, and always will be, a certain rock-paper-scissors component to Starmada (indeed, any game with an open-ended design system). It is impossible to completely balance every design against every other. To take a simple and obvious example, a ship that has Mdl on all of its weapons is wasting 60% of its offensive cost against an unshielded target.

The question should never be, is this design balanced against everything? It should be, is this design UNBALANCED to the point that nothing can counter it?

You'll note that as the damage potential of the seeking weapon goes up, its comparative cost goes down. The 4+/1/1 seeker above has a divisor of 2.5; a 4+/5/5 seeker has a divisor of 9.8. This happens because each defensive "shot" has the ability to eliminate proportionally more incoming damage potential. Thus, you can fit 2.7 of the 4+/5/5 seekers in the same space as ten 4+/1/1 seekers.

On first blush, this would seem horribly unbalancing: the large seekers have a damage potential of 67.5 compared to 10 for the small seekers. However, remember that each defensive shot is eliminating 25 times as much damage potential. Assume the target has enough defensive firepower to eliminate 6 seekers (60% of the incoming small volley); this will be enough to eliminate the entire large volley twice over.