276

(20 replies, posted in Starmada)

bcantwell wrote:

I've been thinking along these lines as well.  I want the plasma torpedoes in RA to be a little closer to the ones in Federation Commander in terms of their damage profile.  In FC a seeking torpedo typically has the potential to do around 2.5x the damage as a bolted torpedo, whereas in RA the Bolt will statistically do about 1.33x more damage than the seeking torpedo.  I'd like to reverse the RA situation and make the seeking torpedo a weapon worth taking seriously.

Here are a few of my thoughts

1)  All Plasma Torpedoes move Speed 9 (in FC they are all the same speed - the smaller ones just run out of damage sooner).
2)  Instead of the diminishing to hit number, Plasma Torpedoes get a new Fighter Trait:  Diminishing Size -2.  Diminishing as a general trait could have value of -1, -2, or -3.  In the Fighter Phase, any Torpedo that doesn't make an attack has it's Size reduced by the listed amount.  In the case of RA Torps, an S-Torp for instance would be Size 5 if it impacts on turn 1, but if not would be Diminished and would be a size 3 torp in the next turn, etc.  A Torpedo that is diminished to size 0 is removed.  This reduction scheme results in Torpedo ranges/durations fairly consistent with those in FC.
3)  If you are basing the seeker characteristics off of the Bolt profile, then make the Torpedo Starting Size = to the Bolt Imp x Dam or some similar formula.
4)  Seeking Plasma Torpedoes should be Damage 2.
5)  In a perfect world I'd like to balance the enhanced seeker with a less imposing bolt so that the whole thing is close enough to the same overall effectiveness that I don't have to repoint every Romulan ship.  The original seeker was of such limited utility compared to the bolt that it essentially didn't count, but an enhanced seeker certainly does...

So for instance, The plasma S torpedoes might look something like this...

Plasma S - Bolt          Rng: 5/10/15  ROF: 1  ACC: 4+  IMP: 2  DAM: 3  Slow Firing
Plsma S - Seeker       Size 5, Speed 9, ACC: 4+, DAM 2   Diminishing Size -2   

Brian

I like where you are going with this Brian.  The diminishing size thing is a great way to simulate the reduced effectiveness of the plasma torps as they travel for longer - and it also makes them easier to finish off with phasers after they have travelled a bit.

I can see coming up with a cost getting quite complicated and/or subjective.

What I think could be an elegant solution (and one that would add something to starmada) is to introduce a brand new weapon type called a seeker launcher.  This weapon would have an arch and unlimited ammo by default (although you could use the ammo trait).  It would be able to launch one flight of seekers per turn at a target in its arch.  The seekers would in all ways function like normal seekers.  This seeker launcher would not require carrier space or interact in anyway with the launch rate of the ship. 

The cost of a seeker launcher would have to be based on the cost of the seeker flights that it launched, modified by any other traits on the weapon itself (like slow firing, #arcs, ammo, and whatever else is appropriate). 

THEN, plasma launchers in RA could be dual mode weapons with a direct fire bolt portion and a seeker launcher in the other mode.

277

(44 replies, posted in Starmada)

How about the Regal Hawk?  I believe that is the smaller, firehawk size, equivalent to the Royal Hawk (has on R-torp and 2 F-torps).  I think the existing Firehawk mini would suffice as it comes with parts to make it into a Royal Hawk.

278

(9 replies, posted in Starmada)

There doesn't seem to be much action happening over on the VBAM forums.  Kind of a shame really.

I'm so very curious as to how VBAM works and how it integrates with Starmada AE.  If I were to pick up the VBAM campaign guide, the Starmada X conversion guide and the update found here (http://www.mj12games.com/forum/viewtopic.php?f=11&t=2385) am I good to go?

-Tim

279

(24 replies, posted in Starmada)

cricket wrote:
pickledteak wrote:

Does that apply to Flotillas as well? I had been loosing entire flotillas to high IMP weapons and was wondering if I was doing it right.

For flotillas, ROF and IMP always apply full value, but DMG>1 is wasted.

That leaves me with 2 more questions:

1) For flotillas do you apply an IMP>1 to only one of the ships or does each successful impact roll result in one kill?
2) Do apply shield modifying traits when rolling to impact against fighters (such as piercing, ignore shields etc)?

Thanks!
-Tim

280

(24 replies, posted in Starmada)

cricket wrote:

You never roll more than one IMP die vs. fighters.

Thanks Daniel!  Wow, that makes defense on fighters quite good!

281

(11 replies, posted in Starmada)

bcantwell wrote:

I was not thinking of marking off a single engine box (which I agree would give vastly different results) but rather marking off all of the engine boxes down to the new permanent rating.  In the case of the undagaed Seltorian CA, that would be 3 boxes. 

If the same ship then took 5 engine hits it would end up with a 3 Engine rtating with a -1 notation in one case and a 2 engine rating in the other case.  There would be a difference in the two methods if the ship had previousky taken damage and was part way between the two values on the engine trackm

The -1 notation is easy enough, but do like the idea of damage control being able ti repair the effects of Emergency Thrust, which  the damage track plan allows.

Thanks again for the input.

Brian

I think your method is interesting and reasonable if you have decent sized ships with moderate speeds.  It doesn't work with ships that have a higher engine rating than hull size though.

-Tim

282

(24 replies, posted in Starmada)

Sorry I had a question and it got all mixed in with my post:

Marauder wrote:

For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?


If anyone could answer that it would be fantastic.

Thanks,
-tim

283

(24 replies, posted in Starmada)

I'm working on something for this now, but I have to confess I have a rather newbie question:


For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?  The basic rules (Section 5.3) are quite clear that IMP and DMG are wasted on fighters - just wanted to see if that still applied with Section F.1 in play.


As for determining "the cost" of starship exclusive what I'm doing is comparing cost of a weapon (that doesn't have starship exclusive or fighter exclusive) to a dual mode weapon that has both a starship exclusive and a fighter exclusive portion.  In the fighter exclusive portion I'm not including traits that have no affect on fighters (e.g. DMG greater than 1, extra hull damage, etc).  For the first trial on any weapon I use 0.7 for the starship portion and 0.6 for the fighter portion.  I then manually scale up the starship exclusive modifier until the dual mode weapon costs the same as the base weapon.

For very minor anti ship type traits (say damage 2) the modifiers are close to 0.8.  If you lay it on thicker (say Extra hull damage and DMG 5) it goes up to 0.97.   I'm going to do up a number of scenarios and then formulate a (hopefully) simple equation (no regression type analysis) that reflects it.

284

(11 replies, posted in Starmada)

underling wrote:

I wouldn't even mess with the engine track.
I'd simply write a "-X" above the engine track, where the "X" represents the permanent loss of engine capability due to applying emergency thrust. From then on, whenever engine damage is suffered, keep marking it off normally, and then when figuring out the thrust for the current game turn take the "-X" into account.
It doesn't seem like there'd be much calculating at all. For any game turn it'd simply be the current engine rating minus X.
Kevin

This is my understanding of the rules as well.

285

(24 replies, posted in Starmada)

cricket wrote:

Exactly. But how much it is giving up depends upon how many points of your opponent's fleet are tied up in fighters.

If, for example, it's an even split between ships and fighters, then giving up the ability to attack fighters reduces a weapon's effectiveness by 50%. Actually, starship exclusive only becomes cost-effective if the ratio of ships to fighters goes below 2:1.

That holds true for other modifiers as well though - say "ignore shields" - useless if your opponent doesn't have shields.  But these modifiers can't take that into account - they just have to be priced for what they do in typical circumstances.  Getting screwed because your opponent brought scissors and you brought paper is just part of the fun. 

I like your logic on how you came up with the 0.7 and the 0.6 for starship exclusive and fighter exclusive respectively.  I think though that this pricing only holds true for weapons that have IMP 1, DMG 1 and no "extra hull damage" traits (and conversely anti fighter/area of effect).  As soon as you start adding imp, dmg or hull killing traits, it improves the weapons ability to destroy starships, but does not improve its ability to destroy fighters.  Thus if you were to do the same "dual mode" calculation on them the split would shift.

I'm going to work out one for our group and post it here for everyone to pick apart.

286

(24 replies, posted in Starmada)

murtalianconfederacy wrote:

If you don't like Starship-Exclusive, don't use it. If you don't ban it and someone turns up with a DS superlaser and blows up your ship, you could ban it or turn up with a bunch of independent fighters with bombers and 5 DEF. And do you really want to play with someone who's more concerned with winning rather than having a good time?

But we do like it - its thematic and models some of the weapons we are imagining quite well.  The only problem its it can be a bit too cost effective for some weapons.

287

(24 replies, posted in Starmada)

cricket wrote:
PSYCO829 wrote:

I was actually more interested in your thoughts on the matter.

The thinking behind it was this:

If you create a dual-mode weapon, one mode starship exclusive and one fighter exclusive, the overall multiplier is x1.0 (actually, 1.05, but close enough).

I think the issue that concerns people the most is there are weapon designs that are heavily geared towards starship destruction and they are just grabbing the starship exclusive to reduce the cost (because, why wouldn't you?). 

For a weapon that is [ROF 1, IMP 5, DMG 5, Catastrophic, slow loading] - it should not receive the same discount for starship exclusive as a weapon that is [ROF 5, IMP 1, DMG1, area of effect, increased hits].  The second one is much better against fighter than the first, and losing the ability to fire at fighters is a major tactical limitation - not so for the first one.

I think for the calculation of starship exclusive should be reflective on how much the weapon is really giving up by not being able to fire at fighters.  The idea equation would some how account for everything on the weapon that is a "waste" to use on fighters.  That would be complicated for sure though.  Here's just a sample of what I'm thinking of just considering impact and damage:

Starship exclusive modifier: 0.7 + 0.1 * [(IMP-1)/4] + 0.2 * [(DMG-1)/4]

I agree that the metagame is the largest factor - however most of the other modifiers were very accurately calculated based on probabilities - this one is a bit of a pickle.

-Tim

288

(12 replies, posted in Defiance)

That's great news!

I concur that the builder would have little use without the rules.  You certainly couldn't "figure out" the rules going backwards!

289

(24 replies, posted in Starmada)

Lone Gunman wrote:

As a side node, fighter exclusive on the other hand does not grand that much advantage and not even cancels the additional difficulty for shooting at fighters. Perhaps this could also be adjusted?

It would be nice if "Fighter exclusive" included "anti fighter" in its cost.  I don't have any suggestions as to what the final cost would be, but you'd think it wouldn't be MORE expensive that "starship exclusive".

290

(44 replies, posted in Starmada)

Fantastic.  Anyone know when the PDF version will be available?

-Tim

291

(44 replies, posted in Starmada)

I'd love to get some stats for the seahawks.

292

(8 replies, posted in Starmada)

Great, thanks for the quick reply!

293

(8 replies, posted in Starmada)

While we're on the subject of fighters, another question came up.

Can you use Combat Interception to initiate a dog fight?

294

(26 replies, posted in Starmada)

PSYCO829 wrote:

We need Borg and Species 8472 o.o

Lol, well then first you'll have to convince Amarillo Design Bureau to add them into Federation Commander... or just do the rules yourself!  It is Starmada afterall!

-Tim

295

(3 replies, posted in Starmada)

I agree, its awesome.  I've been out of Spaceship games for 15 years (used to play SFB) and after trying a couple of systems out this is the one to go forward with.  I love how you can do justice to any genre, practically better than their own games can.  Actually I guess, I lied, because I did play both BFG and the WotC Star Wars one (but they only ever held our interest for a couple of months) - however we will be re-purposing all those minis for use with Starmada.  Looking forward to both reviving some of those genres plus also cross-genre play!

I'm also looking forward to any collaboration between VBAM 2 and Starmada AE!

-Tim

296

(8 replies, posted in Starmada)

Nerroth wrote:

Do you plan to convert Tau guided missiles, too?

If we do they will be strikers for sure.

297

(8 replies, posted in Starmada)

@ madpax

No I guess ammo isn't 100% necessary.  It makes it feel more like missiles.  In BFG you had to use a special "reload" order to launch more fighters or more torps.  Since fighters are finite in Starmada it only felt fitting to limit the number of torps.

Anyway, do you know how plasma torps were costed?  I'd love to see how that was done.
EDIT: Ah, I see that in Romulan Armada the cost is equal to the direct fire portion of the weapon.  So I guess the idea is to come up with an "equivalent" direct fire weapon for costing - which means I guess ammo probably isn't a problem.

@ Nomad

Those are pretty good conversions.  We're wanting to bring the scale up a big since BFG miniatures are on the rather large end of things.  Also we want to make sure they're competative, as some people may be using these as their main fleets.  So we'll likely up their firepower a bit (after all each hit in BFG was 1 hull damage - here 1 hit is only 0.5 hull damage) and make sure the fire arcs overlap a bit better.  Most of the ships in Gothic had similar limitations with fire arcs, but against custom Starmada fleets it will be quite the handicap.  We're gonna go with the ships in spirit and use the BFG stats as a starting point, but we'll break from there to make the ship designs a bit more useful cross genre.

We are going to try Holofields as a combination of countermeasures and stealth.  We'll make sure other "gothic" factions don't have firecontrol - but firecontrol is something the eldar will have to deal with when fighting non-gothic factions.

298

(8 replies, posted in Starmada)

Yes, I saw those.  They are pretty good.  We're going with slightly larger ships so our average imperial cruiser will be weighing in at about 250pts with a size class of 12 (50% more than the BFG hull points).

In BFG the torps are launched from a specific hardpoint.  They are placed on the base of the mini and must be pointed in a direction limited by the weapon arc of the launcher.  The number of torps is based on the rating of the launcher (which in no way interacts with any of the carrier functions of the ship). They then (in the appropriate phase) move in a straight line at their speed.  If they cross over the base of another ship they attack it.  As they are actually on the table they can be fired at by the appropriate ship board weapons as well as engaged by fighters.  If they don't hit anything on the first turn they keep moving until they hit something or go off the table.

I'm not obsessed with trying to model that behaviour exactly.  Seekers definitely are the better fit than direct fire, its just there is a little problem with being able to launch 3 flights a turn off of a cruiser sized ship using the seeker rules as is.  Limiting the arch of fire would be great too.

Really what I want is very similar to plasma torps as in Romulan Armada.  Just add in an ammo component and remove the direct fire mode and tah-dah, missile launcher.

299

(8 replies, posted in Starmada)

Hi All,

Our group is just getting into Starmada and we're quite excited!  Our first project is to convert our BFG fleets to Starmada stats.  Overall is pretty straight forward - except for how to deal with Torps.

For those familiar with Gothic you'll know that going either direct fire or seekers both have their pros and cons.

Direct fire Pros: Fire arc, ROF correct
Direct fire con: no missiles on the board!

Seeker pros: missiles on the board (i.e. can interact with fighters)
Seeker con: very difficult to simulate ROF correctly and no restriction on fire arcs

First I'm interested on what others have done for their BFG ships.  The ultimate goal is to have fun with a 40k feel, not to utterly simulate Gothic (otherwise we'd just play gothic) - so I'd love it if you could relate your experiences.

Second, I think hybrid solution would be useful for both Gothic and for other genres.  I'd like to come up with some rules for "Striker/Seeker Launchers".  This would just expand on what is already in Romulan Armada for the plasma torp lauchers in seeker mode.  Basically instead of taking carrier space on your ship, you'd purchase a weapon with a fire arc and an ammo rating.  This weapon would be able to launch 1 flight of seekers per turn (completely separate from any carrier rating) in the end phase targeting an element in the appropriate fire arc.  Any suggestions on how to calculate SU and OR/DR?  What was done for Plasma Torps?

Third, it would be great to be able to have flights of 2, 3 and 9 too.  Any reason why the standard equation couldn't be used for these numbers?

Thanks!
-Tim

300

(8 replies, posted in Starmada)

Thanks Nomad, I'll keep that in mind.  We're not going to use critical damage to start, but we'll consider that if we do start to use it.