And for comparison's sake, here's a pitcher card:
http://mj12games.com/forum/files/clemens05_188.png
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And for comparison's sake, here's a pitcher card:
http://mj12games.com/forum/files/clemens05_188.png
Looks interesting. What will your game offer that Baseball Guru's doesn't? See http://baseballguru.com/bbboardgame.html
Well, the "hook" was going to be that I now have the capability of churning out player cards in relatively short order for any player in any era... and all the stats would be "normalized" so that the average for any given year would be the same as the average for the period 2001-2005.
As an example, Babe Ruth in 1921 had an actual SLG of .846 -- after doing all the math, in this game Ruth would have a SLG of 1.044! And he would hit roughly 75 home runs...
In addition, the fielding skill of each individual player will come into effect, rather than using just an aggragate of the whole team (or not at all) as all other games I've played have done.
Finally, it's my game... so that makes it different...
Here is Ruth's card for 1921, BTW...
http://mj12games.com/forum/files/ruth21_158.png
...pique anyone's interest?
http://mj12games.com/forum/files/pujols_340.png
I'm uploading a new version of the ISSB spreadsheet that includes the stuff from the upcoming Southern Front expansion.
Enjoy!
I'm trying to build a troop carrier using the Troop Special Equipment, but I don't think that I'm reading it right. The way that I read it is, you must buy a batch of 250 troops at a cost of 10 SU. This comes out to 2500 SU, which seems to be a little too costly to me. Is this right or am I reading it wrong?
Yes, you are reading it wrong.
It's a total of 10 SUs for the entire batch of 250 troops.
The Metal Men
A Faction for Iron Stars
People may accuse me of "bumping", but hey, it's my forum.
Anyway, just wondering if there had been any more work on this?
On Monday I got an email saying my order's status was changed to "Processing". I assume it means that it's waiting to be picked up by the courrier and then be shipped out. But I couldn't find a definition of the order status terms on the site.
That's a good one for the FAQ in the catalog, actually. I'll try to add something today.
Anyway, in your case "processing" means that you ordered two copies of a book of which I only had one copy on hand, so I had to get them shipped directly to you from the printer.
I'll check and see if it's shipped yet.
Hobby Lobby/Michael's/Craft Stores all have these cool 1.5" disks which you can get 1.5" avery stickers for.
That's what I use for fighters as they can be easily stacked.
A natural extension would be to use it for capital ships too!
Hmm.... wonder where you got THAT idea from, Jim.
http://mj12games.com/catalog/product_info.php?products_id=50
I realized as soon as I made the comment that there were lots of examples of photomontage in the NSR posters. It's just never been my favorite implementation of the genre, I like the more graphic, colorful posters. I think the poster you've got is fine, and very period, but I still think the etherships are too dark.
Can you point out some other examples of the genre?
You can never have too many period pieces...
> Are we really going to build for Russia?
>
> I agree, the ships are too dark. And to really capture the
> new soviet realist style, you'd have to convert Lenin to a
> line drawing, and your masses should be fewer, more
> recognizable, and graphic. Having said that, I can find
> instances of this sort of photo montage in NSR artwork.
Well, I based the thing off this poster:
http://www.internationalposter.com/pimages/RUL07121.jpg
By way of keeping people interested and aware that the next supplement is about 80% done, here's a poster done up by Dugan...
PS - the size limit on .zip files is still 256 - maybe increasing it to even 512 would help with uploading big Excel sheets?
Limit is now 1 MB.
Try not to abuse it.
I think that there's a way to have your cake and eat it too. Stay with me for a few moments. Once you get a "suffently large" map area, you're going to give up details. Look at any strategic level WW2 game. So you could use providences that have a level of development, economic resources, all that good stuff and then generate a set of statistics from that.
What might be interesting would be to work up several sectors in VBAM terms and then see how easy it would be to crunch the numbers and come up with more simplified stats for use in a game like SovStars...
Noel?
Limited range jump drive brings up the same question that Battletech never really answered for me. If you can only jump 30 ly per jump, why not just jump into deep space, keep doing that until you get to the other guy's capital and waste it?
If you can jump 30 LY each time, I see your point. But if you can only jump 1 LY, and it takes a while for the engines to restart (days? weeks?) and if you need X amount of fuel for each jump... getting across 100 or so LY to get to the capital might not be feasible.
I'm happy that SovStars is comming back, but I think that if you're going to remove that much detail, the idea of really looking at each planet is a bit myopic. It might be more useful to just say that there are different types of sectors that you can develop. You can give sectors critital spots that you can fight over, or even "build" an important planet. I think that'd work.
SovStars never looked at each system. I had always assumed that each hex contained many many stars, only some of which had planets, and only some of them were industrialized to the point of usefulness. When you labelled a hex as "Optimus Prime" for example, that may be just the most important system among many in that hex -- and the resources available to you were an aggregation of those systems' production, not just that of OP itself.
Arcturus is only 36 ly from Sol. It depends on how far you can jump, that might be right next door. It'd also give a very narrow Commonwealth area if Earth is to have any depth at all for defenses. Fleet in being strategy works when you have someplace you can be.
I don't think I ever assumed that the Arcturans were from Arcturus itself... somewhere in the depths of time they were associated with that star and the name stuck.
You're right; I believe Arcturus to be too close to Sol to make a decent-sized operational area.
1) size of the empires, are we talking about a few star systems, or many many star systems?
That was a matter of contention between me and Noel (I don't recall if Jim had an opinion one way or the other...)
Noel seemed to think it was necessary to describe each system in detail, effectively limiting the largest empires to a dozen or so systems. I had always pictured it as a Star Wars type thing, with vast galaxy-spanning territories of indeterminite size and hundreds (thousands?) of inhabited worlds.
2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules. Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.
Not necessarily. The hyperspace engines detailed in Starmada may be of limited range, allowing ships to get away from battle but still need jump lanes/points to get across vast distances.
3) Logistics, this could help explain why the Federation was able to play their game for as long as they could. I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost.
On a side/related note, I still plan on reintroducing SovStars, and it will be much closer to the first edition than the second edition TI supplement.
As an aside, I think VBAM is great, it's the right "here is your empire, have a nice day" rule set that feels epic, but the more complicated rules seem to go into to much detail and can be frustrating when you want the bigger picture.
Exactly why I think there's room for a more abstracted game like SovStars...
We've been using the Newtonian movement rules here without any problems for a couple of years:
http://www.lclark.edu/~drake/starmada/maxburn.pdf
that's all fine and good, but when is someone gonna come out with easy-to-use Einsteinian movement rules?
Has MJ12Games produced any canonical background information beyond what was in Compendium and Starmada:X? I'm looking for such information as number of planets for different empires, fleet sizes (beyond the few classes listed), maps, things like that.
Thanks!
If I can find them, I have several pages of notes regarding this, but no, nothing published other than what's in the Compendium/X.
One of the things I assumed I'd want to change is that velocity doesn't carry over from turn to turn. I don't want a real vector system, just enough to make things feel spacey. (I'm happy with the FT cinematic mode.) On TMP, some people said they just glue momentum on top of the Starmada rules. How many people do that? How well does it work?
I'm a big fan of the momentum rules in Iron Stars (of course, I would be since I wrote 'em ). It would seem to be a small matter to layer that system into Starmada.
1: Roll one to-hit die against the firing ship
2-3: Roll one to-hit die against the firing ship, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.More of a wording change than anything else
Except that how do you define the to-hit die against the firing ship? Does it retain the same chance as against other targets? Is the firing ship at short range?
I'd change the PEN roll to
1: Firer takes target shield value hits on DMG track (minimum 1)
2-3: Target takes target shield value hits on DMG track (minimum 1)
4-6: Both take target shield value hits on DMG track (minimum 1 each)then you're almost as likely to hurt yourself as the other guy.
so this particular "volatile" weapon is truly evil.
I like this... except...
There are really two different effects here; one is the Shield-Resonant effect, the other is what we're calling "Volatile". So, I would propose this:
A volatile weapon is dangerous -- not only for the intended target, but for the firing ship as well!
When such a weapon is used, roll one die per point of ROF on the following chart:
1: The firing ship takes one hit against its shields.
2-3: The firing ship takes one hit against its shields, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.
Hi I have been using SXCA 2.4 for designing ships and it seems that there is a large diffrnce between 2.4 and 2.5
Can you be more specific about the "large difference"?
www.brigademodels.co.uk/phpBB2/viewtopic.php?t=162
Not sure if you have seen these
I have now... excellent stuff, as always!
I have recently read the Dune novels again and was thinking about the Lasgun/Shield interaction. For those poor few that haven't read them (If you like Sci-fi you really should )
The most powerful weapon within the setting is normally considered the Lasgun (laser weapon). The best defence is a shield which stops objects based on penetrating the shield based on speed, slow gets through.
AFAIK, this is (vaguely) the inspiration for the existing "Shield Resonant" effect...
This struck me as an interesting idea for an enhancement for a weapon. My thoughts where something along the line of, if a weapon with this enhancement hits a shield roll a D6:
1-2 Target takes x shield, and x hull hits
3-4 Firer takes x shield, and x hull hits
5-6 both Firer and Target takes x shield, and x hull hits
Hmm... are you suggesting that "X" is variable? Or is the randomness contained in the "who gets hit" roll?
Wouldn't that be 10 x 2 = 20 pts of DMG ?
1-3 = 1 pen roll
4-5 = 2
6 = 3so 1 (1) 2 (1) 2(1) 4(2) 5(2) 6(3) = (10)
unless I missed something :?
Yeah, that's what it says... 10 x 2 = 20.
The magic of the "edit" button on the forum...
The Variable table is rolled according to how many successes you have. Take the number of to-hit successes, multiply them by the PEN rating. Roll the result against the Variable table. Then roll the final result against the enemy's shields.
This is correct. Example:
PEN-2, DMG-2 weapon scores 3 hits. Therefore, 6 dice are rolled on the Variable PEN table. These come up 1, 2, 2, 4, 5, 6, resulting in 10 x 2 = 20 total points of damage. If the weapon also had Variable DMG, then 20 dice would be rolled on that table, potentially causing a total of 60 hits!
Here are the rules for Solo Play from the Compendium. They should be useable in X with a minimum of changes, if any.
http://mj12games.com/forum/files/solorules_176.pdf
mj12games.com/forum → Posts by mj12games
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