murtalianconfederacy wrote:

Stealth generators are twice the space of a ECM system. If it were to be a simple - on the to-hit roll, it should be -2 on its own.

Below is another option to consider... what do people think?

Dan

> -----Original Message-----
> From: mj12games@yahoogroups.com
> [mailto:mj12games@yahoogroups.com] On Behalf Of beowulfjb@aol.com
> Sent: Friday, January 13, 2006 5:48 AM
> To: mj12games@yahoogroups.com
> Subject: [mj12games] Re: Ideas on the Stealth Generator
>
> Hello everyone,

> I have heard some thoughts on the Stealth Generator as used
> in  Starmada"X". 
> It has been suggested to make ships equipped with this to 
> have a "-1" to hit (as in one harder to hit).  The regular
> ECM gives a "-1"  also, but it can be
> countered by the EWS.   Perhaps the Stealth  Generator's -1 could be
> something that can Not be countered by the EWS.   Then it
> would function exactly as
> the "Advanced ECM" that is available in the  Starmada
> Compendium version of the
> game.  This Advanced ECM system cannot  be countered.   I am
> still playing with
>  friends here in Jacksonville  using the 'Compendium.  0ne of
> my friends equips all of his ships with this  Advanced ECM. 
> It is effective and seems worth the high cost...

> Steven Gilchrist
> Jacksonville, Fla.
>
>
> [Non-text portions of this message have been removed]
>
>
>
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3,127

(8 replies, posted in Iron Stars)

cricket wrote:

Also, I would base it on the momentum, rather than the speed, since you already have the marker/die on the board indicating this -- you don't have to remember the speed, or do any math (e.g., was that ship with a momentum of 4 going 7 or 8?)

Oops... you already did base it on momentum....  :oops:

3,128

(8 replies, posted in Iron Stars)

themattcurtis wrote:

During each turn your ship's listed momentum is greater than the limit listed above, you are targeted by number of attacks dependent on your speed.

Exceed the safe momentum by 1= 1 attack
Exceed the safe momentum by 2 = 2 attacks
Exceed the safe momentum by 3 = 3 attacks

What dice do you roll?  Just a D4, but like a torpedo it halves your armor and rolls a D12 for damage. It inflicts two points of damage.

I like the basic premise -- although it may be too dense of a field for some people's tastes.

However, I wonder why you chose the safe speeds as you did... ?

Since the base thrust ratings for each size class are a linear progression, shouldn't the same be true for these "safe speeds"?

Also, I would base it on the momentum, rather than the speed, since you already have the marker/die on the board indicating this -- you don't have to remember the speed, or do any math (e.g., was that ship with a momentum of 4 going 7 or 8?)

Thus, I propose the following:

FACs = 6
Very Small = 5
Small = 4
Medium = 3
Large = 2
Very Large = 1

Thus, a VL battleship would only be able to move 2" per turn without risking damage.

3,129

(8 replies, posted in Iron Stars)

themattcurtis wrote:

I wasn't there, but two friends were playing a pickup game set in the KF cluster (using my fold up counters and a black tablecloth).  And they were asking for some environmental hazard rules.  Here's what I could offer for some home rules.  Didn't know what people here might think. But I see it as being really crowded up there.

Ever read any Charles Fort?

3,130

(19 replies, posted in Starmada)

mundungus wrote:
mundungus wrote:

A cloaked unit cannot be acted upon by any other unit;  this includes towing it or landing fighters on it.

Ooh, but what about area affect weapons.  What if I suspect there's an adjacent cloaked ship, so I set off my shockwave?  I'd say that should affect the cloaked ship.

Yes. Area effect weapons would obviously affect a cloaked vessel.

3,131

(19 replies, posted in Starmada)

mundungus wrote:

Dan, may I add this to the FAQ as the intended meaning of C.7.2?

For now, yes.

big_smile

3,132

(3 replies, posted in Discussion)

I just noticed that we're up to 94 names in the MJ12 player registry. Pretty cool!

But I was wondering: has anyone used it to find opponents?

murtalianconfederacy wrote:

Some of us don't like fighters! Like me, for instance. If it aint got big guns, I don't want it! I want weapons that cripple cruisers with a single salvo, not some pop-guns on my new dreadnought!

Fair enough.

Then perhaps there needs to be an option to "speed up" ships at the expense of protection... ?

3,134

(13 replies, posted in Starmada)

beowulfjb@aol.com wrote:

> Is there a way to modify the SSCA 2.0 to allow hulls bigger
> than  20?   My
> friends up here in Jacksonville still use the Starmada 
> Compendium rules and I was wondering if there was a way to
> modify this excellent  program to allow ships larger than 20.

Yup.

1. Open the SXCA.
2. Select "Tools > Protection > Unprotect Sheet"
3. Click on cell C5.
4. Select "Data > Validation..."
5. Change the value in the "Maximum" box to whatever you want.
6. Select "Tools > Protection > Protect Sheet..." and click "OK".

3,135

(19 replies, posted in Starmada)

mundungus wrote:

Or, more elgantly still, "A cloaked ship (or a ship that attempts to cloak) may perform no actions other than movement.  Movement includes regular movement, stutterdrives, hyperdrives, overthrusters, evasive action, and emergency thrust.  Any action involving interacting with another unit, such as launching or recovering fighters, ramming, towing, or being towed, is specifically prohibited."

This the INTENT of rule C.7.2, although it may not be worded very well. I may replace it with the above paragraph in future editions.

Thanks! smile

3,136

(2 replies, posted in Starmada)

tabascojunkie wrote:

I've ordered Starmada X and Ares from you lovely people and I was wondering what size hexes SX uses. The only black one I've seen so far has 30mm hexes, which is about 1-1/4". Is this standard, or do you use another size?

We also use the Monday Knight felt hexgrids with 1.5" (40mm) hexes. But really, it matters not -- as long as your miniatures/counters/whatever fit within the hexes, you're good.

The more important consideration is the number of hexes on the board. I recommend your board be between 30-40 hexes wide and 25-35 hexes deep. Otherwise, you give too much of a benefit to longer-ranged weapons.

3,137

(5 replies, posted in Iron Stars)

Go0gleplex wrote:

Just saw on the brigade forum that Tony has done up the Volga and Gamma destroyer masters. 

So we might see some new ship mini's later this year. big_smile

This is worth a hearty "woot"! big_smile

GamingGlen wrote:

Don't get me started about the Stealth Generator, an overpowered system.  It should not be as written, but instead add one to the To Hit modifier of ships attacking it (or -1 to the die, whatever the way the rules are).

Then it would be identical to ECM.

Right now I see that every ship I design from now on will have it.

IMO, movement is too slow which makes the SG overpowered.

The stealth generator is very powerful, I agree (especially in combination with the old version of long-range sensors), but I have yet to be convinced that it is OVER-powered.

But then, if you think it's too much, then up the point cost, or outlaw it entirely. Starmada is not a tournament system, but a "mix-n-match" game to help players simulate whatever setting they want.

Btw, the super ship with the Extra Crew Casualties weapons had SG.  I was not happy when our largest ship was half dead before we got to fire a shot.  Then he reversed (and don't get me started on THAT) so again he could fire without us firing a shot in return.  Sound tactics, and I applaud the player for that, but I boo the game system.  Too many cheesy combinations are possible, especially with the "tech" system (his super ship was +8 in techs).  But I digress...

In looking over the ECC ability, I can't remember why I decided it should only be x2 instead of x3, as with Extra Hull Damage. It may have been because crew casualties can be "overlapped" by hull damage...

Again, I haven't experienced a problem with ECC, but I'm listening.

Regarding reverse movement and the tech levels, neither should be unbalancing. If ships are too slow for your tastes, bulk up on smaller ships and/or fighters. The tech levels don't unbalance anything -- they just make for more fragile targets, really.

Finally, I'm not sure it's fair to say there are "too many" cheesy combinations; outside of the SG/LRS combo (which has been weakened in "X") and the possible ECC/No Hull Damage combo, I'm not aware of anything that has been determined to be game-changing.

But, as always, your mileage may vary. smile

3,139

(4 replies, posted in Starmada)

warmaster wrote:

The MJ site says:

Owners of the  Starmada Compendium and earlier versions of the Starmada X rulebook who don't wish to fork out the cash for  Starmada X: Brigade can get a document updating them to the current rules here:

The description of Starmada X: Brigade says

Note: This product is identical to the Starmada X Rulebook (MJG-0111) with the exception of the background material and starship designs.

So it sounded likely that the update would contain the stuff from Starmada X: Brigade.. might just be me being a dane and all...

No, it's not your Danish-ness... it's a problem on our end.

The intent was to provide the rules updates, and not the ship designs. The web site should probably say "Starmada X" rather than "Starmada X: Brigade".

If you give me your e-mail address (send to cricket@mj12games.com), I'll get you a copy of the Brigade book.

3,140

(44 replies, posted in Defiance)

smokingwreckage wrote:

Uh, my copy wasn't from RPGNow in the conventional sense. Help me out Dan?

Where did you get your copy?

beowulfjb wrote:

I played with Glen in the game with the the crew erasers which may be the ultimate weapon:
Weapon + {extra crew&no hull damage&repeating}.  We even borrowed the rules from the 'Compendium that allows 1-6 Security/marines, and perhaps troops, to be taken as crew casualties.  My ship had 30 security forces and 250 troops. 
yet, our side was was still devestated.  I think that the cost of "extra crew casualties" is too low.

Consider if all of your opponants are these weapons.  This combo is much less costly than "extra hull damage".  Yet, the "Extra crew casualities"  aren't blocked by armor as is "extra hull damage".  As a result, we have banned these "crew erasers. 
Has anyone else tried this devestating combo?  Try it and, unless your opponant has lotsa fighters, You Will Win!!!...

This last sentence kinda shows the counter to this -- use lots of fighters! smile

There are several instances which I can think of which, if used en masse, will result in an unbalanced game. But in most cases, there is an effective counter to the tactic. (Which shows the need for balanced forces, IMHO.)

I haven't experienced the problem with crew casualties myself, but I'm willing to consider a change in point cost if others see a problem.

3,142

(4 replies, posted in Starmada)

warmaster wrote:

I have bought the StarmadaX sometime during last year, and saw that the Update.pdf contained the ship designs for the brigade models. But as far as I can tell the file is identical to the original gamefile MJG-0111.pdf - and there is no Brigade model background or designs in there...

Am I doing something wrong og misunderstanding something??? smile

The UPDATE.PDF file is to allow players who only have the Compendium to "upgrade" to Starmada X. It is not related to the Brigade product at all.

smile

3,143

(2 replies, posted in Discussion)

themattcurtis wrote:

MJ12 games is gettin' little medals now for offering popular picks at RPGnow.com

Silver to Starmada X and Grand Fleets

Copper to Iron Stars, Merchant War, Defiance......

Ja. That's been happening for a little while now. It does make me feel all tingly... smile

3,144

(0 replies, posted in Discussion)

If you like any or all of the following...

* Monster movies
* Anime
* Japanese techno-pop
* "Matrix" rip-off SFX
* Jesse "The Body" Ventura look-alike contests

...then you owe it to yourself to rent "Godzilla: Final Wars" now.

That is all.

P.S. Oh, and Happy New Year! smile

3,145

(44 replies, posted in Defiance)

Brother Jim wrote:

okay, i don't mean to sound whiny :roll: ,but i probably will lol

i just checked the rpgnow site, it lists defiance as 35.4 mb. the dl i have is 33,884 kb. should i email rpgnow, cause my email addy hasn't changed in years ?? how will the update work ??

Each time we update the file, I send a notification out to those who have purchased it that a new version is available. You are then given a new download link.

If you haven't already, make sure you set your preferences on RPGNow so that you can receive notices from manufacturers...

3,146

(7 replies, posted in Starmada)

Taltos wrote:

How would a weapon counter EWS or LRS both of which affect firing weapons rather than represent any sort of defense?

Good point. I believe the proposed enhancement would only affect ECM and Stealth.

And since we have EWS which effectively cancels ECM already, perhaps we should simply state that this new ability only counteracts Stealth?

3,147

(7 replies, posted in Starmada)

murtalianconfederacy wrote:

What would be the cost of a weapon ability that ignored ALL forms of electronic warfare? This means ECM, Stealth, LRS and EWS. Essentially, it would be a weapon too stupid to confuse, or a weapon so advanced that it uses an on-board computer to calculate attack vectors and the like.

I would start at a multiplier of x3.

That would account for the most expensive of the equipment it counteracts (Stealth Gen = x2.5), plus a little extra for the others.

3,148

(20 replies, posted in Starmada)

Vitruvian Man wrote:

Hey, thanks!  Do they have a recommended SU, offensive and defensive value?

Yup.

10 SUs per teleporter; each adds to the Offensive Rating:

(MPs + 5) x 30%

3,149

(5 replies, posted in Starmada)

Didymus13 wrote:

Is there any way that you would know of to "fleet-ify" SX?

I have considered doing just such a thing, but I didn't know if it would be worthwhile. If there are enough people interested in "fleet level" Starmada, I can start sparing some brain cells for the project... smile

3,150

(7 replies, posted in Starmada)

Crazy8 wrote:

I've been fiddling around with SXCA and am wondering, is this official for Starmada???  I ask because a ship class that I designed by hand had a battle value not even remotely close to the SXCA version.  The SXCA version also seemed to give weapons systems less SU then how I figured them out.  What's the story?  Should I disregard my math and accept the SXCA version?

Which version of the SXCA are you using? And what are the results you are getting?

I'm not aware of any computation problems with the SXCA...  :?:

Also, when on SXCA I add "Drone" and in the amount box I put "5" that represents 5 groups of 5 drones correct?  (25 drones in all)

Nope. A box represents a single drone. Thus, if you add 5 drones you get 5 boxes.