301

(5 replies, posted in Starmada)

No, you cannot choose to "turn off" Fire-linked weapons

302

(8 replies, posted in Discussion)

Or Paris IL smile

303

(8 replies, posted in Starmada)

no, I think it's important, and you've got it nailed down.

the hard part is that this is essentially a brand-new system and will take some getting used to. 

I'm looking forward to the games*, personally.

[edit]
At Origins
[/edit]

304

(8 replies, posted in Starmada)

Technically, there is no momentum, ships basically "reset" at the beginning of each turn.

Remember this isn't vector movement.

305

(46 replies, posted in Starmada)

When I enter a number into the # arcs for the weapons it says

The value to enter must be between 0 and =$AB$29

Mac OS X Excel 2004 for Mac version 11.3.7 (070724)
Sheet Version 2.6

Also, the Drake Notation is not correct, it should read

10/20/30, 1/2+/1/3
Piercing

Finally, maybe there could be a manual written on how to use this, I am still baffled by it.

306

(54 replies, posted in Starmada)

thedugan wrote:
smokingwreckage wrote:

Isn't there a program that unpacks 3D digital files into printouts for a folded paper model? I'm pretty sure someone I know made themselves a paper Predator from modified Dawn of War files...

Yeah, it's called Pepakura:

http://www.tamasoft.co.jp/pepakura-en/

I've got it, but the models would have to be re-done to make them work. There's WAY too much detail unless you wanted to make them a couple of feet long. smile

Now, simple box minis? Not that hard - just work out a template, and paste the renders onto them.

But they would make beautiful miniatures!

307

(27 replies, posted in Starmada)

Maybe a compromise's compromise: combat resolution could be simultaneous, but fighter-related damage would take place immediately. So any damage a fighter flight inflicts OR recieves would take take effect immediately. That would eliminate my quibble, but would probably be enough of a change to effect their points.

Isn't this exactly the effect you're trying to modify?

Seriously, though, we've played hundreds of games of Starmada, and I can tell you that the only problem with fighters (if there is one) is that they are undercosted for their "goes first" property.

Why change the effect when fixing the points fixes the issue?

But maybe I'm missing something about the fighter complaint.

308

(166 replies, posted in Starmada)

course if you use emacs, then you'll have to press ctrl-dash-p-slash-shebang-f4.

but I'm a vi guy myself smile

309

(0 replies, posted in News)

In a little while (in Illinois) the Groundhog will rise from his burrow, check for his shadow and declare for us the future, and deliver presents to all the good little boys and girls.

Please have a safe a happy Groundhog's Day.

310

(6 replies, posted in Starmada)

Not exactly. 

The only effect that TL has on a ship is the SU requirements for items.

For example, suppose a weapon takes up 20 SU and increases the points of the ship by 10 CR for each one you add.

After the TL is applied, the SU requirements might go down to 10.

Thus, the ship can "hold" twice as many weapons and where you could originally get only 5 weapons on the ship, you can now put 10 weapons in the same space, therefore, the CR would increase proportionally.

311

(46 replies, posted in Starmada)

a link would make it perfect

312

(7 replies, posted in Starmada)

The best defense against fighters is, however, fighters.  If your race is designed without fighters, you'll have to decide how to handle them.

High shields help keep your ships alive for longer, though they tend to bump the cost of a ship.  Repair or Regen will help keep you alive longer.

Anti-fighter weapons have many incarnations.  However they generally should have low IMP and DMG.

High-range (12+) low ROF (1) high ACC (3+) weapons with inverted range modifiers ensures that you hit them before they get to you

Low Range HIGH ROF (3-5)  High ACC turreted (ABCDEF) Repeaters ensure that once they start to bundle themselves up around you, you can kill them with one or two weapons.

Remember that anybody can exploit a weakness and the ship design system ensures that there will be some weaknesses.

Doctrine for most Starmada fleets involves multiple ship types across a wide spectrum of uses.

If you only bring one or two huge ships, the fighter swarm will kick your butt every time.  Once you start to lose a shield or two, BOOM.

Keep your designs simple and focus each design on a different tactical mission.  i.e. Ship v ship + ship v fighter + fighter v fighter + fighter v ship. And make sure you balance your tactical missions.

313

(8 replies, posted in Starmada)

Explain that please.

(I still don't "quite" understand movement)

314

(10 replies, posted in Starmada)

You can't really compare ships that use the same type of weaponry (and you're not, actually) because tactically, you won't use ships without shields the same.

(176) No-Shields
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 5 5 4 4 3 3 2 2 1 1

Weapons:
1:5X 2:5X 3:5X 4:4X 5:4X 6:4X

X: Long Range Hitter 6/12/18, 1/4+/1/1
45 weapons with 2 arcs each

(171) Has-Shields
Hull: 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1
Shields: 4 4 3 3 2 2 1
Weapons:
1:5X 2:4X 3:4X 4:4X 5:4X 6:4X

X: Laser 4/8/12, 1/4+/1/1
29 weapons with 2 arcs each

Or if you want the weapons the same:

(183) Has-Shields
Hull: 8 7 6 5 4 3 2 1
Engines: 2 2 2 2 1 1 1 1
Shields: 3 3 3 2 2 2 1 1
Weapons:
1:5X 2:5X 3:5X 4:4X 5:4X 6:4X

X: Long Range Hitter 6/12/18, 1/4+/1/1
35 weapons with 2 arcs each

One last ship, everything the same, except trade shields 3 for some weapons (and reduce hull so the points work out)

(173) No-Shields
Hull: 9 8 7 6 5 4 3 2 1
Engines: 5 5 4 4 3 3 2 2 1 1
Shields: 3 3 3 2 2 2 1 1 1

Weapons:
1:3X 2:3X 3:3X 4:3X 5:2X 6:2X

X: Long Range Hitter 6/12/18, 1/4+/1/1
24 weapons with 2 arcs each

As with everything, you make some trades and some concessions when you do one thing or another.

315

(10 replies, posted in Starmada)

The thing about Starmada is... There's always something out there that exploits your weaknesses.

I am inclined towards campaigning now, however,I don't usually have the attention span for a truly protracted campaign.

I found the Stars Divided playtesting campaign (Wherein I played a Fleet-Commander) a whole lotta fun because I felt like I was interacting with a larger Plane without needing to get involved in the week-to-week muckjy details.

What I found best was the fact that I had been given "missions" and I was supposed to try to carry them out.

At one point, I was forced to go off-mission and that caused a bit of a ripple effect in the campaign.

Anyway, it was fun.  So sometimes it's not about who can build the biggest ship or the most bestest cheesy combo, it's about having fun.  Which is the way wargaming is supposed to be. big_smile

For the Masses has been added to the campaign system on The Miniatures Page! http://theminiaturespage.com/camp/ma/

Waaa and Hooo!

317

(10 replies, posted in Starmada)

Thing of it is... you have to be willling to sacrifice unshielded ships to the wolves so to speak.

But you get more "hit" for your buck also.

Designs that I think would fare well as unshielded are ones with very long range weapons and, of course, some fighters.

318

(43 replies, posted in Starmada)

I think it is irrelevant what it costs, if that's the effect you want.

319

(4 replies, posted in Starmada)

I'm not advocating 30° arcs, simply saying that programatically, it is easier to conceptualize arcs as 2x30° and add them together, thus acj becomes 2.5 arcs whereas aci becomes 3.

the spreadsheet doesn't show that very well, but divide the 30° arcs by 2 and you get the correct number

320

(43 replies, posted in Starmada)

I don't think I've ever heard anyone call it Hull-size resolution. interesting.

I have been known to set a hull size and leave a bit of space blank as well.

However, that does increase your cost. If you can get away with a smaller hull size, you can conceptualize any size ship you want.

For an off-the-cuff example, perhaps I am playing a race which is avian in nature, they may have a size 3 ship that has a very large flying area in the center of it, thus it may be a size 3 ship that displaces size 15, but is very easy to kill...

actually, I really like that idea smile it would be tough to show that on a ship card tho. lots of fluff text would be required, I think.

321

(4 replies, posted in Starmada)

Not to undermine your incredible logic Dan big_smile, but it is simple if you consider each arc as a 30° arc instead of a 60° arc, here's what you do...

http://games.groups.yahoo.com/group/mj12games/files/StarmadaAE/NewArcs.xls

322

(3 replies, posted in Starmada)

Okay, I'll unlock it.

Please post AE ships to the AE basin, all.

The Bourbaki Basin: AE

http://mj12games.com/forum/viewforum.php?f=30

Please use the Drake: AE notation when posting.

Since the Admiralty Edition has changed the way we think about starships, I think it's time to update the Drake Notation for the Bourbaki Basin.

in general, the less information on the card, the better, except where defaults are concerned (then I'd like to see them spelled out like ST:X i.e. ROF 1 would be explicitly identified rather than assumed)

Here goes, whaddya think?
[EDIT] to bring into compliance with the Starmada SE Drake Notation [/EDIT]

<Starship_Name>
(<Combat_Rating>)<Class_Name> <Class_Designation> [<Race_designation>]
Tech Levels E<N> F<N> G<N> S<N> W<N>
Hull: <N> <N-1> <N-2> ... 1
Engines: <N> <N> <N> <N> ...
Shields: <N> <N> <N> <N> ...
Weapons: 1[X|Y|Z|-] 2[X|Y|Z|-] 3[X|Y|Z|-] 4[X|Y|Z|-] 5[X|Y|Z|-] 6[X|Y|Z|-]

[X] <Weapon_Type>, <RNG_1>/<RNG_2>/<RNG_3>, <ROF>/<IMP>/<ACC>/<DMG>

[Y] <Weapon_Type>, <RNG_1>/<RNG_2>/<RNG_3>, <ROF>/<IMP>/<ACC>/<DMG>

[Z] <Weapon_Type>, <RNG_1>/<RNG_2>/<RNG_3>, <ROF>/<IMP>/<ACC>/<DMG>


Specials: <Specials_List>

Fighters:
<Fighter_Name>: (Capacity), <Size>/<Speed>/<Attack>/<Defense>, <Traits_List>

And an example

(277) Dumbo-Class DreadNose [Elephantine]
Tech Levels E0 F0 G0 S0 W0
Hull: 8 7 6 5 4 3 2 1
Engines: 3 3 3 2 2 2 1 1
Shields: 4 4 3 3 2 2 1 1
Weapons: 1[X] 2[X] 3[Y] 4[Y] 5[Y] 6[Z]
[X] Super Charger, 4/8/12, 5+, 1/2/1, Extra Hull Damage
[AB] [AB]
[Y] Stomp Gun, 2/4/6, 3+, 4/1/1, Extra Hull Damage
[A] [B] [E] [F]
[Z] Sonic Cannon, 10/20/30, 5+, 1/1/1, No Hull Damage
[G]
Specials: Hyperdrive; Armor Plating; Marines (14)

325

(0 replies, posted in The Admiralty Edition)

Since the ship designs have changed a bit since AE came out, I thought it would be a good time to split the Bourbakin basin into ST: X and SE editions.

Please use the Drake notation when posting to this forum Group.