326

(3 replies, posted in Starmada)

Nomad wrote:

Blacklancer took a stab at it here.  I keep meaning to try it out, but haven't yet.

I tested it a few times to see how the rolls would play out with varying numbers of ships, and honestly it didn't "feel" too annoying. Stalls were infrequent, and scatter was reasonable. I played around and found that I could roll all the dice for the tac-jump at once, designating each color as an element of the jump, using only the relevant ones. Doing that I could jump and and place a squadron of 5-8 ships much faster than the time it normally takes me to figure out the thrust requirements and write down normal movement orders.
Erik

327

(15 replies, posted in News)

After an initial full read through of the rules all I can say is I can't wait to play it! I really like the scale and the manner in which the new "fleet level" traits have been incorporated. I particularly like the role played by initiative, and how it is modified by Command. I can't wait to tinker around with conversions from Starmada, as well as some universes where the fleet level abilities will have a chance to shine. Kudos once again Cricket.
Cheers,
Erik

328

(15 replies, posted in News)

Purchased, skimmed, and so far I think it looks pretty good. I'll have to see if I can get through all the details today while pretending to do my job...Now, it's up to one of the "Spreadsheet Guys" to help us all out by either whipping up a SFO sheet, or incorporating it into one of the existing ones. I would give it a crack, but my Excel Fu is weak.
Cheers,
Erik

329

(18 replies, posted in Starmada)

boggo2300 wrote:

OK, but by my understanding that would mean both shots from the 2 shot disruptors go off on one turn? so you can't fire it once, then again on a later turn? 

Just trying to wrap my head around it.

Not completely how i was thinking of it, but pdc (pretty darn close)

Matt

Your understanding is correct. It is an imperfect solution if you are looking to have a 1:1 replication of the SFB capabilities, but remember that Starmada has an element of "abstraction" built into it anyway. Your fighter is going to fire off its payload in one turn, but that is a minor difference compared to the fact that ships don't have to manage their energy like they do in SFB. I like o think of it as scaling the original game down to Starmada. Things that used to take a long time over multiple pulses/actions/ turns in the original game happen very rapidly in Starmada. In the end it becomes Trek-flavored Starmada rather than a SFB clone.
Cheers,
Erik

330

(18 replies, posted in Starmada)

boggo2300 wrote:

I believe you're correct about the Stinger (don't have & never played FC) my main interest is to open up some of the more interesting SFB scenarios now that I've run out of SFB opponents (Starmada is much easier to convince people to try, a lot less intimidating, and a much quicker learning curve than SFB).

Of course, thats a perfect way of dealing with the heavy weapons fighters, though how would you handle the limited charges for the heavy weapons? ie the single shot photons, or disruptors? Can fighters use the ammunition trait?

Matt

The second mode of a dual mode fighter can be set as "Striker" and is essentially a one shot weapon. If the fighter carries a couple of torps, you could just use INC ROF to simulate more than one firing. After the "Striker" weapon is used, you are left with the base fighter weapon for the remainder of the game.
Cheers,
Erik

331

(3 replies, posted in Starmada)

RobinStirzaker wrote:

Have you tried Vassal?  There is a Starmada module for it and seems to work quite well.

I'd second that. The learning curve for playing in Vassal is pretty gentle and I've found that the engine/module is very stable...even though the die roller hates me  sad
Cheers,
Erik

332

(18 replies, posted in Starmada)

boggo2300 wrote:

Greetings, I'm looking on feedback on rules for adding strikers/seekers to a starmada fighter.  Mainly for KA/RA as most SFU (at least most of the useful ones) use drones.

Any ideas on how to add fighters to fighters so to speak??

Matt

I've played around with a few things like this and instead of using dual mode fighters I have just straight up added the SU requirement of the seekers to the SU requirement of the fighter, but treating the results like a dual mode fighter for shooting purposes. I haven't done Strikers, but I think that they would just make you fighters too bloated. If you wanted to maintain the starship-scale weapons of SFU fighters, you could build them as flotillas instead of flights, but they will still have to be scaled down a bit to fit the SU constraints. Personally I have no problem scaling them back to fighter level though, as most of the top end fighters just seem grossly over-powered to me.
Cheers,
Erik

333

(1 replies, posted in Starmada)

The other thing we did was allow any weapon with the anti-fighter trait to choose to fire defensively against incoming seekers as drone racks can do. Any weapon fired in this manner were obviously unavailable for later fire. This didn't appear to dramatically change to course of the game, but gave the players some defense against a drone launched from close range. A large swarm of drones at one target easily overwhelmed the defense, but it did provide some relief from single nuisance drones. It may not be something that you'd want to include as a general capability without assessing it's effect on CRAT, but for this specific setting the number of such weapons on the average ship is low enough that it doesn't really make a significant change to the ship's combat capability.

I agree that this should work fine with the Trekmada stuff, but I can see very easily how someone could abuse this procedure if building their own ships with weapons that are ridiculously good at killing fighters without taking up much space. However, I personally think that this would work just fine for Anti-Fighter Batteries as is.
Cheers,
Erik

334

(18 replies, posted in Starmada)

thedugan wrote:

My understanding is (I could be wrong) that the new owner and a significant part of those that followed the game got in some sort of pi**ing match. I have no clue what the current owner is up to. How do you take a game that - had a small but fierce following - and then go on to totally loose most of your players? All he had to do was add a few races.

The tactical system worked - the economic game was dang near unintelligible.

It seems to me that he wanted the name, but not the system - could be wrong. <shrug>

I was on one of the Yahoo Groups devoted to Starfire after the meltdown, and got snippets here and there.

I agree the economic system was a total mess, in fact I would go so far as to say that the entire campaign system became unplayable (though I must admit that I stopped trying when 3rd ed was retired). To me Starfire was (is?) a cautionary tale of how a perfectly good system can get totally screwed when you try to put in a rule to cover every single possible condition that can exist in an infinite universe. I thought construction system also made the game boring after a while, becoming too 'rock-paper-scissors" for my taste, unlike Starmada which definitely lends itself to more imaginative ship construction!
Cheers,
Erik

335

(4 replies, posted in Starmada)

japridemor wrote:

Has any thought ever been given to doing Starmada in a d10 as opposed to a d6 format? Seems like it would offer a little more flexibility and range of numbers. Don't get me wrong, d6 Starmada is great (getting a little tired of the FC focus though).

I'd vote against a d10 version of Starmada personally as I think it plays just fine the way it is. I think that adding more numbers to the mix would just extend the ship design portion of things and not really improve the game-play in any useful fashion. The "Starmada-scale" just feels right at the d6 level...anything else would just be a different game. That's just my two cents.
I too have to admit that I would like to see some more non-SFU Starmada in the (near) future, but hey, if people are buying it (and especially if Cricket is expanding his pocket Empire to more peeps) I can't blame anybody for sticking with it for a while longer!  smile
Cheers,
Erik

336

(6 replies, posted in Starmada)

JohnRobert wrote:

Somewhat off topic, but I have been wanting to ask. Do Fighter-Exclusive Weapons hit Flotillas or do they ignore them? Do Starship-Exclusive Weapons hit Flotillas or do they ignore them?


According to the rules in Dreadnoughts, the individual craft of Flotillas are Starships, not fighters. A flotilla is treated as a single starship, made up of a number of sub-units of 1/2 Hull ships. Fighter exclusive would ignore them and starship exclusive would hit them.
Erik

337

(6 replies, posted in Starmada)

Nomad wrote:

Good link; thanks!  I can now fire my Area Effect Anti-Fighter Fighter-Exclusive weapons into my minefields with somewhat less caution than before...

You're welcome...I remembered the "conversation" as it was my question that started it. You may blast away with reckless abandon!  wink
Erik

338

(6 replies, posted in Starmada)

Nomad wrote:

Can fighter-exclusive weapons be used for minesweeping?  I'm pretty sure it should be legal, since the wording on the foo-exclusive traits is "cannot be used to attack enemy foos", but thought I would check to make sure. 

Likewise, can Anti-Fighter be used to offset the penalty for firing on mines?

In this thread: http://www.mj12games.com/forum/viewtopic.php?f=2&t=2163&hilit=mines Cricket responded to a similar question that Mines are not fighters and should not be treated as such. Hope it helps answer your question.
Cheers, Erik

339

(2 replies, posted in Game Design)

netWilk wrote:

The problem is that most of today's naval combats will be resolved with guides missiles/torpedoes fired from long ranges, so Starmada system is not the right scale for it.

Personally, I can't see any reason why you couldn't make some really interesting, playable modern warship designs with Starmada. I think aircraft present a couple of problems (the top speed difference being MUCH greater than Dreadnoughts era ships & planes)unless you "scale" the movement of the ships way down and use the top end of the scale for fighters. Then the real problem becomes fighter-launched ordnance... That I can't see a real resolution for in the current rules (house rule needed?)
Erik

340

(6 replies, posted in Starmada)

csragamaster wrote:

Yes, but that is part of the "point".  History is full of unfair battles and they are the most dramatic.  Actually, I think that the SFB book has some point values that can be pointed over.  At the least, the points would impact the "win point" of a battle.

I'll agree that many historical battles are "unfair", and personally it is one of the reasons that I don't like pick up games and prefer a campaign format. Also in most sci-fi settings, which to me is the stage for all Starmada games, a single individual or group of exceptional crew members are often the deciding factor in any battle. Therefore I am actually very much in favor of Elite/Legendary officers and that type of thing. I would just personally prefer that they are the exception not the rule, and I think a points surcharge is one way to keep the whole thing from feeling less random as well. That way you can populate a Federation heavy cruiser with all of the special officers you can afford, and viola! a legend is born  wink
Also, a points based system gives you an opportunity to use some of those small amounts of points that might be left over when buying/building a force, like the odd pennies left over in my itunes account that I can't buy anything with once the gift card is sucked dry!
Erik

341

(6 replies, posted in Starmada)

This got me thinking, has anyone tried to port over the Stars Divided experience/officers system to S:AE? Seems like it would be fairly simple, and if nobody else has I might give it a crack.
Cheers,
Erik

342

(6 replies, posted in Starmada)

csragamaster wrote:

These rules are adapted from the same rules present in Star Fleet Battles.  We are using these in our New Romulan Armada Campaign that we kicked off tonight.  They are based on the same rules from the Star Fleet Battles Commander's Edition.


Legendary Officers in Klingon Armada

(See SFB Rule G22.0) For each ship in the fleet roll 2d6.
2     Captain plus roll again.  If second ‘2', ship has one of each officer type.
3    Weapons Officer
4    Navigator
5    Ship's Doctor
6,7,8    None
9    Science Officer
10    Marine Major
11    Chief Engineer
12     Captain

Captain
Bluff
1.    Once per scenario, a LC may attempt to bluff one enemy ship.  There is a 50% chance  The ship disengages, but no points are scored.  The chance of success is increased or decreased by 1% for every BPV point that the captain's forces outnumber their opponents.  The chance of success can never be higher than 75% or lower than 35%.
2.    A Legendary Captain has a chance of 1 on a 1d6 of ending up in control of a ship within transporter range if his ship is destroyed.  The target ship must be of the same size class or smaller.  All boarding parties and officers go with him as well.
3.    A Legendary Captain can perform any one Legendary function except Doctor.

Weapons Officer
Adds +1 to the die roll of one weapons systems type.  For example, he could add +1 to the fire of the X Batteries.

Navigator
1.    Ship may use evasive maneuvers without movement penalty.
2.    Ship may ignore firing penalty for using evasive maneuvers.
3.    Ship may make one two hex side turn for free during turn.

Ship's Doctor
May cure one crew or one boarding party each turn.  May cure legendary officer for free.

Science Officer
The Science Officer can perform any one job function each turn.
1.    Operate as 30 extra Lab spaces.
2.    Perform an extra Damage Control roll.
3.    Add -1 to attempts to locate cloaked or silent ships.

Chief Engineer
The Chief Engineer can perform any one job function each turn.
1.    Perform an extra Damage Control roll.
2.    Provides a +1 when rolling for Damage Control (not cumulative with 1).
3.    Can add 1 to the speed of the ship without risk of damage.
4.    Can break out an extra shuttle for use in the same game.
Note:  Tholians can never have a Chief Engineer

Major of Marines
The Major can modify boarding combat or weapons fire but not both.
1.    Can transport free with any boarding party
2.    Shifts combat rolls by 1 in the favor of his side.  Affects dice rolled by his side and dice rolled against his side.
3.    Can add +1 the fire of one ships weapon.

I think these are pretty good, but I feel like the chances of having "Legends" in your fleet should be a bit lower. Since large numbers of ships that can participate in  battle in Starmada, you have the potential for a fleet chuck full of elite officers, and a whole lot of modifications to standard play. Also, since you are using this as a campaign rule, I'm assuming that the officer stays with the ship which he was "created" on (?) If that is the case, you wouldn't roll that ship in the next battle would you? Lastly, do the legendary officers modify combat points in any way? I had been looking at adding veteran-elite-legendary officers to the campaign system I have been working on and I was looking at a system similar to what Babylon 5 Wars had where you paid a points surcharge for special officers, reflecting the impact they can have on the game.
Anyway, I like the game effects and I'm interested to hear some AARs to see how these rules played out in game.
Cheers,
Erik

343

(30 replies, posted in Starmada)

pixelgeek wrote:
cricket wrote:
pixelgeek wrote:

I would suggest that Daniel have a look at them to perhaps take some ideas from the layout for the official Starmada ship displays

FWIW, I really don't like this style of ship display. *shrug*

The visual display of the weapon arcs is very handy though. Even if the spatial placement of them isn't useful its very nice in a game to look at a hexgrid and see the arcs as opposed to [ACE]

You could always create a custom font to put the hex grids into ship displays

     For a while I missed the arc diagrams that were used in B5Wars, but after playing enough with designs and actually playing the game I soon discovered that when I saw [ACE] I  knew what that was visually and I didn't need the diagram anymore. I do remember downloading a font a few years back that had every conceivable arc combination in it, and I did play around with adding them to standard Starmada displays where the regular arc letters go. It just didn't improve things for me at least, and more importantly was a more time consuming process. On one of the other forums I frequent somebody did arcs for a different game system by using "donut" graphs in excel, and I played around with porting that to Starmada. Personally I liked that a whole lot better as it worked with the design spreadsheet better, but in the end I dropped that too as it wasn't really "better" than the alphabetical designations (and required modification of the shipyard spreadsheet).

     Personally if there is going to be a picture of the ship on the SSD, I would prefer it to be out of the way of the data. I think that some of the official B5Warss SCSs were so jumbled up with information they were an eyesore, to the point where I started using Illustrator to remove the silhouettes so "clean up" the displays. I  know Starmada displays would be a lot less busy than those, but I've seen plenty of designs that would be covered by arc diagrams, and leave very little room for anything else, which kind of ruins the point of having a nice graphic.

edit: and one other thing to consider is that I can put all the designs from a given Empire into Drake notation and be able to have the designs on just a few pieces of paper when printed. I vastly prefer that to printing one ship (or at best 2) per sheet of paper and having to manage pages and pages of ships when playing with a squadron of 5-10 ships. In most of the tabletop games of Starmada I have played I have needed just one piece of paper for ships and another for fighter flight tracking.

Cheers,
Erik

344

(30 replies, posted in Starmada)

I think the sample looks good, but there is now way in creation that I would ever bother with the amount of time it would take to make when I can crank out drake notation or even regular sheets as fast as I can (especially if you are tinkering with designs).
Erik

345

(8 replies, posted in Starmada)

RobinStirzaker wrote:

You may want to wait and see what happens with displacement devices when/if Andromedans are converted to Trekmada, as that does almost the same thing you are looking for.

Nah, I'm the impatient type  wink  Besides, what I'm  looking to do is something that is a capability of  hyperdrives in a  number settings, not adding in another piece of special equipment.
Cheers,
Erik

346

(4 replies, posted in Starmada)

bcantwell wrote:

A seeker flight can move into any hex that moves the seeker closer to the target and if presented with two choices, the owning player chooses.  This part is crystal clear.

The next clause states that if a seeker is forced into a hex with another ship/flight/etc. it prematurely detonates and attacks that ship.  According to the letter, this would mean that if a seeker has a choice, it must go around a non-target ship and attempt to continue to it's original target.  Is this the intent or can a seeker player choose to move into a valid hex (i.e. one closer to the original target) that contains a ship and make an attack?

Thanks

Brian

My interpretation of "forced" would mean that if it occurs as a result of the previously described movement requirements/limitations, not strictly as the result of an outside force.
Erik

347

(8 replies, posted in Starmada)

bcantwell wrote:

Erik,

Depending on how accurate you want your jump to be, you could simply always roll some number of dice to scatter.  A perfect jump would be when the scatter dice move you out of the hex and back into it (a 1/36 chance with two dice).  This would in reduce the number of dice and make the tactical jump a little chancier, especially in an environment that had some terrain.  It's not like you are giving the computers a lot of time to calculate if you are making a rapid tactical jump.  You could also tie the number of dice rolled to scatter to the distance hopped - one die for each N hexes.  Another thing you could implement would be to reduce the scatter for each turn spent calculating the jump (which could involve restriction on movement, etc).  If you want to improve the accuracy, you could do something like allow the player to roll 2 dice on the final scatter and choose one.



1 in 6 is definitely too much for total ship destruction.

Brian

Personally, I think that the distance of the jump across the game board is so short relative to the distance of an interstellar jump that the chances of hitting your mark should be such that a 33% chance isn't unreasonable. This also means that there is a 33% chance of throwing just 1 die for the whole process and and a 66% chance of throwing 2, and each die roll beyond the first is dependent on the previous, so there is little confusion (at least to me). I don't feel that a micro-jump should have a greater chance of deviation based on the length of the jump for the same reason as above, the distances are relatively minor for a vessel capable of interstellar travel. The fact that it is done "on the fly" and without very much prep is what I think accounts for the any scattering, rather than the distance involved.
Cheers,
Erik

348

(8 replies, posted in Starmada)

Brazouck wrote:

Yeah ! Picard Maneuver !

Seems good, but I think it needs the possibility of something getting seriusly wrong when attempting it.

I propose :

On the first die roll, a 2 or 3 make the hyperdrive stalls, and a 1 destroy the ship.

If the ship emerge from hyperspace less than 3 hex of any abject (fighter, celestial body, ship ...), it suffers some damage (3 damage, without any help from shields).

What do you think ?

Well, obviously, if the ship emerged into a hex occupied by a planet, black hole, asteroid, destruction would be immediate and complete. I don't think I would include any dire consequences for getting too close to ships and so forth, and I'd rather the ship not blow up on a 1...I roll WAAAAAY too many of those!  lol
Cheers,
Erik

349

(8 replies, posted in Starmada)

Hi all, I am working on a campaign setting where the ships are pretty slow (fastest ships have an engine rating of 4) and I was thinking of adding a campaign specific game mechanic to make things more interesting. The "Tactical Micro Jump" is a fairly common tactic in sci fi literature which includes ships with hyperdrives that operate like the basic S:AE system. Used to move closer to the enemy quickly, evade, or attack from another direction the tactic is something I want to try to add to my setting. I was originally thinking of using a similar  system to the old Stutterdrive from S:X, but I decided to take a stab at something a little different. Here is what I thought:

Hyperdrive activated in the Orders Phase and a target hex is  chosen anywhere on the game board. Since the distance being jumped is very short, it is not necessary to "charge" the hyperdrive as in the normal rules for its use.

On the Movement phase, roll a D6, and if it comes up 1, the Hyperdrive stalls and the ship doesn't jump and follows the same course and maintains its current speed (no "backup" movement orders are allowed). If successful, the ship immediately jumps to hyperspace. Roll a D6, if the roll comes up 5 or 6 the ship returns to normal space exactly where it intended, on a 3 or 4 it misses its mark by 1 hex, and on a 1 or 2 it misses its intended hex by D6 hexes. If the target hex is missed roll a D6 for bearing of the miss, and go clockwise around the target hex with one being on the "top" of the hex.

Ships return to normal space on the same bearing and with the same velocity that they had when they made the jump.
Following a tactical micro jump or even a hyperdrive stall, the ship cannot initiate hyperdrive startup (of any kind) on the next turn.

Well, that's the idea anyway. Any thoughts? I know I tend to over complicate things  wink  so if anyone has a better idea of how I could do this, please let me know.
Cheers,
Erik
PS if it seems like a lot of die rolls please forgive me as I have an affinity for buckets of dice. I intend to use some of the options like DC rules and criticals in this setting, so that should tell you right there that I'm not afraid of dice!  lol

350

(20 replies, posted in Starmada)

cricket wrote:
bcantwell wrote:

I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I think this might be a good rules change.

I like this too, not just because it makes it more likely for you to actually fire a torpedo, but it makes it "feel" less like a seeker flight and more like the hybrid system it is.
Erik