326

(8 replies, posted in Starmada)

Ok, I noticed that the Starmada Rules state that things like security teams are added in groups of 5, ect. However, SXCA lets you add them individually. For my Kayeshi, I have used the individual adds, as almost all of their ships use the Alyssa class long range torpedoes (drones) with a few ships carrying Empress Class Heavy Torpedoes (range 18, 1/3/3 variable damage, expendible).

Is there a problem with only having 2 drones on a ship? Or do I have to put them in groups of 5 as per the book rules?

John

327

(7 replies, posted in Discussion)

UUmmmmmmm.......................

I can't think of anything to say.....


Maybe..... WHY???

John

328

(11 replies, posted in Discussion)

That's ok, if you have seen Serenity.... then you know what the Reavers are...... My current project is the construction of a Reaver fleet........

John

329

(25 replies, posted in Game Design)

I think that I have the dice system just about done..... I am going to fiddle with it a bit, but I think I have it.

John

330

(25 replies, posted in Game Design)

Those could work as the names of the skill trees....
Same for the mages, ect.

That would also allow you to use your favorite figs for players.

John

Excellent.... that works for both the Reavers that I am working on right now, and my fiance's race. Her race, the Slyth'Kra, are a semi-hive minded race of slavers. Both races would consider the crew on an enemy ship to be the prize to be taken........ The Reavers eat them, and the Slyth'Kra implant control modules....

The last thing either race wants is dead crew.

John

332

(25 replies, posted in Game Design)

I am thinking a simple experience chart with a number of combat dice based on level, where each would count as a hit or miss.... hits would do one wound per successful die roll..... with a base of 3 classes.
Fighters, sneaks, and casters.....  (I need better names, but for now, these will work) Casters would be path based, with options, to include the summoning of a minion. (Dark Path mages could summon a skeleton minion, ect.)

I have the basic dice work done, and am working on the armor modifications....but I think I know how that is going to work.......

This game is going to be fast and simple, but with a lot of variety. Monsters will be worth a set experience level, and the experience points can be spent on either levels (adding more hit points and combat dice) or skills (adding mods to help elsewhere)

A skilled adventurer would know how to utilize both. Skills are going to be set up on skill trees, so that really advanced skills have lesser skill pre-requisites. Spells would be handled as skills, with the same restrictions. Casting a spell would require that you succeed in a dice roll with enough successes (some fighter skills could be set up this way, and almost count as "spell trees")

That's where I am at the moment.

John

333

(2 replies, posted in Starmada)

I don't know yet, as I haven't tried it.... right now, I am experimenting with some turrets. I managed to find one of those Babylon 5 extra turret packs, and when I bought my DP9 ships, and my Babylon 5 Oracle, I didn't glue on the turrets....  if I can make spare turrets, I will start producing batches of them for use in scratch-building.

Most of the resin and mold materials are really inexpensive, so the final cost should be very low......

Finally, if you need some  figs at a dollar or so, per fig, try out Studio Bergstrom. The pics on the site don't do the figs justice, and he got mine to me, from Maryland to Washington, in 4 days.

John

334

(9 replies, posted in Starmada)

Yes, because the issue appears to be that the fighters attack a small ship and kill it during the fighter phase. This immedietely puts an explosion on the board, which blocks line of site. If the fighters are behind it, in relation to the enemy, then they can't be fired on.... Next round, the fighters move up.

There is nothing to stop someone from stacking 6 wings of fighters in one hex, and rolling 36 dice against every target, while halving their shields......

One of the reasons that our ships only explode at the end of the turn.......

The other option would be to always run your smaller ships in groups, so that no matter where the fighters are, there is someone with LOS, or to field large numbers of fighters yourself..... at that point, all you would have is two carriers on opposite ends of the board, and swarms of fighters in the middle, with a "may the best dice win" feel to the game.....

At least in my opinion.

John

Actually.... said player is no longer a problem........

I just got an email from his girlfriend..... LOL
She is annoyed that the rest of us spend our time thinking up ways to kill him. She feels that we are "singling him out"........and that he won't be playing anymore..........

I think I am lost.....


OK, question, does a weapon that does no hull damage still do crew damage?


John

336

(50 replies, posted in News)

I prefer the forums over Yahoo, as I get a lot of email as it is..... coupled with the fact that even if you unsubscribe from some groups, Yahoo never forgets that you were there, so you still get the emails......LOL

John

337

(25 replies, posted in Game Design)

A combination die and card system would work... if we go just cards, at least for encounter stuff, then you have a copy of Warhammer Quest.......

I am perculating a die system right now......
I'll post it when I get the details hammered out.
On a side note, I want to leave this game open ended, if possible, as I would love to add free downloadable add ons for our players.

In addition, I want this set up for single player play (random dungeon and monsters.... set by a level.......)

I also have the glimmers of an idea that would allow an open skill system based on the level of a character.....

Definitely working on it now.....LOL


John

338

(9 replies, posted in Starmada)

It keeps the fighters from swarming from ship to ship, while hiding behind ships they have already killed. We haven't had a problem with it in our games, but I can see where someone who uses swarms and swarms of fighters could abuse it........

Unfortunately, there is no rule system in the world that is totally proof against abuse. It would be nice to put in anti-cheese rules, but not practical. So far, the best way I have seen is to have everyone sit down and agree with what should be there.....

Anyways, the logic that we used, was that a large starship does not explode all at once.... That once it reaches a critical level of damage (zero hull), the crew starts abandoning ship..... meanwhile, the hull starts to break up, and systems start exploding, finallizing with a catastrophic explosion a few moments later.

With the vectored movement rules, it can get interesting, as the ship could, theoretically, continue for a bit and then explode.....

Although, I could see some abuse of this as well....... sigh......

John

339

(2 replies, posted in Starmada)

For those that are also members of Starship Combat News, you will know me, as I use the same screen name there...... I am currently working on a number of scratch built figs, and in the process of designing fleets to go with them.  As soon as I get a digital camera, I will start posting pics of various ships I have designed for everyone to see, along with stats for them. Anyhow, I am always open to images, ideas, or what-have-you, when it comes to starship design. I tend to mix and match, or modify things, and sometimes go off on my own with stuff, but everything has to start with an idea. If anyone here has any ideas, drawings, screen shots from computer games, ect..... I would love to take a look, and see what I can come up with. My eventual goal is to learn to resin cast my designs, and make them available to you guys at cost plus shipping. I am not really looking for profit, this is a hobby that I enjoy.

Thanks
John

Also, I am currently designing ships for my Reaver Fleet..... from the movie, Serenity.

He should be happy..... they would have eaten his people, and then left....... The Kayeshi merely used their lasers and gave them cremations.........

John

My Earth Fleet would have rescued them, and given them proper treatment as prisoners of war, even negotiating with the enemy for their return.... the Kayeshi just kill them..... resources wasted on prisoners are wasted resources....period.

John

342

(9 replies, posted in Starmada)

We have a solution that actually came out of an idea from our first vectored thrust style game....
We decided that the ships didn't explode immediately... that instead, you saw explosions ripping up and down the hull, and that at the beginning of following turns, you rolled a dice and added 2 ( cumulative, 2 on the first turn, 4 on the second, ect) and the total was 7 or greater, the ship finally exploded and created the explosion marker. However, during that time, the ship continued on it's current vector at it's last speed....... and the die roll for the explosion was rolled after movement was plotted........

This did result in a ship drifting into a hex with 3 light destroyers, and then exploding.... but was interesting.

Anyways.... the final result is that ships do not explode on the turn they are killed in our game, but at the very beginning of the next turn.
All ships destroyed at the end of last turn are replaced with explosion counters, movement orders are plotted, and the next turn begins.

John

I like the virus bomb.... but as he is fighting the Kayeshi Empire, he is having enough to worry about..... He was trying to defend a space station, and I hit it with approximately 30 drones, followed by a series of Fusion Cannon Shells..... We then proceeded to destroy all escape pods, and left........

The Kayeshi are NOT nice......LOL

John

344

(5 replies, posted in Starmada X)

The Kayeshi Empire is a human empire founded originally 345 years ago by Alyssa Kayesh. I started as an earth colony, which was the result of a poorly calculated hyperspace jump, and a solar storm. The colony ship ended up lightyears past the target they had aimed for, and the ship was damaged on arrival, which stranded the colonists. The colonists made for the nearest inhabitable planet (of which there are two in this system) and started a colony. Unfortunately, one of the local parasites took a liking to the new arrivals, and the population started dying. At that time, Alyssa Kayesh was the ships doctor, and she immediately started working on an antibody to stop the parasites. Of the nearly 6000 colonists that had been onboard, approximately 1000 died before she finished.

Alyssa became convinced that the current leadership was part of the problem, and hid the cure.... only doling it out to those who swore absolute loyalty to her. In the end, another 400 refused and died......alongside the original colony leadership. Which Alyssa had already decided to allow to die. She then began to re-organize the colonie. She set up artificial breeding equipment, that basically allowed each couple to have 6 - 8 children at a time. Each couple would donate genetic material, and it would be combined and used to create large "batches" of children. The end result was a total of 800,000 people within 35 years. From there, she began building a militant society, where everyone has a preset place and job. Everyone works, or faces punishment. As she was dying, she named one of her daughters as the new Empress of the Kayeshi Empire.

The society has spent the last 3 centuries building up a a military force and preparing to create a larger empire. During this time, they colonized the second planet in their own system, and started branching out.  They soon discovered another race that lived in a nearby star system, and in the now typical Kayeshi fashion, proceeded to conquer it. This new civilization was somewhat more advanced in a lot of technologies, but unfortunately for them, the Kayeshi weren't all too interested in trade. Had the Kayeshi actually considered a peaceful means of negotiation, they would have had a chance to learn........ instead, they decided that the other people had nothing to offer, and spent nearly a decade destroying all of them that they could find. During this war, the Kayeshi managed to back-engineer some of their opponents weapons, giving them a +1 tech level in that category. However, their rigid government and belief system, does not allow them to integrate new tactics or ideas very easily. Hence, they have never discovered stealth generators or cloaking devices. ECM is limited to lighter ships, usually Hull 6 or less, and they have not developed spinal mounts. They prefer to use Torpedoes (drones) Tachyon Accelerator Cannons, and Fusion Shell Cannons.  Recent encounters with the Slyth'Kra have convinced them of the use of fighters, and anti-fighter, Gatling Lasers.  However, as these are somewhat new developments, they only use standard fighters, and even with a high rate of fires, the Gatling Lasers do not have the repeating ability (thier fire control systems aren't quite that advanced) They also have never developed boarding pods with marines, as why would anyone want to capture inferior technology?

Currently, they are working on expanding their sphere of influence, and at war with the Slyth'Kra.

::ship designs will be added later, as I am at work, and can't enter them from here::
(any comments on this are welcome)

To be continued

345

(7 replies, posted in Starmada)

Most of my ships run from 26 to 350 points with the rare ship going higher.... I have fielded a ship at 650.

Most games are around 2000, although we have done a couple at 3000 and once at 4000 (major battle in a running campaign....)

Most of the time, we run at TL0, or occasionally TL+1.....
ALthough one guy that plays wants to run a TL+8 game with a 8000 point cap to see what we can build........

John

346

(30 replies, posted in Starmada)

Actually, it is rather cute !!

I would use one or two..... maybe.......

I often use speed 8 corvettes that are Hull 2 with a single range 12 laser with arcs ABCD.  Mostly as harrassers...

Of course, if that misses, then he can't shoot anything else until next turn.

John

347

(30 replies, posted in Starmada)

A fast ship with all of it's weapons in the front arc, chasing it.....

Or move away from him.... he would have to turn around to come back after you, and if you have a ship with a few long range weapons, you could fire with impunity.

Or play on a battlefield with "fixed" borders, no floating hex map, and suddenly he has to avoid leaving the battlefield, which keeps him in range.

In one game, we kind of cheesed our resident player who loves the above tactics........  We basically anounced that we were doing the floating hex map, but that if ships went off the opposite sides of the board, the side with the most hull points leaving was the way the board drifted, and ships on the other side were "lost".
He created his "Jackrabbit" design again, (4 hull, 3 shield... all the weapons on the right side....) and he started racing around the edge in a clockwise motion. As soon as he got to the edge, we had a batch of ships step off the opposite end, and voila..... bye bye jackrabbit.

After that, he started working on his designs a bit better. Also, as a group, we agree to any special rules at the beginning of a scenario..... and our ships and races have to be written up in advance. One of the regular ones that I use gets a +1 to weapons, but cannot use a shield over level 4, and there is a list of special equipment that they cannot use.... to include some of the weapon effects.

The thing is that the entire group should agree on what is cheesy, and run from there.

John

348

(30 replies, posted in Starmada)

I haven't yet seen where the backwards movement has been a major problem......

One of the people I play actually has a Hull 2 ship that moves at 12 with a single weapon. Yes, his backup is 6, but the weapon is only a 1/1/1 for it's
rof/pen/dmg code. I have a couple of ships that carry a few drones, and also several that carry fighters.... it hasn't yet been a major problem.. and he loves to use the backup maneuver.  For most of the ships to get the high speeds that make backing up such a pain, and still fit the extra stuff.... stealth generator, long range sensors, reversed range mods, ect..... They are going to have to skimp on the weapons a bit. If they keep using this, then go ahead, and put either an ECM or Stealth Generator on your own ships. This would force him to close in order to hit you, which negates his tactic. I have also found that when someone starts using "munchkin" (I use the term lightly) tactics, then being forced to face his own tactics tends to fix the issue.
Also, if you use the evasive maneuver option, which bases the modifier on your initial movement value, plus ecm... You not only negate the reversed range modifiers, but also give him a penalty to hit you at long range.  At that point, if he wants to win, he has to close with you. Mix this with a drone carrier (ship with 20 or more drones) and you should be good. Also, remember, drones can be launched in values from 1 to 10 per round, and all of the drones launched in one round form up into a flight, with the same movement as fighters. Since we use the dogfighting rules, I use 2 small drone carriers ( I usually have 6 or so ships at about 2000 points ) and have them launch in groups of 5..... I also assume that the drones do not have to fly in straight lines, they can be programmed or have orders sent to them so I will have the first flight or two stay right near the launching ship, and add more flights each turn. Once I have 4 or more flights of 5 drones each, plus my fighters ready, I advance them all and let my fighters attempt to engage enemy fighters in dogfights, while the drones maneuver through the fight and go for their targets.

This has dealt with most of the times I have encountered the issues you mention.

John

349

(8 replies, posted in Starmada)

You know that we have nothing but love for you Dan


John

350

(25 replies, posted in Game Design)

Actually, I like the idea of a dungeon style game that can be played by two to six players, where there isn't a dedicated GM....... Basically a random dungeon ( using tiles, I have several links for various free ones) and random tables of monsters. I love the idea of roaming around and smashing things, but in normal RP, I end up as GM 99% of the time.  I would love to contribute to this......

John