Please fire the ideas out. There are no bad ideas.
Personally, I like the idea of having a game where we can send feedback to the originators and actually get heard. That puts this one about a hundred levels of better over any other system.
John
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mj12games.com/forum → Posts by Nahuris
Please fire the ideas out. There are no bad ideas.
Personally, I like the idea of having a game where we can send feedback to the originators and actually get heard. That puts this one about a hundred levels of better over any other system.
John
Ok, on the reverse movement.... I tend to allow it, as it does make sense. Considering the fact that you are only moving at half speed, It shouldn't be too much of a factor.
I had one opponent that made really fast ships, with one forward firing large repeating cannon and a high speed. I countered this with the following ships......
Light Corvettes
Hull 2
Shields 3
movement 8
2 light lasers rof 1 pen 1 dmg 1 range 9
special equipment is a few security teams to round out the numbers.....
However, these only cost 23 or 26 points each (don't specifically remember at the moment) and I can always include at least 3 or 4 in any battle group.
I rune these in on his flanks, and use them in conjunction with my fighters and some drones..... The speed of fighters and drones, along with fast corvettes like these tend to severly limit the use of reverse movement.
At least, that is my take on things.....
John
If you really want to get nasty..... hand design the ships, and use the option for bombers..... They are there in the fighter rules. I used 2 wings of bombers and 4 wings of fighter escorts on some enemy capital ships during one game and the results were really nasty...... I also usually keep a wing of fast fighters around to hunt down drones and boarding pods during the game as well......
I personally would like to see a fighter option where the fighter carries a single shot heavy weapon for use against a capital ship // for now, I am making Hull 1 ships with expendible weapons, and insane engine speeds to simulate.... but would love to see a wing of maybe 3 torpedo carrier fighters with a single shot torp each, plus the standard fighter weapon.....
John
Personally, I would love to see copies of the counters.....
More ideas for scratch building....LOL
Nahuris
Thanks Much,
I joined the group, and will register tonight, as I am at work right now.
Nahuris
Easily 10 plus for me.
I don't necessarily mind a yahoo group, but I prefer a single location that is available to everyone. And to have it here, rather than having to check back emails.
Nahuris
Since I am really new.... where would I find it?
Nahuris
On the ninth day of Christmas, my admiral gave to me....
Nine mines a-waiting,
Eight sunbursts exploding
Seven Drones a-launching
Six Boarding Parties
Fiiiiive Anti-matter bombs...
Four Auto-cannons
Three neutron beam guns
Two fighter bays
and a heavy plasma cannon battery
My fiance and I play regularly..... and most of the weapons we use are in the 1/1/1 category, with a few heavy weapons to round it out......
The big question that she and one of our other friends is asking is do weapons that do no hull damage kill crew?
She is creating a slaver race.... basically, they are dying out, and prefer to use other races to fight for them. They implant units into their slaves, to control them, ect. She prefers to take a ship intact, and uses a lot of weapons that do no hull damage.....
The other player is developing the concept of the creatures from the Aliens movies as a space fairing race......
They hunt others for food and host purposes.
Neither of them want to kill an opponents crew, just disable the ships. since the crews are the real prize. I wanted to put this out for the official answer. I don't care, but one of our players feels that since the crew is the prize, that the other players shouldn't get a discount to cost, just because it is standard for the race. Currently, he is stating that all of his crews come with cyanide injectors built into the uniform, and if the ship is being captured, the crew automatically dies....... yadda yadda
I don't see where the problem lies, as once the ships are disabled, the battle is over...... What does it matter if your crew is captured, eaten, or dies of cyanide poisoning..... the next battle sees the ship back with a new crew, so it shouldn't be an issue.
However, in the name of argument avoidance, what is the official answer?
Nahuris
I'd be interested in it.......
I am always interested in meeting new races.'
Nahuris
I mentioned this elsewhere......but maybe adding Enhanced Life Support at 5 percent of your total SU's It would be the same as having Armor Plating on your crew when they are attacked by crew casualty weapons...
And also, the inclusion of various races and peoples. I am working on the concept of creating scratch built ships with supporting races and technologies. I would love to be able to post them where people can look and critique to their hearts content.......LOL
I really like the idea of an expanding universe with more races and ships being discovered.
I did join the new Yahoo group that was posted elsewhere, so I am going to be placing stuff there, but it would be awesome to see finallized versions of the races added here. I plan on scratch building my own ships, but also, if we have the people here who can do it, maybe have a counter section for the races as well. That way, we can share our creations with each other and see how our creations fare when pitted against others..........
Nahuris
I got mine off the Cold Navy site, and if you already have been there, they have some counters......
Also if you go to www.star-ranger.com and check the forums, there are dozens of links to various counters....ect.
Also, check out Studio Bergstrom. He does some really good figs, at low prices......most of them at only a dollar each. I have quite a few of them, and they work great. Here's the link.....
http://www.geocities.com/Area51/Meteor/4155/thumbs/orderform.html
Just remember, above all else, have fun.
Nahuris
I just got approved as a member today..... evil grin.......
Next is my digital camera, so I can send in my attempts at scratch building.....
Nahuris
How about just discovering Starmada within the last year??
Nahuris
Now on my end, I like weapons at 15 - 18 range for Long, and 9 - 12 for short...... relying on the 9 range a good deal. Since fighters have a weapon range of 1, having weapons in the 3 range isn't that much of a problem, for anti-fighter use......
I usually make my long range weapons fairly accurate with inverted range modifiers, but slightly lighter damage, and my range 9 - 12 weapons, at the top of my damage chain. In my mind.....Lasers are really accurate as they travel at the speed of light, and have good ranges, while ballistics are more damaging, but have shorter ranges due to travel times.... after a certain range (9 - 12) they become impracticle, as the target can plot the trajectory and move out of the way...... hence the shorter ranges.
Nahuris
I fully support story line driven play.... i.e. a race comes up with a new ship based on some new advanced tech, so you have one as part of a fleet with older designs.
The issue that we had with this player is that he sat with a calculator and found that two ships at 6 hull points with advanced tech, were cheaper than a single hull 12 ship with the same tech levels..... He would sit and spend hours min/maxing every point... which, Ok, in a one off game where the objective is to win with this many overall points, was fine... but when you are doing campaign style scenarios... it became a problem.
He also has a hull 1 ship, w/ 1 shield and 1 move that is nothing but a flying hospital. He never puts it on the table.... it is considered in reserve, but he likes to count the medical on it for his restoring crew casualties. He has a hull 20 ship that is at engine 1, and shield 1 w/ no weapons, but is nothing but repair bays for the same reason...... Again, I support the mobile repair bay, and would love to see a battle where he is defending it, while the other players are trying to take it, but he either refuses to put it on the table, or suddenly has to leave and go home.....ect.
Part of this is a mild rant, I guess, and looking at it, I do apologize to the other readers.
What actually came to mind when I first saw this thread was not just the certain weapon combos, but some of the remarks. That's why I put out my Improved Life Support idea. It gives you armored crew quarters and gives the same protection to your crew that armor plating gives vs. extra hull damage, ect. Some other things I would love to see is short range weapons that maybe have a -1 vs capital ships, but roll as normal vs. fighters w/ range 3 or even 1 (think the Firelance Frigate in Star Wars.... a small size capital ship designed to take out swarms of fighters) and maybe throw out a mod to the spinal mount to give it a touch more clout.
I once had a ship with 11 hull and 5 shields killed via one hit from a hull 14 spinal mount. It happened, and that was cool.....however, later in that fight, along comes my little hull 2 corvette, which had taken a couple of ion cannon hits (no hull damage) and was reduced to 1 shield. I then was hit by that same spinal mount (I hadn't been able to do anything about it yet). I am figuring that I am so very dead there, but the player rolled a 1 on the PEN die. Next turn, he hits me again, and again rolled a 1.... other than the comedy of this itty bitty ship taking hit after hit, there was a bit of playful frustration on the other players part.... (no anger, just sort of "I can't believe this")
We talked after the game, and came up with an idea that gives some oomf to a spinal mount, without using the anime rules.......
For every 2 hull points or fraction thereof, you get 1 penetration dice, w/ dmg 2. A 10 hull ship would get 5 dice to penetrate, and up to 10 dice damage, so the damage didn't change.... he still gets the range normally associated with spinal mounts, so the advantage is still there. With odd hull values, you get a slight advantage, but not enough to unbalance the issue.
The other idea was to have the ability to add some of the weapon special values to the spinal mount.... but then again, a hull 16 ship firing a spinal mount w/ re-roll hit, extra crew casualty, and no hull damage (had to throw it in) just kind of gives me the willies. Actually his example was repeater with extra hull damage......LOL
We have tested the first way out, and it does work well, with Spinal Mounts now giving glancing blows, and not everything relying on a single penetration die. It seems to work with us, and isn't causing any real unbalancing issues that we have seen yet. I don't know if anyone else has tried any mods with the spinal mounts, but I would be very interested in seeing them.
On a side note, I like to scratch build my ships, and I like creating my own designs..... I would love to see us all get together and create our own races and ships.... I'd love to see if we could make an open game universe for play.
Nahuris
I do know that one of the house rules that we use is that a ship can only be in one fire arc at a time. This same player would make a whole bunch of weapons, place some in the A arc, and some in the B arc and then declare that if he was pointed right at you, you were obviously "on the line between arcs" and therefor in both fire arcs........
Actually, as I was typing this, I had an idea...... maybe we should sit down and create a "guide to playing ethics." More of a guidline for players, than a rule change, or disallowance of things that are currently within the rules......
Like I mentioned, I could see the Ferengi using a weapon that does extra crew damage, but no hull damage, while something like the Reavers in Serenity would use the No Hull Damage, to get as many edible crew as possible.....
Nahuris
The weapons became unbalanced when the player gave the ships a movement of 1, shields 5 and then has the cannons with Extra Hull Damage, Continuous Damage, and Increased Damage with must re-roll penetration to get the cost back down..... ect. It is more the fact that I actually saw him do 21 dice of damage in one shot to someone else that was annoying....... he set his weapons to fire in ACE and then parked the ships right on the edge of the board they were using.......
I guess the issue is the minimizing / maximizing withing the game system, not the issues on the weapons themselves... the extra crew casualties w/ no hull damage would make sense with a race that is out to steal technology, or someone like the Ferengi from Star Trek TNG. However, I would expect to see something like this on a few ships within their fleet ( maybe with oversized engines for maximal towing capacity) // rather than on every ship in the fleet.
The other thing was one player that would design a bunch of hull 6 an 7 ships with really high tech levels (usually +1 in all categories, or +2 in weapons and +1 engines and shields) while his larger ships were set at zero in all categories, to keep their cost low. He would have fits if he was forced to use the same tech levels across the board.....
Maybe there would be a way to push a better balance within the system.... or make it the standard that everyone agree with certain rules before a game starts.
I have actually run into the Extra Crew Casualty w/ no Hull Damage combo once as well..... I only managed to pull off a draw out of shear luck.
I had a trio of hull 3 ships, armed with Sunbursts........ Since a sunburst creates an explosion counter, and explosions block line of site, I basically fired them at empty hexes, and used them to block fire until I was close enough to group fire on the ships with the combo...... couple that with the fact that my fleet included a carrier w/ 8 flights of fighters, and a drone carrier, and I was able to pull a draw on the scenario.......
Since that day, I have noted a number of combinations that are similar.....
Ships with large numbers of longer range weapons that are No Hull Damage, and very short range 3 weapons w/ ROF:1 PEN:1 DMG:3 that also have Extra Hull Damage and Increased Damage, or Continual Damage, with Must Re-Roll Penetration.
They use the NHD weapons to take out your shields and then they have a much better chance of hurting you severely in close with the other weapons.
For the crew casualty issue, one of the tactics I came up with was Protected Crew Quarters or Enhanced Live Support (I hadn't decided which). Basically for 5 percent of your SU, you get armor plated crew.
One of my other players buys a batch of drones and removes 1 crew unit..... the drones are listed as "Droid Crew" and counted as the missing crew unit..... immune to Extra Crew Casualty weapons. When a ship is forced to run on Droid Crew, they have a -1 to all fire and cannot use cloaking devices, due to the limited AI. Also, the droid crew is dormant until all living crew get killed, and then they become special equipment, and can be hit as such.
John
mj12games.com/forum → Posts by Nahuris
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