It seems the transfer is about complete. Let me know if you notice any issues.
The only thing I have seen is that there are no avatars, I haven't noticed any other issues during my crawl through the forum.
Erik
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mj12games.com/forum → Posts by Blacklancer99
It seems the transfer is about complete. Let me know if you notice any issues.
The only thing I have seen is that there are no avatars, I haven't noticed any other issues during my crawl through the forum.
Erik
I'm buying stuff as fast as I can, Dan.
At t his point if you want me to buy more you need to release more.
I'll second this! I'm personally looking forward to your baseball game and I will continue to greedily snap up Starmada products as soon as they become available. Hell, I bought Wardogs, and I'm not sure why :? I think you have embedded subliminal messages in the game cover art on the website!
Erik
Got the Art Fairy whipping up 3-D models of invaders for a print on demand type thing, or planning on going with sculpted masters and a full production run? Are you confined to the original arcade Invaders or can you model those as seen in say, the Atari version? Will this interfere with the production schedule on the Yar's Revenge RPG or the Centipede CCG?
Keep up the good work Cricket, and go easy on the rum-cake
Erik
My copy just arrived in the mail, and I can't wait to get into it! First impression from a quick flip through is that this book just looks a little more "polished" than the previous Trekmada installments. Maybe I can feign illness and avoid Christmas decoration duty tonight to get some reading in
Erik
As usual I will wait for it to appear in my FLGS in a few weeks.
I WISH I had a FLGS
Thank goodness for the internet though!
Erik
Ordered my copy moments after I saw your post. Gawd, I am such a junkie
thanks for the post, I was watching ADBs product page and you had this up before they had the update in their store as a new release!
cheers,
Erik
Sounds a bit like the high drive missiles from David Drake's Leary-Mundy books.
-- This is were I pretty much got the idea.
The missiles are for long range engagements for the most part, since they hit better and do more damage at the long range band.
I've been torn about how to best represent high drive missiles from this setting. In some respects they are standard weapons, with arcs and a limited number of launchers. On the other hand, they are Seeker-ish as they take (relatively) a long time to reach their target at max range and they can be shot at with plasma cannons, which can vaporize enough material from them to alter their course and make them miss. Now that I think about it, a compromise might be to use a variation plasma torp rules from Romulan Armada which only allows them to fire in torpedo mode and uses ammo each shot. Just a thought.
Erik
These are missiles that have no warhead. All they consist of are a homing device and an engine that propels them at near light speed. Since E=MC[size=85]2[/size] when they hit their target their mass is awesome.
HVKM, RANGE 15, ACC +4, IMP 1, DAM 1
Inverted Range Mods - the further it travels the longer the onboard targeting sensor has to get a better lock.
Inverted Dam. Mods - the longer it travels the faster it accelerates - giving more mass and damage.
The ships usually have a limited supply of these missiles available. Give it an ammo limit.
Sounds a bit like the high drive missiles from David Drake's Leary-Mundy books. In fact, earlier generation missiles with only a single converter/drive would have the Minimum range trait as they couldn't get up to speed fast enough to engage a target at point blank range. The only difference is that those missiles are "dumb" and fired on a purely ballistic trajectory.
In general, I think that if you are in a "merely" Newtonian space combat setting, a purely kinetic energy round would be just about the most efficient ship killer.
Erik
Blacklancer99 wrote:Why do I have the feeling that George Lucas has somehow sensed a disturbance in his copyright material and contacted his lawyers even if he hasn't seen this yet?
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It really is a nice counter.
Cheers,
Erik
PS I'm still wondering how much it took them to pay him off to use Droid for the new phones!Perhaps you are right, some can be party poopers.
Now, if this thread had been called The Battle of Sloth.......
Not wishing to create any problems, I will delete the counter.
Paul
Gee, sorry to be the wet blanket I just remembered all the stories of times Lucas has used litigation to crush anyone that came close to his money making machine. I'm sure a counter on a forum couldn't hurt...could it? Although, from what I remember reading, I'm a bit surprised Lucas hasn't tried to get a royalty for every child named Luke born since at least 1978!
Erik
I'll start you off.
Did a basic counter layout in Page Plus so I can just change the numbers and add a small graphic.
Then it is just export it as a png, Ta Da!
Maybe not brilliant but simple. Of course it would look better as a pdf sheet but that would be overkill for one counter.
[attachment=0]AT-AT counter v2.png[/attachment]
Paul
Why do I have the feeling that George Lucas has somehow sensed a disturbance in his copyright material and contacted his lawyers even if he hasn't seen this yet?
It really is a nice counter.
Cheers,
Erik
PS I'm still wondering how much it took them to pay him off to use Droid for the new phones!
Alex Knight wrote:I'd hate to see an SSD or Death Star...
Who cares. Just one well placed shot and the Death Star is toast.
Marc
And it has been established that a kamikaze A-wing will cripple a Super Star Destroyer- gee, these Imperial Super weapons hardly seem worth the investment!
Erik
THese look great, but I notice that none of the weapons shoot out to 18. Not to be critical, but the BBs I play which are speed 4, with weapons that shoot out to 18 could eventually pound these large ships to destruction without their being effectively able to reply... :?:
Perhaps the heaviest weapons on these ships should eb able to fire out to 18. 8-)
I don't think it is fair to compare a source material conversion with player created designs. In the conversion you should be balanced against other ships from that source material if you use a unified system to accomplish the conversions. Players creating their own designs free from constraint of the source material's imitations can do anything they want min/max-ing. If the weapons in a given universe are relatively short-ranged, then that is what the person doing the Starmada version should stick to, as long as that design is going to be going up against ships from its own Universe.
Erik
Ok, instead of doing the work I was supposed to be doing I used excel as a die roller and tested the random nodal map idea with some simple graphics. All in all I think the system works, but I was wondering what others thought. I generated 1 route at a time alternating blue and red empires until they came in "contact". As you can see, it didn't take long, and did not require and fudging. This jives with some of the trials I have done with pen and paper, all though I must admit a couple of those have gone several systems longer before contact, but not that many and not too often.
I think the ideal way would be for a 3rd party to generate the map and then let other players "explore" it, and that way it could be tweaked a bit to taste.
Cheers,
Erik
Erik, I hope you're happy. I just bought the first two books in the Leary-Mundy series.
I'd be a whole lot happier if I was getting a royalty for it!
Enjoy the reading!
Erik
Just wanted to note that I had edited a few more things after doing some test runs creating nodal maps. I'm not totally happy with the somewhat dubious wording which I think is a bit confusing, but I am happier with generated results. I did a two Empire map by hand on hex paper and it took about 5 systems generated each for them to come in contact. I don't think I will ever find the "perfect" solution for anything, but I am willing to keep trying
Erik
I kind of like the Lost Fleet series for more "Newtonian" space combat. I keep meaning to do ships from the series, but I always seem to find something better to do with my copious amount of free time
I like the Leary-Mundy books as well for an "Age of Sail in Space" type combat, but without elite officers, I can't imagine trying to make the Sissy in S:AE
Erik
The system so far is awesome - really like it. Keep going!
Thanks. I don't think there will be any additions to the system as it stands as it has already grown too large for my taste, though that is mostly do to the additions of the various options.
I also wondered how it would be not to have VPs at all - which might mean beefing up the EPs from colonies, so that territory becomes worth fighting for and the only tactical victory is staying on the map - making it a fine call about when to turn tail and run for hyperspace with your fleet (leave it a bit too long and you might lose everything). Interested in what you think...
I actually removed VPs from the "economic" considerations of a campaign, and as you point out can only end a scenario when the vp criteria are met. Personally, I have no problem playing until the bitter end, and have played a number of enjoyable games like that. Often I have found that doing so leads to the "winner" being much more badly mauled than if the game had ended at the VP point. I left VP victory determination in the game mostly because that is the default for Starmada, and it will generally leave more ships available for both players following the scenario which is useful in terms of the campaign. I can see were having an open ended scenario would lead to more decisions about when to run away from a fight though, so I don't see any reason why it couldn't be played that way. Does anyone else have an opinion?
Thanks for the comments.
Erik
Blacklancer99 wrote:And why not the same SU/cost as the tractor beam?
Mostly because the Tractor beam is a multi-purpose system while this has just one effect, so to my mind it shouldn't be as "beefy".
On the other hand, the GS could have some more interesting effects than a tractor beam.
Marc
Hmm,so does Interesting give a x1.5 modifier
I can see it now:
RNG 6 ACC 5+ ROF 1 IMP 1 DMG 1, No Hull DMG, Interesting
Erik
And why not the same SU/cost as the tractor beam?
Mostly because the Tractor beam is a multi-purpose system while this has just one effect, so to my mind it shouldn't be as "beefy".
Ok, except that the area effect is not really what I would like for such a weapon.
Well, the area effect, and in fact all of the statistics were only there for my attempt at pointing as the GS would be handled as a piece of equipment, not a weapon anyway.
Erik
I just noticed that my X-Wings should have the Independent trait...I figured I would say something before somebody else nailed me on it
Erik
I'm just a bit at a loss for SUs for this. Maybe for purposes of adding it you could create it as a weapon with RNG 6 ACC 5+ ROF 1 IMP 1 DMG 1 No Hull Damage and Area Effect (I know it only effects 1 target, but that's added to give it more girth, and hey, it technically does affect an area! ).I also wonder if it would be better to "abstract" it into a 360 degree system, instead of having arcs, sort of like tractor beams are treated. Still not sure that would be proper points anyway.
By the way, I would probably just use the same exact thing for the Minbari gravity net, even though it is a bit different.
Cheers,
Erik
Not sure if this has been brought up before (didn't find anything in a search), but I'm wondering how much it would break balance with the current system allowing Carrier Capacity to carry Flotillas.
My first thought would be allowing Carrier Capacity to store a Flotilla if it's Capacity was equal to the SU's that flotilla used (i.e. 160 for a 4 ship flotilla maxed at the 40 su per ship).
If that does break CRAT/SU balance, has anyone else toyed around with this to make it balanced with current "vanilla" Carrier Cap?
The only thing that I can see would be in points...since fighters aren't "pointed" the carrier includes the cost in itself. Flotilla ships do have a point cost so, you would have to either have a house rule that omitted that when including them on carriers, or you are basically getting overcharged for their services. However, some might let that stand anyway figuring that it is the price that must be paid for bringing along the bigger ships.
Anyway, that's just my thought.
Erik
I started to do some stats for some of the Separatist ships but the sheer number of weapons, the lack of a proper range of ships and the ridiculous number of weapons that the ships are supposed to carry stopped me in my tracks.
.
Group the weapons into batteries if you can and then scale the # and damage and so forth. I think that whether a ship is pounded by 8 batteries of turbolasers in a volley or by 800 it doesn't matter as long as the "game effect" is playable. Oh, and I wouldn't want to roll dice for 800 weapons at a shot.
The navies have no real thought given to them
They are designed to look pretty on the big screen, and in Star Wars in particular, awe you with their sheer size. Coherent design and fleet doctrine was probably not given much thought
Erik
What is Bekosh's MacroFighters? I did a quick search and didn't turn up anything. Is it a homebrew Starmada ruleset?
Earlier in this topic Bekosh posted up SW Fighters that traeted them as full sized ships in the Starmada rules, with hulls from about 3 to 7. The Millenium Falcon came in at 18 Hull...and therefore they are "macro" scale fighters,
Erik
pixelgeek wrote:I started to do some stats for some of the Separatist ships but the sheer number of weapons, the lack of a proper range of ships and the ridiculous number of weapons that the ships are supposed to carry stopped me in my tracks.
The navies have no real thought given to them.
This is probably because SW is extremely hero-centric, and capital ships are therefore relegated to set dressing and special effects platforms (whereas fighters are central because they can be operated individually). This also leads me to conclude that Bekosh's MacroFighters are the best way to handle movie-like SW space combat (and also a really neat idea to start with).
Blacklancer: yeah, those look pretty reasonable. I like the dual-mode on the X-Wings. What references were you using?
I actually noticed that I screwed up the ISD as it was supposed to have 6 TIE Flights, but anyway it was just an exercised in "scaling" such big ships to managable levels, but thanks. I used the West End Games Star Wars RPG for the basic stats.
Erik
mj12games.com/forum → Posts by Blacklancer99
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