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My takeaway from this thread is that Dan purchased d6's. I would have thought that by now He would have a surplus of several thousand idly hanging around his house just waiting for an attack roll.
Erik
Edit: hope you ordered some d7's for your light fight flights.
The Escort trait is such a simple and obvious addition that it just has to be included! The perfect way to simulate centauri guardian arrays from B5Wars among other things. Kudos!
For Jammer maybe make it a penalty like fighter screens rather than completely blocking line of sight. Maybe Jammer would block line of sight if using Target Acquisition Gear. Just a couple of thoughts.
Cheers,
Erik
mj12games wrote:Personally, I prefer the larger number of smaller ships. But to each his own.
It's amazing to me that, 23+ years later, I'm still fighting hull-size-creep. The early versions of Starmada had a hard cap of 12 hull points.
Like you say to each his own. I prefer my battles to be more drawn out with ships getting battered rather than the Space Battleship Yamato/Starblazers-style ship shoots, hits another ship, that ship blows up. It's one of the nicest things about Starmada that players can build with the same rules to tailor their ships to the way they like to play.
To me the problem with the biggest ships being limited in scale is not the big ships being too big, its scaling the small ships so that they "fit" with the big ones. If I have, say, the equivalent of a 57,000 ton WWII battleship capped at a Hull value of 12 it's very difficult for me personally to build a low-end ship like a WWII DE that has the right attributes...At the "scale" of the BB the DE ends up being either too big at a hull of 1 or representing a group of ships which I just don't like as much.
Erik
mj12games wrote:I like the tactical use of probes -- suggested by someone on this forum whose name escapes me.
I believe that was me. :geek: Have to admit I was a little too excited to see the rules in the new edition!
I was and have been a proponent for "things other than stuff that goes *pew*pew*pew*" having a game impact. I would rather not have a piece of equipment called a Probe that is really just another weapon than have it just to put on the design.
I Think every game gets exceptionally dull when it is all about simply smashing away at opponents.
I did like the scouts/escorts, though I did feel they were a bit over-priced for the in-game effect, and I like having "terrain" and other fiddly bits because they spice up the game to me. Everyone has different ideas about how they want their game to be though and that's why Starmada is kind of the perfect balance of gameplay flexibility. Go more point-shoot-'splode if that is fun, or build bigger more complicated ships and games if that is your thing, without the game getting too bogged down by encyclopedic rules.
Cheers,
Erik
mj12games wrote:I don't see why both couldn't exist in the same universe. Expendable and Ammo x1 are nearly identical, but not quite.
In that case I would lean toward a rule limiting the expendable weapons by hull size some how while not limiting the ammo weapons...To eliminate the expendable "swarm" discussed in another thread, and justify Ammo. I really like an Ammo trait myself where a weapon gets X shots but only 1 at a time for simulating a wide range of guns or missile type weapons.
Erik
I would think that this would be instead of the rules for Expendable weapons, correct? Do you think a tweak could be made to the current Expendable rules so both could exist in the same universe? I am specifically thinking of things like Salvo missile launchers vs Salvo missile racks in Full Thrust and Starfire's fixed versus external ordinaance launchers. The advantage of the racks is that you can shoot them all at once but they are limited in number by the hull size (*surface area) while "internal" launchers my be slower firing but have larger magazine space. Just thinking out loud as usual.
Erik
Count me as curious.
When you say all the necessary game components do you mean physical pieces or content?
Would there still be an included construction system?
Would "scale" be altered to make it faster playing, or would that be a function of the reduced record keeping?
Erik
mj12games wrote:The Unity Rulebook is out, the first two Star Fleet Armada updates are nearing completion...
What do you want to see next?
I would like to see something that takes the deep space combat of Starmada and brings it to the orbital interface. Starmada: High Orbitals Include rules for ground defenses/facilities , orbiting bases and defensive satellites (I know these can be done now but thinking some non-ship specific improvements) interface assaults (shuttles and other landing methods), pinpoint ortillery strikes, general planetary bombardment, ground-based ships/fighter launch & landing. You know, that kind of stuff. Maybe tie it in with a Quantum Legions or something along those lines.
Just my 2 cents,
Erik
After reading through the rules a couple of times I feel like Unity is more like Admiralty refined than my initial feeling that it was a blend of AE and Nova.
To me that's a good thing.
A couple of things were familiar enough that I had to re-read them a couple of time to appreciate the subtle changes that have made them more elegant. I had more than one "Aha" or light-bulb moment reading through things.
This release has got me to blow the dust off of a couple of projects that I started back in AE that never got off the ground quite the way I wanted in Nova.
Without having played a game yet I still feel like this is the best version of Starmada yet, drawing from the design lineage of its predecessors in all the right ways.
I don't usually say this to people who take my money for a product, but thanks Dan
Cheers,
Erik
My initial thought after doing a quick scan through of the rulebook is this is exactly what I personally have wanted...A true fusion of the best parts of previous iterations with some tweaking here and there and a sprinkling of new things. I feel like Unity takesvan excellent step back to being more UNIVERSAL. I felt like Nova was tailored to SFU gameplay in some ways. For me, I spend far far FAR more time tinkering with ship design and conversion than actual gameplay and Unity looks like it will be more enjoyable for me in that respect.
I plan on spending the afternoon pretending to take pictures of my kid hunting for Easter eggs while really reading through the PDF rules on my phone. I'm sure my wife won't notice
Cheers,
Erik
PS Yay probes!
After witnessing a few MJ12 reveals over the year I can honestly say I don't think Dan can help it...He's just a natural born tease
murtalianconfederacy wrote:I've only seen supplements (such as Sol Cruiser, which was based in the 2300AD universe but free), so I don't know that much, but I'm interested...:D
As far as the 2300 AD setting goes the classic line regarding how the space combat is handled is that it is like "hide and seek with bazookas". Detect, identify, engage with missiles looking for a quick kill or at the very least to weaken the enemy, and then close and hose with beams/submunition detonation lasers. It's kind of an interesting cross between submarine combat and ironclad era gun duels.
Erik
murtalianconfederacy wrote:I've only seen supplements (such as Sol Cruiser, which was based in the 2300AD universe but free), so I don't know that much, but I'm interested...:D
Of course you're interested! I can't imagine a universe in which you wouldn't be.
I just wonder how many other people might be left around these parts. It's awfully quiet most of the time.
Cheers,
Erik
Kafer Battle Fleet
The Kafer fleets have two basic purposes; defeat enemy fleets and deliver ground forces to a target world. To that end, just about all Kafer warships have been designed to go head to head with enemy ships while carrying a troop contingent. Kafers do not normally provide escort to rear -area transports and cargo vessels, though these types are usually armed and more rugged than comparable human vessels. Kafer system defense is typically handled by a combination of ground based fighters, liberal use of sentinal mines and ships too damaged to be part of their respective fleets. However, in Kafer "home" systems it is not unusual to encounter concentrations of warships preparing for battle even if they are not technically tasked with defending a system.
[attachment=0]Kafer Ships.pdf[/attachment]
A couple more smaller fleets without descriptions...
[attachment=0]Scandanavian Ships.pdf[/attachment]
[attachment=1]Mexican Ships.pdf[/attachment]
[attachment=2]Indonesian Ships.pdf[/attachment]
Some fleets without written abstracts...
[attachment=0]Friehafen Ships.pdf[/attachment]
[attachment=1]Azanian Ships.pdf[/attachment]
[attachment=2]Arabian Ships.pdf[/attachment]
Australian Fleet
Australia's small space force has two primary missions: colonial defense and commerce protection. Because of its focus, the Australian fleet is primarily composed of destroyers and frigates capable of flexibility and economy. With just a few cruisers available and no large capital ships, Australia has no true "battle line" capable of going toe to toe with enemy fleets. In any major conflict Australia can count on its close alliance with America, and would certainly adopt a "commerce warfare" doctrine.
[attachment=0]Australian Ships.pdf[/attachment]
Texan Fleet
The small Texan fleet is largely defensive in nature protecting core and colonial assets. Texas's interstellar warships are limited to a handful of destroyers and frigates, but their most potent capability lies in its ground based fighters. Relative to its size, Texas has built up the largest fighter force of any Terran nation. Composed initially of purchased and later license built, American fighters, Texas has now developed and produced an excellent domestic design. The Javelina interceptor has even garnered some attention from potential buyers looking for a solid but economical colonial defense fighter.
[attachment=0]Texan Ships.pdf[/attachment]
Ukrainian Fleet
The Ukrainian fleet, while not on par with those of the great powers, is one of the most capable of any "tier 2" nation. Built first and foremost for defense of its few colonies, Ukraine's fleet is a good mix of types with solid domestic cruisers and destroyers supplemented by new construction frigates and fighters purchased from France. Ukraine has little need to maintain a strong core presence, instead focusing its strength deployed to its developing colonial holdings.
[attachment=0]Ukranian Ships.pdf[/attachment]
Russian Fleet
The Russians have no extra-solar colonies as of yet, however, they have been ramping up for a colonial effort somewhere along the French arm. Because of this, their meagre space forces have seen a recent surge. To back up the older, second hand French frigates and handful of auxiliary cruisers, the Russians have ordered new construction frigates from France and have begun deployment of their own home-grown frigate and destroyer types. While these vessels are at least a generation behind the current cutting edge, they represent a huge leap forward in capability for Russia.
[attachment=0]Russian Ships.pdf[/attachment]
Brazilian Fleet
The Brazilian fleet has some very difficult tasks that have very different requirements. First, the Brazilians must maintain a strong "fleet in being" to oppose Argentina and their Mexican allies in the core systems. Beyond this, Brazil must also be able to support its colonies at a great distance from earth. The greatest number of Brazilian ships can be found at the core, to be a strong presence should hostilities begin. However, most of Brazil's most capable and powerful vessels are typically on long patrols to their colonies or into areas where they can strike at Argentina's holdings if necessary.
[attachment=0]Brazilian Ship.pdf[/attachment]
Japanese Fleet
The Japanese is a mix of modern, heavy combat units and mostly older escort type vessels. Through its close ties with France, Japan has in the past been able to secure licensing agreements to build their own versions of French warships. More recently, the Japanese have been expanding their fleet, mostly through domestically designed craft. With a small merchant fleet and colonies within areas they can count on French protection, the Japanese have localized their fleet into a few, strong squadrons.
[attachment=0]Japanese Ships.pdf[/attachment]
Argentine Battle Fleet
Argentine naval doctrine is divided between forces capable of conducting long range patrol and strike missions, and maintaining a core fleet strong enough to oppose Brazilian forces if necessary. The bulk of argentine ships are "cruising" type ships employed along the "Latin Finger" of human exploration. Assets in the core systems are considerably more modern but far less numerous. Argentina relies on its close alliance with Mexico to bolster its combat fleet in the event of open hostilities. Because it is stretched so thin, and has a meagre merchant fleet anyway, Argentina has little or no commerce protection capability.
[attachment=0]Argentine Ships.pdf[/attachment]
Manchurian Battle Fleet
The Manchurian fleet is built around the concept of commerce warfare. Most offensive units are intended to avoid contact with enemy fleet elements while striking at vulnerable merchant and auxiliary shipping. In addition, Manchuria maintains a small but potent fleet of main combatants mostly in defense if their core holdings. Colonial defense is limited at best with a handful of patrol craft supported by planet- based fighters.
[attachment=0]Manchurian Ships.pdf[/attachment]
German Battle Fleet
The primary mission of the German fleet is maintaining a "fleet in being" sufficiently strong enough to oppose France if needs be. Strong squadrons are never broken up to cover larger regions, but held in strategic "choke points". The secondary role of colonial defense is the province of large numbers of planet-based fighters and a handful of patrol craft. German naval assets are totally inadequate to provide merchant protection, but many commercial vessels carry some defensive weapons and a few auxiliary cruisers are available for some duties.
[attachment=0]German Ships.pdf[/attachment]
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