26

(14 replies, posted in Starmada)

Any update on Distant Armada/Battleships Armada?

Thank you for clearing that up, Daniel. I totally forgot about that - Starmada shield totals should equal 20% of total FC shield boxes, with adjustments made accordingly where necessary.

The imminent release of both Distant Armada and Battleships Armada for SFU Unity has caused Starmada to again rise to the top of my admittedly lengthy and diverse list of interests. Today I was going over the game materials, mostly perusing my collection of starships, when something caught my eye.

Looking at the Klingon E4 Light Frigate, I started to wonder about those shields. 7-3-3-3 seemed very front-heavy to me. So, referencing the FedCom ship card, I ran the numbers. Recall the formulae for determining shield strength in Starmada SFU:

Starmada Fwd = Shield #1 x 30% (rounded up)
Starmada P/S = lower of Shields #2 and #3 x 30% (rounded off)
Starmada Aft = Shield #4 x 30% (rounded down)

In FC, the E4's #1 shield is rated at 21. 30% of this yields 6.3. Rounding up we get 7. So far, so good.

All the rest of the E4's shields are rated 12 in FC. 30% of 12 is 3.6. Rounding down we get 3 - the value of the aft shield in Starmada. But shouldn't the P/S shields in Starmada be rated at 4 since they are meant to be rounded off? Or was an exception made to preserve the sameness of all but the forward shields on the FC version?

29

(14 replies, posted in Starmada)

This is AMAZING news! I hoped for Distant Armada. Getting Battleships as well is just...incredible!

Never mind winter - the General War is coming!

30

(14 replies, posted in Starmada)

Can I expect Distant Armada Unity under my Christmas tree this year?

31

(7 replies, posted in Starmada)

Recently, Daniel said that Distant Armada Unity was 90% finished. See below. I've been looking forward to it as well.


http://mj12gamescom.ipage.com/forum/viewtopic.php?f=2&t=12777

Cool! Looking forward to the Hydrans. I'm also very curious as to how the Lyran Expanding Sphere Generator will be implemented.

The Captain's Log ship collections. I'm specifically curious about the Andromedan and ISC ships, since it will be a long time before they are officially ported to Unity. Also the Fed Mars-class and Klingon B-10 BBs.

Also, any news re: Distant Armada Unity?

If I were going to purchase an older product with the intention of converting the ships to Unity, would I be better off with Admiralty or Nova? Note that I am specifically thinking about the SFU here.

35

(0 replies, posted in Starmada)

If anyone is interested in utilizing a simplified form of impulse movement in their SFU games, check out the the following thread, where I've posted a 10-impulse movement chart and some ideas about handling things like Orion engine doubling.

http://mj12gamescom.ipage.com/forum/viewtopic.php?f=2&t=12774&p=41531&sid=047f28be2794dc327d39f32d993f9259#p41531

36

(6 replies, posted in Starmada)

In the (highly unlikely) case that a fast, undamaged ship might buy some extra movement or utilize the "no phasers" option and thereby end up with a speed greater than ten, I would just add the extra hexes of movement to impulse ten - i.e., have the ship in question move two or three hexes that impulse, whatever is needed. In practice, that will likely never occur, since the fastest object in SFU Unity that I have seen so far has a speed of 8.

I just realized that the above, which I wrote yesterday, is incorrect. The Armed Priority Transport from Romulan Armada has an undamaged engine rating of twelve. In addition, there is the issue of Orion engine doubling. In the case of the APT, I would add any hexes of movement above 10 to the last impulse of movement. In the case of Orion engine doubling, I would have the Orion ship move on the impulses it would move on without engine doubling, but move two hexes per impulse. I think this nicely conveys the feel of preternaturally fast movement to the engine-doubled ship, as depicted in "Journey to Babel," the episode of TOS where the concept of Orion engine doubling (and the Orions themselves as a "frenemy" race) was introduced.

37

(6 replies, posted in Starmada)

In the (highly unlikely) case that a fast, undamaged ship might buy some extra movement or utilize the "no phasers" option and thereby end up with a speed greater than ten, I would just add the extra hexes of movement to impulse ten - i.e., have the ship in question move two or three hexes that impulse, whatever is needed. In practice, that will likely never occur, since the fastest object in SFU Unity that I have seen so far has a speed of 8.

When multiple ships are supposed to move at the same time, they go in order from from slowest to fastest.

Also, re: slowing down the game, remember that you will not be going through all ten impulses per turn. You can skip any impulses where no one is moving. Therefore, if there are two ships and one is moving at speed 3 and the other at speed 5, first 5 would move, then both would move (3 moving first), then 5, then 3, then 5, then both - six impulses total.

I like using the impulse chart for movement because it really makes the game feel like the SFU to me. Stripped of the constant interruptions to fire weapons, launch shuttles, or perform various administrative tasks, and pared down to 10 impulses rather than a burdensome and overly-granular 32, I have not found the use of impulse movement to slow the game appreciably at all. It also adds an element of spur-of-the-moment decision making to the game, where you get to react immediately to the sudden (perhaps unexpected) actions of your opponent. If you decide to give it a try, let me know what you think.

38

(6 replies, posted in Starmada)

Here is the 10-impulse movement chart from an old SFB book from the 80s.

[attachment=0]Ten Impulse Movement Chart.png[/attachment]

39

(6 replies, posted in Starmada)

I haven't found that it slows down the game much at all - remember, in Starmada movement and combat take place in different phases of the turn, so you don't get to (potentially) fire weapons every impulse (or 4, in FC). I use the impulse chart with free movement - it allows faster ships the chance to position themselves based on how the slower ships are maneuvering. I tried posting it, but the board won't let me post a text file (?!?), so I'll make a pdf out of it tomorrow and post it then.

40

(6 replies, posted in Starmada)

I can tell you that the Unity version of Starmada SFU is the most true to the original ADB incarnation of the SFU - it plays much more like FC/SFB than the earlier versions (in a good way). It is hands-down my favorite SFU game, ever, and I started with Star Fleet Battles in 1983, and eventually made the move to Federation Commander. Everything from firing arcs to movement to the way that weapons work and damage is handled is much more "SFU" than the earlier editions. If I were you, I would bite the bullet and invest in the three Unity books that are currently available. If you are a fan of the SFU, it is the best $40 you'll ever spend.

Having said that, there is a guide to converting between the early editions of Starmada and Unity - look for it linked in this thread: http://mj12gamescom.ipage.com/forum/viewtopic.php?f=2&t=12672&p=41295&sid=1d359679e06002258cc7a0229a74d20a#p41295

There should hopefully be a Unity version of Distant Armada coming soon, as well.

As for your question re: movement, I never played non-SFU Starmada, so I can't really answer that. I will, however, say that I constructed a 10-impulse movement chart for Starmada SFU that I've used with great success. Let me know if you would like me to post it.

41

(52 replies, posted in Starmada)

Great idea - that handily explains why the SFC designs are so different from SFB.

42

(52 replies, posted in Starmada)

I have even worked in a timeline (took two days) that mixes all these different universes into a single timeline of when ships were launched.

I can't even begin to consider the difficulty of creating a unified SFU/FASA/Trek-canon timeline. That alone is a major achievement!

Your version of the Trek universe has the advantage of incorporating ships from the films, Star Trek: Enterprise, and the TNG-era shows - something which no game setting has ever done before (although I have seen some fan-made versions of the Enterprise-D and E for the FASA system). I bought the FASA game back in the day, again hoping that it was more streamlined than SFB. It was, to an extent, but I found the game mechanics clunky and didn't like a lot of the ships. I think many of FASA's gameplay issues stemmed from the fact that the game originated as the ship-to-ship combat system of the Star Trek Role-Playing Game. There was even a version of it where a group of people could each play a member of the bridge crew, working together to run a ship.

A word about the FASA original ship designs: there were some that I loved, such as the Fed Larson and Loknar classes, and the gorgeous Romulan Winged Defender. I also liked that they addressed the issue of the "Klingon" Bird-of-Prey actually being a Romulan design. Unfortunately, many of the Klingon ships were bloated, misshapen affairs (don't even get me started on the Klingon "one-wing" design), and the Gorn ships were almost Borg-like in their blockiness. The SFU's Fed ships follow a design aesthetic first put forward by the venerable (and fan-beloved) Star Fleet Technical Manual, and the vessels of the other races were logical adaptations of the same. Where no example of a race's ships was available from canonical sources (or the canonical source was unpalatable, as in the case of the Kzinti ship from one of the animated episodes), the SFU designer's choices seem much more inspired, imho - perhaps due to his training as an engineer. Compare the SFU's Gorns to FASA's and you'll see what I mean.

SFC was a great game, from what I hear. I never got to play it because my computer at the time was an Amiga 3000. I have a pdf of the book of ship descriptions, which are essentially taken directly from SFB, although the images of the ships themselves differ from the SFU designs.

43

(52 replies, posted in Starmada)

Oddly, people seem to be more interested in copying another game to work in the rules of Starmada. That doesn't make much sense to me as then why not just go play that other game you are copying?  lol
My work was to create a universal Star Trek line within Starmada. A game of its own. Not a water downed copy of another game. But the way i feel is clearly in the minority.  :roll: So i have turned my attention to other things.

I think that the reason that people such as myself like Starmada SFU is that we have been gaming in the SFU for a long time (I bought the Designer's Edition in 1983). However, many of us felt the SFU had a problem: a bloated, outdated ruleset that demanded time-consuming micromanagement of each ship, which made games sometimes take multiple sittings to complete. Don't even get me started on how long damage allocation took...

We loved the setting however, and the ships (that was why I disliked FASA - imho their ships were often downright ugly). While I sympathize with you re: your implied issues with "the designer," I have to say, I'm a big fan of his work. What I always wanted was a version of SFB that was quicker and easier to play.

Then, Federation Commander came along. I jumped ship from SFB to FC, and although it was an improvement, too much (imho) of the intricacy of SFB was retained. Damage allocation had been streamlined to a degree, but it still took too damn long to allocate a 96-point alpha strike on a downed shield. And so, I still ended up playing mostly duels, not multi-ships-per-side engagements.

I knew of Starmada SFU, but had heard it was too "different" - especially Nova - and I was told I probably would not like it. But then Unity arrived, and I heard good things. I picked up Klingon Armada, liked what I saw, and I grabbed Romulan Armada as well. After a few games, I had internalized the rules to such a degree that I rarely needed to consult the rulebook. There's no going back for me. You gotta love a game where you can keep the damage allocation chart in your head!

TL;DR: I don't consider Starmada SFU Unity to be a "watered-down" version of anything. I consider it to be an improved iteration of a game and game-universe I love. The (very) few things I missed that were not included out-of-the-box (such as tactical maneuvers) I was easily able to incorporate. Starmada Unity SFU is the game I always wished SFB and FC were.

As for your designs: I think they are amazing! The issue of lack of interest might perhaps stem from the fact that there are no Romulans or other races besides Feds and Klingons. I'll bet many were eagerly waiting to see more of your work - I know I was!

44

(4 replies, posted in Starmada)

Do you play Starmada SFU or the standard version?

45

(14 replies, posted in Starmada)

In FC, optional weapons mounts on Orions/WYN/bases, etc., are handled by providing a list for what weapons are allowed on each mount, on a ship-by-ship basis. This list can be found in section 5L of the FC Reference Rulebook. I actually like the way it is done in Starmada - i.e. making the Orions a drone-and-disruptor race. Disruptors, with their ability to fire every turn, plus their overloadability (is that a word?), make perfect sense for them, as do drones, since they are fire-and-forget and don't evaporate over time. You don't need plasma to fight plasma, as Fed ships prove.

46

(14 replies, posted in Starmada)

If Seltorian players want to have the option of a "double shot", I propose allowing an increase to ROF 2 at a cost of 2PP.

That sounds good. Personally, I don't think it is necessary, but those who like to play Selts might appreciate it. Truthfully, I never played Selts myself in FC or SFB, not ever, but I've played them in Starmada once (Selt CA and CL vs Neo-Tholian CA and CL) and the Selts won. (Selt CA was the only surviving ship). They're pretty good as-is, imho.

Certain rules like this might be good candidates for an "optional rules" appendix, particularly with the SFU, where veteran players might want to do certain things "the SFU way." Tactical maneuvers could go in there as well: http://mj12gamescom.ipage.com/forum/viewtopic.php?f=2&t=12514

47

(14 replies, posted in Starmada)

Regarding Distant Armada: all of the heavy lifting is done. It's just a question of putting the book together (about a weekend of work) and then proofreading.

YES!!! Thanks for the update - that's the best news I've had in a long time!

48

(14 replies, posted in Starmada)

Actually, there is a power cost to use Andromedan power absorber panels - see the Federation Commander rules, section (3G3a).

I was hoping to be able to put Distant Armada on my Christmas list. Alas, it does not seem that this will be the case. But I'd like to know approximately when it and/or Battleships Armada will be coming in any case.

49

(5 replies, posted in Starmada)

The truth is, I'd rather wait for the Unity SFB pdfs to be released. Any word on when Distant Armada Unity is coming? I was hoping to put it on my Christmas list.

50

(5 replies, posted in Starmada)

Thank you!