26

(54 replies, posted in The Sovereign Stars)

cricket wrote:
mundungus wrote:

1) the attacker (player inflicting the casualties) decide which side takes them, although the target still chooses which units.

Huh. I was going to go with something simple, like "casualties are allocated evenly among the players on each side".

That could work, but then you have to roll dice or something to resolve ties. All other things being equal, I like decisions better than dice. Allowing the attacker to decide also corresponds better to the results of playing out a battle in Starmada, where shots will be taken at particular ships.

27

(54 replies, posted in The Sovereign Stars)

cricket wrote:

Problem: how are casualties allocated?

Two ideas:

1) the attacker (player inflicting the casualties) decide which side takes them, although the target still chooses which units.

2) the first player to declare on each side becomes the leader of that side, and gets to allocate casualties.

(I think I like #1 better.)

28

(5 replies, posted in The Sovereign Stars)

I think those two mechanisms serve different purposes. Activation markers prevent a unit that has moved or fought from moving. (This both prevents double moving and allows pinning.) A charge for movement limits the amount of movement a player can do.

So: I think if there was a charge, you'd still need the activation markers.

Instead of a charge, how about having admirals as another type of unit? An admiral doesn't contribute to combat, but only an admiral can move or initiate an attack. This would speed up larger games, as players wouldn't move every one of their units every turn. Admirals could be a fairly precious resource, especially if the number of them each player can have is limited. They would add to the story if you give then names (or even special abilities). If the admiral markers were two-sided, they could be flipped when they move or fight, obviating the activation markers.

Maybe that should be an optional rule?

BTW, you might need a kludge like TI has to allow players to swap forces between systems in one turn. Currently, if I move my forces from system A to (friendly) system B, I've pinned my own system B forces.

29

(54 replies, posted in The Sovereign Stars)

cricket wrote:

Not sure I see an improvement on (or even a real change to) the current conditions. :?:

I dunno -- these names seem clearer to me, and there's also the MUST attack requirement: warring units can't coexist.

This (or, in fact, the current system) might allow multiple players' units in the same hex. Most games don't allow this, because it makes ownership of a system unclear.

But this interests me...

Control of a system goes to whomever has the most bases in the system. If no bases are present, control goes to whomever has the most armies.

You'll need some rule for ties in numbers of bases and armies, but sure. This also allows allies to "take over" each other's systems without combat.

A couple changes would have to be made to the movement process:

1) When a stack enters a hex containing opposing units, the moving player declares if he/she will attack.

2) If the moving player declines to attack, the opposing player declares if he/she will attack.

3) If neither player attacks, the stack may remain in the hex or continue its move.

It must also be possible to declare an attack after moving zero hexes ("My frigates in Gamma Fallopia suddenly launch missiles at your base!"), but no special rule is needed if movement is "up to" three hexes.

Question: if two players' units are already in a hex, what happens when a third enters? Do both "defenders" have the option of accepting/declining battle?

Yes. The simplest rule is probably that the intruder declares first, then each of the other players in clockwise order. Each player could declare for either side.

It would be very interesting to see how this plays out!

30

(1 replies, posted in The Sovereign Stars)

I assume we'll need one of these sooner or later. Behold, my first draft of a Starmada tech tree:

https://webdisk.lclark.edu/drake/oom/tech-tree.pdf

Color codes indicate defense (green), offense (red), movement (blue), or fighters (yellow).

Everyone starts with the techs in bold (and presumably some fixed number of additional techs).

Techs connected to the left of a tech (by adjacency or a line) are prerequisites.

31

(54 replies, posted in The Sovereign Stars)

On diplomacy:

Maybe the conditions should be:

WAR: Units MUST attack each other if in the same system.
TENSION: Units MAY attack each other.
PEACE: Units MAY NOT attack each other.
TRADING: Like peace, but also grants extra income to both parties.
ALLIANCE: The trading, but the victory points of the two sides are combined and they may win together. There may be a prerequisite to forming an alliance, e.g., the alliance's current VP would be less than that of any other single player or existing alliance.

This (or, in fact, the current system) might allow multiple players' units in the same hex. Most games don't allow this, because it makes ownership of a system unclear. One possible rule:

1) If someone has at least one base there (and only one player can), that player controls the system.
2) Otherwise, whoever has the most armies in the system controls it. In case of an exact tie, nobody controls it.

Alternatively, you could simply say that EVERY player who has a base or army in a system controls that system. This would encourage intertwined empires and make diplomacy extremely important. (Maybe armies and bases can't coexist with enemy armies and bases under tension.)

On placement:

Is there an advantage to having more than one base in a system? I thought multiple bases could indicate a larger infrastructure of shipyards, etc. That might suggest some additional rules:

1) At most one army or fleet can be built per base per turn.
2) At most one base can be built per system per turn.
3) Armies and fleets are placed before bases. (Equivalently, a newly-built base cannot produce an army or fleet.)

32

(54 replies, posted in The Sovereign Stars)

cricket wrote:

Why five players?

Why not? (I'm not being contrary -- I don't understand the question.)

Is there any reason you picked than number rather than six? (Ideally, a group meeting regularly would have an even number of players.)

Is an exploration component desirable?

Meaning? (Again, I don't understand the question.)

Do we want the whole galaxy to be revealed at setup time? (I don't have a strong opinion either way.)

Why is the attacker allowed to retreat with armies he can't carry?

I have no good answer for this -- other than it seemed like a good idea when I wrote it.

Why does a retreat have to include all units? (When integrating with Starmada, I can see some units escaping into hyperspace while others cover their back.)

Ditto.

I will, of course, argue for yanking both of these special cases.

Interesting. (I realize this has existed in previous versions.) What does this mechanism provide?

Aside from some opportunity for role-playing, this is how trade agreements and formal alliances are accounted for.

It is, at least, a way to add some interesting new elements to the game without having to balance them with the Starmada rules. (Contrast with, say, allowing tech levels to alter the numbers needed on battle dice.)

The difference between neutrality and recognition is unclear.

Two players who have recognized each other must, in essence, provide notice of any attack by breaking diplomatic ties one turn ahead of time.

Fair enough.

One problem in games like this -- even moreso in a campaign that might go on for months -- is that some players might get hopelessly behind. It might be nice to allow players to merge their empires under certain conditions (e.g., when their combined VP would be less than than of any other player).

Do you see this as different than the existing Alliance rule?

Only insofar as allies actually get to combine their victory points to win the game.

BTW, I have a meeting with a "prototype night" group on Thursday. For motivation, if you can get me a complete set of rules and a low-ink version of the tiles, I could bring this and get you lots of playtesting feedback.

33

(54 replies, posted in The Sovereign Stars)

I like it -- considerable improvement!

Detailed comments follow.

GAME COMPONENTS

On the tile, I like that a hex either contains a system or doesn't. I think this is the right thing to do in the basic game. Terrain (e.g., asteroids) and planetary properties should be optional rules.

I don't really like the font, but I'll admit it's better than the one used in Twilight Imperium:

http://www.boardgamegeek.com/image/393389/twilight-imperium-3rd-edition

(TI also has a nasty habit of making the board text way too small to read -- please don't make the same mistake!)

The background texture is consistent with the Starmada book covers. Will it look right when several of these hexes are placed next to each other?

Obviously, dark hexes fit in well with the theme. That said, if I'm going to have to print this myself, I'm going to quail at using so much toner. Could we have a "low ink" version, especially for prototypes?

Some more radical thoughts on the tiles:

Is systems-among-blank-hexes the right way to go? It seems like it's going to lead to a lot of wasted table space. This may be inevitable in the tactical game (there might be nearly 1000 hexes on the board, but only a dozen or so occupied), but that's because we're simulating Newtonian space. If the strategic game takes place in hyperspace, might a circles-and-lines approach be better? Put another way, why would anyone ever go to the vacant hexes? The only reasons I can think of are "to get to the other side" or "to provide a blockade"; if a hex is truly vast, blockading it might not be realistic.

Do the sectors have to be hexagonal? Rectangular ones would be easier to manufacture (both for print-and-play and the inevitable deluxe edition).

UNITS

Obviously given my previous statements, I think this is a big win: fewer types, no need for damage. This allows me to use, say, the wooden cubes, disks, and people I've accumulated as pieces. These'll be much more satisfying than thin cardstock chits.

I like that armies explicitly contain some space forces. This makes it reasonable that a force consisting of only armies can attack a fleet.

Why five players?

WHAT IS STARMADA

Standard text, but this seems like an odd place for it. Maybe just before integration with Starmada?

SETUP

Is an exploration component desirable?

One possibility for choosing homeworlds: determine player order. The first player designates all of the homeworlds. In REVERSE order, the players choose one of the designated worlds as their own homeworld. This motivates the designator to choose a fair distribution, because he's going to get the last choice.

VICTORY

The bonus point for controlling an entire sector (effectively the Risk continent bonus) is a nice touch.

ECONOMICS

The first-turn bonus might not be necessary if the setup were arranged to be fair.

MOVEMENT

This seems like a reasonable way of minimizing downtime without resorting to plotted movement.

COMBAT

Cleaner -- I like it.

Why is the attacker allowed to retreat with armies he can't carry?

Why does a retreat have to include all units? (When integrating with Starmada, I can see some units escaping into hyperspace while others cover their back.)

DIPLOMACY

Interesting. (I realize this has existed in previous versions.) What does this mechanism provide?

The difference between neutrality and recognition is unclear.

One problem in games like this -- even moreso in a campaign that might go on for months -- is that some players might get hopelessly behind. It might be nice to allow players to merge their empires under certain conditions (e.g., when their combined VP would be less than than of any other player).

PLACEMENT

Nice and clean.

INTEGRATION WITH STARMADA

There could be constraints on what ships could be contained in units (e.g., an army cannot contain any units with hyperdrives; every unit in a fleet must have engines and hyperdrives), but maybe that should be left for optional rules.

34

(23 replies, posted in The Sovereign Stars)

cricket wrote:

Think of SDFs (or armies, or corps, or whatever) as providing the necessary infrastructure to actually exploit a system's resources. Fleets can "control" in the sense that they can fight off potential rivals, but you still need the ground-pounders.

Yeah, I can see that. I guess I'd thought of that infrastructure (and, indeed, some non-hyper-capable ships) as being part of a base.

That's why, in OoM:

Fleets move, fight, and hold systems for victory purposes
Bases fight, produce, and hold systems for either income or victory purposes

In production (or, more precisely, placement), each base can produce one ship. One base can be produced per occupied system.

What is gained from adding the portable SDFs? They certainly make things (a little bit) more complicated. Do they add some interesting new decisions, or is it just that having only two types of units feels too bland?

BTW, bland is not at all a bad thing in a campaign system. The Simplest Campaign System works extremely well (although of course it wouldn't work as a board game). Okay, we did spice it up with terrain, but that's all.

I would REALLY prefer to avoid separate "space battle" and "planet battle" steps.

Agreed -- this is, after all, a game about spaceships.

35

(2 replies, posted in The Sovereign Stars)

cricket wrote:

Wow. That's WAY more thought than I have ever put into game design... smile

Oh, then get the book -- it'll blow your mind.  smile

You really should stop referencing games I've never played... smile

That's what boardgamegeek.com is for. :-)

http://www.boardgamegeek.com/image/88248/wizard-kings

The block games are sort of like Stratego: your pieces are upright blocks, with the information only on your side. This gets you a fantastic "fog of war", because you can't tell which of your opponent's pieces are which. The block games take this a bit further: since each block can be rotated (back still to the opponent, but with any of the four possible orientations of the label facing you), you can have four levels of damage for each unit.

http://www.boardgamegeek.com/image/108798/wizard-kings

Why is more than two players difficult?

If there are, say, four players, I'm going to be able to see some of the labels on my neighbors' blocks, which will be at right angles to me. It might work with three, but that would be the most (again, short of teams).

In terms of story and experience, keeping track of individual ships might be better than fleets. I won't be as attached to a fleet as I will to a battlecruiser. If it can have a name (e.g., "HMS Vicarious"), so much the better -- it almost becomes a character in the story of the game. What if ships gained some kind of crew experience bonuses for surviving battles? That would make hunting down the Devastator at long last much more satisfying.

Three reasons I went with 'fleets':

1) Maintenance costs are easier to compute.

2) It avoids too much specificity -- i.e. a 'fleet' can represent an indeterminate concentration of force, whereas individual ships are just that: individual ships.

3) Do you really feel the need to track each individual destroyer? I think it better to design the game around generic units, with the option to denote important ships individually...

Yeah, I think you're right on this one.

36

(23 replies, posted in The Sovereign Stars)

cricket wrote:
mundungus wrote:

What power do SDFs have that allows them to control systems where fleets cannot? Is it that they contain surface armies? If so, does it make more sense to separate the armies from the ships, rather than armies-and-control-oriented-ships from non-control-oriented-ships?

I envision SDFs as planetary forces as well as short-ranged space forces. I'm not sure I understand your choices: what are "non-control-oriented-ships"?

I guess it strikes me as odd that fleets can't control systems.

Maybe it's not worth distinguishing hyper-capable and non-hyper-capable fleets (at least not in the basic rules). Instead, allow each fleet to carry one army. On the planet's surface, armies fight each other the way fleets fight in space, except that:

1) An invasion can't begin if the defender has a fleet or base in the system.
2) Invading armies can't retreat.
3) Fleets can choose to be involved in the battle; they can retreat to deep space, remaining in the system but not taking part in the battle anymore.
4) Bases must be involved in the battle (because they're presumably in orbit).

So, something like:

Army: $1, fights on planet, can be carried
Fleet: $3, fights on planet or space (can retreat from surface battle), can move and carry one army
Base: $5, fights on planet or space, involved in production

Are there better ways to prevent turtling?

If there are, I'm listening.

One possibility is victory points that accumulate from turn to turn; everyone but the one currently gaining the most has a vested interest in disrupting the status quo.

Another is to make the game end when, after (say) three complete turns, no systems have changed hands. Ooh, I kinda like that...

37

(23 replies, posted in The Sovereign Stars)

cricket wrote:

1) SDFs are needed to "control" a system, but cannot move on their own.

2) Fleets can move on their own, but cannot exert control over territory.

3) Bases are needed to build new units, but again, cannot move.

What power do SDFs have that allows them to control systems where fleets cannot? Is it that they contain surface armies? If so, does it make more sense to separate the armies from the ships, rather than armies-and-control-oriented-ships from non-control-oriented-ships?

Can you say more about why you believe supply and maintenance are essential? Are they worth the bookkeeping?

As envisioned, there's no bookkeeping... simply count your units and pay that much.

...but you have to do that every turn. This slows things down. Are there better ways to prevent turtling?

I refer here to Jesse Schell's excellent book "The Art of Game Design: A Book of Lenses". The "lenses" are different ways of looking at and thinking about a game design.

Schell's first lens is "The Lens of Essential Experience". He asks us to ask:

What experience do I want the player to have?
What is essential to that experience?
How can my game capture that essence?

What experiences do people here want out of The Sovereign Stars?

(That's not rhetorical.)

For me, they include:

- Looking at the map of the galaxy, awash in starships. (Ergo, high-quality components are a must.)
- Finding paths of movement and attack.
- Deploying my fleet.
- Agonizing about resource allocation -- should I defend the frontier against the pirates, or improve my tech base?
- Striking (and, to a lesser extent, being the victim of) a surprise blow -- converging on the enemy homeworld, revealing that what he thought was a pair of frigates was actually a pair of stellar leviathans, unleashing some new technology, or simply breaching a truce.
- Anticipating the outcome of a close battle.

Schell defines fun as "pleasure with surprises" and a game as "a problem-solving activity, approached with a playful attitude".

Schell goes on to list several kinds of pleasure to be derived from games, some of them in turn taken from Marc LeBlanc:

Sensation (can we do better than print-and-play cardstock?)
Fantasy (no problem, unless we make it too bland)
Narrative (the game should tell a story)
Challenge (I think this is free in a multiplayer game)
Fellowship (again, free in a tabletop game)
Discovery (should we include an exploration component?)
Expression (ship design, and to a lesser extent, fleet design)
Submission (suspension of disbelief)

Anticipation (dice get us this)
Schadenfreude (delight in another's misfortune)
Gift giving (sure, I'll take out that pesky battlestation for you)
Humor (perhaps the players provide this themselves)
Possibility (provide many options)
Pride in accomplishment (related to challenge)
Purification (I've wiped the galaxy clean of llama-people!)
Surprise (see above)
Thrill (oh no, my fleet is cut off!)
Triumph over adversity (all sixes! I survive!)
Wonder (tough, but we should try)

Two other thoughts:

I enjoy the block game mechanism used in games like Wizard Kings. It gives you high tactile and visual quality, but is much cheaper to produce than miniatures. Also, AFAIK, nobody has ever done a sci fi block game. I'm just sayin'. The only drawback is that it doesn't work very well with more than two players, but maybe if the players were in two teams...

In terms of story and experience, keeping track of individual ships might be better than fleets. I won't be as attached to a fleet as I will to a battlecruiser. If it can have a name (e.g., "HMS Vicarious"), so much the better -- it almost becomes a character in the story of the game. What if ships gained some kind of crew experience bonuses for surviving battles? That would make hunting down the Devastator at long last much more satisfying.

39

(23 replies, posted in The Sovereign Stars)

cricket wrote:

I admit I am going through a "minimalist" phase -- however, the concept of generic "bases" leaves me a bit cold, for some reason.

Yeah, striking a balance between simplicity and richness it tricky. I love the game of Go but it's not big on story.

Perhaps it could work like this:

SDF = $2 (1 battle die)
Fleet = $3 (2 battle dice)
Base = $5 (1 battle die)

Bases are needed to produce new units, one per base. Exception: a single base can be produced at any system where at least one SDF is present.

Maintenance is still $1 per unit.

Supply must be traced back to a friendly base, via a chain of controlled systems.

I would argue for giving them all the same number of battle dice and just changing the prices. One parameter is easier to balance than two. When resolving battle, counting is always faster and easier than adding up a bunch of numbers, even small ones. If these units are all just abstract agglomerations of Starmada ships, it's easy to say that each one is of the same fighting strength. If the strategic value of their abilities can be balanced, making them all the same cost has an appeal, too.

Can you say more about why you believe supply and maintenance are essential? Are they worth the bookkeeping?

40

(23 replies, posted in The Sovereign Stars)

cricket wrote:

The three-in-one nature of starbases can be achieved with generic "bases". However, I firmly believe that some form of supply/maintenance rules are critical in a game like this. So the question would be how to maintain that if the outpost/space station/starbase distinction is eliminated.

Maintenance rules can be good to prevent players from "turtling up", staying in place and building larger and larger navies.

Supply is only important if cutting off enemy supplies is a reasonable tactic. If players build empires without long tendrils and never launch expeditions deep into enemy territory, supply may be needless bookkeeping. On the other hand, if the rules can be engineered so that such missions are a good idea, life might become more interesting...

(I think the current OoM rules, which do not include supply, do encourage players to rush out and grab valuable choke points as the galaxy is discovered. Later in the game, forces are concentrated at such points, but some are also used for exploring the remaining territory, which can sometimes open new routes of attack.)

Assuming we do want such rules, we could simply require a continuous chain of friendly units back to a base (any base) to constitute supply. It might be reasonable to add a third type of unit, a convoy. This unit would have little if any combat ability, but would be much cheaper than a regular fleet (perhaps 2 or 3 for the price of a fleet).

41

(23 replies, posted in The Sovereign Stars)

cricket wrote:

how does limiting base purchases provide multi-hit bases?

I guess it's really the ability to have multiple bases in the same system that provides multi-hit bases. In other words, where you have bases at three strengths, I represent the same thing by one, two, or three bases in the system.

Note the following from the "Light Bookkeeping" section of OoM:

When resolving a battle using Starmada, each side chooses forces of up to the indicated CR. If several units of the same type are present, it is legal to include a ship larger than any individual unit. Thus, a stack of three bases might represent one gigantic station.

cricket wrote:

Sorry -- I should have been more clear. I've never played Carcassone, so I don't understand the reference.

I recommend it. Carcassonne is one of my favorite "gateway games", used to introduce serious gaming to people who know of nothing but Monopoly and Scrabble.

That's the intent. SovStars is not a campaign system -- it is a board game that can serve some campaign functions if players want it to do so.

Noted.

42

(23 replies, posted in The Sovereign Stars)

cricket wrote:
mundungus wrote:

I see no good reason to distinguish between, say, outpost, space stations, and starbases.

In my thinking, there are a couple reasons for the distinction... but I'm open to discussion:

1) It is a simple way of making starbase construction a multi-turn process.

2) It is a simple way of having starbases take multiple hits to destroy.

3) Outposts are just "supply points", while starbases allow new construction. I can see an argument that there is no difference between an outpost and a space station -- but there is room for expansion.

1 and 2 can be accomplished simply by limiting base purchases to one per system per turn. I don't have supply in my rules, so I don't have much to say about 3. I would like it if the system (or possibly  the system including optional rules) would generate convoy raids as an emergent effect.

The "starcassonne" mechanism in OoM for galaxy building / exploration seems to work quite well. The reward for being connected to other players seems to help quite a bit; there is a backup "wormhole" mechanism in case someone is cut off, but I haven't seen it happen yet.

Please explain "starcassone".

As I've wandered around this design space, I've sometimes thought of doing a 4X game that relies primarily on the tile-laying mechanism of the board game Carcassonne -- hence, Starcassonne. There's a bit of that going on here.

I have one player doing their entire turn before the next player does anything. This seems the simpler thing to do, but I'd be interested in hearing the merits of the alternative.

One of the things I hate about empire-building games is waiting around for my turn... so it's really a personal preference rather than an objective "this is better than that".

Eliminating downtime is a good thing in a face-to-face game. In a play-by-email game, it's probably more important to get as much done as possible before turning things over to the next player. I'm not sure which is better for a campaign game like this. Maybe doing a lot of simultaneous decision making (as in the plotted movement in Starmada) is good.

Being able to stop the game and record the state whenever a session happens to end is important for a campaign game. That argues for doing everything on paper, but that would be (to me) very unappealing if the game was being used as a board game without Starmada integration. If VBAM is out there (and being revised) for those who want a deeply detailed campaign, maybe SovStars should focus on the simpler end?

43

(23 replies, posted in The Sovereign Stars)

I'd like to again point folks to my attempt at a campaign game, Orders of Magnitude (OoM).

Here's a photo of a mockup:

https://webdisk.lclark.edu/drake/oom/oom-mockup.JPG

Other files are here:

https://webdisk.lclark.edu/drake/oom/oom-3jan2010.pdf
https://webdisk.lclark.edu/drake/oom/tiles.pdf
https://webdisk.lclark.edu/drake/oom/tech-tree.pdf

I have tested this some. It appears to be a very playable game. I would be delighted if it had some influence on SovStars.

Some thoughts / designer's notes:

Obviously, I'm a fan of Antoine de Saint-Exupery's maxim, "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." I see no good reason to distinguish between, say, outpost, space stations, and starbases.

The "starcassonne" mechanism in OoM for galaxy building / exploration seems to work quite well. The reward for being connected to other players seems to help quite a bit; there is a backup "wormhole" mechanism in case someone is cut off, but I haven't seen it happen yet.

I have one player doing their entire turn before the next player does anything. This seems the simpler thing to do, but I'd be interested in hearing the merits of the alternative.

Being able to move three hexes, rather than just one, is important. I tried doing just one hex of movement (trying too hard to be simple), and it doesn't work: there aren't any surprises. Three seems to be the sweet spot; as is so often the case, Dan has found it. (Of course, if different units have different speeds, a whole new wormcan is opened.)

I'm not hugely excited about my victory conditions, but they work. It would be interesting to see several scenarios using the same system, e.g., invasion, battling empires, rebels vs empire, pirates...

I offer three levels of integration with Starmada. Maybe that's overkill and the middle one isn't needed.

Dan's idea of having a fleet correspond to a bunch of ships that aren't specified until combat time is a brilliant bookkeeping-avoidance device. I also like the idea of computing the CR of a damaged or depleted ship, and have tried to clean it up a bit.

In closing, let me point people to a fascinating book on game design I'm reading:

http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/ref=sr_1_1?ie=UTF8&s=books&qid=1262583527&sr=8-1

All this IMHO, FWIW. Happy empire-building!

44

(25 replies, posted in The Sovereign Stars)

I discovered this thread late, and the comments made no sense. Then I realized that all of the links to the image linked to the newest version of that file.

My gut reaction (for what that's worth): negative, I'm afraid. A fixed-width font doesn't look sci-fi anymore, it looks 1980s. Also, while I can appreciate the value of icons over numbers, these strike me as just hard-to-read numbers. If things can be arranged so that each icon is either present or not, then we will have truly gotten rid of numbers.

All this IMHO, of course. I will now proceed to the other threads and make some more broad, ill-considered criticisms.  :evil:

45

(6 replies, posted in Starmada)

Nomad wrote:

I like the way you handle exploration, and the "repairs to hull repair weapons and shields" is a neat idea.  What about engines, though?

That's meant to include engines -- good catch.

46

(6 replies, posted in Starmada)

I tested OoM (the strategic game only) in a three-player game. It moves along quite nicely, will still presenting some difficult decisions.

47

(3 replies, posted in Starmada)

Boneless wrote:

it seems like a weapon that gets you a whole extra round of attacks (at least) is hella more effective instead of only kinda more expensive.

I agree. The benefit of long range weapons is not that you get to cover more hexes (you can only fire at so many targets); it's that you can get off a free round of fire.

48

(15 replies, posted in Starmada)

cricket wrote:

I've been thinking about altering the point cost formula so that, instead of (Engines + Range), weapons are factored by:

Range x (Engines + Range)

If this is too strong, of course, you could try something like

Engines = (Range ^ k), where k is somewhere between 1 and 2.

49

(15 replies, posted in Starmada)

In our current campaign (using the Simplest Possible Campaign System), weapon ranges only go up to 9. The only fighters are torpedoes, which are strikers with size 1 and speed 5.

This makes maneuvering much more important, and therefore (IMHO) makes the game more interesting.

If everyone can shoot all the way across the map, it's just an artillery duel. A very fast ship might be able to outflank a capital ship, but it's not likely, since a ship that sits in place can turn on a dime. Edge-of-map effects are also heightened by long ranges: a ship can put its back to the "wall" and still fire on most of the map.

50

(3 replies, posted in Starmada)

cricket wrote:

No, the victor receives nothing. The idea is that the campaign is self-balancing; a scenario win gets you closer to ultimate victory, but it also weakens you for the next battle.

A comment posted on BoardGameGeek:

"Dude, I love this campaign system. I wish I had thought of it back in the day I played 40K. Only the loser healing is just so... elegant."

http://www.boardgamegeek.com/article/4104235