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They're done. Finally. All of 'em. Every race published through AOG has been converted to Starmada Stats. I have them but the file is about 3 megs (is that right?) in size so it takes a very long time via dial up. There are still some conversion problems with the Vorlons. But otherwise they are done.
Why does one hit take out your AFB system....bad story writers.
It had to go out at that critical moment to advance the plot. But don't worry with a stellar crew you should have it up and running in no time. Course you're gonna have to cannibalize the transporters to get the required components...which leads us on to the next plot hook...
Well yes it is true that a FLEET of ships will kill ONE ship if they concentrate their fire on that ONE ship even at extreme range.
The point that I was making is that as you get within a very short range (for SFB) the weapons become increasingly powerful. So powerful that ONE ship can usually cripple or kill another ship at short ranges. A very sizeable change in damage output vs range.
Of course weapons with the RBD option do tend to be rather chunky space wise.
Just something to think about.
Ah the Piranha tactic. Lots of little buggers. Just gotta trade out those big guns for lots of long ranged little guns. Usually evens up the odds. Danged swarmers!
Also, instead of running your hull sizes up, try fielding some fast escorts.
Yes they are going to die against capital ships (more importantly though it means those capital ships aren't shooting at YOUR capital ships) but they are generaly very fast (speed 7-8+) coupled with some fast firing light homing missiles (Rng 9, 3-4+ to hit, ROF 3, D1, P1, inverted range mods, expendable or not as you see fit) and you've got a very nice, very lethal fighter killer on your hands.
Lets assume you have a speed 8 escort, and you give him rng 9 guns. He has an effective engagement envelope of 17 hexes. Sure the fighters will move after he moves but it won't save them. You'll be shooting at long range where they can't get you and that coupled with inverted range mods means you'll be hitting on 2+ at long range (3+ when you factor in the fighters small target ability). You are gonna massacre the little buggers.
PS. The best thing about expendable ordnance on a small ship: A. You've already shot your wad so if you croak it's no big deal and B: You've already shot your wad so you're no longer a priority target either, so you might get to live to run away, reload and fight another day!
PPS: We generaly frown on disposable ordnance in one off games. But for campaigns its not a problem (as long as the fleet has colliers and time available to reload).
Well, it seems the main problem is that there is a serious lack of fighter cover on the recieving end here.
Yes AFBs are weedy, but they are better than nothing.
On the other hand scrap the system and....dum da da dum...field a flight or two of...INTERCEPTORS!
If you hate getting the short end of the stick then field Interceptors. They absolutely rock against standard fighters.
Lo and behold, you may see your opponents changing their fighter compliments to compensate for your changes. IE they start fielding interceptors to counter your interceptors which means they are fielding less standard fighters (or more importantly less ship killers) than they used to.
This is not an uncommon strategem. Our military uses it today even now. Air superiority fighters take out "their" fighters, while ground attack aircraft (bombers and helo's) take out Ships and Tanks.
While this doesn't solve the problem of weedy AFB's it is an option you can use until that system becomes more palatable to you.
In a campaign we keep them secret. If my opponents want to discover what my ships are packing he has 2 ways to find out: 1 Espionage in the campaign and 2 battle.
In a 1 shot where your doing points vs points then yeah you generaly know what your opponent has on hand.
Personally I've always liked SFBs (Star fleet battles) bogey intel rules.
At certain ranges types of info becomes available. At long ranges a ships hull size becomes apparent, at closer ranges its class, closer still its variants, closer still what type of weapons its packing, still closer whether they are powered up (not a problem in starmada as they are always powered up!). You get the idea.
It worked very well and was quite straight forward.
Plus from a campaign point of view it really helps get some extra mileage out of Long range sensors over and above the normal use for them.
And no I don't normally equip any of my ships with them unless they are an explorer vessel, long range recon, or scout vessel. Mostly because at low levels they take up a big chunk o'space in the ships.
Well the only bugaboo I can think of is that in SFB the weapons damage trickled off apreciably with range. Only drones, Photons and a few other weapons carried consitent damage to the target.
If I were to try to convert the weapons over I'd probably lean towards giving most of the standard weapons (phasers, disruptors, fusion guns, etc) range based damage.
Seems to reflect life in SFB. If you were far away from each other you just nickeled and dimed each others shields away, then when you got within 8 hexes it was usually alpha strike time and ships started dying.
Might be worth testing out and seeing how it works out.
Now when you can come up with a conversion for ablative shields in Starmada to represent SFB types, I'd be very interested to see'em.
I have to say that I think that if your faction is primi-tech (-2, -1) then yes your fighters should be far less effective relative to a higher tech race.
EX: No way a bi-plane from WWI is going to take out an F-18 today except with a "Golden BB" shot or ramming.
I think going with the slower speed is quite adequete if you assume that the fighter as presented in starmada is a Tech level 0 machine.
This would then predicate that lower tech fighters are probably slower, not as lethal, can't take as much damage, have less EW options, may not be as maneuvarable, and have less endurance. Whereas a higher tech Faction (+1-2) would have benefits appreciably greater in these areas.
Now it just remains for someone to work out an elegantly simple system (Starmada style) that works and is not cumbersome to deal with.
Ya think?
Time to find a CNC machine and get to it so we can buy them I would say.
Subs. Submarines that is. Gun up the Hulls and your on. Otherwise just pick up some starblazers off of some auction site and save a lot of time. Not that the effort to convert isn't worthwhile in its own right.
If you're gonna' open up that can of worms you might as well go 3D otherwise your just playing 2D shuffleboard.
Hello, I have converted almost all of the B5 ships into Starmada equivalents. I have also developed a "Master weapons chart" and a few sheets that give guidelines for converting B5 ships to Starmada.
Just email me for them and I'll bundle them together and get them off to whomever is interested.
The ships as usual are a work in progress.
Though at this time I have completed the E.A, Minbari, Centauri, Narn, Shadows, Vorlons, Brakiri, Vree, Abbai, Dilgar, Gaim, Pak'ma'ra, Alacan, Balosian, Descari, Kirishiac, Mindriders, and Torvalus.
The remaining Ancients and Minor Races are a WIP and their completion depends on whether or not I can get the bugs out of the latest SXCA (Some tech levels do not properly effect the SU's taken up by equipment).
Roy
Ironvein1@msn.com
Would like to see an updated SXCA with all fighter options and the 4 new systems from VBAM The Starmada Edition. That would be the atmospheric, command center, diplomatic center and military cargo bays added in.
I've done well on modifying the standard SXCA to handle the 4 new systems but have had no luck modifying the SXCA Fighter Plus Version to take the new systems.
Help? :cry:
Roy
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