26

(64 replies, posted in Game Design)

First thanks for the comments. I will take on board and see if I can correct. They point out many valid faults and ommissions the first and most obvious is that I forgot to describe car armour  :oops:

I am giving my reasoning below and not being defensive  lol

jimbeau wrote:

Basic Impression:
Seems fiddly, but I haven't played so I can't really make that assessment.  I know that there seem to be a lot of situations where I am going to be expected to multiply on the fly and re-roll, etc.  Again, that's an initial impression and I will probably change my mind after playing.

I kept it to 2-5 times table. I thought this would be simple enough. Because cars will have handling around 6 or 7 then you should not be doing all that higher math. at 70MPH or less you either multiply by 1 or 2. (3 if you have lost a wheel). I am not convinced it will be that hard.

Speed:
What difference does it make what the car length is?  I understand that you're trying for "universal" but the de facto standard for toy cars is matchbox scale, so make that the standrard so I don't have to multiply 5 by 1.5 every time I want to go 50mph. Plus, the matchbox scale isn't even correct from car to car in the line so you're trying to build a coherent system out of a random scale.

Car length was the unit origionally discussed earlier in the thread for scaling. I used it because i thought it a good idea. Could easily be changed

Accel and Braking:
um, braking table? 10-20, 20-30, 20-50?

:oops: will fix

How about Handling Loss is MV/2 round up?
i.e.
10-20: 1
30-40: 2
50-60: 3
etc

will use

I do not understand what the speed table is used for unless it's a max accel rate then I do understand and would expect that to be part of car construction, rather than based off the size of the engine.  i.e. if I want a car with a top speed of 200 and an accel of 1, I should be able to choose it. If I want a car that has a top speed of 80 and an accell of 6 I should be able to pick that. And, as has been said, let the engineers and physicists do their job and build it.

I was working on a mad-max ganger type game. I wanted to start with something that gave the right feel. cars accellerate a lot more at low speeds than high. A Porche does 0-60 a lot quicker than it does 60-100. I gave a set of basic engine/gearboxess and their performance. This seemed the most appropriate approach. 

Maneuvers:
there's no difference between drift and align is there?

Align can only be done at the end of a car's turn to help with aiming. Drift is an in turn maneouvre

Driver skill is a neat idea.

I like it too  8)

I don't like the tables for out of control, bt I can't think of a better way to do it.

I know what you mean it was KISS

I could care less about pedestrians. they are crunchy targets.  Riding on the running boards is idiotic, and should have a higher penalty.

Agreed but it may be important in a game so they needed rules

Shooting:
Too complicated, at first glance.  I'd hate to have to go through a table of modifiers every time I take a shot at someone. That's so 80s smile

Less modifiers and lower shooting skill... got it  lol

Penetration:
What kind of armor is there going to be is the weapons all have PEN modifiers (+5 pen? wow that's a lot)

< Armor: No Pen
= Armor: part. pen
> armor: pen
2x Armor: catastrophic

That table is just plain icky

Armour... going for the mad max genre feel with welded on plates and grilles I was going to have a standard car have 3D3 armour on each side. 1D6+5 is a very likely penetrate and could be serious.

catastrophc is armour +3 not 2X

The table should be in genre tho' for the mad max gangwar type game. It would not suit a polished carwars type of game at all.

Ramming: ok

Weapons:
Wow, um, why can't I just choose my range, choose my rof/pen and then add specials?



what the heck is load?

Again I was going for real world weapons and sticking with the mad max genre. A shotgun is a shotgun.

Load is the number of turns you must miss loading. Mainly for crossbows

Gangers:
Whay can't I just pick a number?

People are not like that spaceships are


Gang design and car design:
This is really nice. simple and easy to use. but where's the square root? smile

Nailed to my wall tongue

Conclusion:
obviously a rough draft and needs extensive playtesting to ensure the concepts are going to translate.  I don't think I can play based on the rules I see, but I will try.

Agreed I will get some more work done tonight.

Hopefully this weekenfd will offer me the opportunity... I may have some extra time. (yay)

Don't take this wrong: I will play test it and I see the need for a car combat game as good as starmada.

I did not take it wrong.... I will try and get a better draft up before i go to bed 23:00 UK time

27

(64 replies, posted in Game Design)

This has been updated.

It should now be a playable at least 'beer and pretzels' game.

No promises my ramblings make sense  :shock:

28

(64 replies, posted in Game Design)

I'll trust you 8)

Without knowing your background I could just see the HP/weight*factor type formula coming out. Which tends to be rubbish. I tend to go for the impirical (SP) feels right approach and then argue the point on the boarderline.

Part of it relies upon the style of game. I lean towards a simple and fun game that has the right feel even if not necessarily accurate (Cararmada?). I am also of the camp of get something bashed together that can be played to prove the principles are right and then prioritise where effort is needed on refinements.

29

(64 replies, posted in Game Design)

I tried to keep it simple. Due to granuality in things like speed I kept to a simple 'units'. I tend to use the route of getting a set of mechanics that plays and then refine.

Yes, skidding is too simple at the moment but should be playable.

Take care when trying to develop an acceleration formulae. The variables are so wide. Its not a horsepower V weight thing.

One of the reasons I have never been all that satisfied with the feel of carwars type games is that I raced for about 10 years. I stopped when I started a family. My last car weighed about 650kg and had 121BHP at the wheels. 0-60 was about 5.2 to 5.6. All from a 1950's design 1.3 single cam engine.

<IMG src="http://www.ironchicken.pwp.blueyonder.co.uk/crisincar.jpg">http://www.ironchicken.pwp.blueyonder.co.uk/crisincar.jpg</IMG>

IC

30

(64 replies, posted in Game Design)

first go...

http://www.ironchicken.pwp.blueyonder.c … eswipe.doc

31

(64 replies, posted in Game Design)

go0gleplex wrote:

Just to throw additional subject matter into the discussion... tongue

I'm thinking for combat there will need to be two rolls made.  The first is for the hit...the second to see if damage is inflicted.  Ignoring the 'to hit' mechanic for the moment (another 5d10 mag./target roll I'm thinkin)...

I see the Armor Rating being the actual target number needed to beat in order to inflict actual system damage.  Something along the lines of what I'm doing with Wardogs.   If you manage to hit the target, any roll equaling the armor rating will do -1 damage to the armor rating.  Any roll exceeding the armor rating will do -1 damage to armor as well as gain a systems damage roll.  To me this seems to show armor as protective, yet itself subject to damage in stopping more serious damage.

For weapons damage scale...examples (subject to changes wink)...

small arms= d4
shotguns, assault weapons= d6
mini-guns, machine guns, RPGs= d8
20mm cannon, LAWs, 10mm rockets= d10
50mm recoiless, Dragon Anti-armor missiles, etc.= d12 

I seriously don't see anything short of an armored car mounting something like a 88mm cannon or such.  :?

That was one of my fundermental questions... Is the aim carwars2 with a broad range of weapons upto and including light cannon as suggested above or road-warrior esk game with lighter weapons and defenses (pipe bombs, harpoons, shotguns etc)? I think in terms of mechanics it makes little difference except in a scaler form. It is a question of flavour tho'.

32

(64 replies, posted in Game Design)

I have lurked on this thread with interest. I like a lot of the ideas. Generally car games lack the flavour of driving. CarWars never felt like you were driving a car, it was too robotic. I think you have some gems of ideas here.

I am going to try and dig out the stuff I was doing a few years ago (little more than a load of principles) and build on some of the excellent stuff suggested above. Hopefully crystalising some of the ideas swimming around in my head into a sensible structure.

33

(64 replies, posted in Game Design)

To get your juices going if you have not seen them before try... http://www.stanjohansenminiatures.com/Road.htm and

http://www.stanjohansenminiatures.com/Road%20cars.htm

These are minis, bikers and bolt on bits designed to be used with hotwheel type cars.

34

(5 replies, posted in Starmada)

hundvig wrote:
cricket wrote:
Ironchicken wrote:

I would like to use weapons with a ROF <1 per turn

Keeping mathermatical i would consider a formula of ROF expressed as a fraction adding 1 to the numerator and denominator.

I think it's reasonable, although I personally would only allow a 1/2 weapon... anything more than that and you're getting a bit cheesy.

Consider that under this system, a 1/4 weapon could be 4x as powerful for the same cost and space -- and if I can fire a bunch of them in turn 1, it's doubtful my enemy will be around to fire back during my "recharge" time...

Ummm...if I'm reading the original post correctly, a 1/4 weapon would be 2/5 the SU of a 1/1 weapon, not 1/4.  Similarly, a 1/2 weapon would be 2/3 the SU of a standard gun.  That doesn't seem unreasonable to me.  Ironchicken seems to have allowed for the advantage of getting a strong early hit.

Rich

Rich, yes that is correct. I was compensating for that first shot. I only thought that 1/2 and 1/3 weapons were worth doing.... 1/4 or 1/5 you may as well buy expendables.

35

(5 replies, posted in Starmada)

I would like to use weapons with a ROF <1 per turn

Keeping mathermatical i would consider a formula of ROF expressed as a fraction adding 1 to the numerator and denominator.

Example: 1/2 turns becomes 2/3 or a multiplyer of 0.67
              1/3 turns becomes 2/4 or a multiplier of 0.5

Thoughts?

36

(8 replies, posted in Starmada)

Starmarda:VBAM book has a system for ground assault equipment IIRC. It is basically a special type of cargo for supporting planetary assault ratings a ship may have in VBAM. x marine units and y ground assault cargo = 1 VBAM planetary assault unit.

37

(3 replies, posted in Discussion)

Just heading off to Turkey... work unfortunately... at least its cooler than London tongue tongue

38

(10 replies, posted in Starmada X)

cricket wrote:
Ironchicken wrote:
Caliope Class    63 points

Like it!

I'll take 8 of these and a dozen of my Valkyries... big_smile

Still like this version better though, 1 less than a fighter flight too.

Caliope Class    49 points

Hull: 3 2 1
Engines: 3 2 1
Shields:  0
[a] Rotary cannon [4/8/12, 4+, 2/1/1, Doubled Range Modifiers, Range-Based ROF]
ACE, BDF
1[HQ], 2[EQ], 3[Ha], 4[Ea], 5[H], 6[Q]
Hyperdrive, AFB, PDS, EWS

39

(80 replies, posted in Starmada)

go0gleplex wrote:
Ironchicken wrote:
go0gleplex wrote:

For every 3 or 4 groups that attack a single target, the AFB has an easier time nailing fighters due to the 'target rich' environment.   This would break down  to something like;

Fighter Groups/ AFB
1-4    Roll of 1 vapes a fighter
5-8    Roll of 1 or 2 vapes a fighter
9-12  Roll of 1,2, or 3 vapes a fighter
13+   Roll of 1-4 vapes a fighter.

It's like firing an Uzi into a herd of stampeding cows... :wink:

I quite like this  :wink: It would better value AFB and solve the line-up swarm hide behind explosion tactic.

The downside is that it might require separate rolls from the fighter group attacks.  So rather than the fighter roll result producing the self hit...one separate roll per fighter group from the AFB would need to be made.  Otherwise I think, rolls that would penetrate PDS, shields, etc would result in fighter destruction rather than ship hits.  I'll let better minds than mine figure that bit out. wink *chuckles*

The best fighter hits on a 4+ (bomber) therefore perhaps just adjust the table...
1-3 flights on a 1
4-8 flights on a 1-2
9+ on a 1-3

And of course make it incremental as all other fighter rules are. Then the first 3 flights moved into position are treated normally but the forth flags the higher attack rating.

40

(80 replies, posted in Starmada)

go0gleplex wrote:

For every 3 or 4 groups that attack a single target, the AFB has an easier time nailing fighters due to the 'target rich' environment.   This would break down  to something like;

Fighter Groups/ AFB
1-4    Roll of 1 vapes a fighter
5-8    Roll of 1 or 2 vapes a fighter
9-12  Roll of 1,2, or 3 vapes a fighter
13+   Roll of 1-4 vapes a fighter.

It's like firing an Uzi into a herd of stampeding cows... :wink:

I quite like this  :wink: It would better value AFB and solve the line-up swarm hide behind explosion tactic.

41

(10 replies, posted in Starmada X)

jimbeau wrote:

The caliope hits fighters on a 7+ (-1 th fighters from ships, sorry man) at long range.

I'd trade the DRM for repeating any day big_smile

4 basic -2 for long range -1 for fighters +1 for EWS (countering the fighter's -1) = 6.
8)

42

(10 replies, posted in Starmada X)

Caliope Class    63 points

Hull: 3 2 1
Engines: 3 2 1
Shields:  3 2 1
[a] Rotary cannon [3/6/9, 4+, 2/1/1, Doubled Range Modifiers, Range-Based ROF]
ACE, BDF
1[HS], 2[EQ], 3[HQ], 4[Ea], 5[Ha], 6[S]
Hyperdrive
AFB
PDS
EWS

Hits fighters at 9 range on a 6 but gets 6 shots at 2+ at 1-3 hexes. It is likely to take around 6 flights to kill it.

Lose the EWS to make it 58 points
remove shields for a cost of 45.
remove shields and up range to 12 for a cost of 49. Possibly the best version.

43

(80 replies, posted in Starmada)

cricket wrote:

Apparently, I wish I kept my yap shut too... I just thought it worth mentioning that I who had been a "hold the line" supporter have waffled. I do think they are somewhat under-pointed - but I will not house rule that major a change.

I will now fade back into the background.

Why? This has been a great discussion... big_smile

I agree here, those that raised this did so in good will. The fact it has produced passionate responses suggests it si a subject that needs airing.

I also agree with the person whom mentioned previously that house rules are all well and good but not transferable. I suppose what i would like to see is some form of compendium, even if it sits in a sticky where those concepts where the systems and rule models are suitable to become optional rules are collected and 'published'. A repository of global house rules if you like. Hell if MJ12 eventually collated them into a PDF expansion, I would buy it.

As for fighters, there are ways of dealing with them but it does come down to a bit of a shell game, which I find as one of the weaknesses of S:X. We have only just started playing and try and build around sensible fleets, there are all sorts of extreme builds that cause problems. Overuse of expendables, repeaters, fighters, etc. Fighters seem to just be an easy one to overuse.

Oh and Dan, your Valkrye has only AB guns. Isnt that a big weakness for an anti-fighter ship? a single A-F gun or an ACE and BDF setup would seem more sensible.

44

(39 replies, posted in Starmada)

This was never intended to simulate CAP.

It started as a potential mechanism to help attenuate the present fighter magic of smashing ships with no opportunity for response. Dan added to the original concept to make it more flexible. The imput was an improvement.

As a principle I think its is a good one and  my aim was to work up a relatively simple model that did not allow for exploit and had simple rules for every eventuality I could think of. Some of the rules are a little of an abstraction. I considered this a necessity to fit with the general flavour of simplicity of Starmarda, whilst still producing a suitable result.   

Ultimately the objective is to produce good rules and general acceptance. Its good to raise concerns over possible exploits and pother play concerns. However, please do not lose sight of the objective to create a way to provide some proactive protection from 'fighter magic' without creating monster systems or huge exploits.

Success is a sensible and suitable simple new optional rule owned by the group. Real success would be a whole set of new optional rules owned by the group endorsed by MJ12.

45

(39 replies, posted in Starmada)

First, I did intend the fighters to magically appear back on the nearest carrier in the end phase. I saw this as a necessary abstraction to avoid messing with flights returning, counters marking returning flights and rules for what they could and could not do. It was a bit of KISS to fit with the flavour of Starmarda. The flights still cannot launch until the end phase that follows... and if the carrier is short on launch bays... hands up all those that would target a carrier with beached fighters...

I also intended an abstraction of CSP fighters being in the ship's hex for measuring range, where in reality they are patrolling. I did not intend for them to die with an exploding ship.

Kevin
It most certainly *does* have potential for abuse.
Why?
Well, you send three or four of these "CSP delivery platforms" 5 to 10
hexes in front of your force, but still 5 or so hexes from the opposing
force. This "picket line" of CSP platforms can then form a skirmish
line, hindering enemy fighter flights from moving. You can position the
CSP platforms several hexes apart, effectively preventing enemy
fighters from moving past the screen.
Is *that* the intent of the CSP rules?
I don't think so.
CSP: A good idea, but *not* the way the rules are currently proposed.
Kevin

Actually i see this as an interesting tactic not a loophole. The cost of the screen would be relatively expensive and the player would need to weigh up the pros and cons of tieing up resources for the added protection.

46

(39 replies, posted in Starmada)

GamingGlen wrote:

Yes, you do want to limit the movement of the escorted ships.  Otherwise it's easily abused.  I have a speed 20, hull 2 ship.  I'll bring in  carriers to have many fighter flights (I could even make them slow fighters to make them cheaper), have them escort the lone speed 20 ship using 40 movement points into the enemy fleet (doubling engines), and suddenly the enemy has to deal with massive numbers of fighters while the enemy carrier(s) won't be even in spinal mount range (and it's moving away).  The enemy ships would have a turn of fire upon the fighters, but at that movement rate I could probably have picked a good place to move to that the enemy might not have many weapons facing it.

No, this is not an abuse because the CSP fighters may not engage ships, they may only react to fighters ending their movement within 6 hexes of the host ship. In addition if the 2 point ship is killed andthere are no other ships within 10 hexes the CSP flights are returned to the carrier making them vulnerable or lost if no carrier remains. Because CSP is a defensive only mechanism, zooming around at 20 does not actually generate any benefit.

47

(39 replies, posted in Starmada)

underling wrote:
cricket wrote:

The proposed rules are worded correctly, in that a flight on CSP must be "stationed" around a particular ship. However, I'll have to disagree with you-- I don't see why a flight shouldn't be allowed to provide cover to nearby vessels, albeit with reduced efficiency (thus the roll for success).

The following is the way it's worded.

Fighters on CSP do not move in fighters phase and cannot attack ships. They are instead allocated to a ship to help defend it. The fighter flight can only be allocated to a ship within the fighters normal move and is immediately placed with the ship. The fighters are considered to be in the same hex as the ship but for convenience the flight may be placed adjacent. Pick an appropriate marker to designate the flight on CSP.

Now, the above to me most definitely implies that a CSP flight is assigned to defend a specific ship. If you want to allow them to defend any ship then simply add a sentence or two stating that. I don't really give a rat's ass one way or another. I'm just trying to help make things clearer.
If you want unclear rules keep it the way it's worded.
wink
Kevin
PS: I also agree with Rich in that a fighter should never be allowed to move faster than they're "supposed" to. The way the rules are worded now they can move with a ship they're assigned to, and then theoretically move up to another six hexes to intercept. CSP flgiths should never be allowed to move more than 10 hexes per turn (assuming normal fighter movement). I like the concept. As stated it just needs some work.

I agree the wording was unclear. I have changed it in the post above to clarify.

As for fighters moving faster than normal. I feel this is a necessary abstraction to keep the rules simple. As a fighter flight on CSP can only react and not proactively engage and it must land and relaunch to change modes, it would be difficult to gain advantage from the potential faster move.

One tactic I suppose could be to build a fast escort, assign CSP flights and then it could zip around providing CSP cover where needed by the fleet. That does not particularly ofend me either.

48

(39 replies, posted in Starmada)

cricket wrote:

> -----Original Message-----
> If a CSP flight waits until an attacking flight gets to
> within one hex to attack the ship that it's protecting, then
> the attacking flight will be within one hex of the CSP
> flight. That means that the intercept roll will always
> succeed. If I'm understanding the proposed rules, that is.
> I guess I just don't see the point of a CSP flight
> intercepting a flight more than one hex from the ship it's protecting.
> Kevin

There may not be a point in doing so, but it is an option-- for example, if a ship three hexes away gets jumped by enemy fighters, you can attempt to intercept them before they get to attack. But you're right; the most effective use of CSP is to protect a ship in the same hex.

Yes, think squadrons rules as in VBAM:SX. Fighters on CSP can protect a group of ships if they stay close enough together.

... and of course fighters with 2 hex range.

49

(39 replies, posted in Starmada)

I think I have covered every eventuality I can think of....

Combat Space Patrol

When launching from carrier a fighter flight can be designated as performing one of two functions. The first is the normal attack mode and the second is combat space patrol (CSP).

Fighters on CSP do not move in fighters phase and cannot attack ships. They are instead allocated to a ship to help defend it and nearby vessels against fighter attack. The fighter flight can only be allocated to a ship within the fighters normal move and is immediately placed with the ship. The fighters are considered to be in the same hex as the ship but for convenience the flight may be placed adjacent. Pick an appropriate marker to designate the flight on CSP.

While on CSP, the flight gains the ability to intercept an enemy flight that strays to within six hexes. After an enemy flight has moved, but BEFORE it has attacked, any flight on CSP can attempt to intercept. Roll a die; if the result is equal to or greater than the range, the interception occurs. The CSP flight is moved to a hex adjacent to the target flight, and its attack is resolved BEFORE the enemy flight gets to attack. If this roll is less than the range, the attempt has failed. The fighter flight is then marked as spent (flip over the counter used if appropriate or turn the flight around). This makes defence of the stationed ship extremely effective with this effectiveness diminishing the further CSP fighters need to move to intercept.

Each flight on CSP may attempt to intercept only once per turn

A flight on CSP cannot move during the Fighter Phase (except to intercept as above); however, it does move with the ship around which it is patrolling.

Once placed on CSP, a flight MUST remain so until an interception attempt is made (successful or otherwise).

If using the optional Dogfight rules (F.3), the intercepting flight may be moved into the same hex as the target flight instead of an adjacent hex. After the dogfight they can return to their charge.

To change a flight of fighters from CSP to normal attack (or vice-versa) it must land on a carrier.

If 2 ships with fighters on CSP move within 6 hexes of each other the fighters do not engage. They are on guard orders and will stay with their charge.

If the ship protected by a flight on CSP is destroyed then the flight can reallocate to another ship within move range. If there is no ship within move range the flight lands on the nearest carrier in the end phase. If there is no carrier it is considered destroyed.

Slow fighters get a -1 to intercept and fast fighters get a +1.

Fighters on CSP can engage drones or battle satellites.

50

(39 replies, posted in Starmada)

hundvig wrote:

The rules also need to spell out what happens to a CSP when the ship it's guarding gets destroyed.  Presumably it becomes a "free agent" again as it would after an interception, but it would be nice to have it in b&w.

Rich

I feel that fighters should either operate as CSP or 'standard' and they can only be switched between the two modes on board the carrier. Therefore if the guarded ship is destroyed the CSP flight should be reallocated to another ship.

One advantage of carriers being needed to switch modes is that it give carriers a function other than being a frieghter sitting in the fleet.

I may have a go at writing the whole thing up.