26

(11 replies, posted in Starmada X)

jimbeau wrote:

I would think that each race would have its own criteria for class sizes.  What to me is a cruiser may, to some larger race be a frigate.

That's pretty much what happened during the Cold War when all the naval analysts were sounding off about the "cruiser gap" between the US and USSR;  the Soviets were calling their destroyers "cruisers", so even though the US had more ships of a tonnage that NATO planners would designate "cruiser"-size, the analysts and media were left with the impression that the Soviets were outgunning the West, which was simply untrue.

Maybe the next version of S:X can have an equipment option like "stasis fields" or "survival pods" or some such that behaves same as Armor Plating but for crew hits rather than hull hits.  Just a thought.

For what it's worth, I spotted this ages ago;  check out the Yenpalo write-up that I did for the Starmada X: Brigade book (page 114).  If someone were to read the fluff, it even suggests fighters as a counter to the ECC/NHD combo.

28

(123 replies, posted in Starmada)

Is the most-recently updated version of this beastie stored somewhere?  I didn't see it on the Yahoo group.

29

(1 replies, posted in Starmada X)

FYI:  All CMC ships are designed with a +1 TL for weapons and a -1 TL for shields.

30

(1 replies, posted in Starmada X)

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Centurion Military Corporation, or CMC, was the brainchild of displaced veterans who were cut off from returning to Earth after the catastrophic war of 2491-2493.  A great number of off-world colonies suddenly found themselves without military protection in the wake of the collapse of their parent powers, and couldn't afford to maintain standing armies;  most were too focused around growth and survival to realize how vulnerable they were until that state was upon them.  Seizing a battered old destroyer and a pair of corvettes, the veterans began first by guarding merchant convoys, moving on to guarding the territorial space of various former colonies, and finally securing much-needed publicity through the dramatic rescue of a pair of motion-picture stars who had been kidnapped and ransomed by pirates in the Triste Debris Fields near Aldebaran.

After the Aldebaran operation, demands for their services increased substantially, and wise reinvestment by the business heads of the company saw to it that the firm grew in both size and quality in the years to come.  Two hundred years later, CMC is one of the major mercenary corporations operating in Human space, and leads the way in research and design of new weapons and technologies, particularly shield technology.  Of the twenty-four hundred Human nations recognized by the UN, CMC represents the thirty-seventh largest military force, and their research budget alone outstrips the gross domestic product of the poorest six hundred Human nations.  CMC employees six hundred thousand professional warriors, technicians, researchers, and business-management personnel, has a fleet of close to two hundred ships, and can deploy one hundred thousand infantry and eighty-one hundred armored fighting vehicles anywhere in Human space within three weeks' notice.

The ships that CMC favors are custom built to house specifications and feature advanced weapons technology rivaled only by that of the most advanced Human nations.  Using their groundbreaking work on gravitics, CMC technicians have built weapons systems that use a gravity "lens" to focus the energy of a conventional laser beam, allowing damage at incredible range and accuracy.  If CMC ships have any weakness, it's in their shielding;  CMC ships are built to destroy the enemy quickly, and to maximize economies of scale and deployment, they have foregone shield generators in favor of point-defence systems.  The flagships of CMC's new Battle Service Groups, a reorganization that is intended to increase CMC's response time to changes in market conditions, are the Cairo-class battleships.

CMC has an aggressive business-management culture, employing forty-five thousand account managers, risk analysts, finance managers, and asset-management specialists.  It is not unheard of for CMC to foreclose on a delinquent account by seizing entire continents, although this is rare, and currently CMC has a retirement estate consisting of three-point-three million square kilometers of land on the resort world of Spica IV -- a windfall brought to the company by the previous owner's failure to pay its debts.  Retired employees are granted tracts there according to their rank and time in service, and may keep it or sell it back to the company as they desire.

The current board of directors of CMC is headed by President General Mark Rohrbach and CEO General Pamela Riekan.  The major military and business units of CMC include Centurion Heavy Lift (providing transport to domestic armed forces), Centurion Naval Services (the armed fleet of CMC), Centurion Terrestrial Services (ground forces), Centurion Credit & Investment (financial services), Centurion Security Consulting (training for domestic military and police forces), Mercury Bonded Couriers (a wholly owned subsidiary specializing in secure transport of valuable commodities), and Centurion Depot Maintenance (offering refit and repair services). 


<IMG src="http://home.comcast.net/~kudby/cmc-pt.jpg">http://home.comcast.net/~kudby/cmc-pt.jpg</IMG>
Malanje-class Patrol Boat (PT)
The Malanje is Centurion's answer to the system monitor.  A heavily-armed ship for its size, the Malanje mounts a Denel/Naschem industries YY-90 gravity-lens laser cannon and four one-shot pods of Athena light anti-ship missiles.  The YY-90 laser has an extremely long range, and because of the way it works – using parallel gravity “lenses” to focus the bipartite beam upon a target – it is actually more accurate the further away the target is.  The Athena missile pods give the Malanje close-in defensive firepower as well, and the designers opted to forego shield generators in favor of a point-defense system.  Unlike most monitors, the Malanje is a warp-capable ship, as this was deemed cheaper than having a Centurion cargo vessel haul the patrol boat to whatever job site it had been hired to protect.


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Pretoria-class Frigate (FF)
The Pretoria was developed in response to the advanced fighter technology coming out of the Charybdis Cluster.  Since the role of a frigate is to screen and defend the fleet from fast-moving threats, it made sense to designate a destroyer platform used to mount anti-fighter operations as a “frigate”, even though it is built on the same keel as the Rashad-class destroyer.  Mounting three batteries of rapid-firing Gauss repeaters, as well as a TDAR system and defensive anti-fighter batteries, the Pretoria will usually stay close to the ships it is assigned to safeguard, using its munitions and sunbursts to tear incoming fighter flights to pieces.


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Accra-class Guided Missile Destroyer (DDG)
The Accra is an attempt to capitalize on the cost-effectiveness of drones.  CMC is highly cognizant of the cost of having a ship get shot full of holes going toe-to-toe with an enemy.  The Accra-class was commissioned by the CMC and built by the Novo Porto Shipyards after the disproportionate losses suffered by CMC's light ships during the campaign against the Yenpalo.  Its primary mission is to fill the skies with drones and then stay out of harm's way.  It has been popular in operations against starbases as well.


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Rashad-class Destroyer  (DD)
Destroyers were developed to protect the larger capital ships from smaller threats that might otherwise overwhelm them – specifically, torpedoes, drones, and fighters.  The Rashad destroyers were developed with that purpose in mind, but have become popular multi-role ship for clients that can't afford to hire true capital ships.  From anti-pirate operations to blockade enforcement, the Rashad has been a popular choice for other-than-war operations and for smaller customers.  The ship's neutron cannons give it sustained fighting power, while its expendable Athena missile clusters allow it to give a closing enemy a serious black eye.  Like many of CMC's light ship classes, the Rashad forgoes shields in favor of armor plating and point-defense batteries.


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Libre-class Minesweeper (MSW)
Mines are a poor-man's weapon – cheap, plentiful, and you don't have to waste manpower keeping on eye on them, since they know when to go boom.  The proliferation of mines in stellar warfare has meant good business for CMC's Libre-class mine/countermine warfare ships.  Built on the Rashad hull, the Libre packs in not only an electrostatic mine-detonating array and sensor equipment, but it's own complement of autonomous, semi-intelligent “smart mines” as well.  A single Libre deployed with full magazines can effectively shut down a space lane in short order.  To deter aggressors, the Libre also mounts a pair of gravity-lens lasers in spinal- and dorsal-mounted turrets.


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Kebir-class Light Cruiser (CL)
The Kebir is the former mainstay of the Centurion fleet, having once been the only cruiser in the inventory.  An older vessel, it suffers from Centurion's problematic weakness in shields (the legacy of a former CEO having put an extreme emphasis on offensive power rather than defensive measures), but despite its age, its weapons systems are state of the art.  Carrying a respectable complement of drones, it can harass its enemy with those while the ship maneuvers into position to fire its main weapons.  The Kebir's tachyon cannons pack a respectable punch, especially given their strength against shields, and the clusters of Hellbore missiles arranged along the Kebir's outer hull are often the last word in a fight against a ship of comparable displacement.


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Maputo-class Assault Cruiser (LHA)
One of the oft-repeated requests to CMC is that for a ship to be used in seizing other vessels;  hence, the Maputo-class was born.  Armed with meson guns that pass through hull plating to decimate living crewmembers, the Maputo is able to field fifteen assault shuttles with armed, power-suited Marines on board.  These Marines are highly trained in shipboard combat and are equipped to blow through doors and bulkheads, attack and subvert computer systems, and use close-quarters weapons against defenders as necessary.  The Maputo is equipped with Luchs Propulsion Technologies' new stutterdrive, a temperamental system designed to allow the ship to close quickly with its prey, but which sometimes sends the Maputo off on odd headings;  thus CMC troops have nicknamed the Maputo the “Mad Mappy”. 


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Zinder-class Escort Carrier (CVE)
Fighters are a great asset to any fleet, and often can turn the tide of a battle.  The Zinder-class escort carrier was developed to provide fighter coverage in situations where sending in a heavy carrier doesn't make sound tactical or financial sense.  The Zinder CVE carries seven flights of fighters, a small drone complement, and a pair of the popular YY-90 gravity-lens lasers.


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Nola-class Heavy Cruiser (CA)
The Nola is a true cruiser, capable of independent action and operations against capital ships.  Six batteries of long-range, rapid firing graviton projectors give the Nola considerable punch to the front and at broadsides, while external pods of antimatter torpedoes give the CA a close-quarters offensive capability that will make short work of similarly-sized vessels and give larger ships a serious headache.  The Nola's long-range weaponry is all the more threatening considering the TDAR system in use aboard the ship. 


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Capetown-class Battlecruiser (BC)
The role of a modern battlecruiser is to chase down and destroy smaller ships.  The Capetown is a revamped version of the Nola, sacrificing significant firepower for an equally significant gain in agility and speed.  The Capetown is not intended to go up against capital ships;  rather, squadrons of battlecruisers function as a fleet's counter-reconnaissance screen, deploying far ahead of the main body to engage and destroy the smaller destroyers and frigates that will be scouting for contact and working to protect their own capital ships from fighters and drones.


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Cairo-class Battleship (BB)
The Cairo is intended to engage and destroy other capital ships, starbases, and ground installations.  Built by Centurion as an answer to those few full-blown wars they are hired to fight, the Cairo is relatively rare in the ranks of the Naval Services;  only sixteen have been commissioned, as most of the Naval Services' business comes through their smaller ships for operations other than war.  The Cairo utilizes the same types of armament as its little brother the Nola, but more of it.  With its drone magazines, extreme long range weapons, and TDAR system working in tandem, it can usually wipe out an enemy long before closing to range where its antimatter torpedo pods become a factor.  Its one weakness is versus fighters, which means that a Cairo will rarely be seen in the field without one or two Pretoria-class frigates operating in close cooperation.


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Harare-class Carrier (CV)
Like the Cairo-class battleship, the Harare-class carrier is rare in the Centurion fleet.  Currently, only eight carriers are in active service, since they are very expensive to hire and are thus only ever retained for all-out warfare.  Built for CMC by the St. Michaels Shipwrights on Caledonia Prime, the CV carries eighteen flights of multi-role fighters and is able to launch four flights at a time, while defending itself with a pair of YY-90 long-range laser cannon.  Recently, in a bid to drum up business, CMC has been sending Harare-class carriers on tours of highly-populated systems, giving free air shows and hosting family days aboard the ship, as well as four-star dining and lavish entertainment for local potentates, who will find a CMC sales rep at their elbow the whole time.


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Kariba-class Troopship (LST)
The mainstay of Centurion's business is ground operations, so it is essential that CMC be able to get troops to where they are needed, when they are needed.  The Kariba troopship is capable of carrying 1,500 troops and around 150 armored vehicles, and has the armor and armament to be able to survive to bring those troops dirtside.  In addition to a pair of spinal- and dorsal-mounted gravity-lens laser turrets, the Kariba has several banks of antimatter pellet projectors, close-combat weapons intended to ward off enemy fighters or boarding actions.</r>

31

(0 replies, posted in Starmada X)

The Eta Carina Hegemony is an alliance of fourteen different worlds in eleven star systems that reside near the beautiful and brilliant Carina Nebula. One of the few "imperial" governments made up of multiple races and species, the ECH operates on a set of fundamental basic laws, within which each member state can craft its own internal laws and regulations. There are no fewer than twenty-nine different races in the ECH, including Human states, and an authoritarian central government maintains order and stability. An interesting facet of ECH life is that some member planets only partially belong to the Hegemony; the planet of Vineturria IIIc, for instance, is two-thirds occupied by ECH member states, while the rest of the planet is divided up by a dozen independant, non-aligned nations.

The ECH actively seeks to grow through diplomacy, but is not afraid to use force to push back boundary lines it considers inconvenient. The ECH economy is robust and thriving, mostly owing to a business climate that enforces contracts but doesn't prohibit any type of business that doesn't explicitly break ECH laws; thus, one can find large and active organizations that deal in "corporeal" trades -- slavery, prostitution, cadaver recycling, bioengineering, and other forms of commerce that the social and religious mores of other nations may deem undesirable. These disagreements in philosophy have led to violent clashes between the ECH and some other nations, most notably the Xri'ta, who have no tolerance for slavery in any form. A huge black market has opened up in light of these perpendicular moralities, with those from non-slaving nations coming to ECH ports to sell slaves illegally siezed without their controlling authorities being any the wiser.

The ECH maintains a solid but relatively low military budget, preferring to sink money into building existing ships rather than R&D. Because of this, many potential gains in integrative research have not been realized, except in the field of weapon fabrication; ECH scientists have been adept at making potent weapons smaller and less massive than their counterparts in other parts of explored space. ECH naval doctrine also relies heavily on semi-intelligent drones, leaving the capital ships back where they can engage from long range. Ships engaging an ECH force will often find themselves flying into a cloud of missiles, and the ECH word for this kind of warfare translates roughly into "the million small deaths".

All ECH ships are owned by the central government, but individual nation-states will occasionally maintain their own "home" fleets as well. This leads to some redundancy in design and ship coverage, but also allows central naval planners to organize assets without having to worry about stripping those systems bare of protection. The only other active ship-owning forces in ECH space are the massive corporations, which may occasionally field their own small fleets of warships in support of off-world operations.

Hegemony politics are vibrant and sometimes violent, and the laws are strictly enforced for all who are in ECH space, whether citizens or not. No civil war has yet been fought, although a few political squabbles have come close to inciting such. The Hegemony feels like a delicately and dangerously balanced spinning top; one unsure move could send the whole thing crashing down and light up the Carina Nebula in internecine warfare.


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Alpha-class Patrol Boat
The Alpha is the in-system security workhorse of the ECH.  Armed with long-range, rapid-firing lasor cannons and protected by ionic shields, the Alpha is able to handle most low-intensity problem within a star system, such as piracy and inter-corporate warfare.  Its lack of a hyperdrive prevents it from straying too far from the systems it protects, however, so pirates have been known to hover just a few light-years outside an ECH system, where the short arm of the law cannot reach them easily.


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Beta-class Frigate
The Beta is an older design inherited from the predecessor of what is today known as the ECH.  The Beta sacrifices multiple gun batteries for only two batteries of power repeating grasers, plus a small complement of drones.  While the Beta would be unable to hold its own against a ship of similar size but different armament, ECH doctrine calls for ships to operate in triads -- usually a heavier ship paired with two lighter ships -- so the odds of finding a Beta in deep space by itself are very slim.


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Gamma-class Heavy Cruiser
The Gamma is a newer hull commissioned by the Hegemony State of Aurora VI, which has been adopted throughout much of the Hegemony navy as the workhorse of its non-capital fleet.  Armed with shorter-ranged weapons than most heavy cruisers, the Gamma is still able to wreak terrible damage to enemy ships' onboard systems because of its use of highly radioactive solid projectiles, which, once they penetrate the hull, fry electronics and optronics alike.  The ship also carries a compliment of drones which can occupy the enemy's attention while the ship closes to direct-fire range.


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Delta-class Battleship
A recurring theme in the Hegemony is the "me too" adoption of new or proven designs. One such example is the Delta-class battleship, a ship that is packed with drones, carries a heavy shield, and can bruise most opponents badly with its singularity torpedoes.  Built on technology stolen from non-Hegemony sources by the member state of Neue Keineleben, the Delta has quickly become the darling of many member navies. Able to fill space with clouds of drones, the Delta can also use the harmonics of an enemy's shields against it, as its "singularity torpedoes" use a spatial-distortion effect to overload the target's shield capacitors and cause them to burn the hull from within.


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Epsilon-class Troop Ship
The ECH is not shy about pushing back international boundaries that it finds inconvenient, but this often requires the fielding of ground forces to enforce its will.  The legendary invasion of Penelope Prime, for example, involved no fewer than thirty million ground troops.  There is no shortage of manpower in the ECH, and moving it from one end of the Hegemony to the other is the job of ships like the Epsilon. Short on amenities but packed to the gills with passenger berths, the Epsilon can deliver a brigade of infantry to wherever its needed in short time.  For defense, it mounts a single universal turret housing a Rheinmetall Gauss autocannon, a formidable defense.


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Zeta-class Space Station
A visitor to an ECH member system will usually find themselves greeted by a Zeta-class battlestation. While smaller than a battleship in actual displacement, the Zeta has no need to mount a hyperdrive system and can therefore pack its hull with a huge drone compliment, as well as 360º coverage from its enormous "vorpal cannons", which are known for their shield-penetration abilities. While the Zeta has medical and science facilities on board, its primary purpose is to discourage hostile action against the system.</r>

32

(11 replies, posted in Starmada X)

I'd just as soon see it tied to hull size and not much else.  Don't get me wrong, Brother Adso -- I admire the degree of thought you've given it, but I think denoting batteries and systems takes too much away from the flexibility of the designer and creative character of the race. 

Personally, based on the sizes used in the Brigade Models contest in 2004, I'd say something like this:

Corvette/Monitor:  1 to 2

Frigate/Destroyer:  3 to 4

Light Cruiser:  5 to 6

Heavy Cruiser:  7 to 8

Battleship:  9 to 10

Dreadnought:  11 to 13

Superships:  14+

And your light carriers, escort carriers, and heavy carriers would be interspersed therein.  Variations on the themes above would fit in with their respective types -- battlecruisers, for instance, would just be size 7 or 8 but with added engine space at the expense of weapons/shields, sort of thing.

33

(0 replies, posted in Starmada X)

The Polamaras Free-Trade Cartel has its roots on the planet of Hettsia, located in the Finnegan star cluster.  Hettsia is a huge terrestrial planet that is home to over five hundred separate and distinct nations, including about one hundred twenty city-states and a few “anarchy zones” where no government has sway.  The planet has become a popular trading spot, as the immense number of political and apolitical entities that cover its surface took a very liberal approach to the regulation of commerce very early on – minimal regulation, no duties or tariffs on goods moving across borders, few “morality” laws to restrict products, and protectionist-oriented policies concerning the extradition of people or data to other systems.

Where the law does have teeth is the enforcement of contracts, without which no capitalist system can exist.  This legal environment has led to very wealthy local governments (thanks to income and payroll taxes), extremely successful international corporations, and vibrant trades in commodities outlawed in other systems – slavery, prostitution, mind-altering substances, weapons, industrial espionage, stolen goods, genetic engineering, and labor racketeering.  If organized crime could have founded its own paradise, it would have looked like Hettsia.

Since a great deal of money can be made by providing illicit goods and services to those who cannot otherwise obtain them, a large number of the Hettsian corporations do the bulk of their business off-world.  These include mercenary companies, smuggling concerns, pharmaceuticals manufacturers, flesh peddlers, weapons dealers, and many more “niche” corporations that deal in narrowly defined industries. 

The need for ships, then, is extremely high, and especially for those ships that can move cargo to places where it may not necessarily be welcomed by local authorities.  Shipping cartels such as Polamaras can therefore make an excellent living simply by helping other companies smuggle their goods into other star systems.  From small, extremely swift courier boats to blockade runners, Polamaras has a number of solutions to fit the shipping needs of its neighbors.

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Zephyr-class Blockade Runner
The Zephyr is basically a huge engine attached to a cargo block, with small living facilities attached. Designed to move highly valuable cargo to places where stealth and subterfuge are necessary, the Zephyr is equipped with stealth and ECM systems, security teams to resist customs agents, and redundant hyperdrive systems to prevent the ship from being trapped in-system due to its FTL drive being damaged or disabled in battle.


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Zobeir Pasha-class Slave Ship
The Zobeir Pasha is a newer design purchased from the Kerry Shipyards on New Ravenna. Although originally intended to capture pirates, the Polamaras Cartel has outfitted the ship to capture slaves instead. The ship carries ten squads of raiders and assault shuttles, and its particle cannons are designed to hammer a victim into submission quickly enough that the crews will surrender rather than risk destruction.


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Skorpion-class Commerce Raider
The Skorpion was commissioned to answer the call of smaller companies that were being beaten soundly by their larger competitors' economies of scale. Rather than try to outperform their competitors' products in the marketplace, a number of smaller firms have chosen to remove their competitors' products from the marketplace, by destroying or capturing competing transport ships and their cargoes. Polamaras is willing to undertake such missions for a fee, and thus fields the Skorpion-class commerce raider, a specially-commissioned hull from the slips at Mannheim Kraftwerke. Protected not by shields but a sophisticated point-defense system and sporting very heavy firepower and full compliments of drones and marines, if the Skorpion can't capture the enemy ship, it will certainly destroy it.


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Merkur-class Fast Courier
The Merkur-class courier boat is one of the fastest available ships on the free market. Designed and built by the Llamellik Consortium Shipwrights specifically for the Polamaras Cartel, the Merkur has no weaponry on board, but its speed, stealth, cloaking, and point-defense capabilities are generally able to keep the courier out of reach of those who might want whatever data it is transporting. Needless to say, hiring a Merkur is expensive, but given the power of data in a technology-driven universe, it's often well worth it to the customer.


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Thistle-class Mine/Countermine Operations Ship
One request that has been occurring with increasing frequency is that for Polamaras to disrupt shipping lanes, either of rival corporations or after the client company has already used it. To that end, Polamaras bought and refitted a number of older battlecruisers, removing most of the offensive weaponry in exchange for huge racks of semi-intelligent mines, a minesweeping array, and cloaking systems. The result, dubbed the Thistle, is a fast ship that can keep up with most freighters, seeding the shipping lane behind them with mines to prevent a rival company from bringing their goods to the same market through the same route. The Thistle is also able to sweep mines to prevent someone else from doing the same thing to Polamaras's clients.


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Waypoint-class Space Station
While there is little call from clients for stationary space installations, Polamaras marketing studies showed a need for a transfer point, preferably a remote and well-defended transfer point, where smugglers can meet up and hand off goods, engage in some R&R, and refresh themselves for another round of serving those markets which owe their existence to local regulation. The Waypoint-class is a small facility, being only slightly larger than a naval cruiser, but since most cargo transfers happen in deep space anyway, the internal space did not need to be wasted on such. Instead the Waypoint mounts six heavy batteries of meson guns – which leave hulls intact while killing crewmen – and onboard defensive measures. The internal space also houses a number of restaurants, casinos, and a huge brothel able to accommodate three hundred customers at a time. The Polamaras Cartel has deployed two Waypoint stations with plans for a third in the near future.


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Busy Bee-class Light Fighter Carrier
The impetus behind the development of the Busy Bee was the realization that a lot of freighters and cargo vessels carry anti-ship weaponry but few if any carry defenses against fighters; thus, Polamaras stepped in and offered an inexpensive option for those companies seeking to interdict their competitors' shipping. A tiny ship, the Busy Bee is built on a frigate hull, with its offensive weaponry removed and external fighter berths added along the outside of its superstructure. While still armed with light mass drivers for close defense, the Busy Bee is really intended simply to carry its fighters into a system and then withdraw to a safe location.</r>

34

(34 replies, posted in Defiance)

Howdy, all, and my apologies.  My Real Life job has gone to hell in a handbasket over the last several months (by way of explanation -- this is my boss:  http://www.spokesmanreview.com/jimwest/ ) and I haven't had the time to devote to the spreadsheet that I'd like to have had.

That being said, I've also found that the Defiance army building system is extremely complex, much more so than I had thought when I first offered to Demian to do this.  I had figured it would be something on the order of Starmada, but the sheer number of options, exceptions, and requirements of army building in Defiance have proved to be daunting.  Compared to this, Dirtside was a cakewalk.  There are some very touchy technical issues that I'm not good enough to solve without changing the flow of information within the worksheet.

The easiest thing would probably be to have a worksheet allowing a user to make a single infantry frame, then another allowing a single weapon frame, and so forth, leaving the user to put their squads together on paper.  I decided not to go there with this thing, since building an actual army -- squads and vehicles -- required making global assumptions about tech levels and whatnot that will effect everything else.  I figured it would be required that all that could be done through a single application, but I might have been wrong.  It gets especially complex when you throw in all the special Augmentations, such as the One-Shot Grenade Launcher that would require buckets of re-calculations to be done to incorporate it.

So I really don't know, now, if I've gone in the right direction with this thing.  I can certainly simplify it, but then I'm sure I'd catch flak from people who want to build their entire army in a single workbook. 

Thoughts?  Suggestions?  I'm open to hearing 'em.

Added two more, and adjusted the balance of forces in the Barbarians scenario a bit.

jimbeau wrote:

just me posting without thinking too hard.

Ah.  No worries -- I do that all the time.

jimbeau wrote:

However,

Yeeeeeesss?

jimbeau wrote:

Anyone want to meet in Peoria at the game store Sunday PM?

That's about a three-day drive for me, I'm afraid.  Oh, well -- I'll just have to convert more players here out west!

Thanks for your comments, Taltos.  My primary concern was that most ground-based scenarios have a greater degree of flexibility in creating interesting situations with terrain and whatnot, but space-based scenarios are often "two fleets attacking each other on a flat table".  I figured there had to be some way of putting more variety into space-based wargames, and so I started jotting down some thoughts on that during our long drive.  It was also much more interesting than working on the contract proposals I owed my boss, but that's a story for another time.

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(19 replies, posted in Miniatures)

Tony,

Check your inbox -- you've got Yenpalo!

Andreas

I was away on a business trip last week, and one thing I was able to do was break out my laptop and jot down some scenarios I had been mulling over.  Space-based scenarios are harder for me to come up with than land-based (such as my Dirtside ones), since I was a groundpounder rather than a squid, but I've tried to throw some together that seem creative and interesting enough that people might find them worth trying.  Also, I HTML'ed the write-ups of a couple of my personal Starmada factions and uploaded them as well.

Check them out by clicking on my Starmada page at:

http://home.comcast.net/~kudby

Thanks,
jav98

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(22 replies, posted in Miniatures)

Thanks, Daniel.  I've been too busy in recent months to do much, but I have more ideas percolating about my little brain!

42

(79 replies, posted in Defiance)

Hmmm... let me jump in for a moment.  Can you have, for instance, four sub-frames combo'd together, with a couple being tandem and a couple being parallel?  Or three frames with two being parallel and one being tandem?  Then we'd have to define which of the first two the third one's tandem with, wouldn't we?  And that would change the costing formula for having combo frames.

For instance, if I have Subframe 1 (12 PV), Subframe 2 (8 PV), and Subframe 3 (10 PV), and I combine 1 and 2 in a tandem combo, it costs 12+(8*.25), or 14.  Now if I want to set up Subframe 3 in a parallel config, do I need to use the PV for Subframe 1 or 2 as the comparator?  Or the combined combo PV for 1 & 2 put together?

Or, if I have an assault rifle with an underslung grenade launcher/flamethrower (a subframe with a tandem relationship to two subframes with a parallel relationship), how do I calculate that?  Establish the parallel relationship first and then add in the tandem relationship?

I'm working on the Excel customizer again (finally!!) and this is presenting an interesting exercise in logic.  One problem is forcing the user to account for what they are trying to do by combo'ing their weapons in the proper order.

43

(34 replies, posted in Defiance)

Count Zero wrote:

Something I noticed. There seems to be no option to set Impact Rating to 0. The only option is 1-4. So my 11 point weapon because 15 because I have to set it to IR 4. Is there something there I need to set?

Thanks,.

Jonathan

I can fix that easily, but from the the way I read the text originally I wasn't sure if you *could* have an IR of 0.  I see now on Page 29 that IR-0 seems to be the case for "standard" weapons; I'll adjust accordingly.

44

(34 replies, posted in Defiance)

Sorry I've been out of the loop, everyone!  My job went to hell in a handbasket a few weeks ago and hasn't gotten much better.  While I'm still pretty snowed in by what's going on at work, I think I can finally start peeling some time away to pay attention to the USS spreadsheet again.

I'll start with the issues at the top of the thread -- the combo weapons.  I haven't yet been able to figure out a way to make that work.  The problem comes in where the point costing is concerned, and a few other under-the-hood issues.  Right now, to make a combo weapon, someone will need to create the first weapon frame independently, and then make the second weapon as a combo with the first.  I'm sure there must be a better way to handle it, but I'm not sure how (maybe a separate worksheet for combo weapons?).

I'm open to suggestions on that one.

45

(34 replies, posted in Defiance)

Huh.  I read that section completely wrong, apparently.   :oops:  Still, it actually will make grenade design even easier than it is now, as I won't have to aggregate the various effects.

I'll have to go back and see if I screwed up the CDW design too.

46

(34 replies, posted in Defiance)

tnjrp wrote:

The tab "2b - Grenade and CDW frame design" seems to be going in an odd direction tho. It appears to allow combining any effects from the listed ones freely, which is not allowed by the rules.

Hmmm... I must have missed those restrictions.  Can you give me a page number so I can incorporate them properly?

tnjrp wrote:

For future development, I would recommend marking out the write-protected fields somehow, even if it is sort of obvious what they are. Also, it would be nice to have some way of clearing the contents of a column or even the entire tab to their default values.

The first one's doable.  The second one... there are all sorts of hidden formulas and whatnot, which makes it best for a person to click-and-drag to highlight the cells to be cleared.  Not a perfect system, but I had to do so much data manipulation in the areas surrounding the data-entry portions of the worksheets that highlighting a whole row or column would wipe out something floating around out in the wings (if it weren't write protected, that is).

tnjrp wrote:

Furthermore, while the data card view is pretty, I would also strongly recommend adding a more concise "draft" print out tab for the information: this would make test driving the forces less of chore, printing-wise.

That's a pretty easy fix.  Although it would closely resemble the Step 2 worksheets, so you could always just print those out.  Once I get the army list tab figured out, I'll build a more concise way of representing the data.

Thanks for your feedback!
Andreas/jav98

47

(5 replies, posted in Defiance)

Sorry, Mr. Rose -- I didn't mean to start a "dump on Demian" thread here or anything.  How's the move coming?

48

(34 replies, posted in Defiance)

Oh, yes -- first issue many will notice:  combo weapons aren't working yet.  I've been trying to find a way to set it up without using circular references, and it's been a [female dog] so far.  It'll get there, though.

49

(34 replies, posted in Defiance)

And please... be gentle... :cry:

50

(6 replies, posted in Defiance)

Ur of Persia wrote:

Has anyone done a relatively simple (!) spreadsheet for this then?

I telll ya, with the nature and breadth of the USS army customizer, "simple" did not enter into the picture!  And while it isn't quite done yet, I think Demian's going to post the current "beta" version for players to poke around with while we drive on with finishing the rest of it.