I had one, I had six, I had four, and now I have one again.  So impossible to try to organize people in to a campaign.  But you people are good people.  You are on this forum because you are already cool and don't need to be goaded in to doing something awesome.

starmada dot rivkashome dot com

PBeM CM driven blind campaign.  With a ref you get fleets passing each other in the night, spy missions that are actually secret, and a star map you have to actually explore. 

Applicants must a) Actually want to play B) Be able to make 3 ship blueprints in the space of three weeks and C) Not question any of the rules I flip on or off or mod.  DM is always right, but DM is here to make sure everyone has fun.

Interested?

27

(7 replies, posted in Starmada)

a) is avoidable by splitting them in to five banks.  And part two is math abuse; of course rounding takes over in an example of 9.  A monstrous 12-3+ 1-2-2 Continuing EHD is 120, and becomes 87 when split and recombined.

But declaring at the start of the turn!  Now that's something I totally missed.  Makes Starship Exclusive make much more sense.  That is a hella trade-off if you have to flip the switch before you know what you can shoot at. 

(Making a Fighter-Exclusive that you can switch to a matching Starship Exclusive if there are no fighters on the board isn't abusable since Anti-Fighter is the only bonus you can straight shed in that direction.)

Carry on.  Powergame radar deactivated.

28

(7 replies, posted in Starmada)

cricket wrote:

All other things being equal, if you have ships with Starship Exclusive weapons and I don't, you get 20% more points. So, you'll probably win more often than not.

On the other hand, all I have to do is bring a few fighters, and the balance shifts back into my favor. Even if you give your weapons an anti-fighter mode, each turn you are fending off my fighters is a turn you're not attacking my ships.

This isn't the same old ratio of fighters to starships discussion.  I'm saying that Starship Exclusive Dual-Moded with Fighter Exclusive gives you a points discount with no tradeoff.  Take any fleet force mix you want, and then go through every ship and do this mod to every weapon.  You won't have changed a thing except to generate free points.

10 SU Weapon with 1.5 power that doesn't help vs fighters.  Like Piercing.
15 SU normally,
OR
Add Starship Exclusive and then Dual Mode it with itself with Fighter Exclusive replacing Piercing.
15 * .7 + 10 *.6 * .5 = 13.5, and the weapon is the exact same as it used to be.

If I ever have a weapon that I put any kind of special ability on, I add in Starship Exclusive and get it on sale.  I was never expecting to fire my Ignores Shields gun at a fighter, so it is just pure discount without cost.

In fact, take a weapon with a cool power like Ignores Shields.  If I Starship-Exclusive it, and then give it an Alt Mode of Fighter-Exclusive without that power, it comes out cheaper than the original gun.  Scoreboard.

(Okay, after writing this I played with it more.  It is true even with just IMP or DMG values being modified.  Do I have it right that Fighter-Exclusive is .6 and Starship-Exclusive is .7?)

30

(3 replies, posted in Starmada)

Heh, I am starting a 1e campaign next week.  Hopefully at the end of it I'll have enough experience to bug people on 2e forums after they slave away and do the unappreciated work.

31

(16 replies, posted in Starmada)

Make sure you factor in the "Boneless is awesome" modifier.  I have a Continuing Catastrophic gun.  Just got 18 evens on 3 dice.  Then 12 hull so 30 damage.

Seriously though, when you balance for expectation, do you give a discount, a bonus, or nothing for increased variability like this?

32

(3 replies, posted in Starmada)

They are mentioned in VBAM:Starmada 3.6.1, but aren't in any actual sourcebook as far as I can tell.  They are mentioned like they maybe were equipment in Shipbuilder's AN201.  But they aren't in AE, ISS, or the Rules Annex.

33

(60 replies, posted in Starmada)

Heh, I hadn't even considered I'd have it yet, but your post inspired me to check the mail.  Glee!

34

(3 replies, posted in Starmada)

What do you use for the tech range?  Looks like -2 is where all the levels start for sure (2.2.1), but is that out of a range of 2 or 5?

Should any of the weapon mods that have been released since VBAM be included in the set you get to start?

Several rules mention less than half hull, engines destroyed, or hyperdrive destroyed.  But with Damage Control, engines and hyperdrive will never be destroyed.  How do you handle that?  Allow critical hits to destroy damage control?  Say you can't fix a 0 engine or a hyperdrive?

Can the human mind actually cope with the awesomeness that would be a VBAM campaign?  I still need one more player so I have time to feign death if it turns out that greater men have gone mad.

35

(7 replies, posted in Starmada)

@P829: Like I shoot five weapons at your dood.  Two hit and three miss.  Regardless of whether or not the three hits do damage, I then get to make a two dice attack at an adjacent hex.  If one of those two then hit, I can make a one die attack in a hex adjacent to it, excluding the original hex.  Chain lightning, say.

@MC: Oh wow, I like that spillover idea too.  It's even better as it lets you blow the patootie out of a small ship without worrying about wasting output.  Hypergraviton even makes sci-sense.  Picks up mass and keeps going.

Spillover: The number of hull hits beyond what is required to kill the target ship can be rolled as an attack against an adjacent hex.

And then both of them could also have "-1 die for each intervening hex" so they don't have to hit adjacent.

In Battlefleet, your ships can target the closest ship for free, but have to pass a Command check to target someone else.  Fail and you don't fire.  (iirc)  I really liked that feeling of a picket screen of smaller ships.  Bring smaller ships to clean their smaller ships so you can unleash the big guns on the good targets.

The asteroid rules seem good for changing a command roll in to a to-hit deterrent.  Have any other good ideas?  Costing suggestions for these bad ones?


Equipment: Long Range Jammers: Hex containing ship counts as an asteroid field for shooting modifiers.  (I wouldn't mind it working to hurt both sides.  Would be kinda cool actually.)

Equipment: Chaff Mine Factors: Creates an asteroid field instead of a mine field.  (Shoots in end phase, so not as awesome.)

Fighter option: Decoys: Hex containing flight counts as asteroid field for shooting modifiers.  (Now this is a screen.  Almost too good.  Actually, pretty definitely too good.  But no weapons at least.)

Weapon option: Must Shoot Closest: Can only target the hex with the closest enemy object.  Choose on ties.  (I like 0.9 discount modifiers.)

37

(7 replies, posted in Starmada)

Arcing: Each hit also makes an attack in an adjacent hex.  Cannot target a hex already targeted by this attack.  Cannot choose a hex outside of the weapon's normal max range, nor inside min range.

I think this is really cool for some reason.  Can't say why.  Looking at a finished game where the ships are bunched in cute little pairs, and AoE is expensive.  And it would be really cool against fighters.  I bid 2.5x.

38

(4 replies, posted in Starmada)

Gah, didn't know there was a How-To.  Don't see on Files page?

I get how the equipment is laid out now.  Auxillary Services are not in the drop down; they are separate on the Template.  And the other things I was looking for must have been Star Trek-setting specific.  (Was recreating preview Enterprise with Shuttles and such.)

So for the Tech Level thing, I'm going to add a box to my output detailing the tech levels of each category.  Make it easier to recreate the ship if I need to and will show age of ship well.  That might be a good box to add to the Starmada page for other people?  (I had a blast picking boxes to put on my own sheet.  Good system.)

Wish Open Office could conditionally collapse rows.  "Hide for Printing if..."

39

(4 replies, posted in Starmada)

Well, I just finished entering all of the ISS book ships in to it so that I could convert them to facet shields and print them in my awesome new output sheet.  There were two annoying ease-of-use things.  Ship equipment isn't all together; I had the hardest time finding Fire Control. 

And secondly, Tech Levels are all over the place.  The normal and ISS rules have Engine, Shield, Equipment, Fighter and Weapons as solid categories.  Leaving per-weapon TL is cool if some setting needs them, but they could be in one place for normal cases.  Oh, and it would be nice to have TL on Template and not Nation since in a campaign it is a per-ship thing.

40

(27 replies, posted in Starmada)

FlakMagnet wrote:
Boneless wrote:

If an enemy carrier is within 10 hexes, then having fighters launch and attack in the same turn is about equivalent to firing a weapon "3/6/9 6/5+/1/1 No Range Mods". That's around 42 points. Fighter flight is 50 points. Is it just how that feels that is upsetting? Because it doesn't look unfair.

As someone mentioned, there's something missing from your pointing of the weapons:  A fighter flight is like a single 3/6/9 6/5+/1/1 No Range Mode, ABCDEF-arc weapon with the unique ability to fire before the combat phase.  Even so, it is just the "feel" of how fighters fit into the rules' turn-sequence that "bugs" me a smidge.

Shoot, yeah, you'd have to put ABCDEF on that virtual weapon, but you'd also have to add Ammo == 1.  That brings it back down to about 32.

I admit purely comparing points is impossible with "firing before the combat phase" ability.  But I play with E5 - Sequential Combat.  (Simultaneous bugs me in games where weapons travel at the speed of light.  Everyone hits the button at the same exact moment?)  The usefulness of fighters for me is that they move last and can get behind people's directional shielding.

But in either case I totally hear that your main point is trying to nail a better feel for fighters.  That's subjective for you, so good luck.  I guess I'm just justifying why I like where they are. 

(Interesting subpoint about how optional rules can maybe skew balance numbers in here somewhere.)

41

(27 replies, posted in Starmada)

If an enemy carrier is within 10 hexes, then having fighters launch and attack in the same turn is about equivalent to firing a weapon "3/6/9 6/5+/1/1 No Range Mods".  That's around 42 points.  Fighter flight is 50 points.  Is it just how that feels that is upsetting?  Because it doesn't look unfair.

42

(4 replies, posted in Starmada)

go0gleplex wrote:

dicing hares...(watches the animal police)...but flechettes are more likely to pierce since they are needles or mono-threads.  It's more likely that they will do little hull damage.  You might want to rename this more along the lines of Grapeshot. wink

Very Cool ideas though.

Heh, I never really thought about what it would really mean.  I was vaguely remembering Shadowrun's rule, but now I'm not sure of that either.

Anywho, do you have any ideas on costing a weapon like this?  Maybe take the greater cost of the two modes and then multiply by 1.1 or 1.2?  Hardly any math at all, and total freedom of design.  Could even say 1.1 for two modes, and 1.3 for three:

Battlestations Laser Cannon:
6/12/18 1/4+/1/2
No Range Mods
or
3/6/9 1/4+/1/4
or
3/6/9 3/4+/1/1
Anti-Fighter

Which is 36 or 26 or 36, so a base cost of 47 at 1.3.

43

(15 replies, posted in Starmada)

ToddW wrote:

For overload I'd make it X2 DMG but weapon is limited to short range.

Yeah, but then you'd have to have a separate weapon called Overloaded Photons.  That's what made me come up with the Fire-time Options thread.  It would be cool if "2x Damage, Carronade" was a mode on the main weapon itself.

44

(4 replies, posted in Starmada)

The Star Trek thread just had me thinking about having weapon traits that you can choose to activate at time of firing.  Even if it ended up being 90% cost effective compared to just taking the upgraded weapon straight up it could be cool for flexibility and fleet flavor.

Overloadable XXX: Version for ROF, IMP, and DMG.  Add +2 to the chosen stat for this attack, but then the weapon cannot fire next turn.  Cannot be combined with Slow Firing.

I thought 2x instead of +2 would make costing it more difficult, and might be exploitable. 

Star Trek Photons are kinda like this.  40K plasma is like this in the newest edition.  Tactically, it is like Battletech: if I'm going down this turn, I Alpha Strike to take you with me.



Flechette Load: +1 to hit, Non-Piercing.

After you drop their shields, switch to the shotgun.

45

(15 replies, posted in Starmada)

japridemor wrote:

Here is my first thought on a SFB Fed CA with the R refit.

CONSTITUTION-class FEDERATION HEAVY CRUISER ( CAR ) ( 183 )

Tech:  E: 0, F: 0,  G: 0,  S: 0,  W: 0
Hull: 8 7 6 5 4 3 2 1
Engines:  5 5 4 4 3 2 2 1
Screens:  3 3 3 2 2 2 1 1
Weapons:  1 [ XY ]  2 [ XY ]  3 [ XY ]  4 [ YZ ]  5 [ YZ ]  6 [ Y ]
[X] Photon Torpedo [4/8/12, 4+ 1/1/2, Slow-Firing; Variable IMP]
[AB] [AB] [AB] [AB]
[Y] Phaser Type I [6/12/18, 3+ 1/1/1, Doubled Range Mods]
[GHI] [GHI] [AC] [AC] [BD] [BD] [EF] [EF]
[Z] Phaser Type III [3/6/9, 3+ 1/1/1, Doubled Range Mods]
[ABCDEF] [ABCDEF]
Special:  Hyperdrive; Fire Control; Marines (10); Science (80); Teleporters (2); Transport (25)

From remembering SFB back in the day, I'd switch around the defining characteristics of the Torps and the Phasers. 

Range affected Torps ability to hit from almost-guaranteed to don't-bother-firing.  But they always did the same damage.  Give them Doubled Range Mods (and Slow Firing). 

Phasers had the same chance to hit, but range made them do less damage.  Call that No Range Modifiers and Range Based Damage.

I don't see how to do Overloaded Torps though.  Might be an interesting possibility for a weapon mod.  Variable Power or something.  Can fire at 2xDmg, but then can't fire next turn.  Optional modifiers could be a powerful design thing.  40K plasma works the same way.

46

(6 replies, posted in Starmada)

I'm teaching the game to someone new tomorrow, so I'm printing out some ships right now.  I couldn't decide which ones, so I went to page 18 to read the flavor text.  There I saw that certain races have tech level bonuses.  So the ships in the sourcebook aren't balanced against each other.

Now, I'm all for asymmetric forces, but there are no drawbacks to the good races.  In real life if I get people hooked I'll play custom campaigns with building our own ships.  And we'll use the tech level rules from VBAM for certain.  But for a demo game I very nearly accidentally picked unbalanced forces to show off how balanced this point-buying customizable game is.

Am I missing something?

47

(23 replies, posted in Starmada)

aresian wrote:

I just noticed that a short ranged battery is pretty limited in it's use as an anti fighter/striker/seeker weapon.  Will there be an option for shipborne weapons to allow them to fire in the fighter phase?

I really like this idea of a reactionary weapon.  Another idea that could satisfy the same goal would be the Battlefleet Gothic's rule of putting a fighter flight on CAP in the capital ship's hex.  The first flight to come adjacent to the capital ship trying to attack it gets automatically jumped in to a dogfight.

(I don't think it's a thread hijack if I'm talking on the same subject, but if it is I apologize.  I think a Fighter-Reacts power on a weapon would be totally cool.)

FlakMagnet wrote:

IMO, reference to "flight decks" or "hangars" hints at fighters.  To keep the integrated feel of the small craft rules, traits like "Limited Launch Capability "LLC" or the like should be used instead of terms that hints towards narrower uses for the trait.

I was reading this thinking "yeah, that'd be cool, something where a small craft's strength can decrease over range representing a dissipating energy weapon."  Then I read that the intent it for these weapons to hit the turn they're fired.  Umm... why not use regular weapon batteries for that then?

Not that a "Dissipating" trait isn't useful for seekers/drones, likewise an "Intensifying" trait would be desirable as well, you know, as options.

--Flak Magnet

The intent isn't to hit in one turn.  There was a worry that putting too large of a discount on Fading would be exploitable for a speed 15 Seeker.  Mr Cricket seems okay with it because yeah, a direct fire weapon would be cheaper.

But speaking of exploitable, Intensifying would have to have a cap of increasing to original strength, or you could hide a fighter group until they were size 20.  With that addition, I think that power is an awesome idea.  A regenerating Tyranid bio-torpedo, or Necron self-repairing fighters.  Just a 1.1 unless people find they have half-wounded flights with a chance to escape all that often.

cricket wrote:

No reason why this wouldn't work. I might even knock the modifier down to x0.8.

I was worried making the cost less than .9 because then you could add it to everything that you planned to have hit in one turn.  (Although, hitting with plasma on the first turn launched is how you do it in SFB.)  Just worried about flavor vs Munchkin-ability.

Come to think of it, if you were a twink you'd max the speed and use Fading and get a pure size bonus.  Maybe the fade needs to be "Roll a die per hex moved and lose a strength on each 6."  Would still feel like plasma. 

Dude, this forum rules.

I think I am one rule short of a plasma torpedo.  Damage fading over time for a Seeker.  Something like...

Fading: In each End Phase, reduce the flight's strength by 1.  Cost: x0.9.

Then I could do a...

Seeker Size 8 (hitpoints, not individual missiles), Speed 5, Attack 3+, Defense 0, Extra Hull Damage, DMG x3, Fading

and have a wicked plasma torpedo.

What do y'all think?