26

(5 replies, posted in Starmada)

Dan, would you mind putting a date for the last update to the shipbuilder?  I see various conversations, and can't tell just from looking whether I've got the latest.

I find that I don't mind this kind of revision--I don't really expect to figure ships by hand.  The only thing I wish is that the builder was a program which could read my ship description, because in order to get my ships current, I assume I'll have to enter them again into the new one.  Is there another way?

thanks
andy

27

(6 replies, posted in Starmada)

This confused me for a while.

So places where the combat rating uses the space units (I'm sure I've seen that somewhere) do it before applying the tech level adjustments?

I think this could help add some character to what I've been designing.  It is just hard to believe until you work it out.  I'll take a closer look.

andy

28

(5 replies, posted in Starmada)

Bugs!  Millions of 'em!


(I have to see how much I spent on my wife's Christmas presents first, then decide if I want color.  The color rulebook is very nice.)

By the way, what expectations do you have for publishing supplements?  I love the SAE rulebook for being beautiful and clean.  I'm coming from a system I like (FT), but which has become spread over several books, and is in need of a cleanup (IMO).  I don't know that I'm interested in the pregenerated ships, and I'm not particularly interested in the history (sorry).  But I am interested in some of the new options.  (I don't want 3D, and I don't know what combat interception means, but I would like to see anti-fighter batteries.)  I don't mind buying a second book.

But how often would you expect to publish books with rule options in them?  I don't want a library of Starmada rulebooks, with lots of fluff for a universe I don't use.  My friend bought some spaceships and started asking me about the Full Thrust rules, and I talked him into trying Starmada, largely with simplicity and brevity in mind.

I imagine there is a post about this somewhere, so I'll go look for that.  The announcement for ISS says this is the second half of publishing SAE, so I guess there aren't any new supplements just over the horizon?

thanks,
andy

29

(2 replies, posted in Starmada)

I'd like to see the # of weapons in the X battery have the same drop-down that Y and Z do.  I have to type in X, but Y and Z have to be typed in.

andy

30

(5 replies, posted in Starmada)

I'm looking at the new Appendix A, in A.4.

"Ant-Fighter (Weapon)"

Should this be "Anti-Fighter(Weapon)"?

andy

31

(5 replies, posted in Starmada)

Right, I'm not talking about giving him a copy, and we started out being pretty conservative.  But the boardgame analogy (I would teach a friend how to play a boardgame with me without any question) seems appropriate to us, and hopefully that's within the fair use thing.  I don't want to have to limit my use of the book just because he hasn't bought it yet.

Looks like there are more rules that even I don't have.  I wonder what I would want from the new supplement.  Hmmmm...

andy

32

(8 replies, posted in Starmada)

When I play FT, I like the cinematic system.  That's because I like spaceship combat to "feel" right, without actually being accurate.  I wouldn't expect a Star Destroyer to pivot about, firing and thrusting one way while moving another.

But I don't like ships moving like tanks, either, so the new SAE movement system feels more right to me than the old one, and works better for me for space fleets than a vector system would.

For a nice fighter-based vector hex system, I recommend Turn or Burn:

http://interformic.com/torb.html

Nice little game design!

andy

33

(5 replies, posted in Starmada)

I've got the color-printed version, and it looks great.  Seriously, I've played a lot of games over a lot of years, and more and more I appreciate simplicity and clean presentation.  My over 40 eyes appreciate the nice big font and lots of pictures, etc.  Only things I think are a bit messy are the extended arc labels (which I'll never remember), the sideslips (not sure I'll need them, however), and maybe the way to squeak in a turn while going over your thrust level.  But I digress.

I don't want to throw everything in to my first games, but there are some options I'd like to put into my fleet as I design it.  My friend has the free PDF.  If I use these options, I'll have to tell him what they are and how to use them.

What do you think about sharing within a group?

I would not put all the info from the non-free part into a cheatsheet and give it to him.

I'd like to be able to tell him the options I'd like to use (weapon traits, maybe some optional rules, a scenario, etc).  I assume I could explain these.

I also assume that if he likes the game, he'll buy the rules in some form.

How do you (Dan) feel about it?  The extra rules don't do me any good if he doesn't have the rules, but it shouldn't be that only I need to buy the rules.

Actually, now that I think about it, I'm not so sure.  We've played several games where one person had the rules and taught the other to play, maybe loaned a book for a bit.  If we play a boardgame, we don't expect both people to buy copies to have the whole rules.  I think I was fogged up some by the free PDF.  So I think he should be able to use pretty much anything.  I just wouldn't send him a copy of the full PDF, or photocopy my book, etc.)

Just checking--Dan, what do you think?

Is the Appendix A on the site?  It says it should be.

andy

34

(10 replies, posted in Starmada)

There are other sorts of defense, too.  I think Dan has been careful to get a good value for each defense, so I'd feel free to experiment.

So you could have an unshielded fleet with armor plating and/or countermeasures and/or increasing the hull size by 1 to give another hull point?

I'm finding that I'm not giving high shield values to my ships, just because they start taking up so much space past 3.

Of course, another way to look at it is that Shields represents shields on one fleet, and armor plates on the other.  It is just whatever goes up against the Impact value.  But it is nice to have fleets that you want to be different actually have different mechanics, so I think you've got some good things to try out.

andy

35

(4 replies, posted in Starmada)

Is there a good way to take multiple ships, each in different files created by the ship builder, and print them so they look good together on paper?

I'd like to reduce the amount of paper I print, so at the very least I'd like 2 ships per page.  I thought of whether I could shrink it anymore (only have 12 hull boxes, for example, if that is my limit, or move the command section to another sheet).  But it seems clear that I could print two per page.

Or does everyone print one at a time?  Or design in the builder and copy into the sheet provided by MJ12?

andy

36

(43 replies, posted in Starmada)

jimbeau wrote:

I don't think I've ever heard anyone call it Hull-size resolution. interesting.

I was thinking of the comments that I should have two hull sizes per "class" (where I'm thinking of "class" by size, even if I'm using role names) to give more room for variation.  It doesn't seem necessary to me, since I don't have to fill the whole thing.

jimbeau wrote:

I have been known to set a hull size and leave a bit of space blank as well.

However, that does increase your cost.

For combat rating, I think it seemed to only add to the defensive rating, and thus to combat rating.  That seems OK, since you do get another hull point, and maybe another level for shields or engines.

jimbeau wrote:

If you can get away with a smaller hull size, you can conceptualize any size ship you want.

For an off-the-cuff example, perhaps I am playing a race which is avian in nature, they may have a size 3 ship that has a very large flying area in the center of it, thus it may be a size 3 ship that displaces size 15, but is very easy to kill...

actually, I really like that idea smile it would be tough to show that on a ship card tho. lots of fluff text would be required, I think.

Yeah, I was thinking about that, too.  I think I'm more likely to try going the other way with this fleet--adding a hull point without needing to fill the size.

Do you think that costs more than its worth in defense?

thanks,

andy

37

(43 replies, posted in Starmada)

Earlier on this thread I asked about whether there was inefficiency in not using all your SUs.  I didn't get an answer, but after looking at it, I don't see any problem (and you seem to agree, enough to wonder why anyone would ask).  It drives up the SU cost of some other things dependent on size, but not in a way that makes it a problem.

The point of all this was that you have higher size resolution than just however many hull sizes you use.  I don't need to go far into double-digit hull sizes to have plenty of resolution.

andy

38

(43 replies, posted in Starmada)

I wanted to answer one of my own questions.

I wondered whether you could provide some variation on size within the hull size integers by leaving some space units open.  After experimenting a bit, looks like you can, if you are using the combat rating.  If you're using the S.U. for a campaign or something, it might be inefficient, but it looks like it only changes the defensive rating to take into account the extra hull point.  (Am I right?)

In that case, I could use it for another defensive option.  Design the ship for size n, then at the end crank it to size n+1 and don't use the space up.

That might make sense for me.  I'm getting my version of GZG's NSL (slow-ish, armored, mostly basic guns) into shape, and the ratio of damage dealt to damage taken seems (no actual experience yet) higher with Starmada.  I don't feel a need to reproduce Full Thrust (or the ship classes--I just would prefer to reflect relative ship sizes), but having their ship style as a guide helps to keep a theme going.

Am I missing something about being able to use leftover S.U. space as a fractional part for hull sizes?

andy

39

(4 replies, posted in Starmada)

You don't get any discount for using overlapping firearcs, right?

There is an example in the book, and it says you just add the number of arcs.  In that example,  you really get the C arc and half of J.

I'd guess this just didn't seem like an important enough case to fix that?  Starmada seems pretty thorough in most areas.

(I don't have any designs I'm trying to get a bit cheaper.  Just curious.  I'm not sure that I actually want to fool with the notation to help me remember the extended arcs.)

andy

40

(14 replies, posted in Starmada)

I was going to ask why non-piercing had that fighter rule, too.  I know it wouldn't be a penalty vs fighters, but it is still a penalty (because there are a lot of things out there that aren't fighters).

It would have been a nice rule to use for anti-fighter guns.  I know those may appear in the future, but the fighter penalty didn't seem necessary for this trait (and the other similar one, which I forget at the moment), at least to me.

andy

41

(43 replies, posted in Starmada)

Does that mean that everyone but Dan regularly goes up over 10 in ship sizes?  There doesn't seem to be a convention.  smile

I think there is room for customization in that you don't have to use all of a ship's size units.  But I haven't looked to see how inefficient that would be.  So a size 4 ship with some empty space could be a size 3.5.

I love getting responses from different people, because I don't think everybody is doing the same thing here, and the Starmada rules leave it pretty open.  Dan says he'd rather not allow size > 10, and two folks encourage me to go up to 20.  But the ships I'm making at size 1 and 2 seem to be getting too much stuff in them, and I'm worried about getting ships that are too crammed.  Hmm, I wonder if I should be looking at the Tech Level stuff.

andy

42

(43 replies, posted in Starmada)

cricket wrote:
GamingGlen wrote:

This looks limited to me.  Maximum size on the current sheet is 24, so scale everything to that.

NOOOO!

Don't do it!

Save yourself!

If you want your max hull size to be 12, then go for it. If I had my way, there'd be a hard cap of 10 hull points for any ship in Starmada. wink

This is sorta what I was looking for.  How has Starmada usually been played?  Tested?  What are the norms, and what are the limits of things that aren't that unusual?

I don't really related to Dan's other rants.  I just know that GZG makes beautiful ships in many size gradations, and I'd like to be able to come close to respecting relative sizes.  I'd rather have 12 different levels than 10, and the ships at that extreme do have rather large models.

Dan, what do you usually see?  Do the Starmada X: Brigade ships reflect the range you expect to see in ships, and in gun sizes?

Anybody else?  I've seen other people designing ships up to size 20, and other people agreeing with them.  What's common practice?

In the meantime, I'm going to start designing with 1-12 hull sizes.

thanks,
andy

43

(43 replies, posted in Starmada)

I guess I could make some heftier guns for those big ships, and they'd cost more.  So I guess I'd like to know what sort of conventions there are for weapons actually being used.  How often do you use ROF, IMP, or DMG  more than 2?  More than 3?

andy

44

(43 replies, posted in Starmada)

That list wasn't meant to be exhaustive, so other ships fit in at appropriate size.

I'll try some more with the ship builder, but it seemed hard to fill the space up to 20.  I got the impression that there could be way too many guns on my superdreadnought.

I'd still like to get a sampling of what people actually do.

thanks for comments,
andy

45

(43 replies, posted in Starmada)

I just used the ship builder to try making a size 20 and size 12 ship, and the 12 looks plenty big.  So it looks like:
Scout: 1
Corvette: 2
Frigate: 3
Destroyer: 4
Heavy Destroyer: 5
Light Cruiser: 6
Escort Cruiser: 7
Heavy Cruiser: 8
Battlecruiser: 9
battleship: 10
dreadnought: 11
superdreadnought: 12

And if a heavy frigate is as big as a destroyer, so what?

Do you try to fill all the space units, or do you commonly leave some unused?

andy

46

(43 replies, posted in Starmada)

I saw a post where someone gave the hull sizes they use, from an "escort" of hull size 2 to super-dreadnought of size 19-20.

I didn't see any indications of typical use in the Starmada book (got mine today, thanks).  Is there a general consensus?

I've got a GZG fleet, and I'd like to reflect most of the variety they have.  I could assign 1 (scout) to 12 (super dreadnought), but if I want a bit more variation, 1-20 works, matching the sizes used by the original poster.

What sizes make sense?  Is 12 a really big ship?  Is 20?  I wouldn't want to choose the sizes because I like the numbers, and then find that my super dreadnoughts had too much to be playable.

I'll take another look at the examples in the book.  (I have the PDF for Starmada X, and it just occurred to me that I could take a look at that.)

thanks
andy

47

(30 replies, posted in Starmada)

I think I'm getting this system better than some because it is something I tried to do to Full Thrust.  I wanted to allow my thrust and speed to quickly make it clear what I should be able to do.  This is close, in that it lets you say what you want to do and do a quick check that you can actually do it.

That's actually why I wrote the first version of the program that I was using to show Starmada movement.  It was originally a Full Thrust program looking at possibilities, to see if it would be easy to see what you could do.

I'm looking forward to ordering a book when I get home and giving this a try.

andy

48

(24 replies, posted in Starmada)

cricket wrote:

As far as "outlawing" U-turns go, it wouldn't break the game (as long as all ships are affected the same way), but my question is: why?

I'm interested in an approximating the "cinematic" vector-ish approach that Full Thrust uses.  Ships move like in the movies, more like boats than spaceships.  I just don't see these things spinning around on a dime, and it seems so different than the other possible moves.

andy

49

(24 replies, posted in Starmada)

Those are markers in gray in the intermediate steps along the way.

Sorry, as a hack, it isn't well documented.  smile

So does it look right?

Thoughts on my question about U turns?

andy

50

(4 replies, posted in Starmada)

thedugan wrote:

We got closer, and saw that it was merely a statue - and there was a small circular grill on the base.....

OK, I thunk and I thunk, but I don't get it.

Would you mind?

andy