626

(11 replies, posted in Starmada)

Not a bad idea (simple things are rarely bad ideas).  I should give it some thought.
Thanks!

Marc

627

(20 replies, posted in Starmada)

Blacklancer99 wrote:

Ok, after having thought about it for a bit more (and having consumed a great
deal more coffee) I came up with this for scouts:

And maybe I should try drinking coffee... big_smile

Special Equipment: Electronic Warfare:

Truly very interesting.
Ok with offensive and defensive capability.

In Jamming Mode the area surrounding the scout vessel is treated as a Dust Cloud (see terrain) to a distance of 10 hexes from the scout. This affects all ships within that area, friend or foe.

So, all ships within 10 hexes of the scout ship in jamming mode treat their target as being twice as far as they are actually?

Vessels with Electronic Warfare special equipment ignore the penalties of
Stealth equipped ships.

Why not, but, as I see how scout ship are (small ship with low weaponry), not very useful.
Why not another mode 'heavy scan' (or simply 'scan'): A friendly ship disregards the stealth trait of an enemy ship.

As you can see I was thinking along the same lines of making it a single piece of equipment, but with a different twist.

And I like that!

I have no idea what the best way to point or SU this would be!

Maybe something like the 'Fire control'.

Marc

628

(20 replies, posted in Starmada)

I have separated both topics (sorry for the inconvenience  :oops: ).

About the scout, to avoid complication, I would make it a ship trait, once only per ship (no levels, no addition of levels).
This trait can be used during the ship firing phase, just before the first ship is able to fire.
A ship using its scout function is able to do the following (numbers given can be adjusted):
- Allow a friendly ship (including it self) to add a +1 to all its weapon fire against one enemy ship only.
- Negate an countermeasure trait from an enemy ship .
- Negate a stealth trait from an enemy ship.
- Add a -1 to the DR for detecting a cloaked ship
- Allow all friendly ships (including itself) within 10 hexes (a 'modified' Dust cloud  wink )to benefit from a -1 against all enemy fires.

I'd like to enable all those abilities (except detecting a cloaked ship) via a DR. For example, you need a 4+ to active a function, with a modifier depending on the difficulty of the action. For example, negating a stealth should a -1 DRM.

Marc

629

(11 replies, posted in Starmada)

For sake of consistency, I created a topic only for the shifter.
Here is how I saw that 'weapon':
- Shift is a new weapon trait. (for that message, such a weapon will be called a 'shifter'.
- A weapon having that trait treats its IMP and DMG values as 0 and those values may not be modified in any way. Ie, no need ot give it an IMP/DMG value greater than 1, but it should have at least one in order to cmpute its value.
- A shifter may only target ships having an initial hull value lower than its ship (is, a hull 5 ship mounting a shifter may not target a hull 6 (or more) ship
- Record if a ship hit by a shifter. At the end of the turn, such a shift will be shifted one hexside to the right or to the left (decided by its opponent), whatever the number of times that ship has been hit by a shifter. This is in addition to any 'pivot' used.

I'm unable to determine its multiplier, but it seems its effect can be annoying whilst not devastating. Maybe 1.5...?

Marc

630

(20 replies, posted in Starmada)

Blacklancer99 wrote:

How you determine Scout levels would be somewhat tricky (and probably specific to your campaign or games), but I would suggest a scout would have to have Countermeasures, Fire Control and Science(500) for level 1, then increase the level of Science by 500 for each level.

Of course this was all typed before I finished my first cup of coffee, so be kind  wink
Cheers,
Erik

On the contrary, that's interesting. A bit too strong, but the ideas are good.

I'm still thinking about the gravitic shifter (and I should have made two different posts... :roll: ). As for the scout, it should be something not too strong enough in order to avoid ruining a game.

Marc

631

(20 replies, posted in Starmada)

cricket wrote:
madpax wrote:

How much would that weapon cost?

The problem, as I see it, is that the usefulness of such a weapon will vary based upon the difficulty the target will have in counteracting the "shift" effect. Thus, a consistent cost is difficult to determine (but I'm willing to listen to any suggestions).

Well, I'll have to think of it   :?

ELINT/Scout ship:
I would like to know if rules for scout ships with special electronic abilities exist?

The first step is to determine what exactly an ELINT/Scout ship would DO in game terms...

At first sight, it would be about countering stealth, countermeasures... or giving Fire control... to friendly ship.

Marc

632

(20 replies, posted in Starmada)

I would like to have some insight about the following, please:

ELINT/Scout ship:
I would like to know if rules for scout ships with special electronic abilities exist?

Marc

633

(10 replies, posted in Starmada)

Nomad wrote:

Yeah, missiles as strikers vs. missiles as weapons is always tricky.

It depends on how you would model missiles. If the missiles are in limited availability, the missiles should be seekers. Also, don't try to mimick exactly how weapons work from one system to another, as long as you got the same feel.
Anti-missiles defense are a bit tricky using Starmada. You have the Point Defense but it just reduce the attack prob for missiles seekers. Anti fighter defenses are not really useful in that regard. They can only attack fighters (aka strikers/seekers) if they end up adjacent to the ship, but when seekers end their move adjacent to ships, they automatically attack. In the end, maybe the best solution would be medium ranged weapons with fighter-ex clusive trait.
If the missiles are weapons and not seekers, countermeasures could represent such defense, but other weapons wold be affected and treated accordingly.

Marc

634

(6 replies, posted in Starmada)

Not so much to start a debate over whether fighters are overpowered or not.

I know, but I feel  that both things are related. But I could be wrong.

Marc

635

(3 replies, posted in Starmada)

You're right!
I forgot the fact that catastrophic  didn't aply to all dmg dice.

Marc

636

(3 replies, posted in Starmada)

Just a question about its cost.
In essence, the catasdtrophic trait is an extra hull damage x 3.5 (in average). But whilst the cost of EHD is x3, the catastrophic damage is a rather (seemingly) low x3.5.
Why such a low cost?

Marc

637

(6 replies, posted in Starmada)

Yes, I noted that a true carrier is horrendeously expensive, compared to a mixed 'regular/carrier' ship, especially as that ship can fight with its fighters instead of trying to avoid the firefight.

Marc

638

(6 replies, posted in Starmada)

Even if we suppose that AFB should fire before fighters, or just after one flight attacked, I feel that fighters should be left as they are just for one reason: They are very expensive (IMHO). Take two same-hull ships. One will be full of weapons, the other will be full of fighters. The price of the former would be very low compared of that of the latter. Twice to thrice the cost.
And when the fighters are gone, the CV will have no use at all.

Marc

639

(41 replies, posted in The Admiralty Edition)

After having used another excel file to verify my designs, it appears that the one I sed was (a really tiny bit) flawed. Also, I feel that some ships, mainly the Kanathe ones, are a bit two expensive for their worth. I will have to review them.

Marc

640

(4 replies, posted in Starmada)

go0gleplex wrote:

If your opponent is taking level 5 shields,

I have found that the CR difference between two equivalent ships but having different shild value can be tremendous. For exemple, there is almost no difference between a ship with a shield value of 0 and one with a shield value of 1 -about 5%). But there is a lot (something like more than 30%) between a shield 4 and shield 5 ships (everything else between equal).
I wonder if the CR difference is really worth it.

Marc

641

(41 replies, posted in The Admiralty Edition)

I played today as I expected, using terran (my opponent) and orion ships, regular 1000 points battle.
I didn't compare both fleet when I designed them, but I was surprised to see that terran ships where so cheap!
I deployed two CAs and two DD, whilst my opponent deployed an ES, three FF, two DD, a CA and a BC.
After a good start, allowing me to kill two small ships, I lost the battle with only a de-clawed (no more weapons) DD remaining (orions are cat-like  lol ).

I will have another look at the designs to see if I forgot something.

Marc

642

(41 replies, posted in The Admiralty Edition)

If everything goes well, I should have the opportunity (at last) to try some of those design.
Next work; The Theban wars.

Marc

643

(41 replies, posted in The Admiralty Edition)

The last ones, Ophiuchi and Gorms.

Marc

644

(41 replies, posted in The Admiralty Edition)

The Rigelians, with a low number of ship type and fosing mainly on carriers.

645

(41 replies, posted in The Admiralty Edition)

Now their first enemy, the Khanate of Orion. I have revised the laser, making it more powerful but shorter ranged. Note that the Sharno-class is more a fighter transport than a true carrier.

646

(11 replies, posted in Starmada)

Only Warlock wrote:

What I need to work out i how to simulate Wave motion Guns with Starmada:AE.

What I really need is  "Linear" fire arcs (1 and 3 hex row variants) and the Slow Firing -2 and Slow Firing-3 weapon attributes!

I don't know about Starblazers, but it looks cool.
To convert the ships stats into Starmada, you should avoid trying to mimic exactly how the ships and their weapons work. For example, the linear fire arcs could use the G fire arc, whilst all slow-firing -2 and -3 should be simply slow-firing, maybe with lesser effect.

Marc

647

(44 replies, posted in Starmada)

Unfortunately, Borgs do not belong to the SFU.
But I wonder how they would be treated.

Marc

648

(5 replies, posted in Starmada)

Thanks!

Marc

649

(5 replies, posted in Starmada)

I didn't find it, neither in the rulebook nor in any other book I own.

Marc

650

(5 replies, posted in Starmada)

Hi.

I would like to know if someone created a convoy attack scenario?

Marc