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what kind of treat does one leave for the Art Fairy to make the magic happen?
[size=50]It will have to be someone else though, I'm probably on the Art Fairy's S***-list by now![/size]
Erik
OldnGrey wrote:At the risk of talking with my mouth full of pages????
And finish your reading or you can't have any dessert!
Cheers,
Erik
PS I'm looking forward to the newest version of the shipyard. Problem is, Dan keeps adding things that I really like to the game, so I have to keep going back to do ships over to incorporate the new stuff. Eventually I have to put on the blinders for a while, ignore updates and changes and just finish some ships and PLAY!!!!
It's been an awfully quiet 24 hours around here. Must have something to do with S:IS being out there for everyone to digest. Well, everyone except for OldnGrey who was talking with his mouth full of pages 1 through 8 last night and continues to do so today!
Thanks Dan, once again, for putting out quality stuff. Now (at the risk of attracting the ire of Admiral Dugan), back to work! No time to rest on your laurels!
Cheers!
Erik
thedugan wrote:tnjrp wrote:Blacklancer99 wrote:I think it's because they don't have any other invented swears [...] makes colonial tourettes sufferers less interesting
Farscape was better in this regard, tho they did say "frell" a lot too.
FWIW, this is happening in the real world....
In the Navy sub forse, in the 80's, we used to say "Whisky Tango Foxtrot, Oscar?..." when we meant "What the F***" in calmer moments....the abbreviation being WTFO in written correspondence.
I work with an ex-airforce guy that does this stuff all the time (Sierra Hotel). In fact he never says "thank-you", instead substituting "Tango Yankee". When I pointed out to him that it was more syllables and therefore less efficient and therefore a waste of his time to say "Tango Yankee" instead of "thank you", he stopped thanking me for anything. Now if I could figure out how to get him to stop asking for things in the first place...
Erik
It seems to me, based on screen evidence, the Galactica's main railgun batteries would be a perfect example of a dual mode weapon system. Reduced range, reduced damage area effect for the defensive flak mode best seen in the pilot (and a few times after), and a longer range, higher damage anti ship mode.
Erik
go0gleplex wrote:Also keep in mind the original Galactica was aired in a time when swear words tended to be bleeped out and sexual situations were shown only on daytime soaps and the playboy channel routinely. Frak pretty much became part of the Galactica mythos at that point, hence the continuance of usage in the remake.
As I recall, the original had several other "colorful" words...was it feldacarb, felgacarb, something like that???? I kinda wish they had made up a bunch of new "swear words" for fun...and they do say frak mare than any self respecting trucker uses the earthling version...and I think it's because they don't have any other invented swears. It certainly makes colonial tourettes sufferers less interesting.
Erik
Another thought...How about a way to differentiate between, Normal and Weak hulled ships? I was thinking of something that would be along the lines of a modifier to construction that wouldn't affect gameplay in any way. A weak hulled merchant designed with 10 hulls of SUs to accomodate cargo space would apply the "Weak" modifier so that the final Hull that shows on the Ship Display would be, say 8 (to pick a simple number...I KNOW Dan would have to use the square root of something). I'm thinking of campaign games here mostly, and it makes something like a Q-ship converted freighter something other than a warship in sheeps clothing. By the same respect, a battleship with 10 Hull spaces worth of equipement stay 10 Hull hits, representing additional internal bracing, bulkheads, compartmentalization, redundant systems, etc...to make it ton for ton, more durable than the merchant.
I know you could do Strong Hulls too, but it adds a greater degree of complexity, and doesn't seem necessary to the flavor of the game if you just consider warships as the "norm".
Just thinking again.
Cheers,
Erik
thedugan wrote:I was watching Babylon 5 at SMU when I still worked there, didn't care much for 'Crusade'...
I've either worked Friday nights or been getting ready to GO to work, so haven't seen enough of BSG. What little I've seen is too 'touchy feely' for me, I'd prefer more stuff blowing up, and less "are you a cyclon"...
When I was growing up, SciFi had balls, now we've all got to be all angsty and crap. Blehh....Give me Giant Robots and guys in rubber suits if I have to sit through THIS to get to the explody bits....
..of course, I'm already on record as being a Godzilla fan, so take that as you like.
I grew up on a steady diet of "Creature Double Feature" on Saturdays, the horrible 70's disco Buck Rogers (Which I still love to this day for some reason that doesn't include Gil Girard's chest hair), 70's BSG (Colonial Dress Uniforms were better with the capes and we all know it!), reruns of Star Trek, and of course Star Wars toys that I if I still had all intact I could use to purchase Cuba. Perhaps I would make Dan the Admiral of my Fleet, but I would have to be the Generalissimo.
Everything today is touchy-feely, but the explosions you do get are waaay better than watching the hard work of japanese model makers being crushed by a guy in a rubber suit. Not cooler, just prettier.
Cheers,
Erik
PS Crusade blew and we all know it. It should have died quietly like the Ranger spin off/pilot.
go0gleplex wrote:You missed a couple really good capitol ship fights then Dan. The Cylons proved WHY it's a bad idea to fly CLOSE formation or to TOO near the enemy (gotta LOVE collateral damage) when the Pegasus went after them on it's last flight.
They lost me about the third season though...
True Dat. There have been a few really spectacular scenes...and a lot of "Are we sure they have a plan?" I've stuck with it throughout in the hope that the slow painful bits will be worth it in the end.
It's either BSG or watch Babylon 5 on DVD
Cheers,
Erik
cricket wrote:Perhaps a more difficult contest would be to see who can identify the sources of the quotes that show up at the top left of the mj12games.com pages...
It seemed to me that at least some of them are "misheard" lyrics. Although others are a bit too obscure, and I haven't seen them all yet (an unfortunate consequence of bookmarking the forum directly). Since you sya "sources, I assume they are from a varied blend of (geek) sources :geek:
I have to go now. I have to get into my Colonial Viper pilot costume and get into the right frame of mind for the return of BSG :ugeek: :!:
Cheers,
Erik
thedugan wrote:Blacklancer99 wrote:Besides, the way I look at it, me paying for Starmada products allows Dan and his band of merry men to get their creative fix and still manage to live somewhere besides their parents basement, or in a group home. what can I say...I'm an enabler.
Eh, so you missed the several posts where all the 'staff' of MJ12 Games all have day jobs? Like full time jobs with families in most cases?
Dont' get me wrong, it's enjoyable writing, modelling, rendering, assembling or whatever - but it's not like everyone is all in the same office (or even state) with their feet up on the desk.
There's a considerable amount of 'freelance' work in MJ12 products.
Nope, I didn't miss those posts. My point is that without others interested in what you are doing, it dies, and nobody knows or cares. The Starmada gang is lucky that people like what they do. I Never implied anyone was sitting with their feet up on the desk as I' not a naive teenager and know how things really work. Frankly, I was trying to be lighthearted, but you seem to have taken it personally. For that I apologize. The yahoo group I pointed you to has a project that I did with a fellow gamer (from Ireland) for free as an expansion to B5wars. He did most of the artwork and we worked on conceptual stuff together, but I wrote the text. I worked on it in my free time for over a year. Did I mention it was for free? We all do stuff like that. I have a full time job, a house, family and a cat.
Hope I'm not too insubordinate Admiral, Sir.
Besides, the way I look at it, me paying for Starmada products allows Dan and his band of merry men to get their creative fix and still manage to live somewhere besides their parents basement, or in a group home. what can I say...I'm an enabler.
Cheers,
Erik
thedugan wrote:So, what are you writing?
Sadly, nothing but technical documents, SOPs (need to pay those pesky bills) with the occasional term paper assistance lately. But if you would like a sample of geekspeak writing check here http://games.groups.yahoo.com/group/freeworlds/
:geek:
Erik
cricket wrote:One of the exciting (for me) new features of the new site is the ability to provide PDF downloads directly -- i.e. without recourse to middlemen like RPGNow or e23. I mean no offense to such retailers: I shop them all the time, as they are great for browsing and finding stuff you might not otherwise have tried. But now when you want to grab that one MJ12 product as an eBook, you can do so without leaving the site.
Doesn't that make you feel all warm and fuzzy inside?
Yehaw!
Now back to work producing Starmada products so that I can try out this wondrous service!
Erik
thedugan wrote:Here's an idea.....
How about having it be the number of posts in the last two years, then?
If you don't post, you loose rank. If you drop to Ensign, you're gone in two years.....
[Edit]
Okay, question....
The lowest rate is 'Midshipman', why no enlisted ranks?
In the USA: Seaman Recruit, Seaman Aprentice, Seaman, Petty Officer Third Class, Petty Officer Second Class, Petty Officer First Class, Chief Petty Officer, Senior Chief Petty Officer, Master Chief Petty Officer
Then Warrant Officers, but I don't recall the ranks - three of them IIRC....
The enlisted ranks belong to the career Lurkers, and those that own the game without joining the forum. They're there, supporting the game, namelessly and selflessly. They will never have the accolades ascribed to the blow-hards, er, officers, but without them, there would be no game!
Well, there would probably be the one game.
But without them Dan wouldn't sell enough to make another!
Though they may be Red Shirts and nameless faceless extras, they are no less important!
Whoa.
I think it's time to re-evaluate my sugar intake.
Cheers,
Erik
Hmm, looks good and sounds simple enough...One wonders, "What sayeth Dan?"
Of course, if I do want to use it I have to re-modify my tweaked ship display sheet. Oh well, nobody said this fun hobby type stuff was going to be easy
Cheers,
Paul, I think you kind of missed the meat of the Tender idea above. I was specifically thinking of rules that would account for ships on a a per su basis and not set at 150 for SHF and Attack Boats. I know that has been around a while. I was talking about someting like large size motherships carrying parasite warships of varying hull sizes (including a couple big ones if you want!) for a Base SU cost. Again, I'm not talking about cutters/attack boats/gunboats, etc...I'm talking about cruiser sized ships (or larger) carried by a potentially HUGEMUNGOUS jumpship. If you want an example take for instance the Mothership & City Killers from Independence Day. I'm pretty sure no one would accuse the CKs of being 1 Hull, and I don't really like the idea of using 150 SU for every 1 Hull either, any more than I would say 50 SU for every fighter flight
I know it is simple enough to just take 150 SU per Hull, but I would prefer a BSU %. To me it adds more variation/variety without being a complex. But then again, I have a lot of ships with odd numbered cargo and carrier and so forth...I don't like to round to the nearest 10 When I converted over the 2300 AD fighters into Starmada X, I originally used the Tender ability to model carriers (as the fighters we designed as Hull 1 ships), but it just didn't make sense that 6 Martels would use the same space as 6 of the much lighter Mistral fighters, and the it didn't jive with the fluff either, with the swap being something like 6 Martels=9 Mistrals. That to me pointed to using a % based system, and It's one of the the things I "mod" into the shipyard sheet using one of the spaces for the Aux abilities rather than the Carrier space. I use it to model the multiple-sized drop ships in the Full Thrust designs as well. First Design the Parasite to get the hull size, then add the % and you get the SU required to carry. I have designed a race of antagonists for a homemade campaign that uses jump capable scouts and motherships, but uses parasite warships of all different sizes as warships.
Anyway, I'm rambling.
To Sum Up: I would prefer a % of the Parasite's hull size to determine the Tender SUs required, rather than a fixed amount.
Cheers,
Erik
Erik
After sleeping on it I had another thought...a rule for constructing tender/battlerider type combinations. It could be as simple as Tender=+20% the SU of the battlerider or such. Tender would not add as much to the CR of a ship as Carrier I would think. This would allow large jump capable ships that transport warships greater than hull 1, something that occurs quite often in sci-fi literature and shows.
Cheers.
Erik
I preface my comment by saying that I like the Admiralty Edition...That said I really miss the flavor of losing special equipment through damage from earlier versions of the game. It is a constant and re-occuring theme in every sci-fi space battle-oriented series. "sir, we've lost the warp/hyper/slip/jump drive", "Sir, sensors are down, we can't get a lock on the enemy", "Sir, that last hit knocked out our cloaking device, we'll never be able to escape", etcetera ad nauseum This kind of thing is really just a "flavor" thing then a gameplay thing, but it can make things interesting, especially in campaigns.
If speaking in general terms about a universal starship combat game rather than Starmada as it is currently constituted, I would have to say that I can't think of anything that can't be approximated within the current rules. About the only thing I can think of are Super-Shields which don't ever allow damage to pass through until the shields are weakened or totally disrupted (Langston Fields?) Not sure the game needs them though.
Cheers,
Erik
thedugan wrote:BY "craft of the appropriate comparative scale" do you mean that we may all have different ideas as to fighter size? As in one guys "fighter" is another guys bloody torpedo boat? And another guys fighter is a dinky powered space suit with shooty bits?
Aye, that's true enoufh laddie....
:mrgreen:
We've been playing with 2300 ad ships converted to Starmada, and since 2300 ad fighters use starshiip scale weapons and for all purposes are treated as very short-ranged starships we use Hull 1 ships with no Hyperdrive and Overthrusters to model the "Fighters" of that setting. Detonation missiles become strikers, and "fighting missiles" become fighters. Overall it has worked well, I think. No ships have AFBs or Point Defense, but missiles in the setting move relatively slow compared to full-fledged starships (some are slower than your average battleships) so it is difficult for them to get a launch/attack in without exposing their ship to some kind of return fire. Typically, an attacker salvos as many of his strikers at long range, and they try to soften up an opponent before moving to beam range. With smaller engagements it is easier for targets to get swamped by strikers, but in squadron-sized battles the sides mount a large number of weapons which can shot at the strikers on approach and generally whittle down a few before they reach their intended target. Overall, the system really does replicate the feel of the 2300ad system very well for our taste. We've tried some other settings that are fighter heavy (IE B5) and found that the only way to hand fighters is with fighters.
Cheers
Erik
thedugan wrote:If we're talking something that travels THAT fast in the game, it's going to be hard to hit.
Fighters/Strikers/Seekers SHOULD be difficult targets to hit. Historically the idea has been to lay a huge barrage in front of an attack from the air and hope some of it connects. Modern escorts/defenses hope to first shoot down at long range with missiles and in failing that destroy disable the attacker in the terminal attack phase. One gun has a chance of hitting, but the Exocet will probably win more often than not. I like the idea of AFBs as it adds an element from the WWII in space type view, but it needs to have a chance. I played around with giving each AFB 1 die VS each attacking flight of fighters (during the fighter attack), and each 6 rolled (by the defender) killed one fighter before the fighters rolled to attack. It seemed to work ok, and it made the defending player feel like he was defending rather than just getting a beating. We actually started doing this with Starmada X AFBS because it just seemed to be better than on a 1, a fighter dies (and made AFBs an active Drone defense). Don't know if that would change the pointing of the AFB or not but it seemed ok to us.
Cheers,
Erik
OldnGrey wrote:I know what I would like to see in this respect, Anti-Fighter Batteries getting the first shot in against Fighters, Strikers and Seekers. If only on the basis of Every historical or fictional film that I have seen. As soon as something is incoming (first aircraft and now missiles also, hell, even a 5" shell has been hit by a target ship) every weapon that can try to hit it does open fire, sometimes even before the target is in range(the I DON'T WANT TO DIE instinct).l
I'll second that. AFBs as constituted do not give the feel of a CIWS/Phalanx type system, or even a the massed light batteries of 20/40mm type guns on late war WWII vessels (or of more recent vintage the massed light batteries of the Galactica) which kill/disrupt fighter attacks through volume of fire. See planes on an attack run...start shooting...let planes fly themselves into the engagement envelope of the weapon(s). In the case of a modern CIWS it is more like line up on target and spit out enough metal that something is bound to hit. Either way, the emphasis isn't on gunner tracking and methodically plinking enemies as they come near.
Erik
Hasn't history shown that the more Admirals/Generals/whatever, the more efficient the fighting force?
Yeah, sure, and the side with the prettiest uniforms always reigns supreme on the field of battle!
Erik
:oops:
Must have jumped the gun...I get so excitable!
Next time make sure the page is up and working before posting a teaser like that so we don't have to endure 30 seconds of anticipation!!!
It does look nice, if less "spacey" than the old one.
I clicked the link and saw what looked like an interesting, if somewhat distant background image...and absolutely nothing else. I will reserve judgement until the content arrives!
Erik
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