51

(14 replies, posted in Starmada)

jwpacker wrote:

Yes, it's another die/dice roll, but it's not terribly complicated...

And there's... the reason why it works the way it does.  smile

Sure, none of the die rolls are complicated.
But once you start adding a die roll for this ability, and then another die roll for that trait, before long you end up with the die rolling monstrosity that S:AE is (IMO).
I believe, with a very few exceptions that I can even think of, that most combat rolls are "roll to hit, roll for shields."
And if the target ship has no shields, it's simply "roll to hit."
I can't speak for Dan, but having as few dice rolls as possible was extremely high on my list of design wish list.

Kevin

Nomad wrote:

And yeah, Overthrusters look like a good match for Eldar; it's a reactionary post-move mechanic somewhat in the spirit of a second move, and very 'farseer'-some.  8 thrust is about what I came up with as well.  I'm mostly concerned that they only have short-range, forward-facing weapons, and not many of those (though they are accurate)...  Did you have trouble getting into position or inflicting damage, Underling?

The current version of the Shadow class crusiser has 16 dice at range 9 with an FF arc.
I'm going to revisit the Eldar with the inte ntion of bringing the thrust back down to around 8, which will also allow me to lower the tech level (if I'm not mistaken).

I didn't really find any trouble getting into a position to inflict damage.
It was the inflicting damage, and then not getting the bejeezus shot out of you that could be a little tricky.  smile
That's why I'm really curious to see how overthrusters will work.

Typically what I'd try to do is maintain a fairly high movement rate, deliver a shot, and then put the pedal down and accelerate to the edge of the board (leaving enough room to decelerate and turn around, of course).
It didn't always work, and if I wasn't making my shield saves the game could deteriorate fairly quickly.

What our group did was decide on basic hull sizes, basic weapon traits, give most everyone an ECM of 1, and then tweak the dice totals so that each class of ship was delivering a rough equivalent of their BG counterpart.

I've also got some of the old Spacefleet ships (with very pronounced sails), and I'd like to dink around with the solar sails ability. (Dan listens every once in a while).  wink

Kevin

53

(14 replies, posted in Starmada)

I think you may be overthinking things a little.
All Piercing does is simply reduce the number of saves a targeted ship may be entitled to.
Sometimes piercing weapons will benefit a firing ship more than others, as mc has shown, based on what the original save of the target is.

There are several ways to make a weapons battery more effective.
* Adding dice rolled (in effect more hits)
* Adding damage caused per hit (in effect more hits)
* Accurate (in effect more hits)
* Piercing (less saving by the target, so in effect more hits)

You'll notice a trend here.  smile

Kevin

underling wrote:
cricket wrote:
underling wrote:

Well, first of all, the Chaos conversions Mark did were stored in the sandbox, which was cleared out a few days ago.

I have a ZIP file of the designs that were in the sandbox.

Can you reload those into his user file, or is that something he's going to have to do?
And I guess if nothing else, you could just e-mail him the zip file he could reload them if he wants to.

It looks like Mark's early Chaos designs are now loaded back in his file ("redneckgamer"), so take a look and see what you think.
Kevin

55

(36 replies, posted in Starmada Nova)

BeowulfJB wrote:

Here is my Large Dreadnought design.  I wanted to be simple, well protected, have adequate firepower and good AA ability.  All the weapons have Guided which means no modifications for range & Accuracy to make 'em more effective.  All my ships will have these two.  This will make it easier for me to play these designs.  The Fire Control will help counteract ECM & Stealth that the target may have, and also will help with AA fire.
NAME:  USS ARIZONA & others
Stevens Ships ARIZONA-class Standard Dreadnought  (422)
ARMOR [_][_][_][_][_]
[_][_][_][_] [_][_][_][_][_]
[_][_][_] [_][_][_][_][_]
[_][_][_]
HULL [_][_][_][_][_]
[_][_] [_][_][_][_][_]
[_][_] [_][_][_][_][_]
[_]
THRUST [4][3][2][1][1]    WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fire Control
WEAPONS ARCS RANGE ATTACK DICE                                       -4   -6   -8 -10
14 Inch Strike Cannon (Acr/Gid) [FX2][AX2] 6-12-18    16 11 8 6 4 3 2 1 1 1 1 0
5 Inch Strike Cannon (Acr/Gid) [TR2][RT2] 5-10-15        6 4 3 2 2 1 1 1 0 0 0 0
:?: Any thoughts from others?  Is there something I have neglected that will make this ship less effective?
Cheers

I prefer simpler designs, so I like it.
I'm not sure what the "RT" arc is, though, unless it's the opposite of "TR"? I don't think it's in my copy of the rules.

If that's the case, my only recommendation would be to consider slightly more restricted arcs for the secondaries, such as the "PP" and "SS." With the ranges on your weapons, you shouldn't have any problem keeping prospective targets on your broadsides, so the slightly more restricted arcs would be a slight cost savings, or allow for a few more secondary dice.

With no ECM or shields you're relying on your armor to slow down internal damage, so having at least as many armor boxes (or more) as hull is a good thing.

Kevin

56

(57 replies, posted in Starmada)

madpax wrote:

Are there some news about a possible use of command?
I will play tomortrow my first game of SNE. I would have playtest those rules except I don't know what to playtest.
BTW, I plan to play 3 hours, rules explanation included. What kind of budget should I use?
Marc

We play-tested for every level of command, a +1 modifier was added to the initiative die roll.
This has changed, though, so I don't think it's goint to work this way any longer.
I like it, but hey...

I'm just a lackey...
A mook...
An underling...

I also can't give you much of an idea on what we paid as far as point cost for the ability.
I seem to remember it being a percentage of ths hip cost.

As for the size of game, since it's your first game I'd target somewhere around 1000 to 1200 points per side.
This should give you several nice size ships, as well as a few little guys, for each force.

If you want a faster playing game, try playing at 500-600 points.
This could give you one 250-300 point ship, a couple of 75 point ships, and a couple of 30 to 50 point ships.

Kevin

Marauder wrote:

I'd think you'd want to add armour to imperial ships - especially those with the "armoured prow".
-Tim

We didn't do anything with the Imperial ships, as we were dealing only with Chaos and Eldar.
But you're right, we 'd probably want to replicate that with any Imperial conversions.

cricket wrote:
underling wrote:

Well, first of all, the Chaos conversions Mark did were stored in the sandbox, which was cleared out a few days ago.

I have a ZIP file of the designs that were in the sandbox.

Can you reload those into his user file, or is that something he's going to have to do?
And i guess if nothing else, you could just e-mail him the zip file he could reload them if he wants to.

Nomad wrote:
underling wrote:

If you're interested, you might take a look at the ships in the drydock filed under "redneckgamer" and "underling," and let us (me) know what you think.

Heh...  I've begun doing BFG conversions as well, also straight from BFG to Nova with no AE middleman.  Going to start porting them over here soonish.  Quite curious to see how you handled the Eldar, because I do not have a satisfactory solution yet either.

Well, first of all, the Chaos conversion s Mark did were stored in the sandbox, which was cleared out a few days ago.
He may be able to reload those into his file, but we'll see.

Once we adopted a baseline for the weapons batteries and torpedoes, the conversions were fairly straightforward.
I won't go into the details, as you can see them in the ship designs themselves (at least the Eldar in the "underling" folder.

The Eldar were a little different matter.
The saves ability came over okay, as we simply gave them a high shield rating.
The problem with the Eldar is that in Nova it's hard to reproduce their maneuverability.
There is no second move mechanic in Nova, so the question becomes how do you make their speed pay off.

And the quick answer is you can't.

In Nova, once you get up to about a thrust of six or so, any thrust above that starts becoming a diminishing "return on investment." I don't have any ship design experience in previous editions, but I have dinked around quite a bit with Nova (but not in the last two or three months, so the point costing may have been tweaked a little in the interum).

We found that keeping them to a thrust of seven (cruisers), and eight (little guys), made them a little faster than the norm, but still allowed for some offensive punch.
I toyed with some designs using a thrust of twelve, but the verdict is still out on that.

For protection, a little ECM, quite a bit of shielding, with a layer or two of Stealth, seemed to capture their ability to be hard(er) to damage.
We experimented with Cloaking, but in our opinion that's not really how they work in BG.

Overthrusters is an ability that was added after our initial ship designs, so that may be something that might be worked into to capture their maneuverability a little more.

Hopefully Mark will be able to reload his Chaos stuff over the next few days.

Kevin

Alex Knight wrote:

So going off of my old BFG conversion I tested a single vessel with the conversion rules... okay, pre 1.0 conversion. Looks like a few things might have been altered. So I was going to see if a straight link would work to the printout.
(Nope, it won't.)
So a C&P
Imperial DOMINATOR-class Cruiser  (194)
ARMOR: 0
HULL: 12
THRUST: 4
SHIELDS: 3
Weapon Battery 30cm  [PP2][SS2] RANGE 6|27     19     14     10     7     5     3     2     2     1     1     1
Nova Cannon (Bls/Dx2/Prc/Prx)     [FR]     RANGE 18|5     3     2     2     1     1     1
Turrets (Acr) [TT] RANGE 3|1     1     1
Teleport Attack (Crn/Prc)     [TT] RANGE 3|1     1     1
(Need a better way to print this without having to save it as an image and uploading. :-\)

I don't know whether you're interested in a collaborative effort or not, but a lot of our Nova playtesting was done using Chaos and Eldar ships from BG.
We didn't do any converting, though, so all of our efforts were Nova based from the start.
If you're interested, you might take a look at the ships in the drydock filed under "redneckgamer" and "underling," and let us (me) know what you think.
We were fairly satisfied with how both races worked, although a few of the abilities in BG were kind of tough to port over. The Eldar second move is one ability in particular that doesn't have a similar mechanic in Nova.

Kevin

61

(21 replies, posted in Starmada)

jwpacker wrote:

Yeah, my ships more often than not resemble the S'ssk - multiple batteries in the same arcs. Couple that with multiple batteries in the same ark, with expendable seekers, and you'll get where my mind usually goes when designing ships.

Well, if it's any consolation, a number of our early play-test ship designs (if I'm remembering correctly) were set up with multiple batteries in the same arcs, and the game played just fine. I also don't think it really does anything to the point costing to do so.
It makes as much sense to be able to design two banks of six, as it does one bank of twelve.
I don't think it affects things much from a game play perspective either way.

Kevin

62

(21 replies, posted in Starmada)

Blacklancer99 wrote:

Doing XO racks this way actually seems to work better in SNE than using expendable weapons in earlier versions of the game, primarily because of attack dice system. I used to do several individual expendable weapons all in the same arc with ammo equaling the number of weapons, but that never worked as neatly as the new and improved version.
Erik

This does bring up a minor question.
In our earliest ship designs, a lot of times we were using identical arcs with identical dice on the same weapon line.

For example: TT3, TT3, TT3

This would give me three turreted shots at three dice each during the same combat phase.
I was told that "technically" this isn't allowed.
Identical firing arcs on the same weapon line are not allowed.

It really should be: TT9, with the rules for splitting dice then being used.

Are you guys currently multiple identical arcs for expendables?
Because I'd think this'd fall under the same restriction.

Kevin

63

(55 replies, posted in Starmada)

madpax wrote:

Well, ok with me. But in the conversion chapter, maybe Dan could add that for you could replace SAE shield by SNE shield or armor (or a combination of both) and proposes how to do that.
I fail to see how SAE shield is translated as SNE armor, for example.
Marc

I may be misunderstanding your question, but there are rules for replacing...

... SAE shields with SNE shields (page 49)

... SAE armor plating with SNE armor (page 49)

... SAE countermeasures with SNE ECM (page 49)

... SAE faceted shielding with SNE shields (page 50)

... and SAE screens with SNE shields (page 50)

Doesn't this cover about everything you'd need?

Kevin

64

(127 replies, posted in Starmada)

BeowulfJB wrote:

I am modifying my designs to give them the flavor I like, but to reduce the cost.  This involves deleting the Dx2, and adding a few more weapons to the main battery.  This will reduce the cost and will also make the main battery more effective in an AA mode. 
I was going to change the secondary battery to "Scatter Guns"; the name is from the Compendium.  I tried to give them the three weapon abilities {Accurate, Guided & Carronade}  The Acr, & Gid were added to the ship design by the DryDock program, but it would Not add on the Crn.  Is there a limit to how many Weapon traits a ship may have?
Also, when designing a ship today, the program would Not add on Long Range Sensors.  The way I got that on was to modify an older design that had Long Range sensors.
Any Ideas on what to do?
Puzzled in Jacksonville...
(Or should I say, More puzzled than usual<LOL>)

As Marc has said, Carronade, along with Long Range Sensors, have been deleted.

http://www.mj12games.com/forum/viewtopic.php?f=2&t=3635

Kevin

65

(55 replies, posted in Starmada)

murtalianconfederacy wrote:

You imagine correctly. I did find a use for my 1/2cm squared paper, but going through all five batteries of weapons, doing the dice strings, then the ORat.../shudders
And, of course, I made quite a few errors. I might end up leaving the designs I've done for SAE, and maybe 're-imagine' them similar to how Dan did the Arcturans.

I think the conversion rules are in place so two different players can convert the same ship, and theoretically end up with the same Nova ship.
If I was going to do conversions of my own stuff, I probably wouldn't convert them using the conversion rules.
I'd just redo them.
I like having weapon arc modifiers as close to zero as possible, and conversions are going to leave you with larger arc modifiers.

Kevin

66

(133 replies, posted in Starmada)

The following is based on my own rather limited knowledge of databases, although I have been working with the drydock since its inception.

mikeaxe wrote:

There was a request for a Bourbaki basin and Cricket said the Drydock was the NOVA equivalent.
[list]
[*]Where does all the 'buff' for each setting go?

Don't know...

mikeaxe wrote:

[*]How are designs protected from overwriting by others?

No one can overwrite files in a specific directory.
I believe any file can be overwritten that's stored in the sandbox.

mikeaxe wrote:

[*]How are we going to identify related designs produced by people like murtalianconfederacy (who has more time on his hands than is good for him big_smile ) provide us with so-many different setting?

You simply go to his file. That's where all of his ships will be stored.

mikeaxe wrote:

[*]If we all use it to develop ship designs how is the 'dross', which we will all create, going to be managed/deleted?

Ship designs that you want anyone to be able to edit save in the sandbox.
You do this by not logging in.
Files that you don't want anyone overwriting, but that you want players to be able to access, file in your own database.

Kevin

67

(55 replies, posted in Starmada)

murtalianconfederacy wrote:

Well, at least I didn't get too far in doing conversions. Tried doing a few conversions, and it looks more like it should be done with a spreadsheet than P&P--took me about forty-five minutes to do the Zharak-Kolras, and similar time for the Shromahk...:(

I did some conversions during early play-testing, and even using the drydock they were a little messy to do.
I can imagine they'd really be a pain non-electronically.  smile

Kevin

68

(55 replies, posted in Starmada)

This came up during the discussion on the firing sequence.

It probably should be stated in the rules that any ship that has seekers targeting it must activate at some point during the combat phase.
Or if it doesn't need to activate, it needs to be clarified when the seekers targeting it impact.

Kevin

69

(7 replies, posted in Starmada)

mikeaxe wrote:

As for Seekers, I have reread the rules and Underling you are correct the seeker is activated by the target not the firer.  That means that every ship that has a potential target must be activated at some point. Why would you not ... why to avoid that 300+ missile yikes  attack on your carrier that's why!

This does bring up an interesting question, though, and one that I don't believe has been addressed in the rules.
Can a ship that has seekers targeting it not activate during the combat phase, and if so, when do the seekers impact?
It probably should be stated in the rules that any ship that has seekers targeting it must activate at some point during the combat phase.

Kevin

70

(30 replies, posted in Starmada)

jwpacker wrote:

What if the model isn't a ring of escorts around a single battleship with heavy weapons, but instead a ring of unarmed but very difficult to hit/damage escorts, a full six point ring in lockstep with the central *carrier* ship that has no space wasted on defenses or weapons, but as many Carriers as will fit into the hull while still allowing the ship to keep up with her escorts...

I may be wrong, but if you're going to devote that many points to ships with escort, I don't think your carrier would pack enough offensive punch to eliminate a well rounded force.
A three hull ship with ECM 2 and Stealth 2 (total of -4 to hit), with no other systems or any weapons costs 108 points.

Kevin

71

(7 replies, posted in Starmada)

mikeaxe wrote:

Blacklancer99
Thanks missed that.
underling
On page 8 the firing sequence for two ships Vs 5 is A-R-R-A-R-R-R. So I think the out numbering is in the fire phase as well as the movement, but the 'loading' is towards the end rather than the front (as for movement) of the sequence.
As for the point about why you would count a ship that was out of range. You of course would not nominate a ship out of range, but suppose 3 of the R fleet were out of range, could I fire both R ships that are in range before the second A ship? What happens if all ships are in range at the beginning but loses makes some ships out of range later, does that alter the sequence? (more of an issue in a longer sequence).
I have been thinking about this all day and suspect the answer is; You do not include the ships initially out of range and you calculate the sequence patten at the beginning of the phase and if circumstances change the sequence patten remains the same with one side running out of ships early. All the other options I've considered can be 'manipulated'.

Yep, I missed this.
I was looking for the activation sequence earlier and didn't notice that there was one for combat.
It looks to me to work the same though. I think it just looks like it's "backloaded" because the numbers in the examples are different.
As for destroyed ships altering the sequence, I'd think it'd be calculated at the beginning of the phase, and not change due to losses.

mikeaxe wrote:

Also don't forget that a ship may now be out of range but any seekers activate when the ship does so you may need to activate a nominally 'out-of-range' ship which would of course count in the sequence calculation.

With respect to seekers, I just want to make sure we're on the same page. They activate and attack after the target ship attacks. So a targeted ship will never be totally out of range, because if nothing else they can fire at seekers attacking them.
Kevin

72

(21 replies, posted in Starmada)

diddimus wrote:

I've never paid attention to SUs before because I'm converting ship "as is" from B5 Wars as much as I can.  However a few posts about Nova has got me wondering.  Does the SU matter to someone who's creating their own universe? 
If you exceed the SU limit on a ship what does it actually do?

It's my understanding that the SU limit is simply an arbitrary limit that keeps ships from "unrealistically" having too much "stuff" on board. An analogy would be a WW II destroyer with 16" guns.
It just couldn't happen.
All of the point costing is still accurate, so even if you do exceed the SU limit, the point cost will still reflect the combat value of the ship.
So if it was me trying to reflect any given universe, I wouldn't worry about it.

Kevin

73

(7 replies, posted in Starmada)

mikeaxe wrote:

I've just played my first actual game big_smile . However we did have a few questions.
1. I had 7 fighters and 3 ships while my opponent had 4 ships and had the initiative. I worked the sequence as 1-3-1-3-1-2-1-2, which having read the rules again should have been 1-2-1-2-1-3-1-3. His first ship however destroyed 3 fighter flights! How should that effect the combat sequence or indeed should it? Should we recalculate it to 1-1-1-2-1-2-1-2? This would produce some weird issues if the losses had occurred  later and some had fired and some not. Or do we just carry on and once I had run out of un-destroyed ships to fire stop?

I believe the outnumbering rule is for the movement phase only.
The sequence during the combat phase is simply alternating fire between sides, one ship at a time.
At least that's how we have played it.

mikeaxe wrote:

2. Also do you count ships which have no targets (out of range etc.) in the fire sequence? Ships could be in range at the beginning of combat but not when activated. which would produce a similar issue to 1 above.

They don't count, and I'm not sure why you'd want to nominate a ship to fire when it's out of range anyway.
But if you alternate ships one at a time you don't have this problem.

Kevin

74

(133 replies, posted in Starmada)

Marauder wrote:

I agree with what you say.  The problem I guess i have is for our group to agree on the design limits is a big hassle.  Lots of arguments and people taking it personnally - and then that just motivates them to try to make even more broken combos that you didn't anticipate. 
-Tim

And this is fun... how?

75

(12 replies, posted in Starmada)

madpax wrote:

SNE is still too young to me to have played at least once, but judging from past experience, long range weapons tend to limit maneuvering. If you are able to shoot at long range (18+), you'll generally be able to shoot down some ships before entering short range and begin maneuvers.
With initiative-based  movement (you know where you end the moves of some of your ships compared to opponent's ships), I will prefer to use shorter ranges and restrict longer ones.
Marc

We're having a little bit of trouble with that now.
I've got a Geo-Hex mat with 1.5 inch hexes, and even weapons with an 18 hex range get you into combat fairly quickly. We're finding ships that are slow moving, and with longer ranged weapons, are starting to pop up.
Long range scanners (if we use them), will just exacerbate the problem.
Kevin