51

(3 replies, posted in Starmada)

Actually, that's a Romulan Winged Defender (my favorite spaceship mini, and it didn't get destroyed in a battle for a change.. woohoo!), not a Bird of Prey (not Pray, btw), and a Drazi Sun Hawk cruiser from Babylon 5 following behind; both of which are painted in Glenian Space Fleet colors  big_smile .

We'll be polarizing our sensors from now on to fend off those small novas your Beadboy ships seem to like lighting up around us.

And I really should add a Rainbow (yes, I did put it in my ship builder spreadsheet  lol ) option to one of my weapons to colorize those boringly gray WW2 ships, and perhaps a shot of color onto your black ones as well.

52

(13 replies, posted in Starmada)

madpax wrote:

But, the thing that is annoying me more than that is that I wonder who would want to command a small escort ship knowing that it will be the first to be killed whatever you do if he uses it as he should do...

Marc

The ship's combat stations are networked escape pods that the crew operate in during combat situations. The ship takes a hit or six and flies apart.   wink

I have an assortment of spacecraft miniatures I've gathered over the years, from Star Trek (Star Fleet Battles, FASA's Spaceship Tactical Simulator) and I use the Klingon ships the most, Babylon 5 (hmm, maybe it's time for the Shadows to make an appearance today...), Battlestar Galactica, Traveller (although only civilian ships so only use those when making a "ragtag" fleet  :roll: ), Silent Death, Full Thrust, to Star Wars plastics which need to be rebased to use on a hex grid. I have used my Italian WW2 naval vessels at times (only time I get to use them, no one is playing naval games around here).

54

(28 replies, posted in Starmada)

Hehe.. My response to his bringing out a cruiser was" "Who is this guy?  He looks like Beowulf, but he's playing a cruiser!  It can't be him."  At least my Winged Defender ship (my favorite miniature) wasn't the first target, as is usually the case.  lol

55

(28 replies, posted in Starmada)

I realize that the fleet composition is mostly a fluff thing, but I've seen fluff make it into the rules in other games. I don't want that with this subject, or even mentioned in the rules as an option.  Listing the ships and some doctrines of a "sovereign power" as part of some universe is one thing, but perhaps make some alien race have some other doctrines so people don't get it in their heads that one way is how it has to be. 

I didn't say that only the ships of the line mattered. By all means, have various sizes of ships in your sovereign powers' arsenal (whether that's Earth Alliance, The Republic, Klingons, or the Glenians Space Fleet   8-) ).  Do not require me to have to put together a near fixed formation or task force composition for ship battles that just so happens to follow one century's naval doctrine out of the many centuries of naval warfare of one small planet.

56

(28 replies, posted in Starmada)

You still think in modern day surface navy terms (or maybe of 20-80 years ago). 

In the age of sail, all that really mattered was the ships of the line. Very few smaller ships were in the battle fleet. The Battle of Trafalgar saw the British fleet with 27 ships-of-the-line and 6 "other" ships (frigates and schooners) while the French/Spanish fleet had 33 ships-of-the-line and 7 "other" ships.

Resources and time do matter, but what is more important is mission goals. What purpose do those smaller ships have in a space fleet?  Scouting?  Technology has given us all sorts of long-range detection devices.  Anti-shiptype duties?  We'd have to know what shiptypes will be around to create the counter for it before we can answer that.

If you insist on applying 20th century naval doctrines on a game, play a naval game that covers the 20th century. Many of those are around including a variant of Starmada.  Don't put peanut butter in my chocolate.  :mrgreen:

I blame Mr. Cole for ruining Star Fleet Battles with his hammering of a U.S. Naval theme into the Federation fleet (among other things that made that game unwieldy).

57

(28 replies, posted in Starmada)

I think the whole idea of having to have certain ship elements in a space fleet is an archaic notion.  If you want to play a naval game, then play a naval game.

Air forces do not do this to such a degree. About the most they have is bombers and fighters to protect them, and even then the fighters are not with the bombers in one armada from start to finish. No medium bombers escort the large bombers and even smaller bombers escort those.

Space is another medium entirely. Space fleets may compose of other options and concepts. Perhaps it'll have both elements of naval and air forces, or perhaps not be related at all. Hopefully we'll never have to find out.

58

(9 replies, posted in Starmada)

cricket wrote:

Glad to hear he's giving Nova another shot, but now I'm curious about the SAE vs. Nova thing...  big_smile

Only because I didn't feel like playing with some mickeymouse juryrigged mix-systems kludge.  wink

I much prefer the Admiralty edition over the Starmada for Dummies... er, Nova edition.

59

(4 replies, posted in Starmada)

Well, learn something new every day.

Never even used that rule as I didn't even know about it.

But I doubt it would make much of a difference, perhaps maybe cripple the D5; the combat was pretty one-sided.

60

(4 replies, posted in Starmada)

The Battle Station was definitely under-value for its points. By the time I gave up, the BATS had taken 13 hull hits and only delivered 5 to the D5.  It was a one-sided battle, and, IMO, the most waste of points were probably in the Photon Torpedo weaponry which had very little effect.

The Phaser-4s should have a 4+ ACC instead of 5+; with 5+ they're not all that threatening.   

Also, the BATS could use Armored Hull; all stations in SFB had armor.  Cutting down the the amount of hull damage by 1/3rd would make the station last longer and also represent how much bigger they are and many hits would be of little consequence.

Re: ship/planet/troop combat

Borrowing from an old computer game (PLATO empire, it's on the wikipedia): a player controlled ship could bombard a planet while in orbit, killing some of the ground forces but taking damage. After several bombings and damage taking the ship would break orbit, spend time repairing, then go back to the planet and resume bombing.  It was time consuming, but you could whittle the planet's troops down to a minimal value ("remaining troops are too well dug in to be destroyed"); and hope you weren't attacked by another player's ship in the meantime (or have friendly ships guarding you). Then you can drop your own troops (there were limitations on how many you can carry) with an exchange rate of 1:1 and take over the planet.

I've written up some rules to do the same for a campaign, as yet untested, with changes to adapt to Starmada.  In short, a ship can bombard a planet at range 1 for one round of combat per strategic movement/combat phase if no enemy ships present, firing every weapon (arcs don't matter in this case). Each damage point destroys 1 troop.  The planet's defensive systems fire back like an Anti-fighter battery, the number of AFBs depend on the number of troops on the planet at the start of the bombardment ( for now 1 per 500 troops, may be too few AFBs, but...); at EVERY ship that bombards the planet that strategic phase (cuts down on deciding who they should fire at.. trying to keep this simple and quick).  The AFBs probably won't really hurt ships much, but repair is not that easy to do, and ships may be damaged from recent ship combat.  Testing would be the only way to adjust the defensive fire so it's hurtful but not extremely so.  I have a limit on how many troops can be on a planet (2500 max for good production planets, 1000 max for not-so good prodution planets).

Next phase would be transferring troops to the planet to do ground combat, exchange range a simple 1:1.

62

(18 replies, posted in Starmada)

The concept of Battle Riders, the named used for such ships in the Traveller RPG ship building rules, does not work well for Starmada as the Hyperdrive cost of 5% is less than the volume cost taken up by storing the ship inside another ship.  It works for Traveller since that system uses an FTL system with a high volume cost in fuel.  It is a neat idea in theory and I made several attempts to create such ships with Starmada, but it was cheaper to put the Hyperdrive in the small ships instead.

63

(19 replies, posted in Starmada)

I did try an experiment. I had designed some ships with various defenses but the firepower seemed weak. So I went the other extreme and designed a couple of ships with similar weapons and no defenses, they had a lot more weapons.  The largest one died in one round.  So much for all that firepower.

Glen Tzu saying derived from this experiment:
The longer you survive the more you can harass the enemy.

In game terms:
The longer you survive the longer you get to play.

8-)

64

(19 replies, posted in Starmada)

None of my ships leave drydock without Armor Plating.  Even the little snits, or strike boats, have it, and it has made their lives last a little longer at times much to the frustration to the enemy (also great for crew morale.  :roll: ).

65

(23 replies, posted in Starmada)

jimbeau wrote:

They like the big hammer style... apparently it captures heir attention month after month becuase they play often.

I design all sorts of ships, usually trying to match the style or feel of the miniatures I have.  They just rarely stand up to the "hammer" of the others.

We don't play all that often.  3-4 times a year, although each of those times might have 2-5 games.


Starmada Rox, no matter which way you slice it!

Well, I have issues with some point values (if Richard uses a system or trait, it's suspect wink ), but it is a decent game.

66

(23 replies, posted in Starmada)

jygro wrote:

I'm amazed that you guys haven't set up some "fleet restrictions" and tried some games that way.   One of the ideas for "fleet restrictions"is that each player gets to pick 2 weapon effects and 3 special abilities and one weapon effect for each other player.  So if you have 4 players, you get to pick two of your weapon effects and your opponents get to pick the other 3.

Maybe in a campaign game where each player controls a species/interstellar government, but for one-off scenarios... nah.


The other idea is to build a fleet and then before the games, bid (in VP) for which fleet that you get to use.  The last player to get a fleet is awarded a 20% bonus in VP for taking the last fleet available.  Might be a nice change from your normal fleets.

-Bren

Then what would be the point of designing ships that I want to play?

67

(23 replies, posted in Starmada)

BeowulfJB wrote:

These are the type of ships that Gaming Glenn and I face when we play against my nephew.  yikes 
These ships seem unstopable.  Hopefully keeping everyone at tech Zero will limit things like this.   tongue
BTW, we are playing Starmada this Friday July 31st at Noon at Gaming Glenn's store in Davie, Florida (west of Fort Lauderdale)
All are welcome

And by tech zero, that means all techs are zero, not the sum total of +'s and -'s;  so no -2 to Fighter tech and +2 to Weapon tech cheesiness.

68

(12 replies, posted in Starmada)

go0gleplex wrote:

Gotta love a nice lookin starmap.

Yes, I do.  I found many searching for "milky way galaxy map" when I was looking for near-to-Earth star clusters to set up a science fiction RPG (Traveller) campaign location.

About this particular map, there are a LOT of stars within the areas of those empires.

69

(12 replies, posted in Starmada)

PSYCO829 wrote:

Now that is an interesting idea; you can have battles over territory, have conquest, etc. I like this.

I've worked on maps and rules for something like this for decades.  The rules usually get overly complicated trying to cover a lot of things, for example: logistics, ground forces, technology, peace time, exploration, colonization.  Finally I went with a simplistic approach borrowing from an old multi-player computer game.  Game was won and reset when one race took every one of the 25 planets. What added to the fun and player/race loyalty was that each race had a win count so there were bragging rights if your race had the most wins.

Adjusting for face-to-face multi-playing, I figure if ONE race/government (no allied wins) controls over half the planets (13) for one full turn then declare him the winner, reset and start over.  As to... naw, I won't bore you with more details.

As yet I haven't had a chance to try it out.  Every strategic level part of a tactical game around here for the last several years never gets off the ground.

70

(23 replies, posted in Starmada)

PSYCO829 wrote:

(1500)

Hull: 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1   
Engines: 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 1 1 1   
Screens: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0   
Weapons: 1:X 2: 3: 4: 5: 6:

X: "Heart Seeker"  10/20/30, 1/2+/5/5
Piercing +2; Double Damage; Extra Hull Damage
[G]

Special: Hyperdrive; Stealth; Anti-Fighter Batteries (4); Cargo (238)


Capital Ship Killer
It fires 2-3 times, then gets destroyed. Vs large ships, this satellite is absolutely brutal
<.<

I've built BFG-equipped ships but have never gone to that extreme.  Double Damage is sooo much fun.  smile  Also, I prefer two smaller but similar weapons as I will miss with one shot, almost always. 

95% chance to hit?  That means I have a 50% chance to miss.  Believe me, that's how my dice math works.

I see such a weapon as similar to spinal mounts from the Traveller RPG ship design rules.

71

(59 replies, posted in Starmada)

cricket wrote:
kehrer1701 wrote:

Well, and to add one more thought....if the first hit is always taken by the shield..how does that fit with a Borg Cube firing at a constitution class cruiser?

Well, since the Borg are not part of the Star Fleet Universe, there's no problem, right? big_smile


pfft, I fight them every time Beowulf's nephew comes to play.   big_smile

72

(59 replies, posted in Starmada)

I'm still liking my idea (of course smile  ) that the first shield hit automatically goes against the facing shield.  This guarantees, if a shield hit is rolled, that it will take damage like shields do in SFB.  Whether the rest of the shield hits are defender's choice, rolled for facing or not facing shield, or randomly distributed (there are 6 shield facings, and the game uses a six-sided die  wink ) which could still hit the facing shield, is a matter of testing and what effects are desired.

But I thought of something else, and the mentioning of 'reinforced shields' reminded me: pseudo power allocation. *ducks from flying objects*  big_smile .  I only thought about how to apply it to shields using the current shield system that was just tested.  Since a die roll of 1-3, or even a possible 1-2 as suggested, applies to the facing shield, then, like how Armor Plating protects against hull damage, Reinforced Shielding protects a particular shield in that a roll of 1 to determine what shield is hit is ignored.  But it has to be the facing shield that is reinforced.  How do you reinforce a shield?   From about the only power source that Starmada has: engines.  As a plotting option, you may reduce your current maximum engine output by 1 to reinforce one shield facing.  You may only reinforce one shield facing in each turn.  I know this could open up a lot of problems and/or a whole slew of options/suggestions for powering certain weapons systems, but right now if kept to shields then it may not get out of hand.  From the show itself, you hear many times that the captain asks engineering to reinforce shielding and this could help give KA that flavor.

73

(59 replies, posted in Starmada)

You could cut down on the die roll by having every other shield hit having to apply to the facing shield.

I think this might be too much damage to the facing shield, though.  Weapons do a lot more damage versus shield strengths in Starmada compared to SFB.  Perhaps every third hit, starting with the first, should apply to the facing shield.  So it would be on shield hits 1,4,7,10.  But I guess only playtesting will really see what the differences might be like.

74

(59 replies, posted in Starmada)

The problem is the scale of weapon damage and how Starmada shields/screens work. 

One thing I thought about trying is with the shielding Dan has shown us on these SSDs, but using the normal Starmada rules, is that when a ship takes damage from one source (i.e., one ship, one fighter squadron) then the shield facing that source must take at least one hit if any damage rolls results in a shield hit.  The rest of the shield hits can be assigned by the defending ship's player; although I'm tempted to have those other shield hits rolled randomly to determine which ones take damage.

An example: Ship Avarice takes fire from an enemy ship, which will check impact penetration through the F (forward) shield.  Six damage dice penetrate and are rolled for: 2,2,3,4,5,5.  Since there are two shield hits, then one must be applied to the F shield and the other one applied as the defender wishes.

Whatcha think?

75

(59 replies, posted in Starmada)

I decided to make a Star Trek specific version of the shipbuilder spreadsheet, changing some system names in the process (i.e., Hyperdrive to Warp Drive, Teleporters to Transporters), I came up with some ideas and/or changes, especially in relation to SFB. 

I changed "Science" to "Science Stations" (LABs in SFB) and made each one take up 50 spaces.  To me, this gives a better meaning to the SUs allocated to science equipment and laboratory room space than "Science (200)".  And perhaps, a Science Station can be used to determine something (like LABs do in SFB); nothing that important (no CRAT rating) but good for scenario specific actions (i.e., roll 1 die per Science Station and if any die rolls a 6 ... ).

I changed "Hospital" to "Hospital Beds" and made each one take up 10 spaces.  "Sickbay" would fit the theme better, but using Hospital keeps it Starmada-like; plus Sickbay might be a term for a larger area.  I'm not sure of the actual space for each bed, but it should include whatever equipment and storage is needed to support a hospital bed, and probably a portion of the operating space that might accompany it.