51

(91 replies, posted in Starmada)

The only time I've seen much of a problem with range is on large open tables with the floating table option......As soon as you add asteroids, or some other means of terrain, things tend to level out quick. Speed is good unless you have a lot of small ships going up against really huge ships armed with many long range guns, because even if the small ships are really fast, they take a huge beating on the approach.

What about having a modifier for speed? Maybe a -1 penalty when targeting a ship moving faster than say... 8 or 10, ect.
Outside of going evasive, smaller ships really don't have much in the way of avoiding fire......

Still, in the end, I haven't seen too many issues with the range costs, as they are now, except in battles with extreme differences in the hull size of the opposing fleets.

Personally, I'd love to have the ability to add heavy ablative armor to a slow ship with shorter range weapons, and just absorb the hits until I can close and hammer. I have an idea for a fleet, and the concept of mid sized heavily armored ships would fit quite well.

Nahuris

52

(91 replies, posted in Starmada)

I think the idea behind the pricing for range is to keep the game from turning into a long range turret fight.

The biggest limiter to games that I have seen is an overall lack of terrain. With games such as warhammer 40k ect, terrain plays a huge factor in the battles... but space games rarely have anything to even simulate terrain..... Maybe Dan can price up some "Flares" or something... basically they would be an expendable munition, much like the sunbursts, but you pick a hex, set it off, and for a certain number of turns, it blocks line of sight ect. That way, both sides can create "terrain" that can be used to add more tactical flavor to the game. That would keep the long range weapons balanced, in that there would be times when they could be used, and also allow those with shorter ranged weapons a means of closing, or gaining cover, even if only for a limited time.

Nahuris

53

(91 replies, posted in Starmada)

In our games, we prefer the shorter ranges.... Range 18 is about as far out as we try to go.... but we also use asteroids, and other "terrain" to give more maneuver to the game.

Our games tend to be battles for strategic points, or resources, such as asteroid bases, mining facilities, nebula gas harvesters, ect. Since it would be easy to spot ships in open space, and there is also little to no targets in open space, we have few battles on open tables.

Nahuris

That is a lot of inexpensive firepower... but at range one, the chances of using it for anything other than fighters is very small....

When using the vectored thrust from AE, the chances of actually being that close are very small.....

Dan might make a ruling here to settle things, but I don't see too much overkill with it, at least in games that I have played.

Nahuris

This is Dan...... Math is required.

I'm just surprised that there isn't a square route involved....LOL


Nahuris

56

(15 replies, posted in Discussion)

Happy Birthday all around !!!

Nahuris

57

(27 replies, posted in Miniatures)

There is no such thing as too many figs.....

I will admit that resin is somewhat kinder on your back, and on local building structure than pewter......

Anyways, I am tinkering with several programs, and will see what I can come up with...

Nahuris

58

(23 replies, posted in Discussion)

I've seen those...

Unfortunately, I watch any show in segments... it usually takes me 2 or 3 days to watch a movie... between work, and other stuff, I rarely get any uninterrupted hours a day.

Nahuris

59

(27 replies, posted in Miniatures)

I'd love the idea of solid minis -- was initially trying to design something that we could include with the game...LOL.
I have no experience with software rendering...
I am game to work on any of these ideas.... there is no such thing as owning too many figs.

Nahuris

60

(27 replies, posted in Miniatures)

I've done some box style figs, and they work well -- usually I wrap the "box" around a piece of foam to help reinforce it for use ... also an idea we can incorporate here.

My primary hope is to have them in PDF version - that way, anyone can print needed figs for a game.

I am currently working on a Miranda Class ship for Star Trek (it's an easy set up) So far, I have it set with a top view, and with the nacelles already attached directly to the hull... the roll bar and torp box are separate. You print in on card, fold the nacelles down and the roll bar folds across with tabs on the end that fit in slots on the hull...

To make it more durable, I cut a small piece of foam board (a little thicker than poster board) in the shape of the hull, and glued it to the underside of the hull. As soon as I get some pics going, I'll upload them for people to look at.

I am also currently looking at a Constitution class, with a fold over inverted V-shaped secondary hull, ect. 

However, they do not need to be Trek ships, and I would prefer that they be generic designs, or ones from the current Starmada books (with permission), so as to not violate any copyrights.

In the end... I would love to create printable 3D counters in paper... fold and glue along tabs, ect.... and make them available to package with the games... some of it I can do with programs, and some of it, I am doing by hand to ensure that it will always be good quality, and that it won't be a difficult job assembling them.....

With the price of figs rising due to increased cost of material, as well as increased cost of shipping and transport, I'd like to make an economical way to share the hobby.

Nahuris

[Edit]

P.S. I do have a copy of Pepakura - and am working with it right now -- my goal with that is to get the final product down to the same scale as readily available figs - most of what I've seen so far as Pep files are fairly large -- will keep everyone updated on my experiments.

Nahuris

61

(23 replies, posted in Discussion)

Actually, I have 2 daughters... they never got into Sponge Bob......

Nahuris

62

(91 replies, posted in Starmada)

Not necessarily that fewer ships are not a serious game.... but I've been wanting a large fleet on fleet battle..... I want to have multiple tactics running in a big general free for all....

I truly enjoy small skirmishes... but have been wanting to just have a big bash using the Starmada rules rather than something like G.O.B.S. or similar....

I've played a number of games..... and most of the ones that have larger fleet actions, tend to turn the smaller ships into one hit wonders, or missile catchers.... Starmada runs fast enough that it works for a larger number of ships, and yet each ship is it's own entity, and is a viable combatant versus other ships on the table.

Nahuris

63

(27 replies, posted in Miniatures)

Hello All,

I am currently working on an idea....
I recently bought some of those Star Wars card ships.... and realized that making them would not be that difficult. I am experimenting with several programs right now, and when I am done, I plan on making PDF's with ships that you could print, back with card (if needed) and cut out to make a full range of counters available, for a number of various genre and settings... to include home - made designs. I think I can come up with the means to make easily designed counters that would look very good.

Unfortunately, I recently had to completely re-format my hard drive (gotta love viruses), so I lost all of the images I had already collected.
I would very much appreciate any images that people would like to send, and also permission for some of the home designed ships already here... to include the ones from Googleplex, and also, if Dan does not mind, the ones in the current Starmada Books.

Once done, Dan, I can make the book ships available to you, and you can decide if you want to host them on the site, or include them with the books... I'd just love to see counters available, so that people can dive right in and have a great game with all the visual appeal as well.

Thanks Much
Nahuris / John

64

(91 replies, posted in Starmada)

Not only nicely done so far. I very much like the fact that you are also keeping the Hull values within reasonable limits..... I have a control sheet around somewhere from SM-X where the Omega was a Hull 20, the Hyperion was a Hull 15.... ect. They were created by a friend with a huge selection of B5 figs... and they were hugely fun to play, but most of our battles involved 4 or less ships on a side due to the heavy point costs for those huge ships......

Then again, I am trying to get some of my friends to agree to a serious battle..... I'd love to see at least 20 ships per side. 

Nahuris

65

(23 replies, posted in Discussion)

I actually didn't know that... but then again, I actually have never seen an episode of Sponge Bob.....

Nahuris

66

(15 replies, posted in Starmada)

I love the concepts so far....

Be interesting to see how those races play out.

Also remember that soldiers tend to develop loyalty to certain equipment....and the people who make final decisions towards change (and also develop the force's tactics) tend to be the older officers... who are used to, and plan their tactics based on equipment that they are most familiar with.....

Entrenched loyalty to older tactics plays a huge part in what equipment is in general usage, and how it is used....

You can draw a lot of parallels based on how tanks were used by various militaries during the second world war..... part of what made German army advances so dangerous was the fact that they used their tanks as mobile heavy hitters, rather than short ranged fixed artillery mounted in a hard position (unless they were moving the battle line).... which is how France and England initially used their tanks. The German model became the standard once it was proven effective, but the Allied Officers needed to see it as effective before they began to adopt the tactic for use.

John

67

(28 replies, posted in Starmada)

Normally I would agree with having all the rules in the core book..... but at the same time, I do like the option of adding a new rule with the addition of a new race.... it gives something unique to that race.

Maybe Dan could publish an SRD version, or release the specific rule after a set amount of time......

However we do it, the fact that the universe is not only growing, but is growing in a way that isn't "here are some rules, but you'll have to provide your own setting, or use another game for inspiration" is really good.

John

68

(11 replies, posted in News)

I'm getting paid today.... and there is soon to be an "emptyness" within my wallet......LOL

I'll be getting a copy over the weekend.

Nahuris

69

(62 replies, posted in Starmada)

Marcus Smythe,

Love the review of the fleet.... nicely done, and this would be a great addition to the forums....especially if we manage either counters or figs for these ships. We could then trade back and forth with our ideas

Jian-A: Apparently a refitted Shang-A hull with uprated drives, at the cost of the fleet-battle weapons. Nasty little knife fighter, but I'm having trouble figuring out its role. Maybe something like the original 'Torpedo Boat Destroyer', meant to run down and kill off strike boats? Produces an utter hail of bullets in most directions, but has some serious accuracy issues... beware of foes that mount ECM or go erratic.
Even so, feels higher tech than the rest of the navy.. probably the wide arc weapons. Newer design?


How about using 2 or so of these to hunt damaged ships that drop out of a battle formation? Also, with the wider arc fire weapons, I can see them adding their support to other ships as needed, or even flying between two friendlies, and helping to defend against enemies that close..... Definitely a ship designed to work within a formation, rather than a bunch of stand alone ships massed together.....

Nahuris

70

(62 replies, posted in Starmada)

I like it.

Nahuris

71

(5 replies, posted in Miniatures)

I like them as well.... I'd love to face off with them at some point.

John

The way I look at and compare weapons in most wargames I play is damage over time.....

An overloaded weapon may give you a big boom all at once, but between the charge time, and the fact that it takes enough energy to make you slow down means that you really don't get more overall damage over an entire battle, than you would if you just fired normally......

I'd leave torpedoes at a set level, and just allow larger ships to load more of the weapons.... to simulate the fact that they have the energy to overload more often.... using the fire linked rule....
Yes, you would have a larger ship using 8 torpedo launchers instead of 4, but the end effect would be equivelent damage.

Again, though, this does need more discussion, so that we get the concept right for everyone.

John / Nahuris

I have to agree with Gambler on the richness of the history - - I also agree with the various races that are unique to SFB. I personally like the Gorn, Kzinti, and Lyran designs.

And I also agree that we want to change the rules as little as possible, while preserving the "flavor" of each race.  We might want to start making a thread for each race, where we hammer out the ideas in Starmada terms... Especially in relation to the speeds of the ships. Starmada is not set to support the turn structure of SFB, nor the tabletop speeds for the ships themselves....

The first answer would be what speed ratio do we want to use? This becomes important for a number of reasons. If we set it high, and then make all ships capable of the same top speeds, then some of the larger ships would risk either being severely undergunned, or lacking in defenses due to the space taken up by engines. If we set it too low, then the game devolves into "advance and shoot", as none of the ships have the speed to get away from the weapon ranges once the shooting starts.

However, as we are looking at using ADB's source material, we do need to note that most of the ships move at approximately the same speeds....

(Maybe we can set speed ranges per class ... DD, CN, CC, ect... and per race)

Second, we need to consider shields, and how we will simulate the flavor of the Star Fleet Universe.

Weapons, as has been stated, are actually easy. Almost every weapon in the system has a Starmada equivelent....

Mind you, I haven't played SFB in about a decade... but as far as I can see, this might be where we need to start.

Nahuris

I have recently purchased some of his ships, and can recommend them as well.

The scale is small, but the quality is very good, and the prices are fantastic.

Nahuris

I would have to agree... the new players are going to be the target of this.
The older SFB players aren't likely to change over... they already spent their money on their current books, and probably won't feel the need to buy more.

On Shields, I can agree with shields if there is a way to designate damage to individual hex facings.... which is why I suggested screens... because damage to screens seems to be a better simulation of how damage is both described in the shows, and how it works in the existing games.... at the same time, screens have always had the option of abuse.
Maybe we can design a simple rule for allocating screens on Trek ships... to keep the abuse factor down....

What I am looking for, though is something a little different, and could be a good selling point for Trekmada..... the ability to actually have a full task force in a battle.....

I have played SFB, and running anything past 2 or 3 ships per side starts to really slow the game down..... With Starmada, I can have 8 ships out there on each side, and the game doesn't take 3 hours per turn..... I see Trekmada being a game where you can have some of the Fleet battles mentioned in some of the online stories, and where it becomes worth it to own the smaller ship designs like the Larson....ect.


Nahuris

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