51

(127 replies, posted in Starmada)

This would make me glad I run pure hull XD

52

(8 replies, posted in Starmada)

He means acr as a trait on the seeking weapons

53

(4 replies, posted in Starmada)

Why not land battles? Starmada tanks, Infantry can be used as flotillas, etc. Not sure how fighters will work, but still.

54

(10 replies, posted in Starmada)

Sometimes we have games where I use 1 massive ship vs a large fleet and have regen the big guy. My big ships often have anywhere from 56-64 hull, so the regeneration can be MASSIVE on occasion.
Regen on anything not well protected and/or without a lot of hull is generally wasted, as is not having quantity over quality when it comes to weapons. Running out of guns is always the big problem I have when playing regen ships.

55

(3 replies, posted in Starmada)

Open Office has some minor differences from Microsoft that cause some "excel" programs to work differently, or in some cases not at all.

56

(5 replies, posted in Starmada)

Would be awesome if you could just give your drake notation and be able to enter your ships with just that.

57

(3 replies, posted in Starmada)

I have the core book, the added rules book, and Klingon armada in book form; then I have Iron Stars and Dreadnoughts on PDF.

58

(24 replies, posted in Starmada)

Alex Knight wrote:

Starship Exclusive answer: Independent Fighters. (My B-Wings can't be hit by a majority of the armament on the Star Destroyer? Sweet.)

Which is why you have a handful of super guns, and the rest be able to shoot down small ships/fighters.
Its pretty much how all our ships down in South Fl ended up looking.

59

(24 replies, posted in Starmada)

cricket wrote:

Well, that's kinda the point.

The trait is used primarily to model genre-specific weapons (e.g. Starmada: Dreadnoughts) and its utility varies greatly depending upon the prevalence of fighters in your games.

As always, remember that the options are all intended as "take 'em or leave 'em" -- if starship exclusive doesn't work for your group, you should have no heartburn about leaving it out.

I was actually more interested in your thoughts on the matter. All of your multiplication values have math behind them (Extra Hull is x3 because you have a 1/3 chance of hitting hull, etc), and I was curious for the basis behind Starship Exclusive.

60

(24 replies, posted in Starmada)

Starship Exclusive cuts the cost of weapons down to 70% of its original cost, giving the ship no disadvantage except the inability to fire on fighters. The problem arises when you look at a weapon like the following:

Pulse Laser, 6/12/18, 2/2+/2/4, Piercing +2; Starship Exclusive

My pulse laser is quite a powerful weapon against ships, high piercing combined with good ROF, IMP, and very good DMG. However, using this weapon against a fighter would be a complete waste due to the increased IMP and DMG virtually going to waste. As such, there is literally no reason not to put Starship Exlusive onto it; provided that I also put weapons on this ship capable of shooting at fighters.

Essentially, my big gun gets its cost cut down by 70%, and I lose absolutely nothing but the ability to shoot down fighters with a weapons that would only be marginally useful against them anyway.

61

(6 replies, posted in The Admiralty Edition)

I edited the program to go up to 100.
More hull is more fun, even if I will never, ever use a ship that big.

62

(26 replies, posted in Starmada)

(1178) Life-Taker-class Species 8472 Battleship

Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 6 6 5 5 4 4 3 3 2 2 1             
Shields: 5 5 5 4 4 3 3 2 2 1 1             
Weapons:
1:XZ 2:YZ 3:Y 4:Y 5:Z 6:Z

X: Bio-Concentrator: 5/10/15, 1/3+/2/3
Piercing; Range-Based IMP
[AB]

Y: Bio-Terminator: 6/12/18, 1/3+/1/1
Piercing; Range-Based IMP
[ABC][GHI][ABD][EF]

Z: Macro Bio-Defender: 4/8/12, 2/3+/1/1
Range-Based IMP
[ABCE][ABCE][ABCE][ABDF][ABDF][ABDF]

Special: Marines (30); Teleporters (15); Science (60); Hospital (30); Cargo (80); Transport (40); Armor Plating; Regeneration; Hyperdrive


(3304) Tactical Cube-class Borg Dreadnought

Hull: 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: 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1
Shields: 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:

X: Heavy Cutting Beam: 8/16/24, 1/3+/1/2
[ABC][ABC][ABC][ABD][ABD][ABD][CEF][CEF][CEF][DEF][DEF][DEF]

Y: Gravitic Torpedoes BG-1: 8/16/24, 3/4+/2/3
[ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]

Special: Marines (80); Teleporters (50); Science (70); Hospital (50); Cargo (100); Transport (60); Armor Plating; Regeneration; Hyperdrive


Does that work? o.o

63

(26 replies, posted in Starmada)

We need Borg and Species 8472 o.o

64

(10 replies, posted in Starmada)

I've found mostly big ships and a few little ones to be most effective.

65

(10 replies, posted in Starmada)

Its best if you use backwards movement with vector movement, so if he tries to run away you can outspeed and catch him.

66

(59 replies, posted in Starmada)

Actually you could research all of these ships and their capabilities, including tonnage, legnth, width, and firepower. From there, you could either work out a system (ei. being this big gives you this much hull) or you could compare it to ships already designed by Starmada against their tonnage (from Klingon Armada, for example).

67

(59 replies, posted in Starmada)

Alex Knight wrote:

I think ya' missed a 2 in front of that 775. ;-)

My 40 hull ship costs 2500 XD
So yeah, pretty close

68

(59 replies, posted in Starmada)

40 hull and a combat rating of 775.
*dies*

69

(5 replies, posted in Starmada)

My ships are a bit on the big side personally.
Destroyer = 8
Light Cruiser = 14
Cruiser = 17
Heavy Cruiser = 21
Battleship = 27
Carrier = 16
Dreadnought = 36

It all comes down to individual preference.

70

(3 replies, posted in Starmada)

Unless you have both.

71

(6 replies, posted in Starmada)

True, but take a ship with few weapons and defenses, and then put fighters on it.
Make the cost, say, 200 or so.
The cost of that ship will be quite low compared to the power fighters give it.

72

(44 replies, posted in Starmada)

Lyrans, Hydrans, Borg, Species 8472.

73

(5 replies, posted in Starmada)

Alot of the books have rules for Convoy battles.
I know the base rulebook does.

74

(4 replies, posted in Starmada)

No idea what you mean by the first one, do you mean short range makes it even easier to hit, and long range even harder to hit?
The second one reminds me of "Re-rolls to hit" that they had in Starmada X, and I would really like to see that trait back.

75

(9 replies, posted in Starmada)

cricket wrote:
BeowulfJB wrote:

Agreed.  No disrespect to the Starmada Semi-vector system, but the inability to turn if you are going faster than the current engine rating is a bit annoying.

Annoying, perhaps. But scientifically accurate. smile

True enough, but if video games have taught me anything, its that sometimes realism is an acceptable sacrifice for fun.
The main problem I have with the Starmada movement is the lack of motivation to go fast.
Why would you go fast? Engine's are bulky and expensive, and there is no difference between shooting at a standing target or shooting at one moving half the speed of light.
The movement system was interesting and innovative, but in my experience it leads to long range battles with little to no maneuvering.