51

(24 replies, posted in Starmada)

I am big fan of starmada since maybe edition 1 or 2. I play it in about 3-5 times per year.

So for a new version of Starmada, I would wish one thing. More simplicity without sacrificing much the versatiliy of spaceship construction. Is this possible?

So why do I want this? Somehow I feel it becomes more and more complicated from one editon to the next. This I consider not very good, especially if I project this trend into the future and become aware that in some years the game becomes maybe too complex for my taste. All in all one of the reasons I loved Starmada was always the simplicity of its rule system.

So I ask: is the option to build every SF setting from Star Wars to Star Trek worth the additional page count? Or should Starmada get more "beer & pretzel" streamlining in the next edition? What do you mean?

My personal take on this is: I know in general many people think that options are ALWAYS good (according to the motto: the more is better). I am not this opinion. I think the true art of game design is in cutting out the wrong options and promoting the right options.

And of course a game should always have the credo: "Trim the Fat".

52

(23 replies, posted in The Sovereign Stars)

cricket wrote:

One of the things I hate about empire-building games is waiting around for my turn... so it's really a personal preference rather than an objective "this is better than that".

One possible solution could be to let the players do their turns simultaneously without any specific order. This may sound a little bit chaotic, but I know with mature players it is not. If there is a disagreement between 2 players (eg two players refuses to make all or part of their navies before one of his enemies does it - eg. because they want to see how the enemies places their ships) a special player is the judge who decides which player has to begin to move.

This could be combined with some "hour glass" mechanic, where there is a limited amount of real time is available to move his ships.

While simulatenous strategic movement is AFAIK not the standard (it works with mature players very good - for our gaming group I invented a 4x game with such a movement mechanic in order to cut boring waiting time - but this was years ago), working against the clock is indeed. For example the adorable Space Hulk uses a clock for the marine player.

Another mechanic could be the following. Everybody moves his navies simulataneously in eg a 4 player game. After the 1st and 2nd players are finished with their move, they say so. After the 3rd player is finished he says so AND he turns an hour glass which initializes the time limit for the 4th player.

I know this is totally strange mechanic for the average wargamer but OTOH its cuts the waiting between the turns considerably. Of course there is an additional drawback: movement of navies AND combatphases has to be divided in 2 seperate phases and no pinning of fleets is possible. (because every movement is "simultaneous")

I just detected a space combat PC game which uses old imperial Starmada names like

Valiant
Illustrous

etc....

You fight against these ships in the 3rd space battle of the demo.

http://www.positech.co.uk/gratuitousspacebattles/demo.html

I guess the programmers have been some starmada players...   smile

54

(40 replies, posted in Game Design)

Personally I prefer Savage Worlds and dnd 4e because they are miniature centric. I dont think that I need another rpg system.

If MJ12 wants to develope a rpg system then please only one which supports miniature gaming. It should be VERY easy to grasp but allow for tactical decisions and combat should be played on a grid or gridless.

There are rpg systems out there with high production and entertainment value. For example DnD 4e has extremely good support with beautiful coloured tactial maps coming with each single combat enounter and prepainted cheap plastic minis. Topping this with will be difficult. And a cheaper alternative without georgeous grafics and maps looks always a little bit...well cheap. smile

IMO to be really successful in todays rpg market you firstly need to develope a great rule system (like savage worlds did) and then invest in a bunch of excellent grafic artists. Its not that easy than 10y ago.

55

(24 replies, posted in Starmada)

I would be very carefully with crew qualities. Especially if these qualities are random generated (like the original idea of Dan). I dont think that this is a good solution. Faster than not and you have a "warhammery-effect" of powergaming in your battles.
First I dont think that heroes are a good choice for games like Starmada. Heroes belongs to myths and story telling or roleplaying games but not to good tactical wargame. But a different kind of beast are crew qualities. I think these could have some intereting twist in the game. A good example of this is the legendary great naval game Wooden Ships & Iron Men. There are crew qualities integrated in a very natural and convincing way.

For Starmada I could imagine that in default mode every ship is equipped with a standard crew. If you want to have a veteran or even elite crew you have to pay a multiplier of the final ship cost greater than 1. (eg. 1,25 for vets or 1,5 for elite)  If you want to have just a inexperienced crew, you pay a multiplier lesser than 1. (eg. 0,75 for green)

What a vet/elite crew is capable in comparision to the standard ship with 1.0 mulitplier should be play tested in balance. I am sure that this is a time intensive experience. Some suggestions could be: advantages in damage control, anti-boarding etc. I would not recommend to have a +1 to hit, a + to movement or other similar VERY strong effect. I would also not recommend (or play it myself) if there would be a real change of the basic rules because of crew quality (like I read it in a previous post) This would IMO imbalance the game to much and is an open invitation to powergaming. The advantages/disadvantages of other crew qualities than default "standard" should be balanced and not game changing.

56

(60 replies, posted in Starmada)

gambler wrote:

So my long winded point is, make the Universe fit the System, not the other way around.. otherwise you just have a different version of 'SFB lite'.

Well put. I think Starmada is suitable to simulate many settings and one of the secrets of this unique capability is its simple core ruleset. So all you need to achieve a Startrek feeling in a crossover version are some tweaks here, some new ship designs there and some rules for special Trekkie-equipment.

The dense athmosphere for a startrek setting should come rather from such chrome or from first class scenarios/campaigns and not from many changes of the core rules.

57

(16 replies, posted in Starmada)

cricket wrote:

Again, nothing saying this can't be done. But as a basic resolution system, it was easier (IMHO) to handle marines as described in the Core Rulebook.

I guess you dont give this marines-stuff a high importance in Starmada, at the moment (at least compared to the new detailed missile and fighter design) But it would be fine if we could see in the future more about troops in space.  I would love to see boarding and troop action as an attractive optional way instead of weapon fire in order to bring an enemy down. Boarding actions have much tradition in SF operas. 


cricket wrote:

Sure. But this feels like adding things just for the sake of adding things. In the basic game, why can't bases just be ships without engines?

Technically you are right if we look only at the starmada rules. Bases are ships without engines. But what is with the settings and their athmosphere? Eg. we have many special rules for fighters and missiles and satellites, (and they are excellent) even if not every setting in SF use such gear. So we can maybe say that fighter rules etc. are not really necessary for Starmada (fighters and sats can be probably recreated with small SU hulls or missiles could be made with the standard weapon design rules) but good for recreating the athmosphere of some great movies like SW or BSG. The same is with space bases. They can be titled as "hulls without engines". But does this approach hits exactly the athmosphere of SF operas which have great space bases like B5 or so?

58

(16 replies, posted in Starmada)

jygro wrote:
cricket wrote:

-why do all marines of every race have the same diceless combat effect? Wouldnt it be better to fight it out with 5,6 like in the previous editions? I always liked the suspense if I am able to capture a ship with my marines or not.

Yeah, I wondered about that. But one of the things that had happened to Starmada was the slow creep of extra dice rolls. With Admiralty, I tried to eliminate any rolls that weren't absolutely necessary.

If you wanted marine combat to be varied, you could have both side roll 2d6 + modifiers.  The difference between the higher and lower roll determines the number of losing side marines killed.

modifiers: +1 if you outnumber the other side
+2 if you outnumber them 2:1
+3 if you outnumber them 3:1
etc etc

You could add a bunch of stuff to vary marine combat.
-Bren

I think the troop combat resolution of starmadas previous editions was good enough. No need to introduce combat odds.

59

(16 replies, posted in Starmada)

cricket wrote:

What's not the same about it? (I'm not being argumentative -- I really don't understand...)

Maybe its just me, but I think that the spinal mount was a special equipment piece.  It feels very "normal" in SAE. In previous editions spinal mounts could not be destroyed and the heavier the ship was the more range it had. I considered it more as "integrated" part of the ship design than the modern variant of SAE, where it is just another weapon. (although a big one) But of course I can live with it.


cricket wrote:

Yeah, I wondered about that. But one of the things that had happened to Starmada was the slow creep of extra dice rolls. With Admiralty, I tried to eliminate any rolls that weren't absolutely necessary.

I never felt that we have too many dice rolls. For me the amount of different rolls feeled right. Maybe you can bring up in future source books some troops variants as optional rule. I mean we have several weapon parameters like range, IMP, ROF etc.. And we have maybe hundreds of different weapon designs. But we have just a single troop type in the game which has the same attributes and no luck involved. This feels strange, because in every other game mechanics there are always many choices and also an amount of dice rolls.

So why not having different troop types in order to portray the physcial/technological abilities of the different races? I even imagine that it could be fun to custom design troopers with traits like missiles or fighters.

cricket wrote:

I've asked this before, but I've never gotten a good answer:

What makes a starbase different from a spaceship other than the lack of engines?

I'm not opposed to creating rules for bases/installations -- I just don't know what they would DO.

I think what makes space bases interesting is that they could be used in different scenarios for victory points etc. To make it different a base could have more unique traits, which no mobile unit has. Eg. jump gates, extra layers of armor, space docks or planetary shield converters, biospheres or whatever phantastic equipment one can find in SF operas.
You did a similar thing with hyper jump engines, hopsital and cargo space etc. These things are mainly for chrome and the scenario design.
To introduce real differences between space bases and ships, the bases could have special equipment ships cannot have. Or maybe a base has a to-hit-bonus? Or you can integrate some equipment cheaper? Or maybe a station has always a bonus on RNG because its a more stable platform? I think there are several possiblities to make space bases very interesting.

So a begin would be to experiment and release different scenarios with bases in it. One problem could be in a standard engagement scenario where bases are not practical. But in scenario types where one is the defender and the other the attacker, they could be very nice.

The same is for planetary installations like PDBs or asteroid defenses or so. One of the uses could be a scenario where it is necessary to troop assault a central base which is protected by rings of defensive installations.
Planetary installations could have special features like a different SU table (because there is much less space restriction on a planetoid) It could have special equipment like stone or ice armor. It could have caverns with many opportunities to fight trooper vs. trooper.

In a planetary base rule system you could include environmental factors like dense athmosphere or vulcans or underwater which influences the tactic a spaceship has to use to fight against a planetary installation. Many new weapons and equipment is possible like planetary bombs and streamlined hulls.

So a full fledged planetary assault scenario could include:
-setting up a planet or an asteroid (maybe with random environmental tables)
-space superority units (for attacker and defender)
-planetary defense installations for the defender which are worth VPs
-stationary orbital combat platforms (for defender)
-landing units (for attacker)

60

(16 replies, posted in Starmada)

I just bought the SAE and I really like it so far and jippie - I am again mentioned in the playtesters section.
What I like:
-greatest customization rules of all Starmada games
-The good old empire, arcturians and SSSka are back and better than ever.
-campaign system - great. I will surely use it.
-area damage - hyper great! And now we just need alternative area templates other than the standard 7 hexes. (like lines or 2,3 hexes etc.)

New movement system:
while I fully understand the necessity to introduce a new "realistic" system to please some grognards, I dont use it. The old basic movement system was one of the main reasons I played Starmada over the years. Its easy to play and offers enough options and preplanning.

What I dont like very much:
-Why did you eliminate the spinal mount? (ok I know you can simulate it ot a certain extent with designing a special "spinal" weapon, but IMO its not the same)
-why do all marines of every race have the same diceless combat effect? Wouldnt it be better to fight it out with 5,6 like in the previous editions? I always liked the suspense if I am able to capture a ship with my marines or not.
-Unfortunately there are again no planetary assault and defense installation rules - for asteroids or starbases. Hm...

But all in all I think its the best Starmada edition ever.

61

(92 replies, posted in Starmada)

cricket wrote:

I've never been quite sure what would be needed for "rules" about stationary installations. Wouldn't it make sense just to design a ship without engines? Or are there other things that would make sense?

In the Compendium there were some rules for space stations, but I wasn't really happy with them as they had the feel of "rules for the sake of rules". What do people see the need to model when it comes to installations that isn't already in the game?

Well one of the reasons I would love to have such rules for fixed bases, is to simulate another type of scenario like the raid on a complex of asteroid defense installations or the landing of ground troops on a planet.

I remember that the tabletop epic space marines back in the 90ties had rules for a scenario type called "assault". One player had the role of the defender and got 50% fewer buy points. But he could buy also defense bunkers, razor wire and fortified weapon platforms for his points and set them up in a clever way. Additionally he could place the victory points inside his defense position. The attacker got more troop points but it was not at all easy to crack the fortress to capture the vital victory points.

The equivalent in Starmada would be to have a network of defense measurements, like "energy webs" (to slow down ships), different mine field types, defense bases etc.

All in all I am looking forward to the new Starmada and I am sure it will be great. (with or without defense bases smile)

62

(92 replies, posted in Starmada)

Great news.

-does the new starmada include area damage effects? (several hexes)
-are there some rules for stationary installations (eg asteroids habitats, planetary bases etc.?)
-is there a tactical campaign system included? maybe as scenario tree, or can we link scenarios so that the outcome of one is important for the next?

63

(20 replies, posted in News)

noelvh wrote:

Well,
I have to chime in here. I am a PC user, and do not see the need to buy into Apple. As a war gamer all the stuff I need is for windows, and ether cheap or free. I also can pick up a cheap computer and make it a power PC for next to nothing. I have not see a blue screen of death in years and have 4 PCs, and 2 laptops running M$ xp.

I also dual boot my PCs with Linux, this gives me the best of two world.

Now when people ask me what they should buy (I am a PC tech) I add Mac to my list for people to consider now that M$ came out with Vista (Carp).

So this is like a race issue here, and one should not mock the other for there choice on computer. It's all about users getting the computer that works for them. For me Windows XP, and Freespire Linux work for me. And between the two OSs I have every program I need.

But you Mac users need to back down. Mac is the next system on the bloc and has been hacked so do not for one second think you are safe. And when the time comes (very soon now) Mac will not be ready for it. This is due in part to the snobby attitude of Apple, and it users.

Fact: no computer, or OS is 100% safe from attack. If you believe your system is safe you are a fool.

Wes

Well it seems that you have never used an apple under OSX like 90% of all the mac haters. Not me. I, like many other mac owners, use both platforms since several years for work. So I take your negative critique quite amusing because it is founded on the usual irrational prejudices about macs and not on knowlegde and experience.  big_smile

64

(20 replies, posted in News)

Hey mate. I have a new 4gig 24" mac too. big_smile  big_smile I love my mac. She is just....WOW! Best machine I ever had.

First I thought to integrate this 1TB internal HD upgrade from apple too, but now its only the smaller 320 HD. Do you have Leopard? I will take the upgrade for 8 bucks because I bought the mac some weeks ago.

65

(4 replies, posted in Miniatures)

cricket wrote:

Well, I'll be the first to admit I know nothing about German other than what Babelfish tells me. wink

Ah the bubblefish syndrom. smile Now I understand. Its funny to have games with odd sounding german names in it - I remember mentioning the "Pfaffbeschleuniger" which resulted in a good lough at our local gaming group. But if you like I can take a look on your future german names and help you to have them sound good if necessary.

cricket wrote:

What specifically about Sternmarine doesn't work?

Sternmarine is from the german gramatics PoV not quite correct. Correct would be Sternenmarine. (with an "en" after stern). And even this sounds a little bit odd so a german/austrian would probably replace the word with other words like Weltraumflotte, or Raumflotte.

cricket wrote:

Also, Ersatz Monarch was the proposed name for an improved version of the Tegetthoff-class BB that was never built.

Ah good old Admiral Tegetthoff - my favorite national hero. My appartement in Vienna is located some hundred yards near the big 60 ft. Vienna Tegetthoff monument from 1886.

66

(4 replies, posted in Miniatures)

steve @ brigade wrote:

Yep, the Austrian Sternmarine has finally arrived.... tongue

Three vessels to start with plus a flotilla pack of a cruiser and two
destroyers.


http://www.brigademodels.co.uk/Frames/I … rians.html

Thanks


Steve

Hey as Austrian myself I can say that I like these models alot. They look great.

Just one thing: The name "Austrian Sternmarine" is not quite a good sounding choice for german native speakers. I would rather call it "Österreich-Ungarische Raumflotte" or the "Österreich-Ungarische Raummarine" or the "Kaiserliche Weltraumflotte". (just an idea smile)

A second question: Does this austrian battleship really has the name "Ersatz Monarch"? (replacement monarch?)

67

(32 replies, posted in Starmada)

GamingGlen wrote:

No VBAM, please, at least officially.

The setting books are a nice idea.  Have some ships designs, but also have a page for guidelines for designing ships for each race/nation/etc.  That way a player can make new ships belonging to the race/nation/etc with the same flavor(s) as the "official" ships.

Thats very good. You can additional include a series of battle scenarios and a very simple basic campaign system (could be even simpler than sovereign stars) to each book. Then you name it Starmada Campaign Book 1: Arcturian Federations Cry for Freedom. (or so smile)

68

(32 replies, posted in Starmada)

japridemor wrote:
cricket wrote:

Regarding "setting" books, I really believe that's the only place left for Starmada to go -- so I would think you'll see them sooner or later.

I vote for a fleshing out of the Imperial Starmada/Arcturan Federation/Donegal Alliance background first.

excellent idea. The original races have been the best.

69

(7 replies, posted in Starmada)

man, I loved these old ships. The Starmada Empire, The Kaladinese and the Arcturians. They seem to have disappeared. I am not so into the new races. like the French, Americans or Germans. I liked much more the original ones.

shadowcat48li wrote:

Some notes from a longtime traveller player and ship design specialist.

1.Meson Weapons are available in Bays and Barbettes both, not just spinal mounts. Barbettes not until TL-15

2. You dont have fusion or plama weapons listed at all, though they might be best used as PDS or Anti-fighter batteries.

3. what about Nuclear Dampers and Meson Screens? and Black Globes for that matter?

if your going to do a bunch of Traveller to Starmada conversions, I would be happy to help, and can host them on my site if its needed.

Heres my site
http://fafrhd.pocketempires.com/

Many thanks for the input. Regarding your points there are some differences between the "normal" traveller game and the Interstellar Wars era.

1. Meson weapons are just available in the latter period of ISW and only by Terrans. Their introduction have been one of the reasons Terra was able to defeat the Empire.

2. thats correct Fusion and Plasma weapons are not a big help in normal battle, except to defend against missiles/fighters or at very close range. So I left them out and calculated them in as antifighter devices.

3. There are no meson screens and Black Globes in this era yet. I am not sure about nuclear dampers but I think they are not invented either.

At the moment the project is still in progress and I would really appreciate if you could host some ships with starmada values. A big thanks for this. I think starmada is a great game to portray traveller combat between starships in this era, and I play it regularly each month or so to test the ships I have converted.

71

(1 replies, posted in Discussion)

the basilisk looks like the missile tank in ogre. (sj games)

smile

72

(5 replies, posted in Spitting Fire)

Super to hear. You are making great games, Dan.

Greets and congrats from Austria.

RiflemanIII wrote:

Problem there. By the rules, "Must Re-roll Pen" weapons can't destroy fighters.

Really? Oh. well, then I have to use 1/2 damage or so lasers. thanks for the info.

In the last several days I found some time to create some Starmada ships for Gurps Traveller Interstellar Wars. (maybe some of the readers know this new Gurps Traveller product about the Nth War period)

Traveller has some special requirements for their war ships. Eg.

-there are no shields in the traveller universe but lots of armor
-only 5 basic weapon types (actually there are more, but the rest is not that important for ship battles)
   1. Laser, ineffective in ship-to-ship combat but good for Point defense
   2. Particlebeams, standard
   3. Missiles - good long range damage, but vulnerable against points defense
   4. Spinal mounts - the ship killers, but only medium range
   5. Meson weapons which skips armor and explodes inside the ship!

-I changed the shield rule and called it "armor". Its basically like shield rules for defensive rating and SU and if a shield box is damaged it will be crossed out normally. The change is the following: because "shields" represents in truth "armor" the loss of a shield box leads not to the reduction of "shield" value. Additionally a ship is only destroyed if all hull boxes and shield boxes are crossed out. This rule should also represent the fact that ships in the traveller universum are often very resistant to damage and dont die very easy.

-I introduced a system which I called Improved AFB. It is like the standard AFB, but additionally you could shoot at missiles which flies in the SAME or ADJACENT hex and at 6+ you hit the missile and it is destroyed. The shot is conducted as a reaction and will also be applied if the missile is targeted at a target nearby. This rule should represent that many smaller ships in the setting are mainly for antimissile escort missions for the battleships. The improved AFB has a defensive Value of 1.4 instead of 1.2. (but maybe is 1.5 better)

-spinal mounts are changed from over 20 hexes range to only 12 which is more according to the setting. It seems that the spinal mount rating formula depends on the range. So I changed it to 12 inestead of 20+ or so. Maybe this is too cheap?

-fighters are squadrons of 5 instead of 6. But no other change in Offense Rating or space. This represents the fact that the traveller tech is not extremly optimal for fighters. So they are less efficient that in other universes

-Meson weapons can go directly through armor, but they are just available as meson spinal mounts. So I gave the meson spinal mount the usual multiplier of 2.5 Offense rating for skipping shields/armor. Is this possible?

-Missiles are handled normally like beam weapons except that its not necessary that they travel in a straight line. If the owner wants then he can choose the travel path of the missiles by pointing at the hexes it flies through.

-Lasers are not very efficient but good against fighters. So they have the feature "reroll PEN" which make them really cheap fighter killers. smile

These are the changes. What do you think? Could this work?

75

(4 replies, posted in News)

go0gleplex wrote:
Enpeze wrote:
jimbeau wrote:

http://allaboutminiatures.libsyn.com/

In addition to my poor grammaticalizing in the actual speech, I plug Defiance and some of the forum games

download it and listen to me wax poetic about the days of yore and why I like Aces better'n blue max smile

Congrats, nice interview. smile
I am looking forward to your new mecha combat game. Can you detail it a little bit more? (scale, features etc.) How do you come along with it? When will it be out?

Quick synopsis; the game is set up to be relatively generic in scale, though you can use CBT miniatures or CAV units for miniatures easily.  A flexible design system on par with Starmada allows you to create units representing steampunk genre to anime style mecha.  Terrain is destructible and a highly flexible environment system allows you to battle in almost 900 different terrain conditions.  Combat is fast and relatively straight forward making it easy to run battles with multiple units in 2-3 hours.

As to when it will be out, we're still doing a bit of playtesting and balancing yet...but stay tuned.

Check out the Wardogs thread for more info. smile

Many thanks for the info. I am really curious about this game.