murtalianconfederacy wrote:

True, and its not too big a problem. However, the table does stop at 24 hulls, and if there's anything I like to do, its build large ships to abuse the hell out of the systems...:)

My main problem, now, is being unable to print it out for the time being. I might do it at some point, but until then its going to be difficult to do the abusing--er, testing of the construction system...:)

Embarrassing admission: I noticed that the Drydock defaulted to a hull size of three, and scratched my head. Then I saw that the armor factors table started at hull size three as well, and started to get mad. What was he thinking? I used to build ridiculous little missile boats in size 1 and 2 hulls! He can't take those away from me!

And then I realized that, if you don't have at least three hull points, you don't have any boxes in Damaged or Crippled...

murtalianconfederacy wrote:

Thats not good for the likes of me who prefer to design ships with pen and paper, though...:(

Thankfully, there's only two places you need to do any Logarithms - armor defense factor, and determining the arc penalties on weapon batteries. For the former, there's a handy table. For the latter, there's a simpler way, using the percentage of weapons out of the whole battery that use the arc in question. I think, once you get a few ships under your belt (which you, of all people, will) you'll forget that there are odd-based logs built into the system at all.

And I look forward to Nomad's spreadsheet - the Drydock website is good for getting started, but not really my ideal tool. I like something I can use offline, and that calculates on the fly for me, rather than having all those submit buttons.

53

(127 replies, posted in Starmada)

murtalianconfederacy wrote:

I must be thick, or unable to work my calculator properly. I tried working out the formula for the armour's defence score in the construction section, and got a totally different result (.24 as opposed to 1.40). Not looking good...:(

I don't have a calculator that'll do Log to the base "root one half" so I looked online:

http://www.1728.org/logrithm.htm

Using this site, I evaluated the logarithm of 1.625 (that is "8 plus 5, the sum divided by eight") with a base of .707, and it came out -1.40, which marches with the formula and example in the rules...

54

(127 replies, posted in Starmada)

I found a "bug" - if you "accidentally" set your ECM to a value higher than 10, you suddenly find yourself with significantly more space to use. smile

55

(297 replies, posted in Starmada)

I'll admit, I approached the game with a little trepidation - I'd noticed a number of issues with SAE that kept me from just adopting it as my go-to system for all occasions. Many of those issues have been addressed in this edition.

It took me a couple read-throughs to get my head wrapped around how things were going to work. And good lord, it's even mathier than before - Log to the base root one-half? - but with a nice table to keep you from needing your RPN calculator at your side while building ships.

And the drydock is nice, for trying out ideas. Being web-based, it's a little less interactive than I want it to be, but then I'm spoiled by the great spreadsheets we had for SAE in that regard.

56

(55 replies, posted in Starmada)

Dan, per our PM conversation, here's a notation of another bit of errata:

Page 21, column 2 at the top. A "font failure" in describing the state of armor and hull on the ship before regeneration is made. Instead of checked boxes and unchecked, we get R's and &'s.

I've so been looking forward to this. I finally get to feel like I was in from the beginning on a game again. I've not had that experience since I was a boy!

58

(19 replies, posted in News)

cricket wrote:
Marauder wrote:

Did the baby come out and change "The Plan"?

I did say "a week or so". smile

You do realize you're dealing with a bunch of degenerate gamers, right? We see "or so" and we figure a week, with a plus or minus measured in single-digit seconds...

59

(19 replies, posted in News)

Really looking forward to this, and hope to have the opportunity to buy the PDF before I go on vacation the last week of the month - got a twelve hour car ride each way, and only driving half of it, so it'd be cool to have on hand before then. But no pressure or anything. smile

And if it's a little girl, I like the sound of Starmaiden...

60

(2 replies, posted in The Admiralty Edition)

Type: WOLF-class REPUBLIC OF MARS ASSAULT FRIGATE (COVERT) (228)                
HULL: 5 4 3 2 1                 
ENGINES [TL0] 7 6 5 3 2                                         
SHIELDS: [TL2] 2 2 2 1 1                                         
WEAPONS: [TL1] 1:[VW] 2:[V] 3:[V] 4:[W] 5:[W] 6:[W]                

Battery V: M11 Raven Fusion Projection Cannon, 4/8/12, 1/4+/2/2, Anti-Fighter                
        M11 Overloaded, 4/8/-, 1/5+/3/3, Carronade                
[AB] [AB]                 

Battery W: M88 Righteous Gatling Laser, 2/4/6, 3/5+/1/1,                 
[ABCDEF] [ABCDEF] [ABCDEF]                 

Special: [TL1] Marines (2); Carrier (91); Cloaking Device; Cargo (5)                
Fighters: [TL0]                
1xBoarding Pod, 6/10/0, (Boarding Pod/5+)                
5xSeeker, 6/10/0, (Seeker/5+)                

A breakthrough in defensive masking technology allowed the Republic of Mars to protect significantly larger vessels than had been practical in the past. They made use of this technology with several squadrons of Wolf class Assault Frigates. Armed with older, light-weight gatling lasers in a dorsal triple turret for close in defense, they mounted a pair of state-of-the-art fusion projectors in the bow, giving the ships immense firepower for their size. Coupled with six torpedo tubes and a magazine of thirty conventional anti-ship torpedoes, Wolf-class ships were central to the first phases of the Solarian war.

Cloaked, they snuck across the border and attacked the stationary fortresses that the Terran Union had emplaced, and then lingered to pick off any naval vessels that were dispatched to check up on the disturbance. They were responsible for hundreds of thousands of tons of merchant hulls being vaporized in the first few days of the war. The sheer difference in firepower between similar sizes of vessels stunned the Terran Union, and had they not been able to call upon the help of the Kingdom of Venus, the Starward Pact would likely have lost the war in early days.

One such ship, the Hood, has been decommissioned and serves now on the surface of Mars as a museum and monument to the war - to some a reminder of the costs of their aggression, and to others a reminder of their initial successes.

61

(2 replies, posted in The Admiralty Edition)

Type: ANGELUS-class TERRAN UNION DESTROYER ESCORT (115)                
HULL: 5 4 3 2 1                 
ENGINES [TL1] 6 5 4 3 2                                         
FACETED: [TL-1] 9 8 6 4 2                                         
FACETS: (2,2,2,1,1,1)                
WEAPONS: [TL-1] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[V] 6:[W]                
Battery V: Grendel Mk XIII 7.6cm Laser Array, 3/6/9, 2/4+/1/1, Anti-Fighter                
[ACE] [ACE] [BDE] [BDE]

Battery W: Tannhauser C-25 Charged Particle Beam, 4/8/12, 1/5+/2/2, Slow-Firing; Piercing +1
[AB] [AB]                 

Special: [TL1] Marines (2); Carrier (16); Armor Plating                
Fighters: [TL0]                
1xBoarding Pod, 6/10/0, (Boarding Pod/5+)                

Designed to travel in support of larger ships, the Angelus class is also pressed into service as a convoy escort, and as a patrol vessel for the spaces between the stationary fortresses along the outer band of the Terran orbital path. Many have been used in anti-piracy roles, where even their defensive weaponry is formidable, and customs inspection, where their contingent of Marines double as inspectors.

Her weapons are all at least a generation old, and while the laser arrays used in Terran design haven't changed significantly in the last decade or so, her forward C-beams are starting to show their age, with newer vessels mounting lighter, more accurate and faster firing weapons.

Notable ships include TSS Guardian, present at the start of the hostilities in the Solarian War when covert Martian ships sprung their sneak attacks. Severely wounded, she went on to distinguish herself alongside Venusian ships by shepherding unarmed merchants into Venusian space, and with her involvement on the attacks that liberated Earth and Luna from the Martian invaders.

62

(2 replies, posted in The Admiralty Edition)

In this thread, I intend to post the ships I'm developing, as they come to fruition, from my Solarian War campaign

63

(4 replies, posted in Starmada)

murtalianconfederacy wrote:

I do hope that last remark isn't aimed at me...:)

Only in a "Hey, he's like me!" sort of way, honestly.

I asked because I'd started putting together a framework around which to have some games, and found that I'd invested an entire afternoon in writing over two thousand words about the universe in which my thinly veiled WWII campaigns would appear, including some snippets of fiction that could turn into an epic Honor Harringtonesque seventy-five part series.

Only to discover shortly thereafter that there were disturbing similarities between what I created and the Jovian Chronicles. I'm gonna have to read through that stuff more thoroughly to make sure I didn't psychically plagiarize!**

As a non-sequitur aside, Fighter TL +2 can lead to some serious - SERIOUS - combat rating inflation.

**ETA: Did some reading of the wiki page on Jovian Chronicles, and it looks like I'm in the clear, aside from some disturbingly similar names.

64

(4 replies, posted in Starmada)

Quick, impromptu poll.

Do you prefer bare ship designs, ship designs with some history attached, or the incoherent ramblings of a frustrated writer as he prattles on about the universe that produced these ship designs?

65

(5 replies, posted in News)

Oh, sure, I just figure out that MJ12 is located in my town, and you move away! To the state we lived in before we lived in Colorado, ironically.

cricket wrote:

Completely spitballing here, but using the breakpoints already defined in certain rules:

Size 1-3: Type F ("Frigate") -- or Type E ("Escort")
Size 4-8: Type D ("Destroyer")
Size 9-15: Type C ("Cruiser")
Size 16-24: Type B ("Battleship")
Size 25+: Type A ("???")

Nice - I'd not put that together before. A stands for somewhere between Armada and Armageddon, right?  big_smile

Oh, and I just noticed, I made Middy! Is there a byzantine hazing ritual I'm supposed to undergo now?

Marauder wrote:

Definitely Hull size for me determines the class of the ship.

I think, after consideration, I have to agree with this. This allows, when coupled with tech levels, for the kinds of differences you see in fiction. "Our destroyers barely carry the firepower of their frigates! If it weren't for the strength of our hulls and our better shield technology, we wouldn't stand a chance!"

68

(22 replies, posted in Starmada)

I, too, love these conversations, and really appreciate how accessible you are (quite so for me, as I'm in Commerce City, just up the road a piece, *and* I went to college with Admiral Drake).

What you say hinges on the idea that you know, going in, what your opponent has selected for weaponry. I agree that in any sensible game, that is reasonable. You allow for the fact that the enemy knows, to some degree, your tricks each of you have honed your technology and strategy against one another's defensive whetstones. I guess the lesson I'm taking is that the notion of "best or sneakiest build trumps tactics" is an artifact of allowing someone carte blanche and a CRAT budget instead of giving them some manner of framework to work within.

That said, what size maps do you play on, and with what average thrusts and ranges, as a rule of thumb?

69

(22 replies, posted in Starmada)

cricket wrote:
Nomad wrote:
Inari7 wrote:

I have to agree, the game win goes to the player with the best design rather then the best tactics.

This, a thousand times.

Sorry -- I don't want to seem defensive, but I don't "get" this. If there are options or traits that are "must haves" or are so powerful as to prohibit any effective counter, I'm not aware of it...

Certainly, there are designs that are going to be more or less effective against a given opponent, but I don't know that anyone's come up with a fleet that is simply unbeatable in all circumstances.

I can't speak for others, but in reading up on the game online, the most common complaint I saw was that longest range weapons (be that 18 or 30) with traits like Ignores Shields and Double Inverse Range Mods were effectively impossible to beat without having exactly the same sort of options. I'm curious what you would do in terms of countering that particular strategy?

70

(22 replies, posted in Starmada)

I had noticed that the ORAT of ships that I create with numerous flights of seekers tends to be... significant. smile It made me wonder if seekers are really that significantly more powerful than ship-based weapons. Given that they are in some sense similar to restricted ammo, then I can see the logic of the increased value.

71

(22 replies, posted in Starmada)

Yeah, 4-5 turns sounds remarkably short, but then my last tabletop wargaming experience was SFB about, oh, 15 years ago... Do any of you experienced Starmada players have any ideas for how to extend battles to something a bit longer than that?

72

(22 replies, posted in Starmada)

Is that because of relatively small maps, or a tendency to use longer-ranged weaponry?

Alex, with 6 being the pivot point, where do you top out for hull sizes? Like Nomad, with 14ish being the highest? Or do you go all the way to 20, 24 or higher?

I find myself inclined to stay in the sub-16 range as well, for some reason, and I delight in cramming impossible things into size 1 hulls, at least at this point my in my Starmada obsession.

74

(22 replies, posted in Starmada)

I'm less interested in real time, than I am in how many turns of shooting tend to occur.

I ask because I've only played through some dogfights/duels to learn the rules of the game, and when it comes to ship design with Seekers/Strikers, it would be nice to know if the number of flights you're giving a missile frigate are sufficient, extravagant, or inadequate.

So, what's your experience looked like?

Technically, you see more frigates doing escort duty for merchies and other transports, while destroyers do the fast moving warship convoys, but I can see your point.

I'm working on an all-Sol set of powers, and the temptation to just use the older nomenclature may be too hard to resist, but there's definitely a part of me that wants to go with totally nonstandard names for at least one of these space navies, using designations like "mothership" and "hunter-killer" and "interceptor" and the like.