51

(8 replies, posted in Starmada)

Most games last 5-10 turns. Even the games I played to the bitter end (all ships destroyed rather than 50% VPs) lasted 8 or 9 turns with several ships involved. Small games might only last 3 or 4.

52

(8 replies, posted in Starmada)

As someone currently playing with the Simplest Campaign Rules right now, (see Blacklancer99's thread), I have to agree with Nomad. The terrain chart should be shifted to create more empty space... although, if you prefer terrain, then it should be shifted only slightly.  wink  But we have found terrain playing a huge role in the outcome, especially with some scenarios.

53

(7 replies, posted in Starmada)

Yeah, after looking again, I think it is valid. Rats!  wink

54

(105 replies, posted in Game Design)

Maybe the squad leader unit images aren't as distinctive as I remember... see here (Germans are on top, Americans on the bottom. They are distinctive silhouettes but maybe not distinctive enough at a glance.)

Panzer Grenadier games go one step better. The unit icons for infantry are distinct but they also have national or unit badges above the icon, again in addition to different colors. They even have unit type symbols crammed on those counters.  lol An Italian unit. An Australian unit. German naval infantry.

Combat Commander relies a little too much on color, IMO. The infantry depictions are distinctive but not dramatically so (similar to Squad Leader). See here. They do have national ID icons over which the infantry are superimposed (from left to right: American Star, Soviet Star, German Cross). But are they visible enough? Not sure...

Panzer Leader relied entirely on color... which is no good.

55

(105 replies, posted in Game Design)

cricket wrote:

I've made my stance clear: color is an important part of any design project, and will continue to be so. Having said that, I am well aware via my relationship with Jim that color cannot be (solely) determinative.

I  think it best we close this part of the discussion and move on to other things.

Especially since we all agree!  smile

56

(105 replies, posted in Game Design)

jimbeau wrote:
MadSeason wrote:

As long as we don't overlook color as an excellent device for many players.

Color can have meaning, but at the expense of a small fraction of an already small audience?

Hmmm. bad business if you ask me.

[edit] not to mention how really irritating that is to myself and any other colorblind people. that's like saying we don't need to follow the ADA rules on ramps and entrances because most people will be able to get in our building

Think about what you're saying for a minute before you say it[/rant off]

I understand you are sensitive to the issue but if you go back and look at what I said and meant I think you will see that I did think carefully about what I wrote. All I was saying was that color should be one of the ways in which counters are distinguished -- and then I highlighted this by pointing out examples that effectively combine color with differentiating symbols/icons so that those who are colorblind are not left out. I clearly was not saying that we should ignore your demographic or the challenges it poses.

57

(105 replies, posted in Game Design)

As long as we don't overlook color as an excellent device for many players. It's not unusual for modern games to have both unique symbols and colors for different factions. See Panzergrenadier, for example, although even the venerable Squad Leader had unique infantry symbols for the different nations.

58

(23 replies, posted in Starmada)

I don't think they should be made publicly available as it would greatly, IMO, cut into the sales of the products.

For use in Vassal, one needs to use one of the excel sheets to build ships from the settings and then cut and paste the drake notation into the Vassal properties box. Time-consuming, I know, but preserves the rights of MJ12.

59

(105 replies, posted in Game Design)

I like it!

60

(105 replies, posted in Game Design)

Sergeant Crunch wrote:

I don't mind the overhang, but I think it would look better with about half the distance into the next hex that what is shown currently.  I like the style though.

Agreed. I like the look, just not quite as much blending as there is now.

Also, as I said earlier and as Blacklancer suggests, I think having 3 or 4 different maps would be nice. Earthy, moon, ice, desert, volcanic, etc. Domed cities would be cool, too.

61

(105 replies, posted in Game Design)

I agree with the Blacklancer... profiles for the vehicles. If it's vital to distinguish types of tanks then it should not only be obvious from the profile but also some denotation on the counter.

62

(105 replies, posted in Game Design)

Sergeant Crunch wrote:

My vote is for suitably sci-fi.

I concur! The old Starship Troopers and Ogre look. smile

63

(105 replies, posted in Game Design)

Lock N Load uses squads/individual vehicles: map looks like this.

Conflict of Heroes maps are probably too gritty.

And then there's Combat Commander.

All of these are, however, newer games, published in the last few years. The graphics are, therefore, probably more up-to-date than you were looking for.

Some older game maps:
Grav Armor
Star Soldiers
Hammer's Slammers (Damn! Those books were fun back in the day...)
Shockwave

Some of these have multiple maps which, given the Sci Fi theme, would be fun. The "earth" map, the ice map, the desert map, the volcano map... you get the idea.

64

(105 replies, posted in Game Design)

With the right unit graphics, that could work. I *prefer* a little less brightness but I am on board with iconic terrain hexes.

I am a little confused by your element/unit distinction but if the maneuver elements (i.e., counters) on the board will be squads and individual vehicles, then I think the terrain should be more "realistic" to allow for LOS that corresponds to terrain rather than hexes. Although, to simplify the game, having whole hex terrain would make LOS easier.

Game design is never easy, is it, Dan?  lol

65

(105 replies, posted in Game Design)

Another question: What's the scale? What size units are we talking about? How many hexes can they shoot?

Yes, I am very interested in this title.  :geek:

66

(105 replies, posted in Game Design)

What kind of throwback terrain are you thinking of? Squad Leader? Panzer Leader? Or a slightly updated look to the old style, like in Eisenbach Gap?

67

(14 replies, posted in News)

cricket wrote:
MadSeason wrote:
Enpeze wrote:

Can you tell us a little bit more about quantum legion?  smile

Yes, please.  8-)

Yes, I can. wink

yikes

68

(7 replies, posted in Game Design)

A better word might be "Operational Starmada". I have worked on some rules for that kind of thing but I did not think to include land operations.

69

(14 replies, posted in News)

Enpeze wrote:

Can you tell us a little bit more about quantum legion?  smile

Yes, please.  8-)

70

(14 replies, posted in News)

1, 3, 4 and 7 are already sold here.

71

(12 replies, posted in Starmada)

I've been a little busy but when I get a little more time (probably next week), I will work with anyone who wants to learn more about how to use Vassal. I think it's a great  tool for playing games like this.

72

(54 replies, posted in The Sovereign Stars)

You rocketh! Happy Holidays!  :geek:

73

(7 replies, posted in Starmada)

I am putting the "models" into the game. But in terms of stats, you have to enter them yourself (or keep paper notes). I use one of the shipbuilder excel sheets to build the ships, whether from a sourcebook or my own design, and then cut and paste the Drake notation into the Vassal ship properties. It's very easy to do.

I would be happy to walk you through it, if you are interested. Are you more interested in the Starmada (Space) or the Dreadnoughts module? The Space one is available already, the Dreadnoughts one is a work in progress and I have not posted it anywhere.

74

(7 replies, posted in Starmada)

I'm modifying the Vassal module for Starmada (see here) to use with Dreadnoughts and, eventually, Grand Fleets. I haven't gotten very far. In fact, every ship in the module so far is on display in this one battle.  lol

75

(7 replies, posted in Starmada)

[attachment=2]End of turn 5 move.jpg[/attachment]

Turn 5 Firing
Leipzig opens fire and lets loose on the Otranto with a torpedo. Torp misses but guns cause light hull and engine damage.
Otranto's return fire misses or bounces off Leipzig's light armor.

The German cruisers commit a tactical error and fail to open the range to the British ships (more range 12 guns than
Brits).

The Good Hope opened fire with its remaining guns on the Scharnhorst and sank her quickly.
The Monmouth shifted fire to th Gneisenau and caused light damage.

Returning German fire was desultory. The Good Hope lost most of its guns but remains afloat.

[attachment=1]End of turn 6 move.jpg[/attachment]

Turn 6 Firing
The Leipzig outmaneuvers the Otranto, takes no hits but only manages light damage in return.

The Good Hope tries to escape the field but maximum range fire from the Gneisenau's big guns sinks her as she flees.
Gneisenau's secondaries do slight damage to the Monmouth which returns fire, again holing the Gneisenau's waterline.

[attachment=0]End of turn 7 move.jpg[/attachment]

Turn 7 Firing
The Leipzig gambles, closing the distance on the Otranto to make a torpedo run. The torpedo misses
but her guns do heavy hull damage. Sadly, the return fire from the Otranto sinks the Leipzig.

The Monmouth slightly closes the distance to the Gneisenau, which is desperate to increase the distance.
Monmouth's guns do more serious damage to the hull of the Gneisenau, causing severe flooding.

At this point, the British can declare victory 177 to 159 (the hapless Germans could have declared victory one turn earlier but I did not realize it). With 1 of 8 hull remaining, the Gneisenau crew scuttles the ship. Otranto has 2 of 8 hull and Monmouth 4 of 7.