51

(166 replies, posted in Starmada)

The places to put # of weapons of a certain arc is a pull down for batteries Y and Z, but not for X.

andy

52

(24 replies, posted in Starmada)

This is as good as any:
http://www.java.com/en/download/index.jsp

And Java is pretty safe and should install easily.

andy

53

(24 replies, posted in Starmada)

I could take you down the route of downloading java, but I don't think I'm a good person to do that.  Java is fairly frequently used on the net, and I'm sure I could hook it up so that it would install.  But I think the pictures give at least a feel for what this thing will do.  I assume you've already gotten a feel for it.  Do my pictures look right?

andy

54

(24 replies, posted in Starmada)

I think the hex map helps.  Hopefully Dan will be able to double-click the thing and see it work.

It certainly wasn't intended for use in a game to find out how you can move.  I had some trouble understanding what the movement system would do, and wanted to see it.  And I like making this kind of thing.  smile

The biggest thing I get from looking at it is that the U maneuver is kind of an anomaly, in terms of what you can do.  You can spin around and even move back the way you came in a way I'm not sure I like.  Just in case someone didn't like a ship to be able to spin around in such a way, how much effect do you think it would have on the game to disallow U turns?  I'm curious about either game play or point balance.  I'm not saying the game is broken and needs to be changed--just that I'm not sure I want my ships to be able to do that.

andy

55

(24 replies, posted in Starmada)

Dan, what happens when you download the .jar file and then double-click on it?

andy

56

(24 replies, posted in Starmada)

I assume that if someone cared about this, I'd have heard some comments, or requests, or suggestions for publication.  But because I believe in visualization, I went and added some screen capture pictures.  These aren't as good as interaction, but they're still kinda neat.

http://skinner.andy.googlepages.com/javastarmadamovementprogram

andy

57

(24 replies, posted in Starmada)

I just added a hex grid to it.

andy

58

(24 replies, posted in Starmada)

Try going back to that page and downloading StarmadaMoves.jar.  (Example: store it in C:/StarmadaDir/Starmada.java.)

Bring up a Command Prompt (Start menu, Programs, Accessories, Command Prompt) and go to the place you put the jar file.  ("cd C:/StarmadaDir")

type "java -jar Starmada.jar"

If that doesn't work, I'd guess it would be because you didn't have Java on your system.  I have no idea whether someone that isn't very technical would have Java in an accessible place.  Let me know.  smile

andy

59

(24 replies, posted in Starmada)

OK, this might be harder.  smile

I know how to program in Java, but have no idea how to deliver it.  I typically compile it with javac and run it with java, but I know it is intended to be useful on the web.  Can someone who knows what to do with this file give us a suggestion for something more convenient?

If no one has a suggestion, I can compile it for you and possibly tell you how to run it.

thanks,
andy

60

(24 replies, posted in Starmada)

Assuming you know how to run it:

You select the various checkboxes to turn on what it is supposed to show.  Then you wiggle the sliders to change the thrust and original speed.  It shows you what positions/facings you can get to with that thrust and that speed, depending on what you've selected.

The checkboxes are the different kinds of moves that have different thrust requirements.

This worked for me on Windows.

If you need to know how to run it, let me know.

andy

61

(24 replies, posted in Starmada)

Everything looks interesting.  I'll order a real copy in the new year, but am looking through the demo now (thanks!).  I've got a full PDF of Starmada X to compare to.

The movement looks interesting, but will take me a bit to get used to.  I wrote a Java program to show the options, to get a feel for it.  (I had one for Full Thrust, and just converted it.)

http://skinner.andy.googlepages.com/javastarmadamovementprogram

Is that useful to anyone?  Is it correct?  There is some explanation about what it does.  I don't know how to publish Java, so you'll have to download it and compile it.

It is interesting how increasing the original speed cuts down your options.  You'll have to slow down before you can turn much.

andy

62

(92 replies, posted in Starmada)

cricket wrote:

Nice thing about electronic distribution and print-on-demand is that changes can be made pretty quickly. Sequential firing is now an option. smile

Does that mean changes might be made after the 17th?  In other words, does it make sense to wait for a printed book until the dust settles?

I assume dust settling is what is happening now, though, just in a constrained environment.

andy

63

(92 replies, posted in Starmada)

cricket wrote:

The weapons point costs were changed to:

ROF*(PEN+0.25)*(DMG+0.6)

This weights the values progressively less as you move down the chain of die rolls, but still leaves a 1/1/1 weapon with a base modifier of x2, as with (ROF+1)*PEN*DMG

I was thinking I remembered from the previous conversation that PEN and DMG should be equally weighted, because the order didn't matter.  (Needing 3+ and then 4+ is the same as needing 4+ and then 3+.)  Does the new weighting reflect the changes you made to the damage tracking or something else?  I remember you were trying to weight ROF more because of its effect on fighters, but I don't remember an effect that differentiated between PEN and DMG.

Just curious.  I like this kind of thing.  smile  During the game, I like simplicity, of course.  But I like seeing how points and rules go together when not in the middle of playing.

Oh, and I''ll be interested to see both the inertial system and the damage tracking.  Both are things that made me unsure about playing Starmade as an alternative to Full Thrust.

andy

64

(92 replies, posted in Starmada)

Did you make the ROF point cost change?  Did you use something that was mentioned in the discussion, or come up with something new?

andy

65

(12 replies, posted in Starmada)

What is the specific rule for Increased Damage (TH)?

(Roll - To Hit) x DMG?  That's what I got from the example.

However, if you roll the exact to-hit, you'd get 0.  Your example had roll of 6 minus to-hit of 4, and you said result was double damage.  What happens if you roll 4?  Should the example have been triple damage?

You'd have to remember a result past the PEN roll.  And each die could be different.  That seems cumbersome to me.

andy

66

(60 replies, posted in Starmada)

Taltos, I don't have a specifc solution myself.  I offered RPD+R when I first ran into the problem.  Uncle Joe has been championing something that I think is a bit complex, but tries to keep the overall values at the same scale as current (so you don't have to rebalance).  I'd like to see something that does the trick but isn't complex (even though I doubt I'll create ships by hand).

John, you mention that high ROF would have fewer weapons.  Wouldn't that be even more so with high PEN or DMG, since they cost more (even though they don't have the advantages that ROF has)?

I didn't follow your suggestion about only allowing one thing to be destroyed per die that hits.  Do you mean that passes the to-hit roll, making ROF even more important?  If you mean per die that actually makes a damage roll (what I think you mean), I don't think that makes any distinction between high ROF and high DMG or PEN.  They all make the same expected number of damage rolls, just with a different spread. What am I missing?


I do like tables (though I prefer visualization--I suppose I could plot these things instead) to give a feel for what the possibilities are.  Earlier I posted a table showing the difference in a weapon's value with the different formulae.  Here's one showing some scaling values--how much they differ from the current rule.  It may show some of what Uncle Joe's concern is.

k = current SU, (R+1)PD
a: (RPD+R) / k
b: (R(P+.5)(D+.5))/k (UJ's original proposal)
c: (1.2(RPD + (3R + P + D)/5))/k (UJ's current proposal)
R  P  D   a      b       c
1  1  1:  1.0,  1.13,  1.2
1  1  2:  0.75, 0.94,  0.96
1  1  3:  0.67, 0.88,  0.88
1  2  1:  0.75, 0.94,  0.96
1  2  2:  0.63, 0.78,  0.81
1  2  3:  0.58, 0.73,  0.76
1  3  1:  0.67, 0.88,  0.88
1  3  2:  0.58, 0.73,  0.76
1  3  3:  0.56, 0.68,  0.72
2  1  1:  1.33, 1.5,   1.44
2  1  2:  1.0,  1.25,  1.16
2  1  3:  0.89, 1.17,  1.067
2  2  1:  1.0,  1.25,  1.16
2  2  2:  0.83, 1.042, 1.0
2  2  3:  0.78, 0.97,  0.95
2  3  1:  0.89, 1.17,  1.067
2  3  2:  0.78, 0.97,  0.95
2  3  3:  0.74, 0.91,  0.91
3  1  1:  1.5,  1.69,  1.56
3  1  2:  1.13, 1.41,  1.26
3  1  3:  1.0,  1.31,  1.16
3  2  1:  1.13, 1.41,  1.26
3  2  2:  0.94, 1.17,  1.095
3  2  3:  0.88, 1.094, 1.04
3  3  1:  1.0,  1.31,  1.16
3  3  2:  0.88, 1.094, 1.04
3  3  3:  0.83, 1.021, 1.0

UJ's concern with (RPD + R) is (I think) that it mostly scales point values down, while defenses were balanced with the current rules.

Uncle Joe, your original R(P+.5)(D+.5) still seems a bit complex to me, but not as much as your current.  But the results seem very similar.  Is the current one different enough to make it worth the extra complexity?

Dan, is there a complexity threshold we're looking for?  smile  Are comparisons of different equations useful to you?

andy

67

(60 replies, posted in Starmada)

It isn't important to me whether an official change is made.  Starmada "belongs" to the people who have played and loved it for a while more than it does to me, someone who is still trying it out to see how it feels compared to another game I like a lot (Full Thrust).

However, I do think I'd like to play with a tweak, and I'd like to have people that want the tweak agree on what it should be.  It is nice, if you want a house rule, to use a commonly accepted one.  ("Common" meaning among those who care about this particular aspect.)


As soon as I started designing ships, I started noticing that 1/1/3 weapons cost more than 3/1/1.  I thought they should be the same (I learned about fighters later).  The expected number of damage dice being rolled is (I think) R*(P(6-S)/6)*D (S is the target's shields), so scaling R, P, or D in the basic case only really has the effect of changing the distribution of hits.  (Higher R and lower D gives more even spread of possible number of damage dice rolled.  Lower R and higher D gives more all or nothing results.  P is somewhere in the middle.)  I was thinking of these things, trying to figure out what the different stats were really supposed to do.

So that's why I'm posting tables showing point costs for different suggestions.  I would like to help agree on a simple alternative point cost.  Whether that is official or not doesn't matter much.

andy

68

(123 replies, posted in Starmada)

I would like to see the ROF thing addressed, though it seems silly since I've only played once.  (Seemed good with my wife playing, but I want to see what my son thinks.  smile

However, the most important thing is that I am designing with the spreadsheets, and I just want it to be easy to keep up.  If there is a fix needed, I'd like to be able to apply it to what I have already.  Or at least to easily take the data from one sheet and put it in another.  It seems that the spreadsheet is almost an integral part of the rules, and I'd like it to hold still, or at least be easy to follow.

But I still like the idea of wiggling the ROF thing.  smile

andy

69

(123 replies, posted in Starmada)

Once I posted a table showing different point values for different weapons.  Here it is again, with Uncle Joe's latest proposal on it.  (UJ, have I got it right?)  The table formats well on the forum--not sure how many people will see it in the email list.

Uncle Joe pointed out that you should also consider the price of N actual weapon mounts.  So compare one ROF 3 weapon with three ROF 1 weapons, for example.

Note that the differences in points are bigger than they look, since this still has to be multiplied for other weapon values.

andy


a: (R+1)PD current rule
b: RPD + R
c: RPD (doesn't emphasize ROF, just for comparison)
d: R(P+.5)(D+.5) Uncle Joes's first proposal
e: 1.2(RPD + (3R + P + D)/5)  Uncle Joe's current proposal


R  P  D    a   b   c   d      e
====================================
1  1  1:   2,  2,  1,  2.25,  2.4
1  1  2:   4,  3,  2,  3.75,  3.84
1  1  3:   6,  4,  3,  5.25,  5.28
1  2  1:   4,  3,  2,  3.75,  3.84
1  2  2:   8,  5,  4,  6.25,  6.48
1  2  3:  12,  7,  6,  8.75,  9.12
1  3  1:   6,  4,  3,  5.25,  5.28
1  3  2:  12,  7,  6,  8.75,  9.12
1  3  3:  18, 10,  9, 12.25, 12.96
2  1  1:   3,  4,  2,  4.5,   4.32
2  1  2:   6,  6,  4,  7.5,   6.96
2  1  3:   9,  8,  6, 10.5,   9.6
2  2  1:   6,  6,  4,  7.5,   6.96
2  2  2:  12, 10,  8, 12.5,  12.0
2  2  3:  18, 14, 12, 17.5,  17.04
2  3  1:   9,  8,  6, 10.5,   9.6
2  3  2:  18, 14, 12, 17.5,  17.04
2  3  3:  27, 20, 18, 24.5,  24.48
3  1  1:   4,  6,  3,  6.75,  6.24
3  1  2:   8,  9,  6, 11.25, 10.08
3  1  3:  12, 12,  9, 15.75, 13.92
3  2  1:   8,  9,  6, 11.25, 10.08
3  2  2:  16, 15, 12, 18.75, 17.52
3  2  3:  24, 21, 18, 26.25, 24.96
3  3  1:  12, 12,  9, 15.75, 13.92
3  3  2:  24, 21, 18, 26.25, 24.96
3  3  3:  36, 30, 27, 36.75, 36.0

70

(123 replies, posted in Starmada)

Thanks, Paul, for fiddling with this thing.

Uncle Joe, I'd be interested in an explanation of what is wrong with (RPD)+R.  I was nervous about your suggestion with a .5 or two in it, but I'm using spreadsheets for everything, so it doesn't really matter.  smile

andy

71

(123 replies, posted in Starmada)

Thanks again.

I'm computer literate, but not very familiar with spreadsheets.  Is there a convenient way to put the things I've entered into an old sheet (the nation description, some ships) into the new version?

Also, is there a quick way to replace the gun SU calculation ((R+1)PD) with (RPD + R), to play around with the difference?  I figured out how to do it for a particular line, but what about all weapons?

Thanks,
andy

72

(123 replies, posted in Starmada)

So if I copy the template for each ship (all within the same document), how do I print the Starmada sheet for each one?  It seems to point just to the Template sheet.  Can I easily redirect it to each of my ships?

Thanks,
andy

73

(9 replies, posted in Starmada)

Thanks.  I guess that means I need to download a different version without it.  smile  I'd seen comments about it, but didn't get what it was about.

andy

74

(9 replies, posted in Starmada)

Sorry I'm probably missing something, but I haven't been able to figure out what K, E, and B are in the shipyard program.  I did poke through my rules, but it isn't clicking.

andy

75

(123 replies, posted in Starmada)

Yep, that did it, thanks.

andy