751

(57 replies, posted in Starmada)

Blacklancer99 wrote:

True. I guess in my mind all 9 armor boxes were jumping up and down yelling "pick me, pick me!" in surprisingly high-pitched voices (one would have expected armor to be more of a Basso Profondo). Six then gleefully pranced forward while three shuffled home, hoping that tomorrow would finally be the day they are chosen. So really, I suppose it's a matter of perspective.

Heh... wink

Don't know if you're a "Black Books" fan, but I have visions of Manny in the wine cellar...

752

(57 replies, posted in Starmada)

Blacklancer99 wrote:

Ok, so I build a ship with 9 armor, 6 go "forward" and 3 are essentially removed from the design.

Actually, only 3 move "forward", since 3 were there already.

753

(57 replies, posted in Starmada)

Blacklancer99 wrote:

My reading of the initial post was that you were "losing" the third armor section ("paid" for as normal construction) for the benefit of shoving the second "forward".

Indeed -- the point is to allow for "ablative" armor through a special rule, rather than a separate construction process. You build your ship normally, print out your ship display normally, and just cross off one section of armor before the start of the game.

754

(57 replies, posted in Starmada)

underling wrote:

If you actually lose 1/3 of the armor you pay for because of the front loading, then that would make more sense from a point costing perspective.

It may be poorly-worded in my initial draft of the rule, but the intent is that one section of armor (probably the middle one, instead of the last one) is crossed off before the game begins. So in effect, you're losing 33% of your armor.

755

(57 replies, posted in Starmada)

This should be balanced against "normal" armor, and thus not affect construction/point-costing in any way.

The theory is that hull hits in the first section are worth more than those in the second section, which are in turn worth more than those in the third section. (Because until you reach that first damage check, you have all of your weapons, your shields/ECM are at full-strength, etc., meaning your ship is more efficient earlier in the game.) So, you could think of a ship's "effective" hull strength as follows:

( 3 x HULL-1 + 2 x HULL-2 + 1 x HULL-3 ) / 2

Since all ships have the same split in hull boxes (33% in each section) there's usually no need for this equation (we're ignoring rounding here). Armor simply adds to the number of hull boxes in each section:

( 3 x (ARMOR-1 + HULL-1) + 2 x (ARMOR-2 + HULL-2) + 1 x (ARMOR-3 + HULL-3) ) / 2

If, however, all the armor is added to the first hull section, the equation becomes:

( 3 x (ARMOR-1 + ARMOR-2 + ARMOR-3 + HULL-1) + 2 x HULL-2 + 1 x HULL-3 ) / 2

Comparing an armor 12, hull 12 ship in "normal" and "front-loaded" versions:

NORMAL: ( 3 x (4 + 4) + 2 x (4 + 4) + 1 x (4 + 4) ) / 2 = 24

FRONT-LOADED: ( 3 x ( [4 + 4 + 4] + 4) + 2 x 4 + 1 x 4 ) / 2 = 30

In this case, front-loading increases the "effective" hull size by 25%. However, if you drop the armor by 33% (i.e. ignore one section of armor), you end up with:

NORMAL: ( 3 x (4 + 4) + 2 x (4 + 4) + 1 x (4 + 4) ) / 2 = 24

FRONT-LOADED: ( 3 x ( [4 + 4] + 4) + 2 x 4 + 1 x 4 ) / 2 = 24

Voila!

In Starmada, "armor" is intended to represent general reinforcement of a ship's hull, providing ongoing resistance to enemy weapons fire. It is not meant to be seen as "plates" of armor bolted onto the outside of the ship which must be blown off before damage can reach internal systems. However, some players may wish to simulate just this effect; therefore, the following optional rule can be implemented.

When using the Front-Loaded Armor rule, check off the third section of armor boxes at the start of the game: they will not be used. As ships take damage, check off all of the boxes in the first two sections of armor before moving on to the first section of hull boxes. In other words, in a normal game, damage is applied like this:

ARMOR 1 -> HULL 1 -> ARMOR 2 -> HULL 2 -> ARMOR 3 -> HULL 3

When using the Front-Loaded Armor rule, damage is applied like this:

ARMOR 1 -> ARMOR 2 -> HULL 1 -> HULL 2 -> HULL 3

EDIT: It may make more sense to ignore the middle section of armor, rather than the last...

ARMOR-1 = ROUNDUP( ARMOR / 3 )
ARMOR-2 = ROUND( ARMOR / 3 )
ARMOR-3 = ROUNDDOWN( ARMOR /3 )

757

(38 replies, posted in Starmada)

madpax wrote:

Ok, but as ships are 33% more resilient

Also incorrect. Ships do have 50% more hull boxes than in Admiralty edition; however, every hit goes to the hull (or armor) rather than a 50/50 split between hull damage and systems-only damage. Thus, ships in Nova are actually 25% LESS resilient than in Admiralty.

BTW, what is the rationale behind the ability of ECM and stealth to reduce fighter firepower?

The primary rationale is retaining the balance between the different forms of defense.

In any event, I am open to playtest reports. If someone wants to try giving fighters an additional +1 attack modifier across the board to see how they fare, I'm happy to listen. However, be advised that I'm relatively confident fighters are costed appropriately for their current capabilities -- even though they may be underpowered compared to their Admiralty edition counterparts.

758

(38 replies, posted in Starmada)

madpax wrote:

I've read on this forum that Daniel said fighters were a bit more powerful. In fact, they have llost at least 33% of their power, just because ships have now 33% more hull. Add to that they fire no more before ships, that maybe you prefer fire ships than fighters and they have llost much more than that.

This is incorrect. If you convert the Admiralty fighter weapons per the "conversion" rules, each flight would receive 4.5 attack dice. However, each Nova flight (half the size) gets 3 dice. So, in fact, fighters are gaining 33% firepower.

759

(38 replies, posted in Starmada)

diddimus wrote:

We are house ruling that fighters always have 1 dice to represent the fact that in the end there's someone looking out of the cockpit firing on manual.  This works for B5 and how stealth works.

With the "long shots" rule, fighters still get at least one attack die out to -7.

However, you could allow two full strength or two damaged flights to combine fire with a +2 bonus. One full-strength and one damaged flight would combine at +1.

760

(54 replies, posted in Starmada)

That should not be happening... What I'm uploading to WGV is a ZIP file.

761

(9 replies, posted in Starmada)

madpax wrote:

With Nova, we have access to three different defenses. But how do they fare between each other.
I mean, I can see that, unless mistaken, a shield 4 is equal to have as many armor as hull.

From a starting effectiveness point of view, Shields 4+ is the same as ECM 2 is the same as Armor = Hull. However, the armor is slightly MORE effective over the course of a battle, because it doesn't degrade like shields or ECM.

762

(54 replies, posted in Starmada)

So, when you download from WGV, you're getting a PDF, or a ZIP file?

763

(54 replies, posted in Starmada)

madpax wrote:

Excuse me, but where do I find the link leading to the new version, as I've already ordered a copy and downloaded the first version?

It's the same link as provided in your purchase confirmation email.

764

(54 replies, posted in Starmada)

sclose1970 wrote:

I purchased Starmada Nova directly from the mj12games site as well. I opened the email containing the original file link and login/password, however it only allows me access to the original 1.0 version. Is there another link somewhere that I need to use to access the newer 1.1 version?

No, the existing link should point you to the mjg0130.zip file, which has been updated with v1.1. Maybe you need to clear your browser cache?

765

(127 replies, posted in Starmada)

BeowulfJB wrote:

I guess there is something still amiss with the designer program & fighters

I cannot figure out the problem. The Drydock works fine when applying a single trait, but goes all wonky when applying two or more.

766

(54 replies, posted in Starmada)

Brass wrote:

I bought my copy directly from you guys. Can I somehow obtain the 1.1 version without having to shell out for a new copy?

Yup.

You can download the updated file by using the login/password provided when you purchased the pre-order version.

767

(54 replies, posted in Starmada)

I uploaded the 1.1 file yesterday (again?). The filename is mjg0130_v1_1.zip.

768

(133 replies, posted in Starmada)

OldnGrey wrote:

Perhaps long thin ships should have a penalty to hit end on but damage is x10 when hit end on!

In theory, applying a -2 penalty for end-on shots, but doubling the damage inflicted, would balance out from a point-costing perspective... wink

769

(54 replies, posted in Starmada)

futabachan wrote:

Will this be propagated to Wargame Vault at some point? I tried re-downloading my copy, but it's still 1.0.

<concerned face>

I added the updated version to RPGNow/Wargame Vault at the same time I updated the one on our site. I'll check it again.

770

(54 replies, posted in Starmada)

Boneless wrote:

"Mauve (Kleptork): Shoots rainbows."

This is, quite possibly, the best weapon trait suggestion EVER.

771

(127 replies, posted in Starmada)

BeowulfJB wrote:

:arrow: If this is correctly costed, I can guarentee that any fleet I field will have one of these CVs...

No, this is not correct. Something is wrong with the fighter traits. smile

772

(2 replies, posted in Starmada)

You cannot have Scout and Escort on the same ship.

However, even if you did, the scout has to be CLOSER to the target than the escort being countered.

773

(30 replies, posted in Starmada)

Nomad wrote:

Query with regard to Scout change (1 scout per 400 points -> -1 ECM for opposing side): is it legal to put the scout trait on the same ship multiple times for this purpose?  Kind of thinking along VBAM "towing or whatever functions" lines, except here it would be "scout functions".  Which I guess was one of the main uses of the concept in VBAM, actually.  </1AM tangent>

It is not tournament-legal to have multiple instances of Scout and/or Escort on the same ship. I will need to find a way to stop the Drydock from allowing this...

774

(55 replies, posted in Starmada)

mikeaxe wrote:

Probably its just a translation problem between English and American or land/spacelubber and the sea.

Or, I have no idea what I'm talking about... it's happened before. smile

775

(55 replies, posted in Starmada)

mikeaxe wrote:

"... more than one hexside (60 [Deg]) ..." not "... within one hexside (60[Deg])..."

Otherwise the second diagram is wrong.

In the second diagram, the solar wind is "blowing" to the southwest. The ship is pointed to the northwest, or within 60* of the wind. So, the diagram is correct.