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Marauder wrote:Certainly dmg 2&3 weapons are not as good against fighters than just having more dice due to the overkill factor. How about 1.95 and 2.85 respectively?
This is (part of) the argument used to "weigh" DMG less than ROF and IMP in the Admiralty Edition. One thing I didn't like about it was that, while DMG was weighted less, special traits that had a similar effect (Double Damage, Extra Hull Damage, Catastrophic) were given flat costs (x2, x3, and x3.5, respectively).
BeowulfJB wrote:Unfortunately, I have older versions of my ships cluttering up the /database/_sandbox/. How do I delete these older ones to keep me from getting mixed up and to not clutter the 'sandbox?
Detailed instructions for the Drydock are forthcoming.
However, any designs you save without "signing in" will be stored in the sandbox; further, designs in the sandbox cannot be deleted/overwritten. I plan to clear out the sandbox regularly -- any designs more than a month old are subject to deletion.
If you want to be able to store designs in perpetuity, you have to sign in. Once you do that, designs are stored in your personal folder, can be deleted, and can be overwritten with new versions.
I'm open to playtest reports if people want to start trying this idea out...
Nomad wrote:I too like the fact that SNE includes ECCM rules, and that they are nice and simple
Glad you approve.
I had been toying with allowing ships with the "Scout" ability to apply a level-1 EPM to any ship within X hexes... But that might start complicating things a bit too much.
Nomad wrote:Also, any chance we could get a Bourbaki Basin for Nova? Have BFG conversions, want to post, not sure where to .
Actually, the Drydock is meant to serve as a "Bourbaki Basin"... Everyone can see everyone else's designs.
Ozymandias wrote:But that increase would mean no real effect on gameplay other than perceived reliability on weapons?
Yes. In theory. On average. YMMV. Etc.
Actually, I'm still not understanding how the session variables help you. Maybe you should send me an email with details of what you need.
Ozymandias wrote:I'm not great at math. Would making hits on 4,5,6 instead of 5,6 and doubling the hull/armor on the ship display screw with the balance?
Yes. You'd have to increase the hull/armor by 50%.
murtalianconfederacy wrote:You could link it to the number of Command levels across the fleet by saying X ships get a +1 to all attack modifiers, to make having additional command units more useful than just redundancy...
Not sure I'm following...
What I'm suggesting is that in order to have a fleet of 1000 points "in command", you have to have (for example) 2 levels of command. If you don't have that, your fleet does not get the +1 modifier. It's an all or nothing thing.
I totally read that as "Min-wax" the first time...
The request is easy (the session variables are there already). It's how you retrieve them...
Just spitballing... As long as you have "X" levels of Command (with "X" based on your fleet's point total) you get a +1 to all attack modifiers...
Cool! I may have to add this as an option in the Drydock. (I can't add it to the "official" ship displays, because they are black and white...)
I guess I meant storing them as session variables...
murtalianconfederacy wrote:Maybe use it as a way to co-ordinate fire across the fleet?
Not a bad idea... <puts on thinking cap>
Yup. The ECM/EPM thing is one of the rare occasions where I'm comfortable allowing ships to directly affect the capabilities of other ships...
Blacklancer99 wrote:Would it work to include the traits but with a ORAT/DRAT mod rather than an SU mod?
Probably not, since most players would take "exclusive" to cut down the point cost rather than the space requirement -- you've got Tech Levels for that.
Ozymandias wrote:I'm planning to release it, but I need to add firefox support because I wrote it in chrome and chrome sort of messes it up when you go to print it.
Are you willing to share your code for the color-coding?
Drones are not "seekers" per the Nova weapon trait, but they are "seekers" as described in the Admiralty Edition.
Ozymandias wrote:While you're tweaking things please please add more of the ship buildings variables (ORAT, Size, etc.) to the print page. It's hard to work backwards from the final values. They can be in JS variables or just hidden table cells. Doesn't matter really.
How does this help you, exactly?
Blacklancer99 wrote:Ah, so it is a real world, bland, MilSpeak, euphamistic term. If that's not a good reason not to use it, I don't know what is!
At least it's better than "ECCM" -- which immediately makes me wonder about "ECCCM".
Blacklancer99 wrote:Edit: As I thought about this it makes less sense than what initially popped into my head. Carry on.
Yeah, it's actually kinda the reverse of what you might expect... a fleet with higher command should probably have LESS points to spend...
Anyway, to go back to one of the OP's questions, I plan to reintroduce anti-fighter ("precise"?) which will counter the -1 penalty for attacking fighters and/or minefields.
The reason is this:
Long Range Sensors applies a flat 30% modified to a ship's ORAT. (Well, technically, to its DRAT, but since the two are multiplied together at the end, it's the same thing.)
However, giving a "telescopic" weapon 4x dice at extreme range would increase its effectiveness by more than 30% (68%, to be exact). Limiting it to 2x dice at extreme range keeps the game effect consistent with the point modifier.
underling wrote:We decided to use weapons with the seeker trait to represent the launching of fighters.
Are you also using "expendable", or do you assume a limitless supply of fighters?
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