Once you are below 6 screens, you can allocate them to your choice of hex sides, but no hexside getting more than one screen... as you must attempt to have at least one screen in each hex.

The only thing that I am looking at is in Star Trek, ships only take minimal damage from phasers or disrupters until the shields go down, and then it's pretty much a matter of a few more hits, and it's over.... not sure how to retain that feel... and some of the heavier weapons tend to do damage even through shields... at least on the screen.

Per Jygro:
[I think that screens are the way to go for SFB/FC, but I couldn't tell you how to present them. Perhaps shields are rated for all arcs and damage is applied to shields first before any damage is done (kind of like Ablative armor). ]

This is one idea.....

The one thing I believe we do not want to do, is add a lot of extra rules, as that would just make it a copy of SFB.... but I would like to retain as much of the "flavor" as we can within the Starmada rules.... Maybe a weapon mod "Shield Drain"? Something that allows them to do temporary damage to shields?

Any other ideas?

Nahuris

I agree with screens vs. shields... for the flavor, but do understand GamingGlen... maybe a rule that you cannot leave any hexside unshielded?  As long as screens are available, you must have a minimum of one per hex.....

As I remember playing SFB, your shields attempted to regen all around...

Starmada does not have ablative shields... and it would be too complicated to try and add them to the system.

I also agree with taking out transporter mines and scatter packs..... Although a Kzinti without lots of drones kind of loses it's feel.

Nahuris

78

(28 replies, posted in Starmada)

I may invite you up here to assisst with that one.....LOL

I decided to just go with Dan's first suggestion... and if it isn't liked, we'll just not have cloaked ships....

Unfortunately, since he provides figs for 3 of our 6 players..... he feels he gets to argue every point..... however, Wulfe Hawke and I are seriously working on dealing with that issue.

Nahuris

79

(28 replies, posted in Starmada)

Trust me... if I don't have it spelled out in advance.... there will be hours of rules arguments, and then no games for a while, as all the other players decide not to bother.... I am sooo trying to break the cycle right now.

Nahuris

80

(28 replies, posted in Starmada)

I hope I didn't kill the thread.... I just have a player who absolutely loves cloaks... and is always looking for ways to cheese every rule.....LOL

Nahuris

81

(28 replies, posted in Starmada)

My take would be to say that an undetected cloaked ship cannot be targeted... not damaged. That way, if they have a cloaked ship travelling alongside an uncloaked ship, you could accidentally damage it while targeting the valid target.....  But, that you could not target a specific hex due to the fact that the player knows that the ship is there, while his captain would have no means of detecting the cloaked ship....

Insist that there be a valid target for the AoE weapon to be aimed at.....

As of right now, I could cloak 3 ships, fly them up to adjacent hexes with an enemy ship, hit him with a few AoE weapons from the rest of my fleet, relying on my cloak to avoid the damage, and then decloak and fire on the damaged target from close range.... Or, if I am using ships with AoE, I send in ships with cloak generators to battle, and to pull the enemy into a close small area,  and then have them cloak for the turns that I am sending in my big guns.... My opponents ships are now in locations where I can concentrate damage... and if he uses stealth, or ECM, I can target my own ships (I know where they are, so they are detected as far as I am concerned) to avoid those penalties, but my cloaked ships would not take damage......

Like Dan said, we want to keep the rule simple, but also avoid abuse.

Nahuris

82

(28 replies, posted in Starmada)

Raf.... we're gamers... the only thing we like more than blowing each other's fleets to ash is talking about the rules we use to blow each other's fleets to ash......LOL

I do like your smart munition idea... but if that is true, then friendly ships should be immune to hits, even in the area of effect... making the idea of a "smart AoE" weapon more of a weapon mod....

Maybe something to add to a future supplement.......

I can see it now, fast frigates with smart AoE rushing into close range with enemies, and detonating the weapons on themselves..... hmm range 3, lots of weapons, smart AoE, and range based damage, and rate of fire..... Kind of like using fire ships in Age of Sail era battles.

Nahuris

83

(28 replies, posted in Starmada)

I was thinking about this as well.... since you can damage a friendly ship, if it happens to be in the area of effect... how about a rule that states that there must be a valid target in range of a cloaked ship for AoE weapons to damage it?

That avoids the cloaked ship being fired on, because the other player decides to shoot at a random hex (just happens to be one with a cloaked ship). I would further state that the weapon goes off in the hex with the valid, non-cloaked, target..... and if a cloaked ship is in the blast radius, it takes some damage.... but is not revealed? That way, the firing player cannot lob a shell in between a cloaked ship and a valid target, hoping to get both..... ect.

I can see avoiding the "I am going to randomly shoot that hex, as I know that there is something there" type players.... but at the same time, we might want to avoid cloaks being used to completely avoid damage.

Nahuris

84

(28 replies, posted in Starmada)

I'm glad this question came up...

I've seen other games where a ship will be declared "cloaked", but we leave the fig on the table to keep track of where the ship is..... and the next thing you see is people firing off AoE weapons to get the splash damage going..... :roll:

However, what if a cloaked ship is right next to an uncloaked ship... do we want to make it a blanket statement that an undetected cloaked ship is immune to AoE weapons?

I would like to get this decided BEFORE it comes up in a game.

Nahuris

85

(28 replies, posted in Starmada)

My fiance' games with me..... we met over a 40K game, and have been together ever since....LOL

Although she is not blonde.... red hair, blue eyes and freckles.... and favors things like Dark Eldar......

Nahuris

86

(50 replies, posted in Discussion)

Pretty much the only things I drink are Hobgoblin Ale.... a really nice English Ale, or Japanese Plum Wine....

Not much of a drinker

Nahuris

87

(28 replies, posted in Starmada)

I feel so much better now.....
I'll be 38 on the 19th of this month....

At least I'm not the oldest one in this bunch.

Nahuris

88

(28 replies, posted in Starmada)

Or the Obscure even.....LOL

Don't worry.... we all do it, some of my friends used to call me the apprentice to the obvious for a reason.....LOL

I never quite made it to master of the obvious

Nahuris

89

(60 replies, posted in Starmada)

I was trying to imply that having a thread for the races might help us keep the flavor while using Starmada Rules.

There's a reason that I don't play SFB any more.

John

90

(60 replies, posted in Starmada)

Shields are always going to be tricky in this conversion... more so than weapons, at least in my opinion.....

For example, the standard Federation tactic that I have seen has been to slow the initial advance, put extra power into your shields, and overload your torpedoes... and then do an alpha strike and hope to breach the enemy shield and do damage. The mass volley was superior to a steady rate of fire over time, as the shields tend to regenerate.... in addition, as a shield facing is weakened, part of the tactic is to continue turning your strongest shields towards the enemy.... with Starmada's more fixed shield structure, that part of the game is not as important......

Are there ideas for regenerating shields and a means to damage specific facings while not losing the entire shield, ect.?

Maybe we should start a thread highlighting the tactics of each race, and look at the flavor of the game from there... it might help with ideas on making the conversion work.

John

91

(60 replies, posted in Starmada)

I know that I'll be buying a copy.....LOL
I have a friend who absolutely loves the Star Trek ships....

John

92

(27 replies, posted in Starmada)

Underling's option is very good... it allows the fighters to remain the fast reaction force on the board, while making all weapon fire simultaneous...

I'll have to try it out and see if it works....

My only complaint with fighters was the massed destruction effect that I saw used once. This is from a Starmada X game.... and the player in question first made it a point to look at the control sheets for the other players. If the opponent did not have sunbursts (at the time, one of the only area of effect weapons), he would use a fleet consisting of a couple of light Hull 1 or 2 ships that were extremely fast. The rest of his fleet consisted of long range fighters..... no carrier needed, they had their own hyperdrives.

He would mass his fighters and then rush in on one of your ships, he was pretty much guaranteed a kill, and would then hide behind the explosion, making it hard for the rest of the fleet to target the fighters. His explanation was that it was the same as a Star Wars fighter strike, ala the X-Wing novels.

If his opponent had sunbursts, he avoided massing the wings in single hexes, and instead tried to turn it into a running battle with the floating map option. If his opponent had carronades, he would insist on long range fighters (2 hex range)..... and everyone was eventually forced to take both sunbursts and carronades... limiting any form of unique design for each fleet. I havent't had time to play any AE games yet, so I cannot say whether the same problem exists or not.

What are the odds of a dedicated anti-fighter escort ship? Something like the Carrack class, from Star Wars. Maybe if you take "anti-fighter" as a weapon mod, you get to fire during the fighter phase at the normal to hit, but the weapon cannot be used against capital ships (flachette ammo, or whatever reason).
I want to avoid the paper, rock, scissors,..... Nuke argument as well, but have always been intrigued with the anti-fighter escort ships.

John

93

(54 replies, posted in Starmada)

Those are sweet....
Definitely going to have to get my materials together

John

94

(54 replies, posted in Starmada)

I think that we all can identify with that one....LOL

John

95

(54 replies, posted in Starmada)

That's fine.... I would have to figure out what materials I want to use....
Also thinking of a smaller version with only 2 beam cannons..... and maybe a tiny escort sized version with a single beam along the central hull, and only the vertical portions with small forward curved "wings"to the sides.....

My fiance' has a definite preference for "vertical" designs... she has already been looking at some of the artwork in Starmada AE. She likes the one set of gray ships with the verticle profiles, and has asked that I consider making some for her......

John

96

(54 replies, posted in Starmada)

My fiance' is going to love that last one.....

I'll have to attempt a scratch build of it....LOL
Mind sending me some more pics?
Also, do you have the rest of the fleet to go with it?

John

97

(14 replies, posted in Starmada)

We met over a 40K game....LOL
Her Dark Eldar over-ran the terminators I had borrowed from a friend.
It was pretty much a mutual destruction... and well, coffee afterwards.....

John

P.S. She even enjoys scratch building her own ships.....

98

(14 replies, posted in Starmada)

My fiance' used weapons that did no hull damage in Starmada X to simulate "Ion Cannons" similar to Star Wars. They didn't specifically destroy the weapons or items... but instead disabled everything.....

She would then board with her marines, or use a "tug ship" (basically a small hull with high engine ratings) to tow the "disabled" ship away....although she prefers marines...

Then again, her species that she created is based around slaving.....
The crews are taken back to her bases, and implanted with control chips...
At least the ones that aren't eaten are implanted....LOL

John

99

(2 replies, posted in Starmada)

They are pretty awesome.

John

100

(43 replies, posted in Starmada)

I do tend to use some navy conventions..... but use a combined terminology remeniscient of the age of sail, as well as WW1 and WW2.

The specific terms also vary depending on the race, or faction, that I am running.  One of my human factions fields "frigates" that are about Hull 4, while another human faction has them listed at about hull 7 - 8...

The largets ship I routinely field is a 10 - 12... and rarely have more than one or two of those on the board... I tend to favor hull ranges 4 - 10 as my primary combatant ships.. with the 1 - 3 ranges as support, or specialized.. and anything 11 and over fairly mission specific (carriers, or specific heavy combat designs). The largest ships I field are approximately Hull 14....and those are extremely rare.....

I have gone larger for specific scenario games, but I prefer the smaller sizes for general pick up games, or when I run some of my own factions.

In my opinion... the larger ships are expensive enough that I expect them to be very rare... if fielded at all... just due to cost and manufacturing times. Being that I used to work for Northrupp Grummen Newport News, and have actually worked in shipbuilding.... I've seen exactly what goes into the construction of a single ship.

For that matter, our modern Nimitz class carrier is constructed of 90,000 tons of steel. This does not include insulation, wiring, furniture, or anything else... just the steel used to build the actual ship. It takes an average of 1500 to 2500 workers per shift, 3 shifts per day (24 hour construction), spread out over a period of just more than 5 years to assemble one.... and that's with modern construction techniques, and having most of the parts and assemblies pre-fabricated. Also, once the ship is built, it goes through trials, and then comes back to the shipyard for another 6 months of final fitting based on the sea trials. The total time, to include part fabrication, and assembly is approximately 8 and a half to nine years.

I figure most star ships would be constructed in orbit, so you have to consider getting the materials and manpower to the shipyard. Even if you can do everything is space... there is a lot of logistics involved....and a high cost. And the larger the ship, the more time, money and manpower involved.....

I see a lot of small to medium ships... the large hulls would just be too expensive to risk in combat... or for normal operations.

John