76

(57 replies, posted in Starmada)

I think for our local group we will add a difference between pure Carrier ( x ) and the carrying of Strikers and/or Seekers. Call the new options Seeker ( x ) and Striker ( x ).
In a game last night, I blew away my opponents carrier that had brought his fighters, he then recovered his surviving fighters on board a ship that had brought Seekers and escaped by hyperdrive. As this is a campaign battle, I really wished he would have been forced to leave the fighters so I could kill them.
Seems a little strange to have a ship equipped for carrying the equivalent of drones or torpedoes to be able to use that same space to recover fighters.

Boneless wrote:

Fading: In each End Phase, reduce the flight's strength by 1.  Cost: x0.9.

I would love to see plamas ala SFB. Do you mean that the size is reduced by 1 each end phase?

78

(1 replies, posted in The Admiralty Edition)

Vancouver -class Light Cruiser of the Conjectural Space Navy ( 127 )

TL: E:+1 F:-1 G:0 S:0 W:0
Hull: 5 4 3 2 1
Engines: 6 5 4 3 2
Shields: 3 3 2 2 1
Weapons: XZ/XZ/Y/Y/Y/Y
[X] Meson Spinal Mount [8/16/24 2+ 1/1/5, Slow-Firing, Piercing]
G
[Y] W3 Pulse Laser [3/6/9 4+ 2/1/1]
AB ACE BDF
[Z] CID "Phalanx" Coilgun [1/2/3 3+ 2/1/1, Doubled Range Mods.]
CE DF
Special: Hyperdrive, Countermeasures, Marines (3)

Notes: A medium sized combattant, vessels of this class serve as screening ships for the Imperial battleline or as squadron leaders for destroyer flotillas. Well provided with both passive and active defenses for cruisers of this size, the Vancouver class is also very nimble and maneuverable with a fairly high thrust. The powerful long ranged spinal mount provides respectable punch, even against heavily shielded opponents while the versitile pulse lasers work well against smaller opposing vessels that attempt to close the range. The inclusion of two anti-smallcraft coilguns oriented towards the vulnerable stern keeps enemy fighters from avoiding the forward oriented lasers.

79

(57 replies, posted in Starmada)

Well, I for one don't care about graphics. I love Starmada for content not eye-candy. Love the new version and the great use of examples helps a ton.

80

(166 replies, posted in Starmada)

cricket wrote:

Yes.
I hate you.

lol Yeah and if I weren't at work, doing this on company time, I might even feel bad.

81

(166 replies, posted in Starmada)

Uhm, sorry Dan but you're gonna hate me for this one (or two?).  :oops:  I have found that the Engines and Shields are getting hit twice by the TL SU Mod as well. Engines get hit in Cell C12 of the Worksheet page and then again in Cell J12 while Engines are getting hit in Cells C11 and then again in J11.

82

(166 replies, posted in Starmada)

Of course, as soon as I had done my first read through of the new Starmada (great job everyone!), I jumped right in with the new Shipbuilder v1.0. One issue that popped up right away though. Is it just me or are the weapons being hit twice by the tech level SU Mod? Take the X battery for example. It gets the TL SU Mod to its base size in cell J16 on the worksheet page and then once you choose the firing arcs and number of weapons, it gets hit again in cell J19.

And, the ORat calculation in H9 is being affected by the TL SU Mod of the weapon which rule B.12 Tech Levels says isn't supposed to happen.

83

(92 replies, posted in Starmada)

My wife says I only have until midnight to spend my extra cash. :shock:

84

(92 replies, posted in Starmada)

Tick, tick, tick. It's getting closer! Less than one day to go. Right?

85

(92 replies, posted in Starmada)

murtalianconfederacy wrote:

Yeah, my VBAM:SX project is up in the air as well. Don't know if its even worth attempting to finish...

And now we'll have to come up with another acronym...VBAM/SA anyone? smile

86

(92 replies, posted in Starmada)

cricket wrote:

And, as I hope I showed in my previous post, there is math to back up the approach that PEN and DMG are progressively (albeit slightly) less useful than ROF -- whereas the current situation exists because I was stupid. smile

Well, I am more than willing to playtest it big_smile Any chance of an early release? I have money burning a hole in my pocket and almost a week to go!?

87

(92 replies, posted in Starmada)

cricket wrote:

Also, in the end remember that the differences we're talking about are minimal:

ROF 3/PEN 1/DMG 1 = 3 * (1+0.25) * (1+0.6) = 6
ROF 1/PEN 3/DMG 1= 1 * (3+0.25) * (1+0.6) = 5.2
ROF 1/PEN 1/DMG 3 = 1 * (1+0.25) * (3+0.6) = 4.5

Or a spread of ~15% in final point cost, if all other factors remain the same.

I hate to sound obstructionist but that can be a pretty big difference. Given, say, 400 SU of weapon space on a ship, ignoring range or weapon abilities SU mods, I could equip:
66 x 3/1/1 weapons or
76 x 1/3/1 weapons or
88 x 1/1/3 weapons

The 3/1/1 weapons will do around 50 DMG in the above situation while the 1/1/3 weapons will dish out around 66ish. That is really around a 30% increase in throughput. I see a need for high ROF weapons to take out smallcraft but with this formula, I bet you'll see a big increase in high DMG weapons because you'll get more bang for the (SU) buck.

88

(92 replies, posted in Starmada)

cricket wrote:

My reasoning was as follows:<snip>PEN is most often useful, but in some cases will be irrelevant -- such as scoring several hits against a weakened target without any shields. In such cases, a weapon with a high PEN will "waste" most of its damage potential.
For similar reasons, DMG is the least useful -- once the shields have been penetrated, there may not be any difference between a DMG-1 and DMG-3 weapon, since some of that damage will be "overkill".

In Starmada X, PEN and DMG are priced the same and of roughly the same value in combat. If I hit a shield 3 target with a PEN 2, DMG 1 weapon, I have the same damage potential as hitting with a PEN 1, DMG 2 weapon. With the first I have two chances at 50% of scoring 1 DMG. With the second I only have one 50% chance but will score 2 DMG.

Will Admiralty change the way hits are rolled? From the way you described a weapon with high PEN wasting potential vs. weak/no shields, it sounds very different. Currently a high PEN vs. no shields acts just as a high DMG, more dice on the damage track. A PEN 3, DMG 1 weapon will do 3 DMG to a ship with no shields just like a PEN 1, DMG 3 weapon would.

89

(11 replies, posted in Discussion)

I know how y'all feel about inclement weather. Today here in Central Florida it was in the low 80's with low humidity and not a cloud in the sky. :wink:

90

(92 replies, posted in Starmada)

jimbeau wrote:

might I suggest less percolating and more publicating smile
seriously, tho, these new rules are gonna rock!
Imagine, everything you ever wanted for xmas, that's in the Admiralty edition, including a pony!

Is it still based on d6 or has it moved to d10?

91

(92 replies, posted in Starmada)

cricket wrote:

..., fighters can now be entirely customized from the ground up. Not quite in the manner of starships, although pretty close. As mentioned in the promo blurb, I've computed the number of different possibilities at close to 500,000 -- ...

Sounds awesome. Does this apply to Drones, Mines, Boarding Pods, Battlesats and such as well?

92

(92 replies, posted in Starmada)

tabascojunkie wrote:

Will there be much in the way of changes to the core rules?

Yea, how different is it from Starmada X? Big changes?

93

(9 replies, posted in Starmada)

murtalianconfederacy wrote:

And I want those that don't like PDS to have an option for anti-fighter and anti-Halves Shields defence too...

Anti-Fighter Batteries ( X )

Many starship designers, not content to rely on friendly fighters to protect their starships from enemy fighters, have chosen to equip their designs with anti-fighter batteries ( AFB ), tiny weapons which can only attack at extremely close quarters.

Whenever a fighter flight attacks a starship equipped with AFB ( X ), it loses a fighter on a roll of X or less, just as if it were attacking another fighter flight..

SU Cost: + (10 x ( 6 / ( 5 – X ) – 1 )%
ORat: -
Drat: x (6 / ( 6 – X ))
Hit?: No

Note: The current Anti-Fighter Batteries is equivalent to Anti-Fighter Batteries (1) which gives:

SU Cost: + (10 x ( 6 / ( 5 – 1 ) – 1 )% or +5%
ORat: -
Drat: x (6 / ( 6 – 1 )) or x1.2
Hit?: No

This is consistent with the current rules.

94

(40 replies, posted in Starmada)

Many starship designers, not content to rely on friendly fighters to protect their starships from enemy fighters, have chosen to equip their designs with anti-fighter batteries ( AFB ), tiny weapons which can only attack at extremely close quarters.

Whenever a fighter flight attacks a starship equipped with AFB ( X ), it loses a fighter on a roll of X or less, just as if it were attacking another fighter flight..

SU Cost: + (10 x ( 6 / ( 5 – X ) – 1 )%
ORat: -
Drat: x (6 / ( 6 – X ))
Hit?: No

Note: The current Anti-Fighter Batteries is equivalent to Anti-Fighter Batteries (1) which gives:

SU Cost: + (10 x ( 6 / ( 5 – 1 ) – 1 )% or +5%
ORat: -
Drat: x (6 / ( 6 – 1 )) or x1.2
Hit?: No

This is consistent with the current rules.

95

(9 replies, posted in Starmada)

murtalianconfederacy wrote:

Not really--there isn't a weapon labelled 'Ignores Ionic Shielding'

... yet.

96

(13 replies, posted in Starmada)

cricket wrote:

Funny you should ask...

Arrgh, come on throw us a bone. What is in the works? I got money burning a hole here. tongue

97

(40 replies, posted in Starmada)

I could also see Decoys and PDS being restricted to one specific attack type. That is if you are using the K/E/B Defenses. So you could mount some Decoy, Ballistic (2) that have a 33% chance of stopping ballistic attacks but don't work agains energy or kinetic attacks. The specific defenses are calculated as 1/3 the standard ones.

98

(39 replies, posted in Starmada)

japridemor wrote:

I have seen a couple of ship designs where the intent was to have Launch Bays facilitate the launching of additional Drones, Marines, Battlesats, etc. per turn. The Starmada Cheat Sheet on the Yahoo! forum plainly states as much also. However, in the rules, I only see Fighters specifically mentioned. Is is a legal function of the Launch Bay to increase the rate of launch for all fighter-type objects or is this a hold over from a previous edition? If so do they have to be specifically allocated to that. I.e a ship with tons of Fighter Bays and lots of Drones, does it have to decide each turn what type of system to facilitate with its Launch Bays, assuming it only has one or two?

Any decision on this one?

99

(39 replies, posted in Starmada)

thedugan wrote:

Cold War, not a shooting one.

Not exactly a hot war for me either. I was a SIGINT Analyst. We flew racetracks about 50 mi. south of Iraq the whole time and did DF on what was left of the Republican Guards. Played volleyball when we weren't flying missions. Real tough war. lol

100

(39 replies, posted in Starmada)

thedugan wrote:

Rectally Exacting Navy? so.... what sub were YOU on? lol

Yea, that didn't come out quite right. And I am an eight year veteran of the Army, not the (gasp) Navy. First Gulf War. :evil: