76

(9 replies, posted in Starmada)

Full Thrust. The Starmada movement system makes maneuvering at high speeds impossible and annoying, whereas Full Thrust just makes turns bigger at higher speeds.

77

(9 replies, posted in Starmada)

Myself and my Uncle Steve vs my Grandfather and out friend Glen using Full Thrust vector movement.
This was the only battle we have ever had where the game lasted more than 2-4 turns after our ships got into firing range.

My fleet
1 Battleship
1 Carrier
2 Destroyers

My Uncle;s fleet
2 Battleships
4 Destroyers

Glen's fleet
1 Wing Defender
1 Warbird
3 Medium ships
2 Smaller ships

Grandpa's fleet
2 Battlecruisers
1 Destroyer

The battle started on turn 3 when we got into range, with my Uncle flinging strikers at Glen's Wing Defender and destroying it before it could take part in the battle, and also damaging one of Grandpa's Battlecruisers. Glen's strikers proceeded to shoot down some of Uncle Steve's drones before they could reach their target.
My Battleship receiving a bombardment from all remaining ships on the opposing side, stripping it from 27 to 3 hull in 1 turn. In turn, we destroyed one of Glen's medium ships, and badly wrecked another one (the medium ships had remarkably heavy firepower). At the end of the turn, my Carrier launches fighters.

Next turn after maneuvering, my fighters eliminate the damaged medium ship of Glens, and damage the undamaged battlecruiser of my Grandfather. Unfortunately, I underestimated the anti fighter fire power of the opposing fleet, destroying 3/4 of my flights in a single go, as well as destroying my battleship and damaging one of my Uncle's. We manage to finish off the last remaining medium ship, as well as one of his small ships.

The next several turns are basically all close quarter maneuvering, me losing a destroyer, both of my Uncle's battleships being heavily damaged, Glen losing his remaining small ship, and my Grandfather losing... his destroyer.

After 1 turn in which my uncle's battleships are destroyed, we decide to warm up the hyperdrive and escape, but before we do we finish off one of my Grandfather's Battlecruisers, and Glen's last remaining ships.

My carrier does not manage to escape, leaving my Uncle's 3 remaining destroyers as the only survivors.

Without a doubt the best battle I have ever had in this game, all thanks to Full Thrust movement making maneuvering not only possible, but practical as well.

I'd love to run a campaign based on this system.

79

(3 replies, posted in Starmada)

HE TRIPLE DOG DARES YOU.

80

(23 replies, posted in Starmada)

A good way to get around it might be make a rule that says anti fighter batteries fire before the fighters attack. That way anti fighter batteries aren't useless vs strikers and seekers, and don't start shooting down fighters when it could be "too little too late".

81

(23 replies, posted in Starmada)

Stealth and being faster are good counters to it, if you maneuver yourself to 21 away from them, then speed up and rush, they get maybe 1-2 turns of long range fire on you before you're in their face. And look at the cost of range 30 weapons, those handful of bombardments will not make up for the volume of fire you can get for the same cost at close range with smaller range brackets. Cloaking with faster ships works as well, infact you can try to remain cloaked for an additional turn (free rush if it works, and being harder to hit if it doesn't). Deal with these ships in the same way you would deal with a sniper, by getting in its face and making all the advantages of its range superiority absolute moot. And as Cricket pointed out, fighters fighters fighters.

On a side note Cricket, I'm not sure floating board would be a good idea, the last thing this poor fellow needs is his enemies making all his weapons EF and L arc, facing away, and flying away and firing his butt lasers while Goji struggles to close the range gap. With the map the current way it is, his opponent is stuck in the corner with nowhere to run.

82

(11 replies, posted in Starmada)

http://memory-alpha.org/en/wiki/Species_8472

83

(11 replies, posted in Starmada)

I wanna see those Species 8472 ships O.O

84

(17 replies, posted in Starmada)

This seems like it belongs in the design section...

85

(17 replies, posted in Starmada)

The self destruct weapon I'd hesitate with, since people could easily abuse the rule with many small ships, each with the "kill yourself" trait on their only weapon.

I like the burnout idea, pricing it seems like it would be a pain though.

86

(18 replies, posted in Starmada)

I actually did think on this for a little while, since i used to design small ships that basically stayed as a distance and shot from afar, and referred to them as battle satellites. What i thought of, but never tested, was having the cost of the ship in carrier points, plus an additional 10% (ex, carrying a ship that costs 200 would need 220 carrier).

Just a thought,

87

(45 replies, posted in Starmada)

Why not try designing a few?

88

(8 replies, posted in Starmada)

5-10 turns is the norm for our games down here as well, though usually closer to 5.

89

(5 replies, posted in Starmada)

OldnGrey wrote:

The shipyard does it in a slightly different way, with basing given as the number of fighter flights carried.
The fighter "size" is worked out on an individual fighter in the flight.
Base figures in SU are:-
1-3 Ultra Light
4-6 Light
7-10 Standard
11-14 Medium
15-18 Heavy
19 > Super Heavy
Larger than 22 does not change the "Size" but it does the cost etc.
Dual Mode fighters move up one class.
You may wish to look at the shipyard guide for conversion ideas.
Hope that helps a bit.
Paul

Don't think it works like that, since two flights of 4 will cost more than a flight of 8 of the same fighters.
Maybe set up a par for it, like that can be used to determine the cost of the fighters when the size of the flight is 6.

90

(24 replies, posted in Starmada)

Big Missile's seem a tad overpowered.
Other than that, looks good.

91

(8 replies, posted in The Admiralty Edition)

You usually hear the same reply when I see your ships as well.

92

(14 replies, posted in Starmada)

Most of my carriers have screens and long range weaponry, their job is to hang back and not die.
Most of my standard ships have shields and more balanced weaponry, so fighters can't get to my carriers before they launch, and closing range with my carriers becomes difficult.
Although my carriers are more expensive than most I've seen, costing 7/8 of the value of my battleships <.<.

93

(8 replies, posted in The Admiralty Edition)

Update

(800) HUBRIS-class CLOCH NA THINTRI HUNTER

Hull: 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1       
Engines: 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1       
Shields: 12 12 12 11 11 10 10 9 9 9 8 8 7 7 6 6 6 5 5 4 4 3 3 3 2 2 1 1       
Weapons: 1:X 2:Y 3:Z 4:Z 5: 6:

X: "Ferro Crystal"  6/12/18, 1/2+/2/2
Catastrophic; Continuing Damage; Piercing +2
[G][G][G]

Y: "Shatter Shard"  6/12/-, 1/3+/1/1
Carronade; Range-Based ROF; Piercing +1
[ABCE][ABDF][GHI][GHI]

Z: "Scatter Gem"  6/12/18, 1/3+/1/1
Minimum Range; Inv. Range-Based ROF; Piercing +1
[AB][AB][AB][AB][AB][AB]
W: "Bio Crystal"  6/12/18, 1/3+/2/4
Starship-exclusive; Piercing +2

Special: [save=2+] Hyperdrive; Marine Squads (11); Teleporters (2); Science (35); Repair Units (5)

New Hunter ships. SInce Ignore Shields was determined to be a bit unbalanced, the Ferro Crystals have been edited. This Hunter is designed to wait at the edge of battle and snipe from a distance while being protected by other ships and using its screens for shields.
(800) KYRALIAN-class CLOCH NA THINTRI BATTLESHIP

Hull: 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 4 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1           
Shields: 4 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1           
Weapons: 1:Y 2:Y 3:Z 4:W 5: 6:

Y: "Shatter Shard"  6/12/-, 1/3+/1/1
Carronade; Range-Based ROF; Piercing +1
[ABCE][ABDF][GHI][GHI][GHI]

Z: "Scatter Gems"  6/12/18, 1/3+/1/1
Minimum Range; Inv. Range-Based ROF; Piercing +1
[AB][AB][AB]

W: "Bio Crystal"  6/12/18, 1/3+/2/5
Starship-exclusive; Piercing +2; Minimum Range
[GHI][GHI][GHI][GHI]

Special: [save=2+] Hyperdrive; Armor Plating; Marine Squads (9); Teleporters (1); Science (173); Repair Units (5)

New Battleships designed with Shields and lacking the Ignore Shield trait on the previous designs.

(599) IMARDIN-class CLOCH NA THINTRI CRUISER

Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1                 
Engines: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1                 
Shields: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1                 
Weapons: 1:Y 2:Y 3:Z 4:W 5: 6:

Y: "Shatter Shard"  6/12/-, 1/3+/1/1
Carronade; Range-Based ROF; Piercing +1
[ABCE][ABDF][GHI][GHI]

Z: "Scatter Gem"  6/12/18, 1/3+/1/1
Minimum Range; Inv. Range-Based ROF; Piercing +1
[AB][AB][AB]

W: "Bio Crystal"  6/12/18, 1/3+/2/4
Starship-exclusive; Piercing +2
[GHI][GHI]

Special: [save=3+] Hyperdrive; Armor Plating; Marine Squads (23); Teleporters (2); Repair Units (4)

New Cruiser with the same refits placed on the Battleships.

(700) DAWN-class CLOCH NA THINTRI CARRIER

Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1                   
Engines: 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1                   
Shields: 12 12 11 10 9 9 8 7 6 6 5 4 3 3 2 1                   
Weapons: 1:Y 2:Z 3:Z 4: 5: 6:

X: "Gabriar Fighters (4)"  5/10/15, 1/3+/1/3
Starship-exclusive; Halves Shields
Ammo: 4

Y: "Shatter Shard"  6/12/-, 1/3+/1/1
Carronade; Range-Based ROF; Piercing +1
[ABCE][ABDF]

Z: "Scatter Gem"  6/12/18, 2/3+/1/1
Minimum Range; Inv. Range-Based ROF; Piercing +1
[AB][AB][AB][AB]

Special: [save=3+] Hyperdrive; Marine Squads (8); Teleporters (1); Carrier (388); Science (307); Repair Units (4)

Fighter Carrier remains virtually the same, Fighter design can be seen in the X battery.

Hull: 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1                   
Engines: 4 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1                   
Shields: 12 12 11 10 10 9 8 8 7 6 5 5 4 3 3 2 1                   
Weapons: 1:X 2:Y 3:Z 4:Z 5:W 6:

(699) DAWN-class CLOCH NA THINTRI MISSILE CARRIER

Hull: 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1                   
Engines: 4 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1                   
Shields: 12 12 11 10 10 9 8 8 7 6 5 5 4 3 3 2 1                   
Weapons: 1:Y 2:Z 3:Z 4:W 5: 6:

X: "Creneach Strikers (8)"  5/10/15, 1/3+/1/3
Halves Shields; Continuing Damage
Ammo: 3

Y: "Shatter Shard"  6/12/-, 1/3+/1/1
Carronade; Range-Based ROF; Piercing +1
[GHI][GHI]

Z: "Scatter Gem"  6/12/18, 2/3+/1/1
Minimum Range; Inv. Range-Based ROF; Piercing +1
[AB][AB][AB][AB][AB]

W: "Bio Crystal"  6/12/18, 1/3+/2/4
Starship-exclusive; Piercing +2
[GHI]

Special: [save=3+] Hyperdrive; Marine Squads (1); Teleporters (1); Carrier (339); Science (83); Repair Units (4)

Similar refits were placed on the Missile Carriers as the Carriers.

(400) GUILD-class CLOCH NA THINTRI LIGHT CRUISER

Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1                       
Engines: 4 4 4 4 3 3 3 2 2 2 1 1 1                       
Shields: 4 4 4 4 3 3 3 2 2 2 1 1 1                       
Weapons: 1:Y 2:Y 3:Z 4:Z 5:W 6:
Catastrophic; Continuing Damage; Piercing +2

Y: "Shatter Shard"  6/12/-, 1/3+/1/1
Carronade; Range-Based ROF; Piercing +1
[ABCE][ABDF][GHI]

Z: "Scatter Gem"  6/12/18, 1/3+/1/1
Minimum Range; Inv. Range-Based ROF; Piercing +1
[AB][AB][AB]
W: "Bio Crystal"  6/12/18, 1/3+/2/4
Starship-exclusive; Piercing +2; Minimum Range
[GHI]

Special: [save=4+] Hyperdrive; Armor Plating; Marine Squads (20); Teleporters (1); Science (58); Repair Units (3)

Once again similar refits were put on what was once the Destroyer and is now the Light Cruiser.

(201) FORCE-class CLOCH NA THINTRI DESTROYER

Hull: 8 7 6 5 4 3 2 1                           
Engines: 4 4 3 3 2 2 1 1                           
Shields: 12 11 9 8 6 5 3 2                           
Weapons: 1:Y 2:Y 3:Z 4:Z 5:Z 6:

Y: "Shatter Shard"  6/12/-, 1/3+/1/1
Carronade; Range-Based ROF; Piercing +1
[ABCE][ABDF]

Z: "Scatter Gem"  6/12/18, 1/3+/1/1
Minimum Range; Inv. Range-Based ROF; Piercing +1
[AB][AB][AB]

Special: [save=5+] Hyperdrive; Armor Plating; Marine Squads (8); Teleporters (1); Science (68); Repair Units (2)

Redesigned Destroyer, reduced in cost and in size to replace the Escorts which are no longer needed due to shields installed on ships.

94

(6 replies, posted in The Admiralty Edition)

You made a ship that costs <1600 with level 0 tech and level 3 shields. You are a god amongst men my friend.
Battle Cruiser's arcs of fire seem a little narrow, it can't hit anything not in its front 120 arc.

95

(24 replies, posted in Starmada)

In Florida, we basically started off allowing every weapon option and every rule to start with. Once we started actually playing, we determined which rules made the game either over-centralized on that one trait/rule, or which ones simply made the game unfun/unfair. A good example was just last week we got rid of Ignore Shields because 2.5 for always piercing is a bit ridiculous, as well as making shields practically useless.

96

(24 replies, posted in Starmada)

If you find there is too much, limit what you play with. Really seems quite easy.

97

(19 replies, posted in Starmada)

GamingGlen wrote:

None of my ships leave drydock without Armor Plating.  Even the little snits, or strike boats, have it, and it has made their lives last a little longer at times much to the frustration to the enemy (also great for crew morale.  :roll: ).

Every time I nail one of Glen's snits, I do the exact amount of hull it has... except at least one of them is a 1.
Quite funny actually XD

98

(7 replies, posted in Starmada)

More interested in Space, since that's the basis for my ship designs. And I would be very interested to learn more about this program.

99

(7 replies, posted in Starmada)

Can you design your own ships for it? Or would you need a mod/patch to do so?

100

(7 replies, posted in Starmada)

This is quite an entertaining battle...
What program is this again?