Marcus Smythe wrote:

Why not set a speed limit of 10 for ships, to match fighters?

Because speed limits in (non Wells/Vern-era) space games, to me, feel wrong. Unless you establish a scale that sets "X velocity = Light Speed" then any other speed limit feels artificial. I would really prefer dealing with this disparity in some other way... I am just not sure how to do it just yet.

I mean... you could set a speed limit of, say... 30 hexes per turn and define this as light speed. This suggests a scale for Starmada -- something that has been avoided to date. Assuming a scale of 10,000km per hex, then one round is one second... 30 hexes per round = 300,000 km per round = light speed.

Set fighters at the 10 hexes they have now, but they are "effectively" inertialess to keep them simple. Other ships cannot go beyond a speed of 30; meaning that unless they have an Engine Rating of at least 15, they are not turning at that speed...

Played with this some over the last couple of days. The Agile and Nimble designations are unneeded.

The reduction in the size of engines is unneeded if using the 1/2 speed (round up) formula.

Calculations on "turn mode" are not needed; they are removed.

Plays well as written above.

Still need to see if anything can be done for small-craft -- I do not like setting a speed limit on fighters, but not ships... although this may become a needed abstraction when all is said and done.

78

(7 replies, posted in Starmada)

Make sure you vote in Dan's poll, then.

Sideslips are free, but a requirement due to the abstraction that causes a reduced amount of detail in movement as distances are divided into discrete elements in a hex-based system. Still, limit them to pre-plotted movement, and with a hex of non-maneuvering between maneuvers and things are more "controlled" than they first appear.

As far as the use of thrust in turning to control speeds... this is a good point. I am making some more changes above... let me know what you think.

80

(15 replies, posted in Starmada)

Rich Bowman just asked me if this poll is closed; he wanted to vote in it, but it just shows him the results instead...

81

(7 replies, posted in Starmada)

This is the movement system I recall... I was thinking that the "cinematic" moniker reffered to something above and beyond what I recall as the movement system of FT.

82

(7 replies, posted in Starmada)

Alright, the poll has me trying to access long lost reaches of grey matter as I try to recall what the "cinematic" movement system from Full Thrust was.

I recall Full Thrust (I played it for about 6-8 months or so). And I have a fair recollection of the movement system it used. What is the "cinematic" movement system?

cricket wrote:

I would agree that charts = bad. However, I don't see why TURN COST = SPEED means that movement becomes unpredictible... ? It just means that ships aren't going to want to go too fast, otherwise they won't be able to turn at all -- which is in effect limiting your range of movement to your current engine rating, just like in the standard movement system, without actually legislating against faster speeds.

Not unpredictable, and not predictable, per se. It means that movement becomes more predictable. I just really enjoyed the freedom of having ships with very fluid movement rates. It was nice.

Again, I think the "speed = thrust resquired to turn" is a good system, and one that is easy to work with. I would just advocate for smaller engines if my gaming group went that route -- so that the "cruising" speed of ships would be closer to 8 or9 instead of 4 or 5.

First Application Report:

Last night, I played two games with these as the movement rules. We used standard ships from the Starmada X and Brigade rulebook. the following observations seemed apparent:

    [*] At the speeds we tended to cruide (in the range of 6-9), movement became quite difficult to predict. This was a good thing! Maneuvering became a premium within the game. This made for a couple of rounds where ships could not use the big guns on their intended targets due to being out of arc or suddenly finding themselves out of range.

    [*] After the first game, we removed all restrictions on side-slips, with the exception of needing one hex of forward movement between each maneuver. This did not seem to create a problem.

    [*] The comment about ships being of equal nimbleness (i.e.: they can all make 1 turn, no mater if they have Engine-1 or Engine 12) was brought up a couple of times. I have to think about this one a bit and see if I can come up with a solution for it, as it is a bit counter-intuitive.

    [*] One proposed solution was to create a chart for each engine rating that indicated what sort of turning mode (a'la SFB) the ship had. Thus, all ships with Engine-W and travelling between Speed X and Y can turn after every Z-hexes of forward movement. We debating a bit about what that formulae should be, but broke up the session before a concensus could be reached. Personally, I thought that the need for such a chart would detract from the simplicity and elegance of the system; prehaps the Thrust-to-Turn = Speed argument is a better way to go here? Not sure; movement would lose that unpredictability factor pretty quick, that is for sure.

    [*] Fighters are problematic in this system (at least how they are currently defined).

      [*]In the first game, we did not change them at all. This made them much, much less effective. Up a ship's speed to 11+, and suddenly this became a game of cat-and-mouse.

      [*]In the second game, we changed the Engine-10 fighters have to thrust capable of accel/decel and gave them the nimble trait. This was really odd. The non-plotted movement combined with ships that were capable of easilly zipping about at speeds of 30 or more was a bad thing. They were the definition of teleporting ships with them being at outside of long range at the start of the round, and ending up on your ship that turn attacking it... then on the following turn being far out of range again... This needs to be addressed, and we are not sure how it will work just yet.

That was the thoughts of the first playtest of this system. Thanks for listening.

Note: the playing field we use is a gaming table I build that has two perminantly mounted Geo-hex maga-mats on it. This gives up a playing field of 42x54 hexes; the feel of this system may be drastically different on a smaller playing area. I would certainly be interestd in anyone else's thoughts on this system if they would be so kind as to play a game or two with it and report here on what they thought.

Thanks again!

Note: I have made some adjustments to the system based on the first game using it. I still need to figure out how fighters are going to work. Please let me know what you think, and if you have any ideas on how to address fighters, boarding pods, drones, etc.

85

(8 replies, posted in Starmada)

Very nice.

Marcus Smythe wrote:

Hmm.. I like.

Thanks!

Marcus Smythe wrote:

Immediate reactions/concerns, for what its worth... A Move 1 ship, at speed 12, takes 12 times as long to decelerate to 0 as a Move 12 ship... but is exactly as agile?  IE, may turn the exact same number of hex sides as the Move 12 ship (that is to say, 1).

This is one limitation. I am trying to think up a solution to this problem, but have not come up with one just yet.

Marcus Smythe wrote:

Also, any provision for a maximum speed?   I am concerned that the inability to turn at speed will not be an impediment for many navies.

None as of yet. Right now, Starmada has no "scale" per say with hexes. If, for example, you were to define a hex/round ratio of "light speed = 18 hexes per round" and limit ships to sub-light speeds (i.e.: nothing faster than 18) then you could do this... by default, however, no.

Marcus Smythe wrote:

All of that said, if I had to play vector, Id want somethign like this (I'm a cinematic junkie at heart, too much Star Trek).  I also do like the fact that unlike most vector-ish rules, you dont have turrets in space... you keep direction of travel tied to facing, which I do like.

Cool! Glad you like it.

I was asked what my current in-development SIMS movement system is like and how it works. So here goes:

SIMS stands for Simple Inertia-based Movement System. It is based somewhat on my (albiet, rusty) recollection of the standard movement system from Full Thrust. Here is how it works:

    [*] Ships are built just as they are now. No changes in the ship design system are recommended. Ships have an Engine Rating. This rating determines a ship's movement points (MP).

    [*] Ships may use MPs to accelerate or decelerate. Acceleration and deceleration each require 1 MP per hex/round to achieve. For example: a ship with an Engine Rating of 4 has 4 MP to spend each round. These points can be used to accelerate or decelerate by up to 4 hexes each round.

    [*] Ships maintain inertia. For example: if a ship is travelling at a speed of 5 hexes/round this round, it will continue to do so until it accelerated or decelerates.

    [*] Ships may make any number of side-slips each round. It costs no thrust to make a side-slip. Side-slips can take place at any time in the round just so long as the ship has travelled at least one hex since the last side-slip it made.

    [*] Ships may use MPs to turn. Each turn is a shift in direction of 60-degrees (one hex facing). The number of MPs required to perform a turn is equal to 1/2 of the ship's current velocity (round up). For example: a ship with an Engine Rating of 4 has 4 MP to spend each round. These points can be used to turn the ship. If the speed of that ship is 3 hexes/round, then the cost in MP to turn the ship is 2 MP.

    [*] Ships can make any number of turns each round. It costs MPs to make a turn. As long as the ship still has MPs available, it can continue to make turns. Turns can take place at any time in the round just so long as the ship has travelled at least one hex since the last turn it made.

    [*] A ship can perform maneuvers only if it has at least 1 MP available that round. In other words, if the ship has no engine remaining, and thus, no MP to spend, it cannot turn or perform side-slips..

    [*] Movement plots are still made. A movement plot looks like this: AD (SP) ORDERS where:

      [*] AD = Acceleration or deceleration
      [*] SP = Speed
      [*] ORDERS = Movement orders

    [*] Movement orders include straight movement (numbers), turns (S or P), and Sideslips (R or L). For example: A typical movement order for a ship that was moving in the previous turn 3 hexes/round and has an Engine Rating of 6 might look like this:

    +3 (6) 1PR2R1

    This ship is accelerating by +3 hexes/round to a speed of 6. Turning at this speed would require 3 MPs (which the ship has available); so it does. This leaves this ship no MPs available for turns. It can, however, side-slip (and does twice!) as indicated... The next round's plot might look like this:

    -3 (3) SR1

    The ship decelerates to a speed of 3! At this speed, a turn will only cost 2 MP (the ship has 3 MP available). The ship turns to the starboard side (leaving 1 MP), and cuts inward with a side-slip! The last hex at this point has to be a straight movement.

ADVANTAGES

    [*] This system is relatively quick and easy to impliment within the rules of Starmada.[*] It is not nearly as math intensive (or chart intensive) as most true or pseudo vector systems.[*] It does not require a second counter on the board for each ship to indicate its vector.[*] This system gives ships a more fluid movement than the current "tank-based" system that is Starmada's default.[*] The system results in the ability to out-maneuver your opponent much more than the current "tank"-like system; this should result in the usefulness of arcs beyond the AB more than the current system.

DISADVANTAGES

    [*] It is not as simple, and easy to grasp as the standard Starmada movement system.[*] It is not as realistic as most true (or even most pseudo) vector systems.

Edit: Made some changes based on the first playtest of the system.
Edit: Made some additional changes based on feedback provided in this thread.
Edit: Made some additional changes based on feedback provided in this thread (removed the Agile and Nimble designations).

88

(15 replies, posted in Starmada)

I voted other. I have traditionally used some flavor of "pseudo-vectored" movement (such as the PVM system I posted some months back).

However... I am going to be testing is a "pseudo-Full-Thrust" movement system I call "SIMS" (Simple Inertia-based Movement System). I should have a full report of its effects on the game after this weekend...



EDIT: Description of the workings of SIMS has been eliminated to reduce thread hijacking.

89

(36 replies, posted in Starmada)

Good call, Dan.

90

(36 replies, posted in Starmada)

BeowulfJB wrote:

Perhaps a lesson from USA Naval history could help. 

Compare the battleship USS Iowa to the light cruiser Cleveland.  Both ships could do 33 knots.  Fully loaded, the Iowa displaces 55,000 tones and is 888 ft long.  The fully-loaded USS Cleveland displaced 13,000 tones and was 610 feet long.   

Yet both ships had the same turning radius.  That is, the Iowa could turn around as quickly, and in as short a distance as the smaller cruiser!

So the idea of a 26 hull DN turning as quickly as an 8 hull cruiser with the same speed, is Not Unreasonable...

Good lesson. However... space != water.

Consider: add to this the USS CARL VINSON (CVN-70). This is an aircraft carrier capable of 33 knots plus. It is not accelerating to 33 knots anywhere near as quickly as the Cleveland or the Iowa. And it is certainly not turning around as quickly either.

The argument goes both ways. I agree, in space (with no displacement-resistance caused by the medium you are travelling in), it is not unreasonable. But I thought I would point out the hole in the argument before someone else jumped on it and got rude... smile

91

(36 replies, posted in Starmada)

There are two reasons I would argue against fractional ROF, and instead argue for a weapon characteristic called "delay" or "recharge" or something that slows the weapon down.

1. Fractions cause confusion in text-based ship records. Even in spreadsheets, they are clunky when displayed.

2. I would like to see the capability of having a weapon that has a ROF 3, and a delay. This would be a weapon that bursts with fire, cools down (or gets reloaded, or what-have-you), then can fire another burst.

This seems an odd distinction, I am sure. But if you play with it, you will see that it is one of those things that makes more sense the more you play with it.

As far as costing it... I agree with Marcus: the payback should be less than the gain. You cannot have a weapon that fires once in 20 rounds ... but fires a "map killer shot" when it does without having trouble. One way of mitigating this, without mucking up the calculations, is to state that, at the start of the game, a weapon with a "delay" factor cannot fire until turn X, where X is the delay factor.

For example, suppose a ship has a weapon that is like an SFB Photon Torpedo. It has a fire-delay-fire pattern. This is Delay 1. The weapon can fire on turn 1 if the opportunity arises.

For example, suppose a ship has a weapon that is like an SFB Plasma Torpedo. It has a fire-delay-delay-fire pattern. This is Delay 2. The weapon cannot fire on turn one of the battle, but must wait until at least turn 2 before it is armed and ready.

So if this theoretical fire-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-delay-fire weapon with Delay 19 is thrown into a battle... you had better hope that ship can survive until turn 19 when that weapon is finally online to be used...

92

(36 replies, posted in Starmada)

Anytime, within the framework of Starmada, you are going to scale "thrust" to "hull size" -- please bear in mind that "thrust" is *already* scaled to hull size by virtue of the calculations to get the Engine Rating.

In other words: An Engine Rating 5 on a Hull 1 ship is a far smaller engine than an Engine Rating 5 on a Hull 25 ship.

93

(36 replies, posted in Starmada)

Here is what it looks like:

01: - 1 -
02: 1 - 1
03: 1 1 1
04: 1 2 1
05: 2 1 2
06: 2 2 2
07: 2 3 2
08: 3 2 3
09: 3 3 3
10: 3 4 3
11: 4 3 4
12: 4 4 4
13: 4 5 4
14: 5 4 5
15: 5 5 5
16: 5 6 5
17: 6 5 6
18: 6 6 6

This chart shows the SPD: Ph1 Ph2 Ph3

SPD = Speed (or velocity)
Ph1 = Phase 1
Ph2 = Phase 2
Ph3 = Phase 3

There is a firing oportunity after movement in each phase.

ROF 1: Can fire once in any one phase
ROF 2: Can fire once in any two phases
ROF 3: Can fire once in each phase

Keep in mind that any ship moving a speed of 18 would need an engine rating of 18 to turn one hex-facing each round.

    [*]At that speed, with an engine rating of between 9 and 17, the ship would take two rounds to turn one hex facing.[*]At that speed, with an engine rating of between 6 and 8, the ship would take three rounds to turn one hex facing.[*]At that speed, with an engine rating of 5, the ship would take four rounds to turn one hex facing.[*]At that speed, with an engine rating of 4, the ship would take five rounds to turn one hex facing.[*]At that speed, with an engine rating of 3, the ship would take six rounds to turn one hex facing.[*]At that speed, with an engine rating of 2, the ship would take nine rounds to turn one hex facing.[*]At that speed, with an engine rating of 1, the ship would take eighteen rounds to turn one hex facing.

In all honesty, the logistics of most maps means that the max speed most ships will even dare will be in the 12-15 range, if that. Still, given the fact that ships may or may not turn, maneuvering will be at a premium.

94

(36 replies, posted in Starmada)

Marcus Smythe wrote:

If Vector is what gets us there, I can live with it.

Maybe some sort of upper speed limit, and a fairly strict one... I'm just trying to avoid the 'out of range' to 'point blank range' jump...

And thanks for the upload.  The article was a good distilliation of Huges, applied to the space context.

The "Teleporting Ship" or "Picard's Maneuver" is a consequence of nearly any true vector system. However, their are ways of mitigating it.

Consider, for example, CAR WARS. In the last edition of that game published, the movement/fire phase was divided into three sub-steps. Before you ask, no I am ot suggesting anything as unweildly as the 32-impulse system of SFB.

However, if you were to have ships moving, even at speed 30, and divided this move into three equal parts -- then they cannot close more than 10 before the next fire opportunity comes up. ROF 1 weapons cannot fire in more than one of these sub-steps each round; ROF 2 weapons can fire 1 time in up to 2 of those steps; ROF 3 weapons can fire once in each step...

95

(4 replies, posted in Starmada)

Thoughts:

Movement Costs:
In order for a ship to move 1 hex, it needed to pay the power points (PP) needed to accomplish that movement. The movement cost is equal to the size of the ship (the hull).

Shielding Costs:
In order for a ship to engage its shielding systems, it needs to PP to raise them. The shielding cost is equal to the size of the ship (hull).

Both of these factors, as Dan Defined them, establish a scale that power points operate on. Consider that in the definitive power allocation game (Star Fleet Battles), the movement cost of most ships is in the "1 to 3 point" range, and these ships can achieve speeds as high as 30 (plus 1 for the impulse engines) in the game. Thus, having weapons at "1 to 5 point" range, makes sense.

As Marcus points out, this ratio (cost to move vs. cost to fire weapons) is an important one. No power allocation system can ignore this and remain functional, I think.

96

(36 replies, posted in Starmada)

Marcus: good point.

There was a "very simple vectored movement" option floated about a while back The idea was that a ship could accel/decel at the rate given by the Engine Rating. Turns cost 1 MP per speed you were currently going.

Thus, if the ship had a engine rating of 5, and were going 5, then the ship needed all of its thrust it had this round in order to turn. If it were going 6, then it needed to slow down a bit before it could turn (or build up for the turn by paying at least 50% of the turn cost this round, and then paying the remaining cost for that turn in the following round).

This would certainly cut back on the nimbleness, reduce the ability to predict movement (as the ships could accelerate pretty good) and so on.

97

(4 replies, posted in Starmada)

Dan... this is interesting. But I would "complicate" it a but further.

Shields: Require HULL x SHIELDS power to operate at full capacity. This one is good.

Engines: Require HULL x ENGINES power to operate at full capacity. However, I would assume a "cruising speed" of about 60% of the maximum speed. The ship gets this amount of power at default. Thus: a ship with an engine rating of 8 would have the power (while doing all other things) to move at 60% of 8, or 5. If it wants to operate at a speed greater than 5, then something has to give.

Weapons: A "generic" 1 point per weapon is simple, but lacking. I would have a "power required" formula that was like [(RNG x ROF x PEN x DMG)^0.5]/3

(rounded up to nearest whole number; weapon mods adding or subtracting from the calculation).

Thus, a RNG 3, ROF 1, PEN 1, DMG 1 weapon would have a power requirement of 1 PP; while a RNG 12, ROF 3, PEN 2, DMG 1 weapon would have a power requirement of 3 Power Points. That mondo RNG 18, ROF 3, PEN 3, DMG 3 weapon would have a power requirement of 8 PP.

Just an idea... but this may be far more than you were wanting to do with such a system.

98

(36 replies, posted in Starmada)

cricket wrote:
KDLadage wrote:

The number of choices made by the commander -- in the game phase -- is limited to "where do I move?" and "whom do I shoot?" And this is about it.

One point I'd like to make before getting into specifics -- and you reference this as well, in saying "a game like Starmada" -- is that these are issues that face ALL miniatures wargames, with few exceptions.

This is true. And I would like to say that, generally speaking, in the games where more choices are offered (or where the choices involved in the two listed become more critical), the game tends to benefit from it.


cricket wrote:
KDLadage wrote:

But the bulk of your firepower is wrapped up in ships that are moving slowly enough that accurate predictions of movement are highly likely.

True. One potential fix with little (if any) potential to break the game would be to change the formula for engine size to (SU/100)^1.3*2 instead of *3.

This would be a step in the right direction, in my opinion. But I would need to see how it impacted things -- and you would need a lot more than just my word, I am sure. smile


cricket wrote:
KDLadage wrote:

If an enemy is in range -- fire! Always. Never hold back. Never wait for a better shot, because if the better shot comes, you can shoot him again.

We're getting into areas where the "game vs. simulation" debate will rear its head. Obviously, we're not simulating anything with Starmada other than preconceived notions about what space combat should be like -- but as has been mentioned already, there is a close parallel with naval combat. And there it depends upon what era of wet-navy you're talking about -- WW1 and WW2 battlefleet clashes don't need to worry about ammo. Modern navies do, but that's because ships are nothing more than missile and aircraft platforms. Starmada (at its default) is clearly more aligned with the former than the latter.

This is odd, in that I did not see this as a "gamist vs. simulationist" debate would get involved. But you are right. I was looking at this from a "force the player to make choices that have an impact on more than just this turn" aspect. Currently, when I fire a weapon, my opportunity cost is that I cannot fire that weapon at a different target this turn. I feel that more opportunity cost needs to be built into the game -- and a simple "weapons cannot fire in successive turns" option would provide the additional opportunity cost in that it is unavailable to fire at any target next turn as well. Simulationists can call this a cool down, or a realoading period... it really doesn't matter much in my eyes. Then, in games like this -- I am a gamist at heart.


cricket wrote:
KDLadage wrote:

When I have shields in the game, I have universal, omni-directional shields that come down at a uniform rate. In other words, not via design nor via battle damage will I ever have a weak side of the ship that needs to be protected above and beyond the others.

An optional rule that ranks the shield rating of each "hex side" separately would be easy to implement.

Yes. Yes it would. smile


cricket wrote:
KDLadage wrote:

The game treats any and all arcs as equal. And this is demonstratably not true.

Aside from giving the different firing arcs varying costs, I can't see how to avoid this. For example:

A/B = 3
C/D = 2
E/F = 1

Thus, a weapon that fires into the AB arc would cost three times as much as an EF weapon, and 20% more than an AC or BD weapon.

I am not sure how to fix this, to be honest. Right now, we rate the number of arcs a weapon fires into and use this to calculate the SU and OCV. The current rule is good for SU; but the ruling would need to impact OCV differently than it does SU. Which is a violation of some of the concepts that go into Starmada... so I am not sure it would be worth doing, in the end. sad


cricket wrote:
KDLadage wrote:

However, if anything, the gaming world has proven that it can strike a balance between simplicity and depth without becoming too complex. For example: Chess.

One glaring problem with the analogy -- Chess is devoid of the chance/luck factor. In addition, players are limited to moving one piece at a time. So, the decision points is the same as in Starmada (where to move and whom to "attack"); it's just that your resource (time expressed in "moves") is finite.

True. This was not meant to be an exhaustive comparison. Just that from simplicity can be born a great deal of depth if care and thought go into design of the game itself.


cricket wrote:

Starmada, as a pseudo-simulation, really needs to allow all ships to move each turn. Even "command points" as in For the Masses would not work -- ships just don't sit and do nothing without orders.

I am certainly not suggesting a "sit and do nothing command points" concept. I am suggesting that things be modified to make maneuver more important in the game. Make it possible to seriously out-maneuver the opponent. Right now, the ability to do this is somewhat lacking (in my opinion).


cricket wrote:

Thinking about this further, I think what you're arguing for are "resources" of some kind -- for example, in SFB there's "power"; in Battletech, there's "heat"; in Jovian Chronicles/Heavy Gear, there's "actions".

Yes. Back when I first approached you with the idea of doing a Mecha-like game based on the Starmada X engine, I told you that (in my opinion), something was needed. Some sort of expendable resource, or "thing" that was tracked that caused you to have to make choices that, absent that "thing" would be obvious. I pointed out that "Heat" in Batteltech was that thing -- and that one simple mechanic adds a lot -- in fact, a tremendous amount -- to the tactical considerations of the game. Far more times than I can count have I designe d amech that was deficient in the number of heat-sinks it needed to operate efficiently...


cricket wrote:

I can see adding one or more of these as options -- but I hope you're not suggesting that the basic framework of Starmada should be changed?

The basic framework? No. The basic framework needs to remain as simple and "vanilla" as it can be without removing all tactical consideration. But the options that define a setting or a particular game need to create problems and tactical considerations that are otherwise absent from the core game.

At the same time, the options need to be designed in such a way that any number of ships from any number of universes can be played against one another in a reasonable fashion without creating trouble.

For example, it is obvious that the universe that has the USS ENTERPRISE and the universe that has the SUPER-STAR DESTROYER is not the same universe. I am sure that the rules that define the ships in questions will be different. But they should not be incompatable. I should be able to fly my ENTERPRISE and battle my SUPER-STAR DESTROYER without too much trouble.


cricket wrote:
KDLadage wrote:

Starmada is a good game. Starmada has the potential to become a great game if Dan wants to make it one. But he has to be willing to push the envelope a bit, and see how far the basic framework will let him go.

Hold your tongue! Starmada is a great game -- but it can be greater... smile

Sure. I can buy that. After all, I have paid for and purchased seven copies of Starmada (from the two copies of the COMPENDIUM to BRIGADE to the X rulebook...) I think I like this game enough to say it is GREAT with room for improvement... smile</r>

99

(36 replies, posted in Starmada)

Very nice initial posting. Thanks for starting this discussion.

Recently, in a small group that I discuss Starmada issues with, a topic of similar theme came up. The basic question boiled down to this: does Starmada offer the sorts of give-and-take choices to the player -- in the game phase , not in the design phase -- that make for interesting battles?

The answer is many-faceted, and likely to be arguable no matter where you land. But, in my humble opinion as a great fan of this game, the answer to this question is not as many as it should.

The number of choices made by the commander -- in the game phase -- is limited to "where do I move?" and "whom do I shoot?" And this is about it. So lets look at these one at a time:

(1) Where do I move? The problem with a game like Starmada in this particular choice is that, given the formulae used to design the ships in the first place, the definition of a "quick" ship in Starmada is about 5 or 6 hexes of movement once you get into the ships of hull 5+. Below hull 5, you have some more speed that can come into play. But the bulk of your firepower is wrapped up in ships that are moving slowly enough that accurate predicitons of movement are highly likely.

(2) Whom do I shoot? The problem with a game like Starmada in this particular choice is that, give the fact that the game (by default) allows all weapons a firing rate of at least one shot per turn, at no time are you trying to decide if firing this turn is a good idea. If an enemy is in range -- fire! Always. Never hold back. Never wait for a better shot, because if the better shot comes, you can shoot him again.

So, I have to say (again, stressing that this is despite my love of the game) the number of potential tactical choices that can be made (under the default conditions of Starmada) is drastically limited. This is exacerbated by the certain additional design philosophies that are built into the game:

(3) Universal Defenses: When I have shields in the game, I have universal, omni-directional shields that come down at a uniform rate. In other words, not via design nor via battle damage will I ever have a weak side of the ship that needs to be protected above and beyond the others. Granted, there is the screens rule; but (in my humble opinion, and in my experience), screens are among the more abusable rules in Starmada. Set up 12 screens (at the cost of 3 shields) and you effectively have shield 4/4/4 on the front three zones; move up to screens 16 (at the cost of 4 shields) and you have 5/5/5 on the front zones with a screen to spare... if shields were designated and fixed in given directions (ie: I had 6 different shield ratings that protected and were damaged independently) then things might be different. I might have a weak shield that causes me to have to maneuver to keep the stronger remaining shields at the enemy.

(4) Forward Arcs: The game treats any and all arcs as equal. And this is demonstratably not true. Consider: in the formulae for the OCV of a weapon, the range of the weapon and the engine rating are combined, as a method of incorporating the additional range a good movement score will grant a weapon. But this is most effective for the AB arcs, less effective for the CD arcs, and have relatively little impact on the EF arcs (if at all). Combine this with the low movement rates discussed above, and you have the core reason so many home-brew ships have every single weapon in the AB arc.

(5) Simplicity: Dan has created an amazing game that is simple, and as advertized, is not simplistic. However, simplicity and depth are at odds with one another in game design. One can go too far and become too simple (how many people continue playing candyland after the age of 8? How many tactics manuals could be written for that game?); just as one can become too deep (Star Fleet Battles has a compiled, complete rulebook that is over 500 pages with options for its options; The initial investment in time to learn the game can be tremendous.). However, if anything, the gaming world has proven that it can strike a balance between simplicity and depth without becoming too complex. For example: Chess.

In Chess, you have 6 different pieces that have 6 unique sets of simple rules that define them. You have a fixed playing field (8x8 checkerboard pattern). You have a fixed starting condition (piece locations). You have two basic mechanics in the game (move, capture). You have one basic restriction rule applied (blocking). And you have a handfull of "advanced topics" -- pawn initial movement and en passant; king-rook castling; pawn promotion.

From these simple rules -- which take up no more space to write than the current Starmada X rules (minus the design rules!) and yet this is a game that has a depth that has taken centuries to explore. And some people claim today, it has not been fully explored, even today.

So what conclusions can be drawn?

Starmada is a good game. Starmada has the potential to become a great game if Dan wants to make it one. But he has to be willing to push the envelope a bit, and see how far the basic framework will let him go.

And from what I have read, and from the conversations I have had with Dan... I think he is not only willing... he is ready.

100

(8 replies, posted in Starmada)

Looks like I am going to have to find a way to do this on my own.

I found a company that makes 1" round labels for laser/inkjet work. I have 1" round wooden disks I purchased from a craft store...

...now all I need are some good graphics I can work with and keep at (say) 500x500 or so to print onto these sheets...