76

(123 replies, posted in Starmada)

I'm running in Open Office.  I'm using version 7 of the sheet.

I went to the tab at the bottom and did "Move/Copy Sheet" or something like that.  On the dialog I selected the Copy button, and told it to put the new one at the end of the list.  I think I've tried it with and without renaming that sheet.

This was on my Win XP computer at home.  I just tried in on my Linux system at work, and it didn't open it at all--I don't think I'm up to date on versions there.

I'll try again at home later.  But if you copy the sheet to Template_*, and do it a different way than I described, please give me your step-by-steps.

When I first tried this in Excel when the shipyard first came out, I was able to copy templates.  I'd like for the Nation information to be in one place.

Thanks,
andy

77

(123 replies, posted in Starmada)

I was able to get the original version to work, but I'm having a problem with the Open Office one.  I'm supposed to copy the Template sheet to a new sheet for each ship, right?

As soon as I copy the sheet, the new one as #NA for Used and Left.

What am I missing?

thanks
andy

78

(8 replies, posted in Starmada)

Hmm.  The main thing I'd want to get from that is (I think) the idea of specifying a minimum and maximum speed, based on movement last turn and current thrust.  I'd been thinking of computing the new speed and then figuring out the maneuvers and forward movements, but the min/max idea might simplify that.  Thanks.

I don't think I'm interested in the momentum as half the speed from last time, although that brings to mind the ether in which the Iron Stars ships fly.

thanks
andy

79

(8 replies, posted in Starmada)

Hmm, I'll take a look at that.  Seems maybe someone pointed me there before, and I don't think I ever did.  I must have forgotten.

Thanks, looking now.

andy

80

(8 replies, posted in Starmada)

My wife and I played our first Starmada game on Saturday.  We each had two hull 4 ships.  It seemed pretty deadly to me once we got in range.  The game went pretty quickly, which was good, since it was our first.  That's promising.  (I'm coming from Full Thrust, which I like.  I heard enough good about Starmada to want to check it out, which is why I've been around for a bit lately.)

One of the things I assumed I'd want to change is that velocity doesn't carry over from turn to turn.  I don't want a real vector system, just enough to make things feel spacey.  (I'm happy with the FT cinematic mode.)  On TMP, some people said they just glue momentum on top of the Starmada rules.  How many people do that?  How well does it work?

One question I have is whether I'll even miss it if I don't add it in.  I assumed I would.  (The BFG system freaked me out with how it handled movement.)  Maybe it is just because we were getting used to things, but I didn't really notice it that much.

A problem with just using the number of engines as the amount you can change thrust by is that the velocity changes would be large relative to current rule velocities.

Another problem is the implementation.  I assume that the carried-over velocity has to be applied to forward movements (including sideslips).  My wife found the orders and movement system simple, and I'm not sure it would be so if there was a constraint to make sure that forward movements had to add up to the current velocity (which was adjusted from last time).  It seems a magnitude higher in complication.

Did anyone else get into the game thinking they'd need a momentum house rule, and then change their mind?  Anybody doing something different to implement some sort of momentum?  I think I don't want ships to be able to go from going quickly forward to moving backwards or turning on a dime.  But compared to current speeds, engines of 5 or 6 would be making pretty big accelerations and decelerations already.

Thoughts?

thanks
andy

81

(123 replies, posted in Starmada)

To limit the range to 12, I think what you really do is design all that fleet's weapons with ranges 12 or less.  Then when you design ships, those are all the choices you get.

andy

82

(30 replies, posted in Starmada)

Uncle_Joe wrote:

Yes, it makes sense, but even it does increase survivability by 50% as shown, why not just add the actual weapons and be able to have 50% extra firepower AND survivability? There should be a benefit to only taking the protection in this case, right?

Actually, I think the extra firepower IS the survivability.  Instead of getting off shots longer, you get to make those same shots earlier.  The weapons themselves are as vulnerable as before, so the only way you've increased survivability is that there will be more shots taken.

If you said you wanted to add survivability, but not more weapons, and added guns that didn't shoot, you would not, in effect, have added anything at all.

If your weapon lasts 1.5 longer, that should be (roughly) the same as if you had 1.5 as many of the weapons.

andy

83

(13 replies, posted in Starmada)

I suppose all the people that actually play Starmada are out playing while newbies like Uncle Joe and me fiddle with this.  I suppose we're in the same boat.  smile

Anyway, in case anyone is interested, here is a comparison between the standard rule, my suggestion, Uncle Joe's suggestion, and plain R*P*D.
Note that this is only the part of the formula for these values.  You multiply this with range, a to-hit factor, and special factors.

R is ROF
P is PEN
D is DMG

A is current rule (R+1)*P*D
B is R*P*D+R
C is R*P*D (just for the sake of comparison)
D is R*(P+.5)*(D+.5) (last column only because it isn't integer)

(The first time I put it up, it was wrong, and I've had to edit it.  If you looked at it soon after it came out, sorry, look again.  I think these get emailed out, too (I use the forum), and if so, sorry for the spam.)

R  P  D    A   B   C    D
1  1  1:   2,  2,  1,   2.25
1  1  2:   4,  3,  2,   3.75
1  1  3:   6,  4,  3,   5.25
1  2  1:   4,  3,  2,   3.75
1  2  2:   8,  5,  4,   6.25
1  2  3:  12,  7,  6,   8.75
1  3  1:   6,  4,  3,   5.25
1  3  2:  12,  7,  6,   8.75
1  3  3:  18, 10,  9,  12.25
2  1  1:   3,  4,  2,   4.5
2  1  2:   6,  6,  4,   7.5
2  1  3:   9,  8,  6,  10.5
2  2  1:   6,  6,  4,   7.5
2  2  2:  12, 10,  8,  12.5
2  2  3:  18, 14, 12,  17.5
2  3  1:   9,  8,  6,  10.5
2  3  2:  18, 14, 12,  17.5
2  3  3:  27, 20, 18,  24.5
3  1  1:   4,  6,  3,   6.75
3  1  2:   8,  9,  6,  11.25
3  1  3:  12, 12,  9,  15.75
3  2  1:   8,  9,  6,  11.25
3  2  2:  16, 15, 12,  18.75
3  2  3:  24, 21, 18,  26.25
3  3  1:  12, 12,  9,  15.75
3  3  2:  24, 21, 18,  26.25
3  3  3:  36, 30, 27,  36.75

With all the Excel sheets, I'm sure someone else here could have done this.  I've seen plenty of newbies step in and try to change things, and I'm not.  But in case you guys do want to consider these values, here you go.

andy

84

(13 replies, posted in Starmada)

ROF X 2 doesn't help.

Currently:
(R+1)PD, which is RPD + PD.

(2R)PD is just 2RPD, doesn't weight anything.

I just posted (in other thread) a suggestion for:
RPD + R

andy

85

(18 replies, posted in Starmada)

I know I'm just being a busybody, since I haven't yet played the game and am asking about stuff pretty basic to the point and space system, but I like this kind of thing.  smile  (Note that I like it in point systems and stuff done before the game.  I like playing games to be really simple.)

Maybe the effect you were thinking of for:
(ROF+1) X PEN X DMG
Would be reasonably achieved with something more like:
ROF X PEN X DMG + ROF
?

Here are some sample numbers for this term of the equation.  S1 is current ((R+1)PD), and S2 is (RPD + R).  Done in my head, so maybe wrong.  smile

R P D S1  S2
1 1 1  2    2
1 2 1  4    3
1 2 2  8    5
2 1 1  3    3
2 1 2  6    5
2 2 2  12   8
1 1 3  6    4
3 1 1  4    6
3 1 3  12  12
3 1 2  8    9
3 2 2  16  15
1 2 3  12  7
2 2 3  18  14
3 3 3  36  30

And I'm not asking anybody to change the point and space systems for me, with all those published ships out there.  But if I'm reading right, it doesn't do what was expected.

Oh, and my son is reasonably interested in trying Starmada this weekend, especially after seeing the shipyard utility.  (It appeals to his tinkering instincts--he's 13 and related to me, so he likes stuff like that.)  I've got a hex mat made from printing out a bunch of hex sheets and taping them together (from when I was experimenting with vector navigation for fighters--I don't really care for vector movement for bigger ships).  All we need is time.

andy

86

(18 replies, posted in Starmada)

I decided later that it still didn't make any sense to me.  smile  I'd be better off thinking through things a bit better.

Anyway, someone else on a different thread (ROF questions) got specific with it, and showed that the +1 to ROF in (ROF+1) x PEN x DMG actually increases SU by PEN and DMG, not ROF.

(ROF+1) x PEN x DMG
= ROF x PEN x DMG  +  PEN x DMG

That explains why 2/1/1 uses less space than 1/1/2.  But I thought that was the opposite of what Dan said below (that 3/1/1 is more expensive than 1/1/3).  I went to look up the points rules, and found out that the offensive rating is based on the SU, so now I'm really confused.

andy

87

(18 replies, posted in Starmada)

Oh, you know, I was looking at space used, rather than points.  I was fiddling with the shipyard sheet and watching numbers, and wasn't thinking about what the numbers were.

OK, then.  2/1/1 has the advantage of taking less space than 1/1/2, right?
18 SU vs 24 SU.  3/1/1 is 24 SU, 1/1/3 is 36 SU.  [Andy goes and looks up SU costs for weapons in the rules.]  Oh, I see, you add 1 to ROF.

Does that have much of an effect on ship designs?  What's the rationale?

Thanks for pointing that out.

andy

88

(18 replies, posted in Starmada)

This is indirectly related to my question about ROF, PEN, and DMG:

Why are they worth different point values?  Maybe I'm just missing something.  It seems to me that 2/1/1 is going to be twice as effective as 1/1/1.  But I'd think that, on average, 1/1/2 would be the same as 2/1/1, just with distribution of results more towards the extremes (more all-or-nothing damage).

Specifically, isn't the expected number of damage rolls for 2/1/1:
2 * (chance of hit) * 1 * (chance of passing shields) * 1
and for 1/1/2:
1 * (chance of hit) * 1 * (chance of passing shields) * 2
?

So what am I missing that makes high DMG worth more than high ROF?

thanks,
andy

89

(18 replies, posted in Starmada)

How about typical ROF, PEN, and DMG numbers?  I see the point values go up quite a bit as you increase the numbers for later steps.  I've been looking around the Shipyard group, and some of the fleets in the Files directory use a lot of variety there.  I haven't seen as many instances of setting those over 1 so far skimming the Brigade stats in the book (I'm looking at the PDF, and maybe I haven't gotten to some that do yet).

I know--I won't really get it until I've played some.  Things are busy, and I can occasionally find time to fiddle around while online.  But setting aside space and time at home.  I've given my son warning we're going to try Starmada out soon.

andy

90

(18 replies, posted in Starmada)

Yeah, I knew there isn't a set list, and I expect to design my own.  But having some examples to see norms, etc, would be a good start.  What do people think of as typical short, medium, or long range, for example?

But I don't see nearly the number of fleet designs on the web that I would expect for Full Thrust (for example).

I'm not that interested in the Brigade ships, but I can spend more time in their stats as the examples that I do have.

Thanks for the list of how you see some weapons.

andy

91

(18 replies, posted in Starmada)

Has anyone generated some sample weapon catalogs?  What I'm thinking of is how you might implement various weapons from movies, books, or other games, using the Starmada weapon system.

I'll make my own (I think I've started--where'd I put that?), but I thought a list of what's typical might be available somewhere.  I've got the Brigade designs to compare with, but don't know whether those are typical for Starmada or not.

I've subscribed to the shipyard group, in case there are some samples there by people who are designing the weapons their fleets use.

thanks,
andy

92

(6 replies, posted in Starmada)

Fiddling around with the ship construction tool, I think I've found another possible answer to my question about different sizes for different ships.

Do most Starmada designs use up all (or most) of the available Space Units?  I was wondering about corvettes and frigates both having 1 Hull Point.  I suppose it would be possible that the corvettes use less of the 100 SUs than the frigates do?  I tried putting a ship into the tool, and got 20 SUs left over.

I was looking at it a bit differently, with scout ships being hull 1, corvettes 2, frigates 3, etc.  But those are looking a bit too strong so far--the corvette is getting more or bigger weapons than I had in mind.  So if I devalued but differentiated by how many SUs were actually used, I might get closer to what I'm after.  I haven't looked to see if that handicaps ships that pay for a hull size but don't use all the SUs.

Of course, I've not actually played yet, and am still fiddling around.  I'll get a feel for what makes sense after having tried it.

andy

93

(6 replies, posted in Starmada)

Thanks.  But what I meant by "use" was whether you spread them out across the table, or what?  The FT ship records are small enough to put a fleet on a page (with space for orders on another sheet).  The Starmada ones don't look like they'll shrink well.

andy

94

(6 replies, posted in Starmada)

I recently bought a PDF of Starmada X: Brigade.  I'm not unhappy with Full Thrust, but thought it would be fun to compare.

Does anyone have designs for the Ground Zero Games fleets?

Do you use similar hull sizes to the Brigade ships in the book?  They seem to fit a lot of ships in the low end of things--there are several hull 1 and hull 2 classes.  I'm not familiar with Starmada yet--are these things distinguished in any way from each other?  I'd think that you'd want to have a bit more resolution at the low end, because my frigates and corvettes and such do vary in size.

By the way, when you play, how do you use the ship record sheets?  They seem very large to me.

thanks,
andy