1,026

(76 replies, posted in Starmada)

KDLadage wrote:

Call me fiddly, but I like tracking individual weapon hits/misses. Oh well.

As mentioned above, it is possible to treat each individual weapon as a separate "bank" -- it's just that IMHO grouping all weapons with a given arc into one bank is much cleaner -- and cuts down on rounding error.

For example, let's say you have five forward half (FH, equivalent to SAE's "GHI" arc) laser turrets with 1.5 attack dice each. If you group them all into a single bank, your attack dice look like this:

LASER TURRETS : [FH] : 8 - 5 - 4 - 3 - 2 - 1 - 1 - 1

If you fire this bank with no attack modifier, you would roll 8 dice. On the other hand, if you set the weapons up as five individual banks, it would look like this:

LASER TURRETS : [FH5][FH5][FH5][FH5][FH5] : 8 - 5 - 4 - 3 - 2 - 1 - 1 - 1

With no attack modifier (aside from the -5 for the bank mods), you'd roll a total of 5 dice, not 8.

P.S. You are fiddly. smile

1,027

(63 replies, posted in Starmada)

KDLadage wrote:

Call me fiddly... but I like tracking individual systems damage. Oh well.

FWIW, you are still tracking the same systems damage as before (e.g. losses to engines and shield rating); it's just that those losses are deferred to the "breakpoints" rather than being determined for each individual hit.

1,028

(297 replies, posted in Starmada)

mikeaxe wrote:

Just a thought but why not do shields like weapons?

Shields:  [FF0][PP1][SS1][AA2] 4 4 5 5 6 6 0 0

You read it pretty much the same as a weapon and apply damage in the same manner on the damage break point?

I actually do not hate this idea... although it does mess with the separation of effects between ECM and Shields.

One possible modification would be to do this: SHIELDS (FH+1)(AH-1), which indicates the ship receives a +1 bonus to all shield saves against shots from the front, but a -1 penalty to all shield saves against shots from the rear. (The assumption would be any arc not specified would simply be zero -- thus, no need for (TT0).

1,029

(297 replies, posted in Starmada)

It would seem to make more sense that, if such a system were implemented, it would be based on column shifts, rather than absolute numbers of dice. After all, that's what they are for. smile

1,030

(46 replies, posted in Starmada)

In order to reduce "clutter" on the ship display, we're moving to two-letter abbreviations for all arcs.

FP = Forward-Port (old AC)
FS = Forward-Stbd (old BD)
AH = Aft Half (old JKL)

etc.

1,031

(27 replies, posted in Grand Fleets)

bekosh wrote:

BTW your Akagi silhouette is for 1941 instead of 1927. :ugeek: <ducks for cover>

You are officially OFF Santa's "nice" list. smile

1,032

(27 replies, posted in Grand Fleets)

bekosh wrote:

Carriers should probably be included as targets if nothing else.

Besides, a gunnery battle between Lexington/Saratoga and Kaga/Akagi might be interesting since they all had 8 inch guns when converted.

Perhaps I mis-spoke (mis-typed?)

Carrier OPERATIONS will not be modeled. However, carriers as ships/targets will certainly pop up.

1,033

(46 replies, posted in Starmada)

The thing about port/broadside weapons is that you have to duplicate them (unless you're gonna play NASCAR ships, always turning left. wink). With the forward arc, you can load up on a single bank of weapons.

1,034

(46 replies, posted in Starmada)

murtalianconfederacy wrote:

Nope. Its hard enough designing the ships by hand as it is...

Not sure it would make things any more difficult. It's just a question of putting together a chart, like this:

[AB] ..... x2.27
[AC], [BD] ..... x2.00

etc.

1,035

(27 replies, posted in Grand Fleets)

Marauder wrote:

Are there both land based aircraft plus carrier based?   Are they treated differently?

This is one area that may (or may not) cause a bit of grumbling. But I've concluded that there's just no point in including carriers per se...

At the distances involved, they would never be on the same table as enemy ships -- and carrier-vs-carrier actions like Midway would be seriously boring, being nothing more than die-rolling exercises. Further, at the time scale involved, there's no opportunity to reasonably recover, rearm, and launch a second strike.

1,036

(27 replies, posted in Grand Fleets)

underling wrote:

1) The phasing player allocates bomber attacks.
2) The defending player allocates intercepting fighters.
3) Surviving bombers are placed on the table next to the ship they're going to attack.
4) Ships defend with AA.
5) Surviving bombers drop their payload (bombs or torpedoes).
6) Surviving bombers are then removed and return "home."

What Kevin said, with one clarification: bombers return "home", in that they are removed from the game. However, they are NOT rearmed -- aircraft (both fighters and bombers) are considered one-use resources.

1,037

(46 replies, posted in Starmada)

Question on firing arcs:

I have been wondering for a while if it's not time to start "weighting" arcs based on their usefulness -- setting up the point-costing system such that the A and B arcs are worth 3 points, C and D are worth 2 points, and E and F are worth 1 point.

This would mean that a weapon in the [AB] arc would be 120% as expensive as the same weapon in the [AC] arc, and three times the cost of the same weapon in the [EF] arc.

Thoughts?

1,038

(2 replies, posted in Starmada)

This is the one thousandth topic in the Starmada forum.

Huzzah.

We now return you to your regularly scheduled gaming.

1,039

(46 replies, posted in Starmada)

BeowulfJB wrote:

How will this work in the Starmada 2012 version?  How would AA be handled?
BTW, I presume (prc) means piercing.  How would that work in the new game?

Again... gotta save something. wink

1,040

(63 replies, posted in Starmada)

Blacklancer99 wrote:

Another thought for Cricket, will there be optional rules for Damage Control? That way, I could fix my damage or "degraded" weapon bank.

Yes.

1,041

(297 replies, posted in Starmada)

Rich wrote:

How are the revised SFU ship cards going to be distributed?  Will purchasers of the originals have to buy them again?

This is TBD.

1,042

(13 replies, posted in Starmada)

Where are the topics with the Klingon Armada and the other erratas?

I de-stickified them. You can find them here:

Klingon Armada Errata: http://www.mj12games.com/forum/viewtopic.php?f=2&t=2187

Alien Armada Errata: http://www.mj12games.com/forum/viewtopic.php?f=2&t=2673

1,043

(46 replies, posted in Starmada)

I've gotta save SOMETHING for the rulebook, right? smile

1,044

(63 replies, posted in Starmada)

madpax wrote:

I suppose [armor] is considered ablative?

Yes.

cricket wrote:

In SAE, it was significantly more complicated

Not much. After all, a simple glance at the damage dice and you can easily determine damage.

Perhaps when just considering the damage location roll itself. But factor in the need for individualized damage tracks and a separate die roll for weapon hits, and I think it's fair to say that SAE was more complicated than its predecessors in this regard.

Will there be rules to destroy 'special equipments' (fighters, fire control, etc.)?

Yes.

You can lose your major weapon with an otherwise almost intact ship. Otherwise, I like that you offer the choice.

Remember that checks are completed only after 1/3 of the starting hull boxes are lost. So, at worst, you have a 1-in-6 chance of losing your entire heavy weapons bank at the 33% damage point. YMMV, but I think that's reasonable.

1,045

(63 replies, posted in Starmada)

Since the last designer's notes mini-article didn't generate nearly as much discussion as the first, I assume it's safe to move forward with the third installment: Defenses and Damage.

In previous editions of Starmada, the requirement has been that all ship defenses conform to the same "shield saves" mechanic. In other words, whether the in-universe explanation for a ship's defensive capabilities was "shields", "armor", "interceptors", or what-have-you, all operated in the same way. (This discounts special equipment like "armor plating", "point defense systems" and the like; although many ships used such traits, their primary defensive system was still "Shields".)

With this new edition -- not least because of the shift to an attack-dice centered combat system -- it is now possible for ship designers to select from three different forms of defense, each of which operates in a different way:

1) Electronic Countermeasures (ECM) make it more difficult for the enemy to hit the ship -- defending the ship by avoiding damage in the first place.

2) Shields make it more difficult for enemy weapons fire to impact the ship's hull -- defending the ship by deflecting damage as it occurs.

3) Armor makes it more difficult for enemy attacks to kill the ship -- defending the ship by absorbing more damage than its hull could otherwise survive.

Players are, as always, encouraged to focus more on the effect than the description -- for example, in a setting where ships deflect incoming weapons fire through use of "interceptors" rather than "energy shields", the shield mechanic can be renamed as appropriate.

These different systems can be used to give individual fleets a different "feel" from one another. Alternatively, they can be combined on a single ship: thus, it is possible to have a cruiser of 12 hull points with ECM 1, Shields 5+, and Armor 5. In starship construction, the different defenses are balanced with each other depending upon their contribution to the relative survivability of the ship. For example, ECM 2 is the same as Shields 4+ is the same as Armor = Hull, and all three options would affect construction in the same way. The same goes for combined/overlapping defenses: our sample cruiser with ECM 1, Shields 5+, Armor 5 would have (roughly) the same point cost as if it had ECM 3, Shields 3+, or Armor 22.

Of course, once defenses have been overcome, our attention shifts to the effects of weapons fire. In previous editions, there has always been a damage roll required. In early editions, it was as simple as "1-3 = Hull, 4-5 = Weapon, 6 = Shields". In SAE, it was significantly more complicated. With this new edition, we're taking a step back towards simplicity...

For each point of damage inflicted, one hull box is checked off the target's ship display. That's it. No die roll is required. However, once a ship has been reduced to 2/3 of its starting hull boxes (and again at 1/3), a "damage check" is conducted to determine the effects of that accumulated damage.

To accomplish this, each ship's Thrust, ECM, and Shield values are expressed as a sequence of five numbers. For example, "THRUST 4 - 3 - 2 - 1 - 1". The first number is the ship's starting value: the subsequent numbers are 70%, 50%, 35%, and 25% of the starting value, rounded off.

When conducting a damage check, one die is rolled for each system:

1-2 = Check off two values
3-5 = Check off one value
6 = No effect

For example, a ship might have the following on its ship display:

THRUST  4 - 3 - 2 - 1 - 1
ECM     2 - 1 - 1 - 1 - 1
SHIELDS 4 - 5 - 5 - 6 - 6

When conducting a damage check, the player rolls a 5 for thrust, a 2 for ECM, and a 6 for Shields. As a result, its ship display now looks like this:

THRUST  X - 3 - 2 - 1 - 1
ECM     X - X - 1 - 1 - 1
SHIELDS 4 - 5 - 5 - 6 - 6

For weapons damage, two options are provided. The first is more abstract, and works in the same way as Thrust/ECM/Shields damage:

1-2 = -2 weapons fire penalty
3-5 = -1 weapons fire penalty
6 = No effect

The second is more consistent with previous editions of the game. Roll one die for each weapon bank:

1 = Destroyed
2-3 = Damaged (-2 penalty)
4-6 = No effect

A second "damaged" result means the bank is destroyed. The nifty thing is that, because each option has the same average results (a loss of 33% effectiveness), you and your opponent could use different methods and the game would still be balanced...

1,046

(46 replies, posted in Starmada)

BeowulfJB wrote:

Will there be a Ship Designer Program that will make allow ship sesigning and print out SSDs, for this New Starmada 2012 version?

Maybe... smile

1,047

(51 replies, posted in Starmada)

Inari7 wrote:

Will there be optional rules for cinematic movement?

Yes.

1,048

(46 replies, posted in Starmada)

underling wrote:

I'm hoping that the [Dx4] for the shock cannons is a misprint.  wink
There are a few of us who are thinking that a [Dx2] is plenty.
[Dx3] is borderline excessive, while [Dx4] will hopefully never see use in our group.

While I have absolutely no desire to rehash earlier discussions, I'd like to point out that from a game balance perspective, there is no appreciable difference between a weapon battery with N attack dice and a hypothetical "Quadruple Damage" trait on the one hand, and a weapon battery with 4N attack dice on the other.

Again, please keep in mind the example above should be seen as "proof of concept", and not the exact formulas one might see in the final rulebook.

1,049

(46 replies, posted in Starmada)

murtalianconfederacy wrote:

Ah, okay, so there would be an Impact [X] weapon trait in addition to the Damage [X] weapon trait.

Well, there could be. Whether there will be... :?

1,050

(51 replies, posted in Starmada)

In this second mini-article related to design choices in the new edition of Starmada, we'll take a look at the movement system, and how it reflects the "reality" of movement in a frictionless environment. Technically, the movement system is unchanged from Starmada: The Admiralty Edition. Ships will still be able to maneuver in exactly the same ways as they could in SAE. However, the process by which players determine the movement of their ships has been streamlined, hopefully making the game more fluid and easier to understand.

There are a few assumptions underlying this system:

1) A thrust of 1 represents enough force to accelerate a ship by one hex per turn. Also, thrust is applied immediately, meaning that a ship accelerating from stop to 3 hexes/turn moves three hexes. (If thrust were applied evenly throughout the turn, a ship that accelerates from 3 to 7 hexes/turn would only move five hexes.)

2) The direction in which a ship is facing indicates the direction of travel. Strictly speaking (as anyone who watched fighters zip about in the Babylon 5 TV show could tell you) it is possible for spacecraft to apply thrust in one direction and then spin around to face the opposite direction. However, to simplify record-keeping, it is assumed that a ship's heading and its facing are always the same. (The "Pivots" optional rule changes this.)

3) The amount of thrust required for a ship to complete a given maneuver is determined by comparing its vector at the start of the turn with its vector at the end of the turn. (A ship's "vector" is the combination of its speed and its heading.)

So much for the philosophical underpinnings -- let's get to the actual process. In order for this to work, it is necessary to keep track of each ship's speed. This was done in SAE by writing it on each ship's data card; in the new edition, we introduce "speed markers". Either method works fine.

To determine a ship's movement options, compare its speed to its thrust rating. There are three possible types of move, or "Maneuvers". If the ship's speed exceeds its thrust, it may only perform a "Straight Ahead" maneuver; otherwise it can perform any of the three:

1) STRAIGHT AHEAD: The ship MUST move a number of hexes equal to its speed minus its thrust (to a minimum of zero), and MAY move a number of hexes equal to its speed plus its thrust. The ship cannot turn.

2) COME ABOUT: The ship has no minimum move requirement, and MAY move a number of hexes equal to its thrust. The ship must turn once during its move.

3) REVERSE COURSE: The ship has no minimum move requirement, and MAY move a number of hexes equal to its thrust minus its speed. The ship must turn two or three times during its move.

As an example, if a ship has a speed of 3 and a thrust of 5, it can do one of three things:

STRAIGHT AHEAD: Move between zero and 8 hexes, making no turns.
COME ABOUT: Move between zero and 5 hexes, making one turn.
REVERSE COURSE: Move between zero and 2 hexes, making two or three turns.

However, if the ship has a speed of 5 and a thrust of 3, it can only do one thing:

STRAIGHT AHEAD: Move between 2 and 8 hexes, making no turns.

A ship's new speed is equal to the number of hexes moved. That's it!