101

(27 replies, posted in Grand Fleets)

Sounds cool.  So I guess you have plenty of ship stats generated then?  Any chance of some ship or rule previews? 

-Tim

102

(27 replies, posted in Grand Fleets)

So with Nova out the door - will what the schedule for GF3?

-Tim

103

(133 replies, posted in Starmada)

cricket wrote:
OldnGrey wrote:

Perhaps long thin ships should have a penalty to hit end on but damage is x10 when hit end on!

In theory, applying a -2 penalty for end-on shots, but doubling the damage inflicted, would balance out from a point-costing perspective... wink

I'm sure you've already figured out how to handle this with GF3  big_smile

104

(133 replies, posted in Starmada)

madpax wrote:

I'm not sure it will make a real difference from 10.000 klicks...

Marc

It doesn't matter in starmada and in many other games - but of course there are also many games where it does.  Guess we won't be finding out the truth of that in this lifetime  wink

105

(54 replies, posted in Starmada)

Doh, must redesign my anti-fighter weapons then  sad

But you are right, both Diffuse and Scatter would be very good for anti-fighter weapons as they are typically made at short range, and the cost of most traits is more heavily weighed on what is happening at long and medium range.

-Tim

106

(54 replies, posted in Starmada)

Dan,

Any thoughts on including all the "ARCS" that you are currently featuring in the Drydock (PS, CD, SW, PW etc) in the main rulebook?  It would be a handy reference! Not sure if you need to draw them up like the others, but maybe under "custom" arcs you could make a note about these ones being common custom arcs.

-Tim

107

(54 replies, posted in Starmada)

Looks good!  With those changes you are forcing people to make some tough decisions (which is a good thing):

1) Do I space out my fighters to allow me to attack with more ships during one of my turns in the combat phase - or do I clump my fighters together to allow them to make one large decisive attack (hopefully earlier than they can all be shot down).

2) Do I buy Dx2, 3, Cat for my weapons to slightly improve my efficiency against ships at the cost of being significantly worse at shooting down fighters, mines and seekers - or do I ignore those traits or take a combination of them?

Seems to me all these items have been considered fully.  All the other new stuff (anti-armour, command etc) can really go in a supplement once its been thought out and tested.

-Tim

108

(5 replies, posted in Starmada)

Given that you need "5's" to hit in general - I don't think there is a lot to be gained by splitting your weapons apart for the one or two times that you'll have more than 2-3 targets that you want to attack.  You'll probably end up combining your banks more than you will in firing at individual targets.

Really by grouping weapons into banks this way (and making splitting fire the exception) Starmada Nova is truly a fleet game. Want to engage more fighters - bring more ships or your own fighters - don't bother with one ship breaking down each bank into individual weapons!

That is of course, unless how you really want to do things in your universe - but then with more detail on each ship you will probably be playing with less ships.

-Tim

109

(55 replies, posted in Starmada)

I like armor the way it is now.  It is consistent with shields and ECM. Maybe a different kind of armor can be provided later in a supplement.

-Tim

110

(55 replies, posted in Starmada)

If you always design your ships to use a consistent tech level (I recommend 0) and use up all the space on your ships, then armour makes a lot of sense.  If you mess with tech a lot or don't fill up your ships, then I can see where armour starts not to make as much sense.

IMHO you should select hull sized based on the relative sizes of your fleet and stick to it.  This will allow you to have quick little ships and more lumbering large ships with the ability to buy shields more cheaply (I could be wrong here but that is what worked in AE).  If you just want it tougher get armour and don't worry about it.

-Tim

111

(4 replies, posted in Starmada)

I do like it, as it allows a "fighter" race to have more of a punch.  However it won't really stop people form initiative sinking with fighters if they want to (meaning taking lots of fighters for the express purpose of being able to attack with all their big nasty capital ships early in the turn).

I think you should also add a line that only ships with eligible targets get "counted" in the combat phase.  Cloaked ships or those without weapons or with none in range shouldn't count.

-Tim

112

(127 replies, posted in Starmada)

BeowulfJB wrote:

I have been designing a Federation Constitution class CA.  I want to use Scatter[SCR] for the Phaser Ones (which I call Large Phasers) as a weapon trait, but when I do it, the Scr does not appear in the weapon trait place.  Has this Weapon Trait been deleted or am I doing something wrong?  I figure that this weapon trait would be best for phasers.  Photon torpedoes will have Piercing & Dx3.  So far, this Fed CA is hull 13, thrust=5, Shields 4...
Will post when finished.

Scatter is "SCT".

-Tim

113

(14 replies, posted in Starmada)

I like the new piercing - its essentially the old "halves shields" - which was a great trait that got ignored most of the time because Pierce +2 was the same price but slightly better.

I can understand people wanting Pierce +x back, but it seems a tad harsh vs. shields to have a bunch of piercing traits, when armour and ECM don't have an anti- equivalent trait.

I'd think you'd want to add armour to imperial ships - especially those with the "armoured prow".

-Tim

Awesome!  Gonna have to get some lead on the table now!

-Tim

116

(6 replies, posted in Starmada)

In the last campaign we ran capturing or not didn't help decide who won the battle - but if the eventual victor had captured ships then they were able to mitigate some of the damage their fleet took when converting "ship points" back into "fleet points".

-Tim

117

(2 replies, posted in Starmada)

The SU modifier is now different than for Catastrophic:

http://www.mj12games.com/forum/viewtopic.php?f=2&t=3635&start=20#p26840

118

(127 replies, posted in Starmada)

madpax wrote:

I'm still trying to understand how it works and what to type in order to create something.
But first of all, how do you create your own directory?

Marc

Login! That will make a directory for you. Then design/save away.

-Tim

119

(55 replies, posted in Starmada)

Very nice!

-Tim

120

(30 replies, posted in Starmada)

Okay, good point Dan.  I think with positive tech you can reduce that a bit - but you are right it is a major investment - its only going to benefit some crazy drone ship anyways.

-Tim

121

(133 replies, posted in Starmada)

underling wrote:
Marauder wrote:

I agree with what you say.  The problem I guess i have is for our group to agree on the design limits is a big hassle.  Lots of arguments and people taking it personnally - and then that just motivates them to try to make even more broken combos that you didn't anticipate. 
-Tim

And this is fun... how?

It wasn't really fun - I think this time we are going to playtest for ourselves and then come up with any house rules we need to - and then just skip design limits.

-Tim

122

(21 replies, posted in Starmada)

If you are trying to model ships from a particular setting, then sure, space isn't so important, as you have another design constraint in place (i.e. copying what was already done).  I think following the space limitations for your own designs is important to avoid things getting too carried away.

-Tim

123

(61 replies, posted in Starmada)

diddimus wrote:

Yeah I think x2/x3 should be slightly cheaper.  It's kind of a way of having starship exclusive but not black and white.  To make a large starship killing weapon you reduce the BAS and give it x2/x3, meaning it's poor vs fighters.  This should come with a discount though.

Otherwise what's the point of x2/x3.  Currently they are pointless except to cut down on the number of dice you roll like the ships with over 100 dice like in the other thread!  :roll:

Yes, if there was a rule stating: "have to roll all the dice at once and if you don't have enough too bad" - then x2 and x3 would make a lot of sense!!!

-Tim

124

(61 replies, posted in Starmada)

I don't mind that Dx2 and Dx3 were to have x2 and x3 costs for the sake of simplicity, but to make them strictly worse than just buying more dice is a "trap". 

IMHO if you want to keep them at x2 and x3 don't limit the damage they can do to the fighters (so they can one shot them).  If you want them to do 1 damage, then you really do need to reduce their cost - which is kind what I was proposing in another thread.

-Tim

125

(30 replies, posted in Starmada)

Alex Knight wrote:

Check out the Alex Knight directory of the Drydock. The Cheap empire Glasc Cannon Gun-Ship escorted by the Degenerate class Shield ship. If I followed how the rules on "Escort" works correctly.

Lol, that combination could "sting" quite a bit!

-Tim