101

(8 replies, posted in Starmada)

Darn.

Is this a technical block (the process makes this difficult in 1" size, etc.), or a logistical one (no demand for such a size, etc.)?

102

(8 replies, posted in Starmada)

Hi Dan!

I asked this question a long time ago, and I cannot recall the answer, so I thought I would ask again: Is there any chance of getting you to release the STARSHIP DISKS line in 1" disks, as opposed to the current 1.5" disks?

I ask because I have ha great game table that I built that is perminantly covered with two black, vinyl, 1"-hex mats. We used to use the table for B5Wars using Fleet-Action scale minis. But since I got out of B5Wars (in favor of the obviously superior Starmada system!) I have no minis any longer. And in some ways, I actually prefer the disks.

But they are too big for my hexes right now.

So... what are the odds I can get some STARSHIP DISKS in 1" size?

103

(32 replies, posted in Starmada)

Hell... I have been bugging Dan for some time to not only expand the original setting but allow me to help him develop a Role Playing Game around it as well...

All of this discussion has me really wanting to release the Extended Appendices material I had put together...

105

(32 replies, posted in Starmada)

Ooh! Ooh! Dan! Pick me! I would love to write up a pure setting book!

But, with things like that, I tend to believe they are best done as collaborative projects (much as the BRIGADE Setting/Fluff was put together).

106

(4 replies, posted in Game Design)

I like the A-F system (simple, elegant, easy to use) and the overlap is a good thing in my opinion. However, if it bothers you, consider this:

    [*] Option 1: If a ship is in two arcs (A and B, for example), roll a die: 1-3=A, 4-6=B. Then, once the die is rolled, consider the ship in the appropriate arc for the rest of the turn.[*]Option 2: Allow the defending player to chose an arc in such instances and consider the ship in that arc.

107

(3 replies, posted in Starmada)

So Dan... what is in store for Starmada in 2007?

108

(9 replies, posted in Starmada)

SX V.2

Side note: What is this?

If only the large expansion I wrote for Starmada (including things like Inverded range based DMG and the like) were publishable... sad

110

(80 replies, posted in Starmada)

Some time ago, I wrote Dan and proposed a supplement to Starmada -- I called it the EXTENDED APPENDICES (XA for short). One of the chapters of this particular volume was a Fighter Design System [size=59](1)[/size] that allowed you to design fighters (and non-combatant smallcraft) in much the same way you design other starships. He has the document, and last I spoke with him, decided against the idea of publishing it as a whole.

I believe what he wants to do is this: break up the XA into several, smalleroptional rules volumes. No word on where he is on that approach yet.


[size=59](1) -- In addition, I had a chapter that allowed you more options for the standard Customeised Fighter Rules.[/size]

111

(33 replies, posted in Starmada)

X+25% Dan? Really? I think in my calculations I sent to you I was estimating X+15% -- but I do not have the files with me, so if you could verify that I would appreciate it.

112

(14 replies, posted in Starmada)

Please understand that when you read that -- Dan loves square roots. it is in his nature to suggest them. smile

Honestly... if you are playing with Tech 8 (and I assume by this you mean +2/+2/+2/+2) then this is to be expected. Those ships will be deadly.

114

(60 replies, posted in Starmada)

Nahuris wrote:

No, you didn't kill the thread....

I think that most of us are still digesting all the ideas.....LOL

Whew!

I was afraid that my curse from five years ago had returned. Back then, all I had to do was post in a thread, and it would dry up like a desert in no time flat.

115

(10 replies, posted in Starmada)

Sorry... I meant halves shields.

I think that at one time dan was toying with the idea of ignores shields... so that may be where I got that from.

Anyway, I have edited my analysis above.

116

(10 replies, posted in Starmada)

My thoughts on this:

    [*] Fighters (and ships) cannot attack from a range of 0.
    [*] Fighters are therefor at a distance ot at least 1 when they shoot.
    [*] This means that fighters are far enough away that their fire should be able to be intercepted by a PDS system.
    [*] Fighters, however, do half shields.
    [*] Being at a range of 1 means that when they shoot, fighters are far enough away that their fire should be able to be fully intercepted by a shield.

Thus, my final conclusion is this:

    [*] The fact that fighters are at a range of 1 is an abstraction that the game makes in order to avoid firing arc questions for ships that are in the same hex.
    [*] Fighters have the ability to half shields due to the fact that they are actually much closer than range 1 and are, in fact, under the shields much of the time.
    [*] Since fighters are under the shields, they are also within the minimum range threshold for a PDS to be able to target and track the incoming fire.

In summary: Fighters ignore PDS systems.

But that is just my thought on the subject.

117

(60 replies, posted in Starmada)

Hello?

Did I kill the thread?

Damn. I hate when I do that...

118

(60 replies, posted in Starmada)

Idea and thought time.

Dan, right now you have a relatively complex formula for dealing with Space Units, Drives, and Shields -- two of these formulae actually have exponants of 1.3 and 0.5. The resulting formulas require that a table be created that gives the final results.

Could you not use something similar here?

In other words, suppose that the formula was something like this:

1+(Rmod)*(Pmod)*(Dmod)

Where, knowing that the further from the front of the equation you get, the less overall value that particular modifier can hold (as it needs to pass all those before it to become effective)...

    [*] Rmod = R^1.3
    [*] Pmod = P^1.2
    [*] Dmod = D^1.1

And so, to make things easier, you included a small chart like this:

VALUE   Rmod  Pmod  Dmod
=====   ====  ====  ====
  1     1.00  1.00  1.00
  2     2.46  2.30  2.14
  3     4.17  3.74  3.35

To show what these modifiers would be. BTW: The final result of this particular formula is:

 R   P   D    Current   New
=== === ===   =======   =======
 1   1   1      2.00      2.00
 1   1   2      4.00      3.14
 1   1   3      6.00      4.35
 1   2   1      4.00      3.30
 1   2   2      8.00      5.92
 1   2   3     12.00      8.69
 1   3   1      6.00      4.74
 1   3   2     12.00      9.01
 1   3   3     18.00     13.51
 2   1   1      3.00      3.46
 2   1   2      6.00      6.28
 2   1   3      9.00      9.24
 2   2   1      6.00      6.66
 2   2   2     12.00     13.13
 2   2   3     18.00     19.94
 2   3   1      9.00     10.20
 2   3   2     18.00     20.73
 2   3   3     27.00     31.81
 3   1   1      4.00      5.17
 3   1   2      8.00      9.94
 3   1   3     12.00     14.97
 3   2   1      8.00     10.58
 3   2   2     16.00     21.54
 3   2   3     24.00     33.09
 3   3   1     12.00     16.59
 3   3   2     24.00     34.41
 3   3   3     36.00     53.20

119

(60 replies, posted in Starmada)

Uncle_Joe wrote:

And increasing the other stats results in the same mulitplication of cost...you havent done anything to increase the value R over P or D.

I never claimed it would. It is my belief that if you simply valuate R as equal to P and D, you have conquered 90% of the problem right there.

120

(60 replies, posted in Starmada)

cricket wrote:

This actually has no effect whatsoever, except to double the cost of every weapon.

No... go back and look at the chart. ROF 1 weapons would cost the same as they do now in the game. ROF 2 weapons would cost 33% more than they do now in the game. And ROF 3 weapons would cost 50% more than they do now in the game.

For example:

A 1/1/1 weapon costs 2.00 now, and would cost 2.00 in the formula I proposed.

A 2/1/1 weapon costs 3.00 now, and would cost 4.00 in the formula I proposed.

A 3/1/1 weapon costs 4.00 now, and would cost 6.00 in the formula I proposed.

121

(60 replies, posted in Starmada)

I think if a solution is to be found, the fiurst thing that needs to happen is to simply raise the level of impact that ROF has on the formula. Once that is done, I think you could just about leave it alone. IN other words, what I am suggesting is this:

2RPD

This maps out to:

                  CURRENT    
 R     P     D    (R+1)PD      2RPD
===   ===   ===   =======   =======
 1     1     1       2.00      2.00 
 1     1     2       4.00      4.00 
 1     1     3       6.00      6.00 
 1     2     1       4.00      4.00 
 1     2     2       8.00      8.00 
 1     2     3      12.00     12.00
 1     3     1       6.00      6.00 
 1     3     2      12.00     12.00
 1     3     3      18.00     18.00
 
 2     1     1       3.00      4.00 
 2     1     2       6.00      8.00 
 2     1     3       9.00     12.00
 2     2     1       6.00      8.00 
 2     2     2      12.00     16.00
 2     2     3      18.00     24.00
 2     3     1       9.00     12.00
 2     3     2      18.00     24.00
 2     3     3      27.00     36.00
 
 3     1     1       4.00      6.00 
 3     1     2       8.00     12.00
 3     1     3      12.00     18.00
 3     2     1       8.00     12.00
 3     2     2      16.00     24.00
 3     2     3      24.00     36.00
 3     3     1      12.00     18.00
 3     3     2      24.00     36.00
 3     3     3      36.00     54.00

Granted, this makes the value of some ships significantly higher... but I think that it is fair to do so.

122

(123 replies, posted in Starmada)

Different Tech Levels per equipment: I will see what I can do.

Technical Readouts: You bet I am interested!

123

(123 replies, posted in Starmada)

Actually, I brought up some problems in the weapon calculations (specifically, how ROF is handled differently than other stats and what the implications of that were) quite some time ago, in private, with Dan.

I had no solution.

This gentleman does, and it appears (in my opinion) to be a rather elegant one. It involves a little more math if you are hand building the ships, but it is not advanced, or difficult math and it only impacts the design stage -- no the play.

I say make it official.

But that is just my opinion.

124

(123 replies, posted in Starmada)

I have been busy (and away) for a while -- work and real life gets in the way -- and you guys have done a great job of stewarding my original little design sheet!

Thanks guys!

It was always my intend for the Shipyard sheet to be an ever-growing, living document without any one "owner" of it. It should belong to the Starmada community. And right now, it appears that it does.

smile

I could not be happier!

125

(123 replies, posted in Starmada)

I have tried several ways of generating a text-based output in excel that does not look unreadable to me... and have failed.

Anyone else want to try to create a text-output for the Shipyard design pages that we can incorporate as the "official" version of it for Shipyards?