Hi Beowulf!

I don't know that i agree. If we keep movement speeds Starmada-standard (i.e. Speed 6 or less) then super-long range weapons with Wide Arcs will be gods. If we keep it to 15 or less by Phasers then Maneuver is still important (In SFB anything longer than 15 range was only a point or two of damage at most anyway for Phasers)

Longer ranged weapons were generally narrower arc with long reloading times.

LOL yes Jimbeau it was. (I still have those first supplements, too!)

SFB suffered badly as things kept piling on. My limit was reached while fighting an enemy fleet composed of Kzinti Drone Frigates firing wave after wave of Speed 32 Drones supplemented by Scatter-packs. I think we easily had more than 100 drones on the table, it was insane. after 10 turns of dancing with Drones, I just flew my ships off the table.

OK, Another Pass:

(346) D7 Klolode-class Klingon Battlecruiser

Hull: 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 5 5 5 4 4 3 3 3 2 2 1 1           
Screens: 11 11 10 9 8 7 6 5 4 3 2 1           
Weapons:
1:X 2:X 3:Y 4:Z 5:Z 6:

X: Disruptors: 5/10/15, 1/3+/2/2
[AB][AB][AB][AB]

Y: Phaser I: 4/8/12, 1/3+/1/1
Range-Based ROF; Increased Hits
[ABCD]

Z: Phaser II: 4/8/12, 1/3+/1/1
Range-Based ROF
[ACE][ACE][BDF][BDF]

Special: Hyperdrive; Anti-Fighter Batteries (4); Carrier (50); Science (10); Marines (16); Teleporters (4)

and

(328) Constitution-class Federation Heavy Cruiser

Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 5 5 5 4 4 4 3 3 2 2 2 1 1           
Screens: 14 13 12 11 10 9 8 7 6 5 4 3 2           
Weapons:
1:X 2:X 3:Y 4:Y 5:Z 6:

X: Photon Torpedoes: 5/10/15, 1/4+/1/5
Slow-Firing; Doubled Range Mods
[AB][AB][AB][AB]

Y: Phaser I: 4/8/12, 1/3+/1/1
Range-Based ROF; Increased Hits
[ABCD][ABCD][CE][DF]

Z: Phaser III: 2/4/6, 1/3+/1/1
Range-Based ROF
[ABCDEF]

Special: Hyperdrive; Science (20); Marines (12); Teleporters (4); Cargo (22)

YAY the Mountain has come to us! (lol)

Welcome to the Dark side! I agree with your note as to Screens vs Shields.

I think it is more important to preserve the "Feel" of the SFB Universe than directly copying it (After all, then why do it? If you want to play SFB, play SFB.)

Things like amalgamating weapons a bit, losing a few things like Scatter-pack shuttles and Transporter Mines...

Another issue is speeds. In SFB it was not uncommon for ships to be screaming around at Speed 20+ running from Plasmas and the like. in Starmada Speeds are considerably slower, while ranges are also a bit shorter (mostly)

Should we aim at weapons being relatively short ranged? In SFB a Ship could accelerate up and be out of even Phaser I range in a turn of movement.  Right now, if we limit Phaser I ranges to 15 it might take 2-3 turns at top speed to get out of the envelope of a stationary vessel's Phaser I.

Oh I admit it's different, but you still have to allocate the screens, forcing you to decide how to Maneuver.

Also allowing tactics like splitting your ships to attack against two sides in order to force a player to weaken his overall shield allocation to protect two directions.

Right now with Shields there is really only Range and fire arc as a constraint. In SFB one of the biggest reasons to maneuver was Shields.

I don't think it's Moot at all. we might see something they don't, or we might have an idea that sparks something. plus it's FUN. (lol)

I agree with you about the good old basic SFB, which is why I was pleasantly surprised with Federation Commander:Klingon Border. You get Cruisers, Frigates and a Dread each for Fed and Klingon, plus a couple ships from other races to whet your appetite. they carved out all the junk that slowed it down and kept what was good: Maneuver, Power, and proportional movement.

Ok, how about this for Photons:

Range: 15 IMP:1 and DMG: 5
Slow Loading, Doubled Range Modifiers

I like the IMP to be 1 to preserve the feel of each die being a single Photon with a set amount of Damage (in SFB Non-overloaded Photons ALWAYS do 8 points of damage regardless of range.)

This way it also preserves the need for the Feds to close the distance every other turn to deliver the deadly cargo of Antimatter.

On Screens vs,. Shields, the reason i am leaning toward screens is purely flavor.

In Star Fleet Battles Shields are critically important and when you lose a shield you maneuver to protect it while the enemy maneuvers to exploit it.

By using Screens we force players to maneuver tactically and attempt to exploit direction.

Doh thinking cap on. Of course you are right. I agree 4+

hey, what do you think of having Photons hit on 3+ BUT also have Doubled Range modifiers?

In SFB/Fed Commander At point blank Photons hit 100% at range 1-2 and 83% at range 3-4 then drop off really fast (let's not talk about Overloaded Photons or Splash damage from point blank shots).

You know, i have both games, Glen and the difference isn't as much as you would think. I started playing SFB with the original Pocket Edition in '80 and played continuously until '95 or '96.

The major deal is they have consolidated stuff so I don't have to screw around with "Positron Flywheels" (lol) and "Ubitron Interface Modules" or the Kaufman Retrograde or "Narrow-salvo-proximity-fused Photon Torpedoes".

All that stuff is fine when you have 4 ships or less playing and you have 5 hours to spare, but stripping that down and not having to fill out turn-by turn energy allocation forms is brilliant. Your energy allocation takes place as you use it and you slide the paperclip down the laminated SSD to the new number.

And I can play 4 times more often now!

I'm actually going by the newer Federation Commander rather than the older Star Fleet Battles, and those numbers and arcs almost exactly match the newer SSDs.

Range based impact.hmmm.. I might bite on that. lemme re-read.

As far as shuttlecraft i was intentionally leaving them out as a test. I assume this will be a faster-playing game and was thinking of reserving "Fighters' for "Real Fighters" as opposed to everyone and his uncle having to commit hull space to Carrier.

hmm A klingon D7 has something like 90 internals in Federation Commander, 4 or which are Lab boxes.

I don't know if that number is high or low, as science in Starmada is abstract.

As previously posted I think I like Range based rate-of fire more than Range-based Damage. if you look on the hit chart Phaser Is do 50% more damage at point blank than Phaser IIs (Max damage 9 on Phaser I and 6 on Phaser II)
Phaser I goes out to 25 hexes in Fed Commander and Phaser II goes out to 25 as well

In fact, looking at the bands they are Almost identical at 9-25 range (The Phaser I does a little more damage with the same hit odds). The only place the Phaser I is dramatically better is n the 5 or less range, where it easily overpowers Phaser II. Maybe Phaser I and II have same range and Range-based ROF but Phaser I has the "Increased Hits" trait as well?

Let's try again:

Federation Heavy Cruiser Using Screens:

(251) Constitution-class Federation Heavy Cruiser

Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 5 4 4 3 3 2 2 1 1             
Screens: 10 10 9 8 7 6 5 4 3 2 1             
Weapons:
1:XY 2:XZ 3:XZ 4:Y 5:Y 6:Y

X: Photon Torpedoes: 5/10/15, 1/3+/1/5
Slow-Firing
[AB][AB][AB][AB]

Y: Phaser I: 5/10/15, 1/3+/1/1
Range-Based ROF
[ABCD][ABCD][AC][BD][CDEF][CDEF]

Z: Phaser III: 2/4/6, 1/3+/1/1
Range-Based ROF
[ABCDEF][ABCDEF]

Special: Hyperdrive; Science (6); Teleporters (2); Marines (5); Cargo


Am using Screens correctly this time intentionally. I think it forces a more tactical decision making. I'm not sure 10 is enough for a Federation Heavy Cruiser. I would prefer 15-16, but I would have to sacrifice weapons to do it.

LOL dang I might as well kill this thread and start over (This fits in with my morning, sadly)

Agh that's right, forgot to uncheck that box! I was going to address Screens on secondary passes.

Here's a Hull-10 version of the D7

(280) D7 Klolode -class Klingon Battlecruiser

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 4 4 3 3 2 2 1 1             
Screens: 4 4 4 3 3 2 2 2 1 1             
Weapons:
1:XZ 2:XZ 3:XZ 4:Y 5:Y 6:Z

X: Disruptors: 5/10/15, 1/3+/2/1
Range-Based DMG
[AB][AB][AB][AB]

Y: Phaser I: 5/10/15, 1/3+/1/1
Range-Based ROF
[ABCD][ABCD]

Z: Phaser II: 3/6/9, 1/3+/1/1
Range-Based ROF
[AC][BD][CE][CE][DF][DF]

Special: Hyperdrive; Science (4); Teleporters (3); Marines (20); Carrier (25); Anti-Fighter Batteries (4); Cargo (3)


All-in all not a bad compromise. Lost a significant carrier load, allows it to carry just a couple Single Striker flights.

I'm not really happy with the Klingon D7. It rates WAY too powerful compared to the Federation CA.. I will monkey around with it to try to get it into a Hull-10. That will require losing weapons sad

Romulan King Eagle:

Here is where it falls apart a bit. As I see it, the Plasma Torpedoes can either be Direct Fire weapons with extreme damage and Range issues (Trying to simulate the "Damage Curve" of a Plasma) or as Strikers (Which would imply limited ammunition but force us to introduce Striker launch rates.

I chose to use the Former. In addition, I was forced to drop the Phaser III rear armament. This makes the King Eagle terrifying from the front, but extremely vulnerable from the rear.

(246) King Eagle-class Romulan Cruiser

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 4 4 4 3 3 2 2 2 1 1             
Screens: 4 4 4 3 3 2 2 2 1 1             
Weapons:
1:X 2:Y 3:Y 4:Z 5:Z 6:Z

X: Plasma-R: 6/12/18, 1/2+/2/5
Range-Based DMG; Slow-Firing; Doubled Range Mods
[AB]

Y: Plasma-F: 6/12/18, 1/2+/1/3
Range-Based DMG; Slow-Firing; Doubled Range Mods
[AB][AB]

Z: Phaser I: 5/10/15, 1/3+/1/1
Range-Based ROF
[ABC][ABC][ABD][ABD]

Special: Hyperdrive; Science (2); Teleporters; Marines (10); Cloaking Device; Cargo

Here's a stab at a D7:

(366) Klolode-class Klingon Battlecruiser

Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 5 4 4 3 3 2 2 1 1             
Screens: 4 4 4 3 3 3 2 2 2 1 1             
Weapons:
1:XZ 2:XZ 3:XZ 4:Y 5:Y 6:Z

X: Disruptors: 5/10/15, 1/3+/2/2
[AB][AB][AB][AB]

Y: Phaser I: 5/10/15, 1/3+/1/1
Range-Based ROF
[ABCD][ABCD][ABCD]

Z: Phaser II: 3/6/9, 1/3+/1/1
Range-Based ROF
[CE][CE][DF][DF][AC][BD]

Special: Hyperdrive; Science (4); Teleporters (4); Marines (22); Carrier (100); Anti-Fighter Batteries (2); Cargo (7)

I use Carrier to simulate a Drone Load and Anti-Fighter batteries for Anti-Drone Defense. A few more marines and less Science than the Federation CA. Screens are less effective but it carries more weapons.

We might need to have a rule limiting Drone (Striker)Rates of fire as well as making a flight= 1 Drone.

Hi folks, just for fun i thought it might be interesting to talk out provisional ideas for the Starmada: Star Fleet Universe game that might one day occur!

My thoughts have been along the line of "get the Klingon D7, Federation CA, and Romulan War Eagle right, then build out the fleets from there."

For instance, here was my initial Stab at a Federation Heavy Cruiser:

(272) Constitution-class Federation Heavy Cruiser

Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 5 4 4 3 3 2 2 1 1             
Screens: 5 5 5 4 4 3 3 2 2 1 1             
Weapons:
1:XY 2:XY 3:XZ 4:YZ 5:Y 6:Y

X: Photon Torpedoes: 4/8/12, 1/3+/1/5
Slow-Firing
[AB][AB][AB][AB]

Y: Phaser I: 5/10/15, 1/3+/1/1
Range-Based ROF
[ABCD][ABCD][AC][AC][BD][BD][CDEF][CDEF]

Z: Phaser III: 2/4/6, 1/3+/1/1
Range-Based ROF
[ABCDEF][ABCDEF]

Special: Hyperdrive; Science (8); Teleporters (4); Marines (20); Cargo (9)


I made all Phasers use "Range based ROF" to simulate the degradation of damage by Range that Phasers have. 

For Photons, I made them slow-firing, with low Impact but High Damage.

I made Labs=Science in a 1 for 1 trade and played with the Transporters and Marines to simulate the capabilities of a Heavy Cruiser. The Cargo was added because it soaks up the odd points and it always seems the feds are hauling around medicine to colonies experiencing some plague or other (lol)

What do YOU think?

122

(60 replies, posted in Starmada)

Heck, Dan I'm so Excited I just picked up a Fleet box each of Kzinti, Fed and Klingon Ships!

(Yeah, that's right Federation Space Control Ship Vs Klingon C8. It's on now, baby.)

Hurry up and get the papers signed dangit! I needs to spend me money!

I'll put in my 2 cents worth if no one else will.

In my opinion it should be up to the force with the higher Speed. (The highest speed of the slowest member of your fleet).

In my opinion even with an inferior force i might be able to meet certain objectives. For instance, if my Teeny Force are dedicated Carriers with a very High Speed, I can stay out of your grasp, do  a few standoff strikes to whittle down your lighter craft, then disengage faster than you can pursue.

124

(3 replies, posted in Starmada)

Here's the Drake notation:

(1365) Chimera-class Terran Republic Support Outpost

Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1         
Engines: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0         
Shields: 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1         
Weapons:
1:XY 2:XY 3:XY 4:2Y 5:2Y 6:2Y

X: Heavy Missile Battery: 8/16/24, 1/4+/2/2
Minimum Range
[ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]

Y: Pulse Cannons: 1/2/3, 1/5+/1/1
Anti-Fighter
[AB ][AB ][AB ][AB ][AB ][AB ][AB ][CD][CD][CD][CD][CD][CD][CD][EF][EF][EF][EF][EF][EF][EF]

Special: Armor Plating; Anti-Fighter Batteries (10); Carrier (500); Fire Control; Hospital (50); Repair (100); Marines (50); Cargo (66)

125

(3 replies, posted in Starmada)

Thanks Dan! Once I get all my Scratchbuilds final I am going to try to get together my campaign site together (Set in the Centauri Trinary system).