1,326

(1 replies, posted in Discussion)

Email sent.

1,327

(105 replies, posted in Game Design)

Dave wrote:

Cricket, is there a release date estimate for this yet? Other than "when it's ready"? And if so, could you share it with us?

I can't say there's a specific release date planned -- "when it's ready" is about as good as I can give you. wink

However, I would expect it to be ready by the end of this month or early next.

1,328

(105 replies, posted in Game Design)

Sergeant Crunch wrote:

Any chance those vehicles might make an appearance in miniature form?

Let's see how well the game goes over, first. wink

1,329

(105 replies, posted in Game Design)

For those of you who don't compulsively check the Facebook page.

1,330

(11 replies, posted in Starmada)

Does Musashi still have the license?

1,331

(10 replies, posted in Game Design)

Blacklancer99 wrote:

I may be putting the cart before the horse, but would you be providing formulas/spreadsheet for creating new or custom player cards?

Yup. Already been added to the next draft of the rules.

1,332

(105 replies, posted in Game Design)

In case you were worried that all I did this weekend was muck about with baseball stats...

1,333

(10 replies, posted in Game Design)

Some of the fruits of a productive weekend...

1,334

(2 replies, posted in Discussion)

Send me a PM.

1,335

(10 replies, posted in News)

So, through a toxic mixture of procrastination and user error, we let the mj12games.com domain registration lapse while completing the move to a new web host. This oversight has been corrected, and we hope to have everything back to normal fairly quickly.

In the meantime, if you can see this message, please reply. (I like to know I'm not alone... smile)

1,336

(105 replies, posted in Game Design)

I've been posting teasers over on the Facebook page (link at the top of the main MJ12 site). Release date = SOON.

1,337

(2 replies, posted in Defiance)

I don't believe anyone has tried, but I'd love to see the results if you give it a shot. wink

1,338

(3 replies, posted in Starmada)

Nomad wrote:

They would provide some insurance against the critical hit rules, though, right?  Is there any other benefit under the current rules to having multiple copies?

I can't think of any other than the redundancy issue.

1,339

(3 replies, posted in Starmada)

You can, if you wish, purchase multiple "copies" of equipment; however, unless specifically stated otherwise, they do not have a cumulative effect.

1,340

(9 replies, posted in Starmada)

BeowulfJB wrote:

Agreed.  No disrespect to the Starmada Semi-vector system, but the inability to turn if you are going faster than the current engine rating is a bit annoying.

Annoying, perhaps. But scientifically accurate. smile

1,341

(45 replies, posted in Starmada)

Warspite wrote:

I would be interested in the reasoning behind these decisions.

There is a whole separate thread on this exact topic:

http://www.mj12games.com/forum/viewtopic.php?f=2&t=2473

1,342

(3 replies, posted in Starmada)

By default, ship data sheets are always open to inspection by your opponent. This is not to say that it's the "right" way to play -- it's just that we never got around to putting together specific rules for scanners and data sharing.

I'd be thrilled if this community put together some coherent suggestions...

P.S. You're welcome. smile

1,343

(45 replies, posted in Starmada)

FYI... ship cards are available as a PDF download from e23:

http://e23.sjgames.com/item.html?id=ADB6102-S

1,344

(24 replies, posted in Starmada)

prader wrote:

I think 1.5 might be about right if you made it so that an extra shield hit occurred for each damage die that actually hit shields instead of for every damage die.

I'm not sure what you're saying --  example, please?

1,345

(24 replies, posted in Starmada)

The difficulty is that, in Starmada AE, system damange (engines, weapons, shields) are considered "incidental" to hull damage. Thus, it's easy to say that Extra Hull Damage is worth x3 because it does three times the hull damage of a weapon without EHD (0.5 vs. 1.5). With system damage, you're degrading a ship's effectiveness, but you're not getting any closer to blowing it up.

I agree 1.5 is probably too low for Extra Shield Damage; but probably too high for Extra Engine Damage... maybe something like 1.8 for ESD, 1.6 for EWD, and 1.4 for EED. Multiply them together, you get x4.

1,346

(24 replies, posted in Starmada)

MadSeason wrote:

I like them all -- but is 1.5 enough? Especially for weapon damage...

Well, that's why it's "1.5?" smile

My initial thinking:

If you have all three, that's identical (mathematically) to having four damage dice, at least in regards to system damage -- 3.33 engine hits; 3.33 shield hits; 3.33 weapon hits. The cube root of 4 is 1.6. I dropped it to 1.5 because no additional hull damage is inflicted.

But that's just an initial guess...

1,347

(24 replies, posted in Starmada)

This of course leads to two more traits:

-----

EXTRA ENGINE DAMAGE (x1.5?): A weapon with the Extra Engine Damage trait, as the name implies, is designed specifically to knock out the target's engines. Each damage die rolled by such a weapon, in addition to its other effects, automatically inflicts one engine hit on the target.

Example: An Extra Engine Damage weapon scores three points of damage on a target. Three dice are rolled, coming up 2, 3, and 5. As a result, two hull hits (3 and 5), four engine hits (2 plus three extra), one shield hit (3), and a weapon hit (5) are inflicted.

-----

EXTRA WEAPON DAMAGE (x1.5?): A weapon with the Extra Shield Damage trait, as the name implies, is designed specifically to knock out the target's weapons. Each damage die rolled by such a weapon, in addition to its other effects, automatically inflicts one weapon hit on the target.

Example: An Extra Weapon Damage weapon scores three points of damage on a target. Three dice are rolled, coming up 2, 3, and 5. As a result, two hull hits (3 and 5), one engine hit (2), one shield hit (3), and four weapon hits (5 plus three extra) are inflicted.

1,348

(24 replies, posted in Starmada)

Blacklancer99 wrote:

Wait a sec, it seems that the description of the weapon is worded such that your example should have  done 4 shield hits, while in the example you only applied the extra shield damage on the die that came up a shield hit(?) Which is correct?

:oops:

1,349

(24 replies, posted in Starmada)

Thoughts?

EXTRA SHIELD DAMAGE (x1.5?): A weapon with the Extra Shield Damage trait, as the name implies, is designed specifically to knock out the target's defenses. Each damage die rolled by such a weapon, in addition to its other effects, automatically inflicts one shield hit on the target.

Example: An Extra Shield Damage weapon scores three points of damage on a target. Three dice are rolled, coming up 2, 3, and 5. As a result, two hull hits (3 and 5), one engine hit (2), four shield hits (3 plus three extra), and a weapon hit (5) are inflicted.

EDITED to fix error in computation of shield hits.

1,350

(105 replies, posted in Game Design)

thedugan wrote:

I can make the counter art in more contrasting colors, it that's the problem.

The counter art is fine. If anything, I'll need to adjust the backgrounds... but these are "proof of concept" counters, not final versions.