falstaffe wrote:

They contractually CANNOT use ANY OTHER Star Trek settings or official ships. They are free to create new ships that pertain to that setting but not duplicate anything in other series or movies (Including the upcoming JJ Abrams Trek Prequel movie).

Oh yeah, that's a given. I would like the flavor of the final product to lean more towards the feel of Trek on film/tv, which (IMHO) is legal. (After all, isn't SFB itself based on TOS?)

Glad I'm not the only one that feels this way.  SFB went in directions I did not like (i.e., overloading weapons, fighters).  And don't get me started on the Federation fleet being based on the modern (as of circa 1990) U.S. Navy.   :roll:  :roll:  :roll:  :roll:

Trekmada  smile  could pull the SFB feel back towards the shows.

Only Warlock wrote:

I for one think that we should just make the weapon in scale slightly more powerful and not mess with Overloading at all.

That might be an option.

I disliked overloading as an option, anyway.  Weapon overpowering or other alterations was rarely done in the shows, usually only in desparate situations and not in regular combat.  It took a lot more than just adding extra energy, otherwise they'd have done it more often.

Something else to consider: the cloaking device did not fail in the shows, or in SFB.  It was up to the sensing ship to find a cloaked ship, usually by then it was too late.  Starmada's cloaking rules fails in this and would have to be changed.  Something off the top of my head: a sensing ship rolls 2D6 for each cloaked ship just before ships are moved: on 11-12 the cloaked ship is detected and can be fired upon, on the 12 the cloaked ship is always detectable for the sensing ship until the cloaked ship uncloaks for a turn and then recloaks.  Also, a cloaked ship can only use half of its current engine rating for movement.

Soulmage wrote:
GamingGlen wrote:

Isn't this EXACTLY how shields work in SFB?  And you don't want SFB-lite?  Make up your mind.

Ummmm. . . no.

SFB shields work like rechargable ablative armor.  1 damage point equals one damage point.  Generally speaking. . . when you're out of "shield armor" you start taking damage.

Independently depletable shields work like a die threshhold that has to be beaten to do damage.  That threshhold can be lowered through shield damage, but otherwise remains the same for every hit.

Have you played starmada??

Quite.

Then what you proposed is what I suggested earlier: forced allocation of screens. 

I do agree about drones, and fighters.  Fighters really soured me on SFB early, but it was about the only thing out there.  They do not belong in Star Trek spaceship combat games.  An occasional AI missile does show up in the shows but they are very powerful weapons, each being nearly a tiny ship in strength.


*sigh*  Dug out my Star Fleet Battle Manual rules.  Except for having to designate actual degrees of fire for each weapon, IMO it's still the best Star Trek space combat game.  You actually use real warp speeds!  (cube your warp speed and that's how many ticks of movement you move, a tick is about 1.3 mm based on their measuring ruler).  And you have a chance to burn out Dylithium crystals when you go faster than your cruise speed.  (yeah, we know now that ST shows USUALLY use impulse speeds for tactical maneuvers, but using warp speeds was so neat).  And if a shield is completely down, you can stretch an adjacent shield to cover it and it will operate at half strength.  *sigh*

I wonder if Zocchi would allow an update?

Soulmage wrote:

I don't want Trekmada to play ANYTHING like SFB.  As I understand it, MJ12 is liscensing the setting. . . NOT the mechanics.  There's no reason in the world that SFB rules/conventions should be imported into Trekmada.


I will buy Trekmada if it plays like Starmada.  I won't buy it if it "plays" like SFB.  I think chasing after the SFB players is a fools errand.  People who like that system aren't the target market for a rules light system like Starmada, unless they just happen to enjoy both styles of play. . . in which case they'll be willing to play Starmada as it is, instead of some quasi SFB hybrid.

Keep your SFB peanut butter out of my Starmada chocolate!

I don't want SFB-lite either, but a Fed CA better feel somewhat close to what a Fed CA does in SFB.   They don't have to have the same configuration, but it should be close.  Besides, unless you want to have 31 Engines on a ship, you won't be going anywhere near as fast as SFB.

***** Shields *****

I like the idea of the independently degradable shield ratings even more than I like the screens.

Isn't this EXACTLY how shields work in SFB?  And you don't want SFB-lite?  Make up your mind.

130

(2 replies, posted in Starmada)

Previous Starmada editions had a few things, especially Starmada X.  There were some issues with it so I could see why it was removed.

One idea that just came to mind is use the Full Thrust system check system for your criticals.  Since the current Starmada SSD has a row of 6 colums for hull (and engines and shields), then when you get to the end of a hull row check for all those systems that normally don't damage through the regular Starmada damage system, namely, everything in the Special box.  S:X had you roll 1d6 for the number of Marines that got killed, you could apply this to Anti-Fighter Batteries as well.  For large SU things, like Science, Cargo, Repair, Transport, you could roll 1d6 and multiply by 10.  Some things probably cannot be damaged, like Armor Plating and Regeneration.

As to repairing them, one way would be to make your regular repair rolls and if a die shows you can repair something that isn't damaged then you could apply that to a Special of your choice (but no resurrecting of Marines, they might be tough but they're not that tough!  lol ).

I didn't notice the Def 2 for the drones you had made.  I wouldn't bother.

Seeker: # = 6, speed = 12, Acc= 3+, Def 0, Dmg-2, SU = 30 (a nice "round" number  big_smile).
(Speed 15s take 34 SU).

As for the Kzinti FF..

Aren't SFB drones more like Seekers than Strikers?  Which means your drone racks should be 34 SU instead of 45 (if I built them the way you did).

Screens.

That's like allowing a SFB player with a Fed CA to be able to allocate (if I remember my shield strengths correctly) 30+24+24+20+20+20=138 shield boxes to any side he wants.  What player is NOT going to allocate most, if not all, of the shield boxes to the two or three sides he is almost certain that will be facing the enemy?

Screens, as written, do not "feel" like Star Trek in the slightest.  Excepting a few TOS episodes where Scotty mentions a particular shield (the rear one *, can't recall if they numbered it) being down more than any other, all other times the shield rating of the ship is given as a percentage down.  No direction, no weakening of any particular side, just a total shield strength percentage is given.  Starmada's shield rating simulates that better than SFB's shield boxes, IMO. 

* Rear could mean the back HALF of the ship, not 1/6 or 1/4.


Now, screens can represent a better regular degradation than shields in that shield damage has some affect with every shield hit.
Example: Hull: 10 ...             
Screens: 18 17 15 13 11 9 8 6 4 2
Shields: 3 3 3 3 2 2 2 1 1 1.
It takes 5 shield hits to affect the Shield strength in this example, where as every shield hit affects Screen strength. 

This means that the screens must be allocated as evenly as possible to equal shield strength in all directions, but that is costlier (not that it matters if every ship uses the same design criteria).  But, what player will allocate screens evenly, or even at nearly the same ratio as regular SFB ships (i.e., front shield is stronger), instead of just allocating as much as possible to face the enemy without a rule forcing them to? 



Now there are two things to consider: SFB-like, or Star Trek-like.  If you want to attract SFB players, it has to play and feel somewhat like SFB.  Since it seems that you will be restricted to the Star Fleet Universe, then SFB-like you might have to be.

IMO, SFB shielding is a poor representation of Star Trek shielding.  Starmada can do better, it's just a matter of which flavor: shields or screens.  I think shields fit better, but if some restrictions are applied to screens in how they can be allocated, then I would agree to screens being best (mostly for the damage effects), except for the extra plotting time it will take.  Imagine plotting not only your moves but also your screen allocations for your 10-ship fleet.  I'd rather not spend time allocating screens but rather get to moving ships and hearing the lamentations of my enemy's womenfolk.  smile

Guess I'm the only one that thinks Shields is the best option.   

Use that optional rule, that allows you to increase one shield (in this case, the front one, G) by 1 but having the three others (J,K,L) on the opposite reduced by 1.

You still have maneuvering, to get to the rear half of the target.

Ship shields strengths by class would go like this (shields: G/H/I/J/K/L):
small freighter*: 1
escorts/frigates/destroyers/large freighter*: 2 (3/2/2/1/1/1)
cruisers/light carriers/Q-ship*: 3 (4/3/3/2/2/2)
dreadnoughts/battleships/large carriers: 4 (5/4/4/3/3/3)
base station*: 3
battle station*: 4
starbase*: 5

*stations, freighters, and some ships (i.e., Romulans) had equal shielding on all sides, would not use the optional rule by default.

A player can still plot a different shield to be boosted, but if he does not then it goes to the default setting for the ship.  To me, that represents a better reinforcement system than using screens since shield reinforcement wasn't that strong, unless you didn't power weapons which isn't an option in Starmada.

Screens are just a cheap, and munchkin  :wink: , way to have level 5 shielding in the direction of the enemy nearly every turn.  Besides the plotting time, there's the reduced damage which makes the game last much longer.


No matter what side of the ship you attacked in SFB, unless the shield was completely damaged, the ship still had shielding on that side.  The only way that screens can represent that is if you give all ships 20-30 screens, otherwise people will just assign 5 shields to the 2-3 sides they think will most likely face the enemy and this is not SFB-like at all.

Only Warlock wrote:

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.

Doesn't matter since you can reallocate screen strength in any direction in Starmada. 

Unless you want to force screen allocation at ship design, which changes the SSD (now you have 6 Shield/Screen tracks), you won't be able to simulate SFB shielding very well.  With Shields and the boost front shield option (so the back 3 shields are at -1 strength, I think it's about the closest you can come to shield layouts on SFB's SSDs.  You still won't be able to destroy a shield from one side, but you can lessen the values all around and the rear shields remain the weaker ones.  It also saves on plotting time since you won't have to plot screen strengths on 6 possible sides.

Yeah, Photons at 4+ Acc is good with the DR.

Glad they cut down on the fluff from SFB, then.  I'd prefer to play with the basic rules but you couldn't get anyone else to do so since they all wanted all the fluff/rules that was available.  So I haven't played or even looked at SFB in years (not since the 6 hour marathon to run through 3 turns).

But, I think all this discussion is moot as TPTB* are probably already figuring all this out, or already have, and they cannot say anything.




*The Powers That Be

Fed Commander?  That wanna-be SFB game?  Pfft.  Give me the real SFB, where real men are Klingons and women are Orion slave girls.   big_smile

Okay, how about we split the difference and go with Range-based IMP?  Something about Range-based ROF doesn't sit well with me (cost is the same for any of the 3).  Couple other things about the current design: no shuttlecraft, Phaser 1 arcs are too large, and the original CA did not have Phaser IIIs.  So here is my take on the design, I upped the TL of weapons to max (+2).

---------------------------------------------------------
(361) Constitution-class Federation CA

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

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

Y: Phaser I: 6/12/18, 1/3+/1/1
Anti-Fighter; Range-Based IMP
[ACE][ACE][GHI][GHI][BDF][BDF]

Special: Hyperdrive; Marines (12); Teleporters (4); Carrier (26); Science (80); Cargo (83)  Note: Carrier space is for 1 flight of 4 "fighters", Speed-5, Acc 5+, defense 0.
---------------------------------------------------------

I think all weapons need to be designed first, so then you can get them to compare to each other; THEN put them on ships.

And a decision has to be made to use Shields or Screens. 
1) Shields are faster (no plotting involved), and I think more representative with allowing the optional boost shield rule (whatever its called); perhaps rule it that the front shield is always the one boosted by default, you have to plot it if you want it differently. 
2) I have an issue with screens, especially with SFB where a ship has shielding in every direction (until taken down by damage) so either you have to force people to plot screens in every direction with some given ratio (e.g., a screen's strength cannot be more than double of the screen on the other side of the ship.. yeah, the Klingons cheat with that rule smile ) or you're not simulating SFB shielding.  Now screens would allow for shield reinforcing, so that's something to think about (hmm, so I might like it better than I thought at first  :? ).

139

(3 replies, posted in Starmada)

Ah, thanks for the analysis.

But then I'm used to playing against someone who rolls more 6s than 1s (it's a near miracle he rolls 1s at all).   :roll:

Phaser 1s were the longest ranged weapon after Phaser 4s.  IMO, Phaser 4s would go out to 30, and Phaser 1s should go out to 18 at least (I'd go to 24, in SFB they went out to 75!).  Also, I'd changed Phasers to do Ranged-based Damage, not Ranged-based ROF.  They should also have the anti-fighter trait as they were one of the few weapons that didn't take a negative modifier to hit drones and fighters.

I doubt that 1 LAB = 1 Science.  More like 1 LAB = 10 to 20 Science.  I'm guessing at what a SU represents for those things*, but taking a standard flight of fighters (6) taking up 50 space, 50/6 ~= 9 per fighter.  So allowing for science equipment and space for the scientists, a "LAB" might take up a little more space than a fighter.

Same goes for Cargo.  I recall hearing about 3 different cargo rooms on the Enterprise from the TOS.  Increase the hull size by 1 without adding any weapons or defenses would allow for more spacious accommodations (and where's the room for the bowling alley?).




*Do the books cover that?   My store partner keeps forgetting to order the books from MJ12.    :x

141

(3 replies, posted in Starmada)

It seems to me that it is better to have a larger hull without Armor Plating than the smaller hull with it.  For the same CRAT, the hull can be 50% larger.  Here are ship examples:

------------------------------------------------------------
(290) Armadillo-class CA

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

X: Blaster: 6/12/18, 1/2+/2/2
Piercing
[AB][ABC][ABD]

Y: Autocannon: 1/2/3, 3/3+/1/1
[ABCDEF][ABCDEF]

Special: Hyperdrive; Marines (6); Armor Plating; Anti-Fighter Batteries (2); Cargo ( 8 )

------------------------------------------------------------

(290) Horned Toad-class BC

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

X: Blaster: 6/12/18, 1/2+/2/2
Piercing
[AB][ABC][ABD]

Y: Autocannon: 1/2/3, 3/3+/1/1
[ABCDEF][ABCDEF]

Special: Hyperdrive; Marines (6); Anti-Fighter Batteries (2); Cargo (704)

------------------------------------------------------------

The only combat difference is that the BC does not have Armor Plating, is 5 Hull larger, and there is one less chance to hit a weapon on the weapon damage chart.  The larger hull has more hull hits, engine hits, and shield hits.  It also benefits in more sustainable repair facilities (it takes 7 hits to reduce the repair crew instead of 2 hits for the CA).

For the same cost, and the BC could be cheaper by reducing the hull a couple points (13 hull, CRAT=272), I'd rather take the BC.

(P.S. I modified my copy of the shipbuilder to automatically list Cargo with all the space left over)

142

(8 replies, posted in Starmada)

What I've found is that it's better just to increase the hull size of the ship, add the hyperdrive, and not bother with a tender as the cost of tender+battle riders is more expensive than increased-cost hyperdrive-eqipped warships.

The battle-rider concept worked in Traveller because of the huge fuel requirements beyond Jump 2.

143

(8 replies, posted in Starmada)

japridemor wrote:

Well in traveller the concept was valid due to the fact that jump engines ate up a huge percentage of available cubage, especially with longer ranges drives (jump 4+). In Starmada, the hyperdrive takes up a flat 10%, not a huge impact. So by having battleriders you aren't saving a lot of SU but you are adding a very vulnerable unit (the tender) to your force.

My thinking, too, although it was the fuel required that took up the space.  Jump drives were small: volume = (J# + 1)% (max for Traveller was jump 6).  The fuel required was Jump distance x 10%, so a ship making a hyperspace jump of 3 parsecs required 30% of the ship's volume in fuel (which was hydrogen).

Starmada doesn't have any fuel requirements, something you can ignore or add to a campaign (yeah, tell your friends that they have to make room for huge fuel tanks and hear the howls of outrage).  I guess Starmada uses some magical elixir for fuel, say Silisodapizzasolene.   :mrgreen:

144

(28 replies, posted in Starmada)

Genestealer wrote:

We still roll dice with the best of them...unless the arthritis kicks in.

That's why you have the young blonde bimbo at your side to roll the dice for you...

Okay, I'm fantasizing, again.

*wanders off with a vacant look in the eyes and a smile*

145

(27 replies, posted in Starmada)

As for having a BFG (or Sick Gun), my best shots came from a weapon I designed to be a "spinal" mount.  My opponent had smirked when I fired my "thousand pinpricks of death" weapons that did 3 points of damage in total (grr, those 5 screens).  He wasn't smirking when he got hit with one of these   yikes :

Rng: 30, ROF: 1, ACC: 2+ (I prefer to hit when I do fire it), IMP: varies*, DMG: 5, Piercing, Double Damage; Arcs: [G].

* I usually vary this to get IMP * DMG = approximate hull size (like in Starmada X).  For the ship used in the battle, IMP=5.  The Double Damage is just to give the weapon real teeth when it does hit and penetrate, like a spinal mount should.  :twisted:

I'm used to Traveller spinal mounts, which are very strong weapons.

Edit: I should clarify my "thousand pinpricks of death" comment, as I was not using the Bugger class ship I had mentioned earlier, but instead some "Klingon" capital and escort ships with lots of 1,1,1 weapons.  All four of my ships did scant damage, compared to my partner using a ship with the BFG I had designed (the ship was supposed to simulate a B5 Shadow ship) and did a whole lot more damage than I ever did the whole game, even after he hit the armor plating more than average (out of 25 damage rolls, 7 were 1s).

146

(27 replies, posted in Starmada)

Range 3 weapon?   Muhahahaha...   Range 12 weapon?   muhahahahaha...

Try this little bugger...

------------------------------------------------------------
Class: Bugger
CRAT: 25
Hull: 1
Engine: 6
Shields: 0
Weapons: 1:X, 2:X, 3:X, 4:X, 5:X, 6:X

Weapon X: Rng=30, ROF=2, ACC=2+, IMP=1, DMG=1
[AB]


Hyperdrive, Cargo (2)  (<- closet  lol )
(only TL change was Weapons at max tech)

BTW, with 0 TL changes: CRAT: 36, Hull: 2, Weapons: 1:X, 2:X, 3:X, 4:-, 5:-, 6:-, Cargo (24).
------------------------------------------------------------
then I thought about Screens (I usually never build ships with screens)..

Class: Bugger II
CRAT: 23
Hull: 1
Engine: 4
Screens: 5
Weapons: 1:X, 2:X, 3:X, 4:X, 5:X, 6:X

Weapon X: Rng=30, ROF=2, ACC=2+, IMP=1, DMG=1
[G]


Hyperdrive, Cargo (1)  (<- glove compartment)
(only TL change was Weapons at max tech)
------------------------------------------------------------

Maneuvering?   Pshaw, I get to roll LOTS of dice (badly, as usual).   :roll:

Now I just need about a gazillion miniatures to represent my "Fleet".  :twisted:
(hmm, I have a spare styrofoam sheet to cut up and a bag of rice, add paint ........)

147

(28 replies, posted in Starmada)

thedugan wrote:
BeowulfJB wrote:

<LOL>  I turn 50 this September :!:   
I wonder if I need to begin searching for an 'Olde-folks-home that has gaming...
lol
Perhaps I need to change my quote to something like:
"Senility is assimilating me; resistance is futile"


You win, though only by a month - I turn 50 in October.

Thankfully, my taxes will be done before then.....

I turned 39 for the 12th time last October   :wink:   (for the math challenged, that's 50).   Do I win a prize?

148

(15 replies, posted in Starmada)

BeowulfJB wrote:

Hello and Welcome to Starmada big_smile


Last week, they were very effective in the games I played down in Davie in S. Florida @ Gaming Glen's awesome gaming store.

"very effective" depends on which side you're on.   :cry:

149

(8 replies, posted in Starmada)

rafial wrote:

So a ship with higher tech weapons (and thus more punch) will have the same CR as a lower tech ship?  That doesn't make sense to me.

It has the same CR because the only thing that changed is that now you have extra SU.  But, you can probably decrease the hull size thus making the higher tech ship cheaper for the same offensive firepower and the one drawback is that you have less hull (hit points).

Here's an experiment: design a ship with 0 tech levels, then design the same ship with max tech levels and shrink the hull size down so that it's half the cost.  Now, which force would you prefer: a) 1x 0-TL ship, or b) 2x max-TL ships with probably about 1/3 the hull size?

150

(166 replies, posted in Starmada)

cricket wrote:
GamingGlen wrote:

Some weapon traits (i.e., Piercing, Anti-Fighter Batteries) at some ranges (e.g., 3,15,18,24)  changes the ORAT, and CRAT, when you change the Weapons Tech Level.

I'm not sure I understand the problem. Weapon traits SHOULD affect the ORAT... ?

Changing the tech level of weapons changes the ORAT, but only when certain traits and certain ranges are selected.  I mostly checked going from TL 0 to TL +1 or +2.  I put in a negative tech only once and nothing changed.