126

(40 replies, posted in Starmada)

cricket wrote:

Your modifiers are correct -- but I'm not sure why it isn't changing the DRat appropriately... :?:

i.e., going from normal to strong should increase the DRat by 50%, but you have it going from 62.4 to 78.6 or an increase of only 26%...

Due to the non multiplicative items in the design. The Security Teams and such only add to the DRat not multiply. So the multiplication hits and then the adding. I guess I should have had a more simple design but I wanted to put some Q hits on the damage track.

127

(40 replies, posted in Starmada)

Still, the ComRat hit looks appropriate doesn't it?

128

(40 replies, posted in Starmada)

cricket wrote:

One function of the damage track is to ensure that 50% of the ship's "stuff" is gone at the time the final hull point is lost. So, you would need to also modify the damage track calculations as per rule A.3.1.

Yea, I was wondering how that tied in big_smile Thanks for the insight Dan. I'll modify my spreadsheet to reflect the effect that changing number of Hs on the damage track will have on the other systems.

129

(40 replies, posted in Starmada)

Variable Hull Strengths

While peering into Dan's wonderful formulas that govern how ships are put together in Starmada, I began wondering why couldn't we have ships that were harder to destroy by manipulating how many H hits appeared on the damage track. Under rule A.3.2 Assigning Hits to the Damage Chart it simply states "assign an "H" to the 1, 3, and 5 slots." Couldn't you simulate a stronger or weaker hull by having more or fewer "H"s show up? A civilian freighter might have 6 Hs on its damage track.

The number of Hs on the damage track is accounted for in the DRat calculation ( rule A.2.2 ) by multiplying the Hull Points by 2. This means it takes, on average, two hits to destroy one hull box and equals 3 Hs on the damage track ( 3 / 6 = 2 ). So the desired number of Hs on the damage track can be used by replacing that x2 with the appropriate number below:

Strength    Hs    DRat mod    H location
Super        1    x6.0        1
Strong        2    x3.0        1, 4
Average        3    x2.0        1, 3, 5
Weak        4    x1.5        1, 2, 4, 5
Fragile        5    x1.2        1, 2, 3, 4, 5
Civilian    6    x1.0        1, 2, 3, 4, 5, 6

To compare the results, I have included a couple of designs:

Average Class Cruiser of the Conjectural Confederation   ( 187 )
Mass: 88.7 KmT, Crew: 315, TL:   E:0  W:0  D:0  Q:0
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[D]

Designed with a standard strength hull ( 3 Hs on the Damage Track ), the above design has an ORat of 561.0 and a DRat of 62.4, resulting in the ComRat of 187. After an average of twelve hits on its damage track, a vessel of this class will be destroyed. Compare this with an identical ship below, designed with a strong hull ( only 2 Hs on the Damage Track ).


Strong Class Cruiser of the Conjectural Confederation   ( 210 )
Mass: 88.7 KmT, Crew: 315, TL:   E:0  W:0  D:0  Q:0
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[Eα], 3[Eβ], 4[H], 5[D], 6[Q]

This design has the exact same ORat of 561.0 but the DRat is now 78.6, giving the ORat of 210. A vessel of this class requires an average of eighteen hits on its damage track before it is destroyed. This is keeping in line with the following design, again a standard strength hull ( 3 Hs on the damage track ), a hull size 9 design also needing eighteen hits on average to destroy. The class below could have additional systems but for comparison purposes with the above designs has been give only the exact same systems.


Unfilled Class Battlecruiser of the Conjectural Confederation   ( 214 )
Mass: 137.1 KmT, Crew: 423, TL:   E:0  W:0  D:0  Q:0
Hull: 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[D]


Note: This will break down in ship designs that have too few systems to place on the damage track. So if you have a fifteen hull size design with Super hull strength ( only 1 H on the damage track ) and no weapons only tons of special equipment ( say its a carrier ) it will normally fill in blank spots on the damage track with additional Hs. This will defeat the purpose of having super hull strength and you should watch your design and make it only Strong or average so that you do not pay an inordinate amount of points for the ship.

130

(38 replies, posted in Game Design)

thedugan wrote:

IE - we'll steal anything useable from anyone....

The following has always been one of my favorites on the proclivity of borrowed words in English.

"[English doesn't] just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary."
-- James Nicoll, variously paraphrased

131

(3 replies, posted in Starmada)

We've tried vector movement before but in Starmada it is too easy to get smaller ships with large thrust values. Kind of hard to run a battle when a ship can accel/decel by 15. Unless you impose an arbitrary speed limit or up the mass of engines that is. Otherwise ships tend to fly by with a best one shot then spend several turns decel, turning and repeating. Boring, no maneuver.

132

(9 replies, posted in Starmada)

Funny, I tend to use AB arcs on my heavy weapons, to keep mass down, and ABC, ABD, ACE, BDF on my medium and small weapons for better coverage.

133

(41 replies, posted in Discussion)

She is 231 (and two days, as of today). 4 July 1776 was the day the Declaration of Independence was adopted by the Continental Congress and is considered the birthday of the United States of America. Our current constitution (our 2nd) was ratified by the ninth state (the
Congress of the Confederation required 9 of the 13 states to ratify it before it took effect) on 21 June 1788. It replaced the Articles of Confederation (our 1st constitution) which was a VERY loose confederation that left too many important powers to the states.

I primarily play Starmada as part of a campaign using a lot of VBAM rules. So, I am restricted in my design choices by what technology is actually available. Of course I try to develop the tech that fits my prefered design priorities, but this isn't always possible and I have had to field many a ship design with design parameters that I would rather not play with.
For instance, I like ships with a good turn of speed, early in the campaign, engines mass a lot and I cannot field designs with what I consider adequite speed. I then immeediately invest in bumping up my speed. My opponent however has invested in some tricked out fighters and now my faster ships need a good anti-fighter weapon, so I try to develop good fighters of my own or add range based ROF or some othe good anti fighter mod to a weapon system.
You are correct, no navy exists in a vacuum and I have found my ships must take my likely opponents into account (as I am sure they take my designs into account).

135

(42 replies, posted in Starmada)

OldnGrey wrote:

Where did the extra x2 come from? There was no mention of it on Saturday.

The x2 has always been there. It wasn't included in the discussions and that is what led to my confusion. So I simply tried to state the entire base DRat equation to make sure that we are all on the same page.

136

(42 replies, posted in Starmada)

GhengisRexx wrote:

...now we need a modifier the allows a weapon to skip ablative armor.  (I feel every system should have a counter):)

But Dan already said:

Dan wrote:

... but I do think that way leads to madness. 8)

137

(42 replies, posted in Starmada)

Okay, I've been very interested as well and following. Unfortunately, with all of the replys  I've become confused as to the formulas that are being discussed. To summarize as I see so far:


Ablative Armor
Any hit which penetrates shields first hits Ablative Armor. After all Ablative Armor boxes are destroyed, additional pentrating hits roll on the Damage Chart. A ship can have up to its hull size in Ablative Armor boxes.

SU Cost:   x ( Ablative Armor / Hull ) ^ 2

Base DRat calculation is changed to: ((( Ablative Armor x 2 / 3 ) + Hull ) x 2 ) x Shield Factor

So a 6 Hull ship ( 900 SU ) with 3 Ablative Armor and 3 Shield will use:

SU for Ablative Armor: x ( 3 / 6 ) ^ 2 or x.25 = 225 SU
Base DRat : ((( 3 x 2 / 3 ) + 6 ) x 2.0 or 8 x 2.0 = 16

Does this look correct?

138

(80 replies, posted in Starmada)

cricket wrote:

Not quite. The weapon modifiers are applied to the ORat, before multiplying by DRat and taking the square root.

Understood. Thanks for the timely response. One of the great things about Starmada is the quick response to questions like these. Other, much larger, companies either would take forever to respond or just say that this was some kind of proprietary point calculation and that I should wait for "official" variants. Stamada allows me to tinker. Thanks a ton.

139

(14 replies, posted in Starmada)

If I wanted a Marine Squad to have an upgraded Boarding Pod (say speed 12, attacks on a 4+ and halves shields), does the following look correct?

ORat & DRat = 40 (Base Value) / 0.33 (getting rid of 5+ to-hit) x 0.5 (adding 4+ to-hit) x 1.2 (speed 12) x 1.8 (Halves Shields).

or: 40 / 0.33 x 0.5 x 1.2 x 1.8 = 130.909 = 131?

140

(80 replies, posted in Starmada)

Quick hypothetical question. If I wanted a race who's fighters ignored shields rather than just halved shields, would the following fighter calculations be correct?

ORat & DRat / 1.8 (for removing Halves Shields) x 2.5 (for adding Ignores Shields).

So: 50 / 1.8 x 2.5 = 69.444 or 70 for ORat and DRat?

141

(7 replies, posted in Starmada)

Tyrel Lohr wrote:

If you want decidedly low tech ships, one good way I have found is to mod the S:X sheet to allow for TL -3. *That* definitely lets you build very low tech ships. -Tyrel

Well, pearing into the formula for the tech level SU mods can be quite interesting. The basic calculation is something like this:

SU mod = sqrt(2^-TL) or (2^-TL)^(1/2)

So, this sets the normal level at 0, the range of change at 2 and the factor of change at 2. If you re-write the equation as:

sad Factor ^ -( TL - Normal ) ^ ( 1 / Range )

Now you can easily change the tech level SU mods to any values that feel appropriate for your "universe". If you want the same rate and factor of change but think the TLs should run from 1 to 5 (normal = 3) rather than -2 to +2, the use:

sad 2 ^ -( TL - 3 ) ^ ( 1 / 2 )

If you want 9 tech levels (lvls 1-9) with the lowest being four times as massive as the norm (halfway through at TL5), use:

sad 4 ^ -( TL - 5 ) ^ ( 1 / 4 )

142

(80 replies, posted in Starmada)

I think it would be cool to be able to design fighters like ships and individual weapons are designed now. Say there were five or so fighter hulls and then you had to shoe in engines weapons and special equipment. The final size would dictate how many of the fighters you could cram into a fighter bay. Launch rate would still be one per turn plus however many Launch Bays you had equipped the carrier with.

143

(7 replies, posted in Starmada X)

Even at the low tech end of the scale, the best way to project combat power is to field some fighters. Even if they are slow and in small groups.

Pop Warner Class Carrier of the Fledgling Space Service   ( 149 )   
Mass: 69.4 KmT, Crew: 285, TL:   E:-3  W:-3  S:-3  Q:-3
Hull: 5 4 3 2 1
Engines: 2 1
Shields:  0
[α] Depleted Uranium Gatling Gun [1/2/3, 4+ 2/1/1, Doubled Range Modifiers, Range-Based ROF]   
ACE, BDF
Hyperdrive [O], Fighter Bay, Slow, Sml  [OOOO], Launch Bay [O]
1[HQ], 2[Eα], 3[H], 4[Q], 5[H], 6[Q]

144

(7 replies, posted in Starmada X)

Greenhorn Class Cruiser of the Tenative First Step Navy   ( 58 )
Mass: 90 KmT, Crew: 255, TL:   E:-3  W:-3  S:-3  Q:-3
Hull: 6 5 4 3 2 1
Engines: 2 1
Shields:  1
[α] Primitive Laser [3/6/9, 5+ 2/1/1]
ABCD, ACE, BDF
[β] Primitive Torpedo [4/8/12, 5+ 1/1/2, No Range Modifiers]
AB, AB
Hyperdrive [O], Armor Plating, Science Lab x2
1[Hα], 2[Eβ], 3[H], 4[S], 5[H], 6[Q]

A rudimetary survey cruiser to accompany the smaller destroyer.

145

(7 replies, posted in Starmada X)

Tenderfoot Class Destroyer of the Tenative First Step Navy   ( 30 )
Mass: 51 KmT, Crew: 123, TL:   E:-3  W:-3  S:-3  Q:-3
Hull: 4 3 2 1
Engines: 3 2 1
Shields:  1       
[α] Primitive Laser [3/6/9, 5+ 2/1/1]           
ABC, ABD               
Hyperdrive [O], Armor Plating               
1[HQ], 2[Eα], 3[H], 4[E], 5[H], 6[S]   

Here is a very low tech design by a race making its first foray into hyperspace.

146

(7 replies, posted in Starmada)

I know it is totally subjective, based on what feels right for whatever "universe" you are playing in but here is my take on the size of ships and what I consider them to be.

Ancillary ships, Escorts, Corvettes, Frigates, etc.= Hull 1-3
Destroyers = Hull 4-6
Cruisers = Hull 6-10
Battleships = Hull 10+

As the tech in a given campaign increases, so too do the hull sizes. I might start out with a low tech Hull 4 destroyer but after several years, I'm building hull 6 destroyers.

147

(7 replies, posted in Starmada)

Speaking of new weapon abilities, what would be a good starting point for pricing a weapon that gets to shoot during the fighter phase?

javelin98 wrote:

I think I'll start a Scenarios thread and post the sixteen or so I've come up with alreay to it, and everyone else can throw their scenarios into the thread too.  Then maybe Cricket can sticky the thread for easy finding.

Eagerly awaiting those scenarios. Also has anyone ever fought a battle in an asteroid field? What effects did you have the asteroids apply? To-hit penalties? Damage for going too fast through them? Maybe Starmada could include some standard terrains like nebulas, black holes and asteroids?

149

(80 replies, posted in Starmada)

Not related specifically to what has come before in this thread but still about fighters: I've always thought it strange that the modifiers for customized fighters affected the ComRat of the ship but not the mass. You can cram just as many fast, heavy, assault fighters into a fighter bay as you can vanilla ones. A squadron of both is six fighters each but shouldn't they take up different amounts of room? Maybe the fighter bay should be given some kind of capacity and then you have to shoe-horn in fighters of varying size? Or is this too much detail? If you only have one fighter bay, maybe you can only fit four of the uber fast, heavy, assault fighters? The large and small fighter modification kind of point this way.

150

(40 replies, posted in Starmada)

Point Defense System ( X )

The point defense system ( or PDS ) is a generic option intended to represent any number of possibilities, depending on the given “universe” in which you are playing. For example, the PDS ( X ) could be a “sandcaster” –type device that throws a cloud of fine particles into space, confusing guidance systems and scattering energy beams; or perhaps it is a network of rapid-fire laser cannons that intercept incoming fire faster than organic reflexes can react.

Whatever the specifics, the game effects of a PDS ( X ) are always the same. Shield rolls against a starship equipped with a PDS ( X ) automatically fail on the rolls as given below:

PDS ( X )    Roll
1    1
2    1, 4
3    1, 3, 5
4    1, 2, 4, 5
5     1, 2, 3, 4, 5

SU Cost: + (10 x ( 6 / ( 6 – X ) – 1 )%
ORat: -
DRat: x (6 / ( 6 – X ))
Hit?: Yes

Note: The current Point Defense System is equivalent to Point Defense System (3) which gives:

SU Cost: + (10 x ( 6 / ( 6 – 3 ) – 1 )% or +10%
ORat: -
Drat: x (6 / ( 6 – 3)) or x2
Hit?: Yes

This is consistent with the current rules.