151

(8 replies, posted in Starmada)

...today!

I planned to play tomorrow but alas, my friend couldn't free himself. But I have hope and I plan to use vassal in a near future.

Marc

152

(11 replies, posted in Starmada Nova)

OK. I've done all federation ships of the 23th century. But I'm not pleased with the result. Most of the ships have about the same armament, whether they are destroyer or dreadnought. They vary mostly in speed and shield.
I prefer the usual classification, smaller ships being faster but lacking in every other aspect, whilst it's the opposite for bigger ship. In the end, I created ships using SFU classification (I reorganized the klingon names) and modified weapons. They are now a mix between SFU and Star trek. Every details still on the first message of the topic.
I will post ships as soon as I modified the value (thanks Oldngrey for the shipyard).

Marc

153

(8 replies, posted in Starmada Nova)

Lone Gunman wrote:

The slw on the missile launchers is perhaps a remnant from my time with B5 ACTA.

I know. Even there, I didn't know why.

Yes, presently they are. I'm still looking for something to make them more like a beam. Also, I quite not sure how to make a particle cannon significantly different to a medium laser sad .

So do I, but I will try to think of something that would make them different.

Marc

154

(38 replies, posted in Starmada)

I'm surprised at the cost of fighters (still in regards of their supposed - for me - lack of efficiency).
I used the same ship profile (hull 14, shield 5+, thrust 6, no ECM and armor, some miscellaneous things like hyperdrives, shuttles, tractor beams) for two different ships. The first one, a heavy cruiser, has no fighters and costs 215. The decond one traded part of its firepowers to include 8 regular fighters (thus 4 SAE fighters). Its costs rises to 445, more than the double.
I wonder if those fighters are worth the cost...
I should play next week and see that.
BTW, I decided to give them some bonus: They are able to negate one point of ECM (as they are not affected by countermeasures in SAE) and are not affected by Stealth (as in SAE).

Marc

155

(8 replies, posted in Starmada Nova)

The fire arcs on the Avengers are a bit cut.
I can see that missiles are 'slw'. I  don't understand why, as they have  fairly good ROF.
Unless mistaken, raking weapons like laser are Rpt?

Marc

156

(1 replies, posted in The Admiralty Edition)

Lost in the wrong location...
But tanks, I wll study that ASAP.

Marc

157

(2 replies, posted in Starmada)

Look here: http://www.hotzmats.com/felt_purchase_mat.html

Marc

158

(5 replies, posted in Starmada)

At least, it would make them useful...

Marc

159

(19 replies, posted in Starmada)

And it seems some spammer posted here a lot...

Marc

I don't know where I read this, but in some rules, bases were either immobile either rotating. In the latter ases, they didn't need engines to rotate as they always rotate. In the former, they don't have engine too and can't rotate during a game.

Marc

161

(4 replies, posted in Starmada)

It's just an upside down maneuver. Very easy to do in space.

Marc

162

(5 replies, posted in Starmada)

BeowulfJB wrote:

:idea: 0ne player suggested that I put the FX2, PH2, and SH2 seperate in different lines to make the SSD a little easier for new players;

Funny, one of my opponents told me the same thing. I did something like this (stats are fictional):
........................[FF4]
Weapon X.......[PH4].....[SH4]
........................[AA4]

Marc

163

(1 replies, posted in Starmada)

Maybe the stronger fighters should be represented in flights of 2 SNE fighters, instead of 3. Whatever, I don't feel you could translate exactly those fighters in SNE terms.

Marc

164

(11 replies, posted in Starmada Nova)

I tried that and it works. It opens a pdf file with picts of the counters. Send me you email via pm and I will send you the files. Tell me the files you need first, there is a lot of them.

Marc

165

(7 replies, posted in Starmada)

Using a potential CRAT to rate fraighters seems wrong because their value is un-military. You are right about the campaign effect, but their usefullness can't be termed in fighting value (I wonder if what I said just makes sense... :? )
That's why, if ever I play such a 'catch the lowly freighters' scenario (I have some minis for them), I won't use their CRAT to determine victory.

Marc

166

(7 replies, posted in Starmada)

Why giving them a CRAT?
Usually, freighters are used in scenarios, where they are given a VP value. No need of a CRAT this way.

Marc

167

(16 replies, posted in Starmada Nova)

Please, could you revert to english? big_smile

Marc

168

(54 replies, posted in Starmada)

Surely a house rule, but why not propose it: Thrust damage due to Emergency thrust should be random (for example 1-3 on 1D6) and not automatic.

Marc

169

(11 replies, posted in Starmada Nova)

MRCAcct wrote:

The equation for speed would be nice.

Here it is:

(‘Rear Engine Power' / ‘Accel/decel Cost') + (‘Rear Engine Power' / (20x'Turn Cost')) + (10/(20x'turn delay'))

ie: A Heavy Phaser in Raking Mode is going to score multiple hits as opposed to single large damage (in SAE terms, it'd be an IMP 3 DMG 1 weapon, compared to a Standard mode Disruptor which would be an IMP 1 DMG 3 weapon).

I translated the 'non-raking' mode with good firepower by Prc, as the weapon has a greater ability to inflict damage than a raking weapons which will inflict many smaller ones.

Marc

170

(11 replies, posted in Starmada Nova)

MRCAcct, I modify the power of my weapons according to your way to determine BAS, although I uxsed 8 instead of 10.75.

Now, some hints about ships.
Defense:  Currently, the B5W shield is translated as SNE shield. Currently, a value of 20 or 25 = shield of 5. As all ships have some armor integrated to each system, I gave ships some points of armor. ECM will be rare, mainly for scouts and some ships with very good sensors.

Speed: I found a way to compute speed according to rear engines, Accel/decel cost, etc. I don't have the equation at hand but I can give it is you want it.

Ships will have shuttles as in B5w, tractors beams, etc. Ships with the name 'escort' will have the escort trait. Idem for scout.
I will ad some marines, as they are always there on movies, even if most ships doesn't 'carry' them.

I've made some 'small' ships (destroyers, frigates, etc.) and they don't have a big firepower which suits me.

Marc

171

(9 replies, posted in Starmada)

underling wrote:

Our experience with marines has been exactly the opposite.

Maybe simply because we didn't face the same ships. And I have a single experience, so what I say is maybe not worth a lot.

If a defending ships has even a few marines, attacking ships have to come with so many they usually can't afford to, or don't want to run the risk of losing their own.

The enemy hadn't even one marine (it was Sssk vs Negali)

* Marines still have to eliminate armor, just as regular weapons do.

No armor in negali.

And yes, I realize they start with the hull boxes before moving to the armor. I believe the only armor they "bypass" is that in the first section.
Why only the first section?
BTW, I thought that we could try marines bypassing armor?

* Marines still have to get through the normal defenses of ECM and shields.

Agreed

* Once the number of marines successfully boarding has been established, the defending ship can immediately sacrifice their own marines on a one for one basis to eliminate those marines.

See above.

To be fair, though, we just haven't used them very much yet.

If ships are too powerful, battles end before reaching marine range (as in SFU).

Marc