176

(5 replies, posted in Starmada)

I would say 8-10...
Though battle length will be greatly affected by the number of fighters/drones or other special situations... mines, etc.

The strength of the ship defenses will also greatly affect things. The higher overall shield levels will tend to stretch out the fighting.

177

(7 replies, posted in Starmada)

I have ordered from GZG several times... the latest shipment arrived in 6 days... mind you that was 2 weeks before XMas so I forgive them for being slower than their average. wink

The Brigade order on the same day is still pending arrival. sad
But I have faith.

I have also ordered GZG minis from Eureka in Australia without problem. Play the exchange game right and they could be cheaper, too.

178

(4 replies, posted in Starmada)

Crazy8 wrote:

Ahhh... good call.  That never crossed my mind.  :roll:

my pleasure

179

(4 replies, posted in Starmada)

cricket wrote:
Crazy8 wrote:

I worked out a ship design by hand that had 12 fighter bays and the math worked on paper.  I then tried to transfer that same design to the SXCA and it wouldn't recognize any number of Fighter Bays higher then 10.  Did I miss something in the rules that limits the amount of Fighter Bays a ship may have or is this just a limit on SXCA itself??  Thanks...

Nope, you didn't miss anything in the rules. The max of 10 is just an arbitrary limitation of the SXCA.

That is, an arbitrary limit of putting the fighters in at that line.
Just go down to the next equipment row and add another 2...

or 10... lather, rinse, repeat

180

(20 replies, posted in Starmada)

Sounds like if it isn't in the errata already, it should be.

181

(4 replies, posted in Discussion)

on the bright side, the MJXII forum is worthy of spamming, apparently.
lol

182

(27 replies, posted in Iron Stars)

big_smile

mwaschak did a quote/reply and must have tried to clean it up. your name ended up cited on some hare-brained thing I said.

183

(27 replies, posted in Iron Stars)

I would hate to blame thedugan for my time scale comment.   smile


If I were to add to the thought, if it comes to a recognition that it would take 4 months to build a heavy ship, then it needs to be understood how that affects play. If a decision were made go to with 1 week long turns... does that mean it sits in the shipyard for 16 turns being built?

Those are just the sorts of things to think about, is all I was saying/pondering aloud. (of course I have to stop keeping most of the thought in my head once I start sharing some of it.)

184

(27 replies, posted in Iron Stars)

Now here is an idea. Maybe to couple the ideas for the "larger" scope of the next Iron Stars stage with campaign rules in a single volume...

That may set up the capacity needed for exploration, colonization, alien encounters, national clashes, etc. that VBAM would foster and provide a setting/flow for how that would play out?

185

(27 replies, posted in Iron Stars)

One of the challenges may be time scale.

I don't have books at hand, but it seems to me that so far the scope of things (merchant war) covers months rather than years.

186

(12 replies, posted in Game Design)

cricket wrote:

What I mean by "low tech" is the level of combat. In WW1, you had (essentially) one-on-one dogfights, which is perfectly reflected by AaD. While that's possible for a sci-fi setting, I'm more interested in swarms of fighters zooming in and out... which wouldn't work very well with the AaD mechanics.

Hmmmm... I can see adopting the mechanics for movement to apply for flights or squadrons without any great strain, and it would leave that phase pretty quick, so you could manage flights of fighters and concentrate on the fun shooting and exploding bits...

187

(12 replies, posted in Game Design)

cricket wrote:

AaD works great for what it is -- World War I -- but it just "feels" too low-tech for a space fighter game.

Guess I don't see what the conflict there is, as far as maneuvering goes. I may not have been specific enough, the combat mechanic and the durability of the ships isn't what we were looking at.

188

(12 replies, posted in Game Design)

Jim and I had been tossing around ideas for the last week or two... we had been thinking in terms of starmada system inspiration for weapons and using elements of Aces at Dawn for maneuver...

Volunteer wrote:

I posted this in the yahoo starmada group and didn't get any response.  I thought I would post it here and see if anyone commented.

I'm new to the group and want to say first that I love Starmada. It's
simplicity and flexibility make it one of the best generic space
combat games on the market. I own both the Compedium and X-Brigade
versions. I also have a few questions.

1) Does anyone know the rationale for using a percentage when adding
point defense systems and anti-fighter batteries to a ship? This
means that a hull size one ship (where the those units would be 10
spaces each) has just as effective systems as a size 10 ship (where
they would be 190 spaces each). This doesn't quite make sense to me.

I'd have to leave that in the hands of our fearless leader.   lol

Volunteer wrote:

2) Does anyone use any modifications/house rules to simulate these
systems differently?

AFB and Carronade I have accepted as is. For PDS, frequently I drop it... in the setting I have played in the most lately the designs use the VBAM K/E/B system that splits the defense types out. I treat PDS as part of the defensive/split specialty that way.

Volunteer wrote:

3) I use the carronades from X-Brigade to simulate the Fighter Defense
Network from the Compedium. It seems to work, but I wondered if
anyone had some more thoughts on this?

That is the same way I use it.
There are other tricks too, like using double-rnge modifiers on range 3 or 6 guns. Slap an increased ROF on them, and they make a nice fighter defense gun. (and a little less vulnerable to single hits to your Q, too)

Volunteer wrote:

Thank you. It was great to discover the group.

I look forward to any responses.

Scott

190

(123 replies, posted in Starmada)

KDLadage wrote:

(PS: Dan, would you like me to make a non-fleet version of this to replace the current SXCA so that both tools use a common interface?)

Given the amount of work in the VBAM side on the existing tool, and how far that one has already been disseminated, I would hate to rush to any decision... although anyone can use any option they want... in short "replace" may be too strong a word.   :wink:

191

(17 replies, posted in Game Design)

cricket wrote:

Let's assume we decide we want to try a "franchise" game, where the main focus of the game is in-between "matches" and the off-season. Does it even MATTER what "sport" is being simulated?

i.e., would it suffice to give players offensive and defensive ratings and then use these to determine who wins/loses a given match?

I have gone this route on my own before, as you know, and it may be safest, cause you can avoid people looking for perfection for the favorite sport or avoiding it cause it isn't a sport they play.

On the other hand, you lose interest from determined fans of a given game.

But... I would think that a franchise has certain things that translate across leagues and sports. If the core model were solid enough you could go the route of writing optional rules for a given sport.

192

(17 replies, posted in Game Design)

cricket wrote:

Does this even remotely spark anyone's interest?

It has potential... but also opens the door for everyone to argue about eras and whether a player's skills would translate....

Could be a lot of fun

But are they chamfer-ed?


lol

In fact we had a conversation about that just the other day.

We are close.

How close is up for debate, and depends upon some solid playtesting.

195

(11 replies, posted in Starmada)

There is a post around here somewhere (failed to find it with a fast search) where Dan listed out the TL affected stuff.

I thought they both were "officially" and because I promptly house ruled that the security teams were not.  lol

196

(1 replies, posted in Starmada)

There is a version I am taking through revision to correct some minor bugs in VBAM calcs, and add in some VBAM features that didn't get into the Starmada Edition book.... Probably soonish available.

Other than that, I think the current is in the VBAM group's file section.

javelin98 wrote:

I was away on a business trip last week, and one thing I was able to do was break out my laptop and jot down some scenarios I had been mulling over.  Space-based scenarios are harder for me to come up with than land-based (such as my Dirtside ones), since I was a groundpounder rather than a squid, but I've tried to throw some together that seem creative and interesting enough that people might find them worth trying.  Also, I HTML'ed the write-ups of a couple of my personal Starmada factions and uploaded them as well.

Check them out by clicking on my Starmada page at:

http://home.comcast.net/~kudby

Thanks,
jav98

First, been here before, but don't think I spent the time to really read what was there. Your site just went into my bookmarks.

Second, I was drawn into your Dirtside stuff. Haven't played in forever, but really like your scenarios. Good stuff. Makes me want to break out the minis and shoot at things again... hhmm, time this weekend.

Third, the scenarios for Starmada look pretty straight forward.

I like the Asteroid base one. That is a fun, and challenging, idea that spices up the standard defensive engagement or asteroid situation.

The slaver one is nice in that it provides a tactical/starmada value reason to have the Passengers equipment in a battl.e

Barbarians at the gate would be a nice experiment. With the point system in Starmada being so reliable, I think it likely that the barbarians will have the upper hand. Could be wrong, though.

198

(19 replies, posted in Miniatures)

brigadetony wrote:

If you do me the write-ups and e-mail me your postal address (off list to ordersATbrigademodels.co.uk) I'll send you one of each. Same goes for the others - winning the fleet design competition could keep you in ships for life !

Nice. never even considered that. I'd do designs for ONESS ships just for fun anyway. Can't wait to see the Wuppertal replacement.

199

(5 replies, posted in For the Masses)

My daughter was asking for Heroscape for her birthday (I'm so proud) but no one would cough up the money, even with a 2 for 1 deal.  sad

200

(3 replies, posted in Aces at Dawn)

Oh, joy.
There'll be no living with him now.  :roll:

And woot again. lol