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Here's my "agile" pitch:
Agile is a ship trait that is used only when executing a "Come about" or "Reverse Course" maneuver.
Agile has a rating (1, 2, 3, etc).
Each point of agile adds to your thrust rating both for determining if you are eligible to make a "Come about" or "Reverse Course" manuever (based on last turns speed) and the maximum speed you can be at when exectuing those two manuevers.
So essentially its like "thrust lite". It doesn't help you on the accelerate or decelerate if you are just going straight, but when you are turning.
-Tim
madpax wrote:On the other hand, aside the method of conversion, I fail to see a difference between the three types of shield.
Marc
I suspect the difference will be in what weapon traits there are that counter the defenses.
Its by design that their effectivnesses are equivalent though - much easier to assign a point value to them. Overall your choice of defense(s) should be based on what the background for the race/faction you are designing or emulating is - or perhaps you just like a particular game mechanic - but I think its correct to essentially have all the defenses be on equal footing.
-Tim
diddimus wrote:I would not miss pivots at all.
I would!
I'm concerned about a few things that seem to be missing from Nova that made ships more special. I hope Nova isn't too bland and "hard scifi" only.
Pivots and armour plating have gone it seems. I struggled with the last version a little to represent special ships in B5 such as the White star and Vree ships but I got there in the end. Now it seems ships all just have variations on the same few options.
I hope I'm mistaken because I've been sooo looking forward to this new version.
Instead of "armour plating" there is "armour" as a major ship defense. This was a necessary change because of the way damage is now being allocated (i.e. there are only damage rolls after certain thresholds not for each point inflicted). But definitely armour is still there and IMHO better than before (mostly because you now can have a little armour or a lot of armour).
Our group never used pivots - probably because we were a bit intimidated by the calculations and order writing required to use the vectored movement system in AE. Now that vectored movement is easier to execute, I could see some of us dabbling with pivots - but it wouldn't be a disappointment for us if it wasn't included.
-Tim
Now, Eldar also have superior fighters and bombers (and torps). Got those too?
I have to say Nova Edition is turning into a dream for Eldar players - ECM as a main defense - stealth with a rating - solar movement! All you need to do now is to come up with a negative ship trait where they have a penalty to the damage threshold rolls (i.e. to simulate how they were critically hit more easily in gothic).
Nomad - I think you'd have to be careful as to what movement modes you allowed - I don't think any two just work together - but solar seems to be fairly balanced with the basic movement.
I've seen some other systems that allow you to purchase different drive types that simulate different physics models. In those systems the ones that are clearly superior cost more/take more space or whatever.
Etheric seems a bit balanced, because while it doesn't allow you to reach the same breakneck speeds of the basic movement - it gives you some free breaking so keep things under control a bit better.
-Tim
Okay, sounds great guys!
@Oldngray - I don't disagree with you on the principal of solar wind - however if this is to be used in an "Age of sail" adaptation, may as well go that way to start - plus the only popular space faring race that uses solar wind that I know of are the eldar - and in gothic they did get the treatment like this.
Dan - excited to hear about the different movement modes being "conceptually equal". We're keen on using Starmada NE for our next campaign - and anything we can do to make ships a bit different is great. I know Trent will be all over the Solar movement - and everyone else will probably choose between the regular and the etheric.
-Tim
Would it be balanced to have a battle where on force uses one mode of movement and the other force another? I'm thinking specifically the "solar" (say for an eldar force) and "regular" for something else? But even then etheric could just represent a different type of drive system...
Also, just want to mention again that for the eldar in battle fleet gothic, they when fastest when their port or starboard was facing the solar wind direction and not when their stern was - much like real life sailing.
-Tim
With solar wind shouldn't you move fastest when you are traveling perpendicular to the direction of the wind?
Looking very cool Dan. I really like how the ship data is presented in a concise band of information. Should be able to fit 3 or 4 of those on a sheet of paper.
Looking forward to finding out about some of those new weapon traits (diffuse, telescopic, focused, ballistic, guided, scatter and volatile).
-Tim
cricket wrote:madpax wrote:Should the player having to move many ships asks first his opponent which ship, at what time, etc, or what?
The ships to be activated are chosen, opposing player first, then they are moved/fired in whatever order is desired by the acting player.
I like it!
@Nomad
I guess we'll have to see exactly when fighters move. I had assumed based on the outcome of that poll that they would have their own movement phase... but even then I can see some instances where you can force your opponents to move an interceptor type fighter first - which is suboptimal at best!
-Tim
All around awesome!
I like the initiative system. I also like how if your opponent vastly outnumbers you, that you get to select one of their ships each phase to get moved. That will definitely mitigate the strategy of taking one or two big ships and the rest small ones to ensure that you could move last and shoot first with the big ships.
Love the fire arcs. Love the movement (thank you for no backwards movement). Glad that sideslips are in the mix too. Damage resolution looks pretty fast - faster than before and faster than Full Thrust.
Our group will definitely be into the partial VPs too. It will actually come in handy for a multi-force game where you don't want to just give the ship that scored the killing blow ALL the VPs.
Having thought about the new shooting system (with the table) and reading it again its quite brilliant. You don't have to worry about the probabilities getting out of whack when your to hit modifiers force you to "the end of the die". I can see where this was a necessary step when ratings (beyond 1) were added to ECM.
-Tim
I'm getting the shakes from starmada-withdrawal. Help me Dan!
I'll 4th that. We ran a campaign using the sovreign stars rules found in the Rules Annex and that was just the right level of complexity.
A campaign should a reason to design and paint up your own fleet and give more meaning to your battles. Anymore than that and its not really a campaign system - just a game on its own.
-Tim
Sounds like a 4th type of defense to me!
1) ECM - make target harder to hit reducing the # of attack dice
2) Shields - act like deflectors giving a fix save (subject to modifiers from enemy weapon traits)
3) Armour DR (i.e. hard shell) - Reduce damage of shot coming in (or something like that)
4) Armour Ablative (i.e. more stuff in the way) - allow ship to absorb more damage
I think there is room in the game for both 3 and 4 - 3 is more like conventional armour - where 4 could be extra bulkheads or better structural integrity or layered armour. One thing that bothered me a bit about the last version of Starmada was the only way to get more "hit points" was the make your ship larger - sure you could imagine it to be smaller - but having a higher hull affected the relative cost of shields/engine and gave you more space to fill up with weapons.
Of course the problem with 3 is that you might have to layer on a new mechanic you were not planning. One thought is to bring back DMG - except of course this time DMG wouldn't automatically be the "cheap" way to add more damage as it has utility in its ability to get past armour (3).
-Tim
Hey,
With 3rd edition coming our way soon, I thought it might be nice to compile everything other players had done in the way of ship stats. Anyone (Bruce?) have some to share?
I posted my Kriegsmarine in this thread: http://www.mj12games.com/forum/viewtopic.php?f=5&t=2752
-Tim
I can't agree with the ship vs. ship because of sfb. In sfb you have to do energy allocation which needs your full intention when you start changing speed and juggling reserve power or playing around with ECM or tractor beams. Starmada handles (or ignores) those in much simpler ways.
For me Starmada doesn't feel right unless I have at least 6 ships. If its going to still do that AND add more fleet support options (command etc) at the expense of weapon detail fine by me.
-Tim
cricket wrote:Marauder wrote:It will be interesting to see how you pull off "no hull damage", since, from what you've shown, the only way to damage systems is to first damage the hull and force a threshold check.
My initial thought was to mark off "hits" for the purpose of triggering a threshold check -- however, "real" damage would overlap that caused by no-hull-damage weapons.
That would make it a bit useless to mix regular and no-hull damage weapons on the same ship then.
In Full Thrust they have EMP weapons which force checks on systems outside of the regular threshold check. That seems to work.
It will be interesting to see how you pull off "no hull damage", since, from what you've shown, the only way to damage systems is to first damage the hull and force a threshold check.
My design thought would be to have a suite of weapons that don't do hull damage, but instead force threshold checks on one or more of the systems with each successful "hit". Not sure how that would work with "armour", but it should interact with shields and ECM the same way. It would of course be quite an expensive weapon - instead of less expensive. I could see also breaking it down so that it only forced threshold check on one particular system.
-Tim
Thanks for the answers.
Some comments:
1) Perhaps taking carriers will allow your side the possibility of buying more aircraft resources than someone who doesn't bring them?
2) Full on stats for airplanes doesn't sound in the works, but you could possibly have national advantages/disadvantages with the possibility of there being slight bonuses to represent certain types of aircraft. Not necessary but it can be fun.
3) Subs as a resource sounds cool. If there is anyway you can wing it that WWII german subs have some cool advantage/synergy/can buy more - that would be cool.
Looking forward to the game. Are you going to cover all of Pre-dread to WWII in one game?
-Tim
Abstract is all good with me. You will still be able to use aircraft miniatures to track them - but you won't have to deal with the minutia of moving them around on the table.
So just some more questions:
1) Is there any difference between aircraft between the nations - do they have stats or all they all just generic?
2) Are there limits as to how many bombers can be allocated to a single enemy craft?
3) Can ships in close proximity to another craft assist it with AA fire?
4) Are there both land based aircraft plus carrier based? Are they treated differently?
Oh, and just because I haven't asked enough - are there subs in the game?
-Tim
Dan,
Yes I agree, some arcs are more useful than others. This concept is actually in Defiance for vehicle weapon arcs. We had a problem with "G" arc spamming in our last campaign. It was just too efficient - it let people pack way too many forward firing weapons on a ship.
I don't have specific point value recommendations, but I think in general more forward firing arcs should be more expensive, side arcs should be neutral and back arcs cheaper. I also think that you should get a slight discount for multiple arcs. A 360 weapon should be a viable option (again from defiance).
-Tim
We're all gonna buy the book, but we're just like little puppies who want to tear it from his hands before he's done with it!
These are looking pretty awesome. Any hints about how aircraft will work 8-)
I like this level of damage control. Easy to apply and the effects are significant but not overwhelming.
-Tim
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