2,126

(7 replies, posted in Starmada)

I like what you've done... but whenever I look at the name, I think of man-eating ants... smile

2,127

(36 replies, posted in Starmada)

GamingGlen wrote:

Why can't I use 100 30-point ships, or 10 300-point ships, or 1 3000-point ship?  Why must my fleet consist of, for example, 1 1000-point ship, 2 500-point ships, and 4 250-point ships?

Where, exactly, did I say you couldn't have whatever ships you wanted?

1) I was asking if it would be "interesting", not "this is how you have to play".

2) Even if I did propose a rule mandating a pyramidal structure, how many of my attempts to constrain Starmada over the years have actually stuck? Heck, if it was up to me, the largest available hull size would still be 10. wink

3) My intent was to discuss possible ways to build in a structure to player-designed fleets -- not to mandate a particular type of structure.

For example, note that I never said the more powerful ships had to be "on top" -- or that there had to be three levels. If you (the designer) decided that the fleet was a free-form amalgamation of whatever ships were available for a particular mission, then all the ships of that fleet would be on the "lowest" tier of the pyramid.

If you think about it, you'll find that my suggestion is more flexible than it might first appear.

2,128

(12 replies, posted in Starmada)

Ken_Burnside wrote:

(If having a defined game scale is important to you, AV:T has one that underpins everything.)

And AV:T can keep it. smile

Seriously... early on (I think it was sophomore year in college) I tried to look at specific scales for Starmada.

Somewhere in the morass of G-forces and kilowatts, I realized I just didn't care. All that really mattered (to me) was the relative effectiveness of a ship that can shoot 12 hexes as opposed to one that could shoot 6 hexes. Likewise, I didn't need to know how much power it would take to create a level-5 shield -- just what a level-5 shield meant to the game.

That particular decision, more than any other, was responsible for Starmada's current form.

2,129

(56 replies, posted in Starmada)

PSYCO829 wrote:

If I have Regen and I am wrecking you with my "Butt-Lasers", I will give you a hint, you aren't winning.

I might be. It all depends on how you define "winning".

For example, as there are no walls in space -- if you run off with your butt-lasered regenerating ships, I might not be there when you get back.

Because Starmada is a game, not a simulation, we've got a very specific yet abstract definition of victory -- destroy or drive off more ships (or more points' worth of ships, actually) and you win.

Obviously, in a specific scenario or in a campaign, the definition of victory will be altered -- but the point system is intended to balance the "typical" one-off battle as described in the rulebook.

2,130

(12 replies, posted in Starmada)

Starmada has firmly resisted any 'scale' since its inception.

For this reason, a hex can represent any distance desired -- or no specific distance at all.

A "space unit" might have a mass of 1 mt for some players, or 1000 mt for others.

In other words, Starmada is very firmly planted on the "game" side of the game/simulation continuum. The only thing that matters is game effects. If you like that, then Starmada is perfect for you -- if not, it isn't too difficult to put a scale to the game. Just don't expect other players to agree. smile

2,131

(7 replies, posted in Grand Fleets)

Soulmage wrote:

The other rule set I looked at just had you remove ships as soon as they failed a check.  I think it would be preferable to give the opponent a chance to finish off a ship and/or the possibility that the ship might "regroup."

Out of curiosity, what was this "other rule set"?

2,132

(36 replies, posted in Starmada)

Building off of the guidelines in the rulebook (i.e. no more than 50% of the fleet's CR can be tied up in one ship), I wonder if it might not be interesting to have a "pyramid" structure:

Essentially, the assets available to each fleet are categorized into three levels: B, C, and D. For example, the Imperial Starmada might look like this:

B-level
Concordant
Indomitable

C-level
Belligerent
Majestic

D-level
Furious
Swiftsure
Valiant

The catch is that, for each ship taken from the B-level, there have to be at least two ships from the C-level. Likewise, each C-level ship requires two D-level ships.

For example, in order to have a Concordant in my fleet, I have to have at least two Belligerents and/or Majestics, and at least four Furious, Swiftsure, and/or Valiant-class ships.

Thoughts?

2,133

(56 replies, posted in Starmada)

Silvaris wrote:

As a long time Starmada player, what changed to make this an issue?

Nothing has really changed: and I'm not sure yet that it's an issue, especially with the "surcharges" for extreme ranges.

But I don't think we've ever really had the conversation; so I thought it was appropriate to talk about it.

Several of the standard navy's in both Compendium and X employed these.

Oddly in AE none of them do.

The reason: The fleets in AE were all redesigned by me. And I prefer medium-ranged weaponry and reasonably-sized ships.

It is also unfair to compare ships designed under different assumptions. One designed using optional rules not available to the other will give unfair results.

But that's just the point -- Starmada's underlying assumption is that you can take two forces designed by two different players with different philosophies and a battle between them will be balanced.

This may or may not be true in practice, but it's the goal -- so if there are concerns raised about a particular tech or combination of tech, I have to pay attention to it.

As I've said before, "balanced" does not mean "random" or "50/50 chance of winning". Each side should have a reasonable chance of victory, provided they use appropriate tactics, not only for their own force, but also in reaction to their opponent. There's a difference between an "unbeatable" tech or combo and one to which an individual player hasn't (yet) figured out how to effectively respond.

And yes Tech controls a battle just as much as this current range discussion. A navy with significantly higher tech levels will control a battle. Consider the Vorlons/Shadows vs the younger races in B5 or the Borg in Star Trek.

In Starmada terms, the Vorlons/Shadows and/or Borg should only dominate the battle if their CR total is higher -- not just because of a tech advantage.

2,134

(56 replies, posted in Starmada)

Marcus Smythe wrote:

So... every ship in Starmada has a Stealth System and rear-mounted range 30 guns.  _every_ ship, because on a floating map, nothing else beats that.  Nothing at ALL, if their fast enough to outrun fighters.  (Which they can be, they only need a peashooter).

Exactly. If you run away from me, shooting me with your butt-lasers, I should win. You've conceded the battlefield to me.

2,135

(56 replies, posted in Starmada)

GamingGlen wrote:

Ugh. Fixed maps.  THERE ARE NO WALLS IN SPACE!

The whole idea of "fixed" space maps is such a foreign concept to me.

Tell us what you really think.

Yes, there are objects that will not move its position.  But that does not mean maps have to be fixed.

Actually, it might.

A ship could move "off-map" relative to the non-moving object, but that doesn't mean it left the battle.

Actually, it might.

There are no walls on a land-based battlefield, either (generally speaking). But the battle is being fought in a particular place at a particular time. If a force moves away from that place, they are conceding the battle at that place and at that time to their opponent.

The same holds true in wet-navy conflicts, which is the default analogy for space games.

Whether fighting over a point in space (planet/station), a "space-lane", or an off-map asset (convoy), the battle is occurring at that location for a reason. Battles between opposing forces for no other reason than to eliminate the opposing fleet are very rare -- and notoriously hard to engage in (as the Japanese learned in WW2) and even harder to press home (ask the British after Jutland).

Now, further remember that this is a game -- and in a game (instead of a "simulation") many things will be abstracted; not least of which are the concepts of victory and defeat.

Therefore, Starmada makes the assumption that driving off the opponent is a "mission kill" and as good as making the other ship blow up real good. For this to have any relevancy whatsoever, a fixed map is necessary.

The default map should be floating, and all balancing issues should be based on that.

You have an opinion, and I don't disagree with it. My personal preference is for a floating map -- especially when playing vector or semi-vector movement rules -- but I also will allow ships to "disengage" as desired and move off the map as if it were fixed.

Finally, please note that a fixed map is the default in Starmada. In fact, officially-speaking, the floating map is not yet an option in the Admiralty Edition (although the concept is ubiquitous enough that most players who want to will institute it without even thinking).

In other words, while a floating map may be desirable for some players, it's not as if a fixed map is a completely wacked-out concept. There are some valid reasons for it.

The game does have a range 1 "weapon": anti-fighter batteries. Why not let the other weapons have a range of 1?

For precisely the reason you've discovered. The rounding issue completely mucks up the math when the numbers get too small.

2,136

(7 replies, posted in Grand Fleets)

Really?

I actually think morale rules would be an interesting addition -- but I had never seen a rule set that incorporated them, so I thought we'd be laughed at by the Historical Gamer Establishment.

2,137

(56 replies, posted in Starmada)

Ken_Burnside wrote:

The problem with the Range 30/Speed 6 Sniper BBs isn't the range 30 per se; the problem is that they get several turns (often an entire game's worth) of unanswered fire, because they're not adding their speed to their range - they're only letting the opponent add the difference between their speeds every turn.  Without weighting arcs for this factor (which you've indicated is a no-go), you really can't close the door on the problem.

I don't think I've said that's a "no-go". But I may have pretended not to hear the question... smile

What the current system (and even my proposed "solution") DOESN'T account for is the increased usefulness of early damage -- knocking out weapons, reducing shields before the shorter-ranged ship gets to use its limited number of return shots.

How many times does the r30 weapon get to shoot before the r18 weapons get into range?

I really don't believe there is a definitive answer. For example, one possibility is "infinity". Just turn your r30 ship around and move away from your opponent. Thus, if the engine factors are equal, the ship with the longer-ranged weapons will always win.

Next, consider the fixed-point scenario. A starbase is 100 hexes away, with unlimited range on its weapons. You have a ship with range-X weapons and engines Y. How many turns must you weather the storm before getting to return fire?

Answer: (100-X)/Y

So, a ship with engines 6 and range 18 would have to suffer through 13.7 turns of enemy fire, while a ship with engines 6 and range 30 would have to suffer through 11.7. Increase the first ship's engines to 7, and the result is also 11.7. (Thus, engines 7, range 18 is equal to engines 6, range 30?)

By this measure, speed is MUCH more important than range... which experience shows is incorrect.

I honestly believe the best we can come up with is "reasonably close"... there will always be cases in which a combination of range and speed can be shown to "really" have a different effectiveness than that we give it in the point system.

2,138

(56 replies, posted in Starmada)

In an attempt to rein in this quickly-drifting topic...

If there is a problem with the existing point value for weapons ranges, it is because range is not a linear function. But what about movement?

If you picture the weapon arc as a 60* cone extending X hexes from the firing ship, then the far edge of that cone is X hexes across. Movement allows you to shift that edge by Y hexes, essentially adding a "rectangular" area at the edge of the cone X hexes wide and Y hexes deep.

So, if we are thinking of costing weapons according to the hexes covered by the firing arc, that means:

X * (X + 1) / 2 + (X*Y)

Since X is already part of the ORAT computation (by virtue of being multiplied into the base SU cost), in order to get the ORAT, you would multiply the base SU cost by:

((X + 1) / 2 + Y)

Instead of the current (X + Y) / X.

On a speed-6 ship (like Beowulf's Mississippi-class BBs), range-30 weapons have an ORAT 125% more than range-18 weapons (including the 50% surcharge):

(30 + 6) * 1.5 / (18 + 6) = 54 / 24 = 2.25

With this proposal, the increase from range 18 to 30 would be 131%:

(30 * 31 / 2 + 30 * 6) / (18 * 19 / 2 + 18 * 6) = 645 / 279 = 2.31

In other words, doing things this way might be more "accurate" -- but practical terms, the difference is negligible; about a 2.3% increase in final Combat Rating.

2,139

(56 replies, posted in Starmada)

OldnGrey wrote:
cricket wrote:

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

This would be total SU, not ORAT.

*sigh*

No, it isn't.

The values I gave above were for the Offensive Rating, as given by the Excel spreadsheet -- without accounting for the ship's Engines rating.

When given an engine rating of 5, at range 3 the value is 10.7; at range 2 the value is 7.0. At range 1, the value does pop up to 12 due to the rounding involved.

However, as ranges less than 3 are not allowed (and range 3 is as optional as range 30), the problem is moot. smile

2,140

(56 replies, posted in Starmada)

jygro wrote:

Perhaps this is the correct costing of the weaponry, but that means a lot of ships have to be recalculated and in some cases, not enough SUs to make the ship 'legal'

FWIW, I would not propose changing the SU cost calculation, just the CR.

2,141

(56 replies, posted in Starmada)

GamingGlen wrote:

Put those values in the spreadsheet and see what you get.  The ship's ORAT increases with ranges 1 and 2.

No, it doesn't.

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

And why isn't range 1 available?  Fighters have a range of 1.

(why have a separate category for fighters anyway?  they're just hull 1 ships with a squadron option and a movement advantage.  but that's another topic)

Indeed. Another topic ENTIRELY. smile

But there is nothing preventing you from fielding a swarm of hull-1 ships instead of (or in addition to) fighters.

2,142

(10 replies, posted in Starmada)

thedugan wrote:

CMG?

Collectible Miniatures Game.

2,143

(10 replies, posted in Starmada)

I would think step one would be to find a list of all the values for ships in the CMG -- does such a thing exist?

2,144

(56 replies, posted in Starmada)

go0gleplex wrote:

Range is actually greater than speed in value.

Perhaps.

Range is fixed and relative to your position. Speed, on the other hand, degrades with damage but allows you to change that position.

The "problem" is, that while the SU cost for speed becomes prohibitive very quickly for ships of any reasonable size, range can always be increased for a linear change in SU cost. Thus, no matter what the CR impact, ships will always be encouraged to increase range before speed.

I'm somewhat convinced that, if we were to go to a non-linear range function, it should be based on X(X+1)/2, which defines the number of hexes covered by a 60* arc at range X (including the ship's own hex and counting the "half-hexes" at either edge of the arc as one hex each).

2,145

(56 replies, posted in Starmada)

GamingGlen wrote:

By the way, range-1 and range-2 weapons INCREASE the ORAT over range-3 weapons.  That tells me that the equation does have an issue with range.

Umm... really? Assuming such things were allowed in the rules:

RNG 1, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 1 x 1 x (1 + .25) x (1 + .6) / 4 = 0.5, rounded up to 1

RNG 2, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 2 x 1 x (1 + .25) x (1 + .6) / 4 = 1

RNG 3, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 3 x 1 x (1 + .25) x (1 + .6) / 4 = 1.5, rounded up to 2

:?:

2,146

(56 replies, posted in Starmada)

It's high time this got its own topic... smile

The existing point cost formula assumes that RANGE equals SPEED. This works just fine, so long as we're all playing with the same narrow range of values -- but once this gets out of whack, things have the potential to go south quickly (remember the "flying death monkey" debates regarding ARES?)

So the questions are:

1) In Starmada, is range accurately point-costed, or at least within a reasonable margin of error?

2) If not, how else can it be modeled?

2,147

(91 replies, posted in Starmada)

Silvaris wrote:

It was mentioned that the intent was flexibility. That a Speed 6 Range 12 ship has the same chance as a Speed 3 Range 15 or a Speed 12 Range 6 range design.

Is it even possible to design an effective Speed 24 Range 6 ship or a Speed 12 Range 18 ship?

The intent is flexibility and balance. In other words, if played "correctly" (i.e. you realize the strengths and limitations of your own fleet, and those of your opponent) two fleets have a roughly equal chance of victory.

An assumption made along the way has been that RANGE equals SPEED. Whether or not this assumption is accurate lies at the heart of this discussion.

It is certainly possible to design an effective speed 24 / range 18 ship -- you'd of course need to disregard the published space unit rules, though. wink

2,148

(41 replies, posted in Discussion)

At the risk of being labelled "un-American", let me reiterate my point from last year about this time...

Fireworks are stupid.

2,149

(91 replies, posted in Starmada)

jygro wrote:

Is the point cost (in the Starmada Math calculations) correct for the extra-long ranges?

You're right -- except that the answer to this question cannot be determined without reference to the opinions of players as to whether long-ranged weapons are 'broken' or if 'good tactics' can overcome them.

Obviously, players need to adapt their tactics to their opponent. Otherwise, the game is little more than rolling a bunch of dice. But if the only effective adaptation is getting your own long-ranged weapons, then it is broken.

The reason we're debating all this other stuff is to establish an answer to your question. smile

2,150

(91 replies, posted in Starmada)

go0gleplex wrote:

c) scrap the movement system and go to a true vector type system in which delta vee can be built up making that 30 range weapon a much smaller problem.

Oh, that's SO not gonna happen. smile

Not after the pain and agony that went into the current movement system...