2,176

(27 replies, posted in Miniatures)

Nahuris wrote:

Once done, Dan, I can make the book ships available to you, and you can decide if you want to host them on the site, or include them with the books... I'd just love to see counters available, so that people can dive right in and have a great game with all the visual appeal as well.

It's a really great idea, and one that I had briefly thought about as well.

The difficulty, however, is not so much in creating the "counters"/minis, but in producing them. The nice thing about the punch-out card minis on the market now is that they are on really sturdy plastic, and more importantly, are pre-cut. So all you have to do is punch them out and assemble.

2,177

(5 replies, posted in The Admiralty Edition)

go0gleplex wrote:

Small Craft:

I'm moved to comment that I'm REALLY pleased with the Customized Fighter rules. Thanks to those in the Admiralty who pushed for that one...

2,178

(23 replies, posted in Discussion)

I watch a LOT of cartoons...

2,179

(23 replies, posted in Discussion)

thedugan wrote:

Sponge Bob screen credits are something that I just don't have tme for.
smile

Who needs screen credits?

Just close your eyes and picture Mr. Krabs saying "I took his head and raped his woman before his blood was even cold."

2,180

(91 replies, posted in Starmada)

GamingGlen wrote:

So you define a serious battle as one with lots of ships?   What's wrong with fewer but larger ships?   Point costs come out the same, don't they?

Contrarily, what's wrong with more but smaller ships? Point costs come out the same, don't they? wink

I happen to LIKE smaller ships...

2,181

(8 replies, posted in Starmada)

Yeah, I have to remember that when things got "rejected" or otherwise set aside during AE development that it wasn't necessarily because *I* didn't like it...

It's funny -- sometimes I delude myself into thinking Starmada is still MY game... big_smile

2,182

(8 replies, posted in Starmada)

I had thought about a similar mechanic for the 'default' cloak in Admiralty.

Then I decided against it.

Can't remember why, 'cause I still think it's a good idea.

2,183

(23 replies, posted in Discussion)

thedugan wrote:

I'm thinking that this is a 'Geekier than thou' contest sometimes....

It is.

And I win.

2,184

(23 replies, posted in Discussion)

Watched "Highlander" (the first movie) the other night.

While it's still an excellent flick, it's not quite the same once you realize that the Kurgan is Mr. Krabs...

2,185

(15 replies, posted in Starmada)

Marcus Smythe wrote:

I wouldnt want to try to do Jutland with SMAE.. but it would be perfect for the Battlecruiser engagement (assuming we all overlook the light cruisers, etc. smile )

Funny you should mention that...

Heh heh heh... wink

2,186

(3 replies, posted in Starmada)

Marcus Smythe wrote:

"Slow Firing" is a penalty that applies to a weapon.  Reduced Penetration is a penalty that applies to a weapon.  If the slow firing penalty on mode 1 also penalizes mode 2, why does the reduced penetration penalty on mode 1 not also penalize mode 2?

Because most penalties apply at the time of the attack, and therefore can be split between modes without crossover and still be balanced. However, "slow firing" applies across turns -- and is not a penalty at all in the turn when it is fired.

Therefore, in order to avoid abuse, we have to stipulate that slow-firing in one mode does apply to the other mode.

Since we want the dual-mode ship to have that firepower penalty as a price for flexibility (as its price for having 10B when desired, rather than 10A and 5B all the time), then the slow-firing issue is resolved, and I retract the question.

Does that mean I should retract the answer? smile

I suppose that the same concerns answer the ammo question, though I still find the idea of a weapon that has a limited number of 'big shots' and unlimited 'little shots' really flavorful.

I could see expanding the dual-mode concept to deal with this, as well as differing ranges... but for now, there must be some limitations.

2,187

(3 replies, posted in Starmada)

Marcus Smythe wrote:

1.)  May the weapon fire in Mode B, if there is no ammunition remaining?  (We assume that Mode A was costed for ammo, and mode B was not)

Page 11 of Hammer & Claw states: "In addition, if using option C5: Ammunition, each time the weapon is fired one point of ammo is exhausted, regardless of which mode is used."

This was intended to imply that if a weapon has ammo for one mode, it must have ammo for both.

2.)  If the weapon fires on turn 1 in Mode A, may it fire on turn 2 in Mode B?

Good catch. I would say if the weapon is fired as "slow-firing", it cannot be fired in the subsequent turn, even if its other mode is not slow.

3.)  If the answer to #1 or #2 above is 'no', then why does the weapon not suffer from reduced penetration in Mode B?

I don't know. Why would it suffer from reduced penetration?

Next Question:
Assuming the answer to question #1 above is 'Yes', may a weapon be designed such that it has modes A and B, and requires (seperate) ammunition for both?  May a weapon be designed such that it has modes A and B and shares ammunition for a common pool for both?

As above, the intent is that the weapon draws from the same ammo stock regardless of mode.

Next Question:
It was noted that Dual-Mode weapons must have the same range. Does this still allow Dual Mode Weapons wherein Mode A suffers from "minmum Range" and Mode B has the carronade limitation?

Sure. The "must have the same range" limitation is merely for ease in point-costing.

Final Question:
Why do Dual-Mode weapons have to have the same range in both modes?

As above.

2,188

(22 replies, posted in Starmada)

Okay, in the hopes of eliminating confusion, here are the boarding pod rules in their entirety, per the most recent version of the rulebook:

BOARDING PODS

This option requires the use of option F.6: Strikers.

Boarding pods are a form of striker used to transport marines to their target. A standard boarding pod flight is identical to a striker flight, except that its capacity requirement is 16. Pod flights may be customized per option F.1: Customized Fighter Flights, but may not be given any fighter traits. The initial coefficient in the capacity requirement formula is 18, not 183.

When a flight of pods is launched, immediately remove a number of marine squads from the carrier equal to the size of the flight; e.g. if a standard flight is launched, six squads are removed. These squads have been placed inside the pods, and will be used to board enemy starships.

Damage scored by a boarding pod flight does not result in a die roll; instead, each point of damage lands one boarding party on the target.

A pod that fails to score a hit, or penetrate the target's shield rating, is not necessarily destroyed—although that is a distinct possibility. But it is unable to make another attempt, and is removed from the board like any other striker once its attack has been made.

2,189

(22 replies, posted in Starmada)

Zerloon wrote:

But... I know maybe I'm annoyng... there no sign of the fact that boarding pod hit at 5+ rather than 4+.

Well, the rules state that boarding pods are the same as strikers -- which are themselves the same as fighters -- which have a standard to-hit of 5+.

2,190

(21 replies, posted in Discussion)

Haven't seen it yet, but from what I've heard I would have thought Jim would give at least 10.4 out of 15...

2,191

(22 replies, posted in Starmada)

Zerloon wrote:

Excuse me, where I can find the 1.0 revision summary?

http://www.mj12games.com/starmada/mjg0120rev.pdf

2,192

(22 replies, posted in Starmada)

rafial wrote:

Aha! SAE Core 0.0 pg 38 lists an attack value of 4+ for boarding pods, and the 1.0 revision summary does not errata this. There's the discrepancy!

Oh... I forgot that was even a change. :oops:

2,193

(22 replies, posted in Starmada)

rafial wrote:

Okay, now *I'm* really confused.  Using a coefficient of 18, and the Boarding Pod stats on Page 38 of SAE Core (v0.0) of Size 6, Speed 10, Attack 4+, Defense 0, I get:

(18 * (7*7) * 10 / 4 /6)**.5 = 19.16 -> capacity 20

Also, a standard boarding pod flight has a to-hit of 5+, not 4+? If you plug in /6 instead of /4 for the attack value, you get a result of 16...

2,194

(22 replies, posted in Starmada)

Okay, I didn't want to get into the math, but since it seems important... smile

A flight of boarding pods is roughly the equivalent of a striker flight with DMG 2 (since it automatically causes a "hull" hit). This means its capacity requirement should be 26 ((29 x [6 + 1]^2 x 10 / 6 / 6)^.5 x 1.3 = 25.83). Therefore, you should be adding +145 to the ORAT and +5.8 to the DRAT per flight.

However, remember that you've already "paid" for some of this via the marines themselves -- +1 to the DRAT per squad, or +6 for enough squads to fill a boarding pod flight.

So, what we need is a value N that, when including the marine's DRAT addition, comes out to a final result of 26. Or:

(5N x (N/5 + 6))^.5 = 26

5N x (N/5 + 6) = 676

N^2 + 30N = 676

N^2 + 30N - 676 = 0

The solutions for N are 15.01 and -45.02 -- obviously, we won't be using the negative result. Keeping with precedent, the 15.01 is rounded up to 16.

2,195

(22 replies, posted in Starmada)

Don't try to reverse engineer the boarding pods like you would any other fighter flight. Remember: they are only useful when combined with marine squads; for which you've ALSO paid in space units and combat rating.

The actual value for boarding pods was determined using the quadratic equation... wink

2,196

(22 replies, posted in Starmada)

The coefficient is 18.

Boarding pods are a form of striker used to transport marines to their target. A standard boarding pod flight is identical to a striker flight, except that its capacity requirement is 16. Pod flights may be customized per option F.1: Customized Fighter Flights, but may not be given any fighter traits. The initial coefficient in the capacity requirement formula is 18, not 183.

2,197

(2 replies, posted in Starmada)

murtalianconfederacy wrote:

Teleporters are still listed as +20 to the ORat of a ship, when in January they were reduced to +10

:oops:

However, the values in the Shipbuilder (and therefore in the Hammer & Claw book) are correct. It's just a typo in Appendix A.

Also, I was designing ships for S:AE for a particular setting I'm tempted to either release as a free or see if the rest of the Admiralty liked it, and I was designing it with the old values, pre-revision sad Five hours wasted

Which pre-revision values are you talking about?

2,198

(62 replies, posted in Starmada)

GamingGlen wrote:

*sigh* my CRAT-25 1-hull strike boats might be the way to go.  But then, AOE weapons would make short work of them.

Not necessarily. As long as you space them out so no more than two can be covered in any given AOE shot, you'll make your opponent waste the CR for the ability.

And if hull-1 ships are too plentiful to space them out, go with hull-2 or hull-3 versions.

2,199

(28 replies, posted in Starmada)

falstaffe wrote:

The discussion reminds me of RPGs. I think a lot of folks were expecting AE to be more like Champions, a tool set that was so versatile and planned out that you really could build ANY rpg setting, ability or power. You didn't need to create a new rule, ever.

Well, that IS the intent... it's just that I doubt it would ever be possible to say "This book is COMPREHENSIVE"... players are just too creative for that. smile

Looking down the road, I can see an edition of Starmada that combines all of the rules from all of the supplements, because whether or not M12 sees them as essential or universal, PLAYERS will.

True dat.

2,200

(28 replies, posted in Starmada)

Marcus Smythe wrote:

Perhaps we could discuss a flat-rate Starmada-core-rules 'subscription' where we get access to all the new rules, without having to buy all the new fleets and all the new fluff?

I'm not opposed to this idea in theory -- but I'd need to think more on exactly how it would work.