201

(19 replies, posted in Miniatures)

Cartman wrote:

I don't think there are really good/bad guys in this setting, as it should be. Besides, French-bashing does not sit well with me.

Sorry. Didn't mean to French bash. I designed the German ships in the book, and likedthem to much for them not to join my fleet. smile
That's all I meant.

Cartman wrote:

The ships are part of the Eurofed line and have been given Italian names, thus I have to work with that material. However, there could have been some Italian civil war and the fleet split in parts, some aligned with the Eurofed and some remained allied to the ONESS.

Logical, and probably likely. (I admit I haven't been to the site yet to see them or read how the fit in.)

Cartman wrote:

The Eurofeds have a -1 engine tech modifier but a +1 special equipment modifier, so I was thinking that both ships are slow but have a lot of refinements equipment-wise. Especially the Insidioso, I was thinking of making it a stealth DD. As for the Milano I had in mind to turn it into a dedicated heavy ship-killer; the Eurofeds badly need such units (and a huge carrier as well!)

The whole trick usually with the Eurofed is to keep the range and stay in tight formations.

As I was thinking of the backstory, I thought that those two ships were initally designed to work with the (or within?) the ONESS and that they'd have no tech modifiers (I don't think ONESS ships have any, do they?).

They do. They had to to get those nice guns on them.
Weapon +1, Equipment -1

Cartman wrote:

Remembering in WW2 the Italian navy predilection for fast ships I wanted to make the Milano a very fast ship of the line. But then to explain their presence amongst the Eurofed fleet I was thinking that perhaps the designs had been stolen/brought over to the Eurofed camp along with brake-away faction and that the Eurofeds funded the development of those ships but using Eurofed-available technology. I don't know, I'm just thinking aloud!

I don't know the overall history well enough to fit a suggestion. hmm

202

(19 replies, posted in Miniatures)

I agree. the Insidioso  is sweet.

And no reason the Italians couldn't be in ONESS with some of the German tech. Those ships belong with the good guys, afterall.

203

(17 replies, posted in Game Design)

cricket wrote:

Do you play sports-related games? If so, what kinds? If not, why not?

Well, my $0.02...

Any sports related games I have played consistently (on the computer or otherwise) have been League simulations, or the purpose of playing the single games was only to generate league (and those died the fastest).

When it comes to a game... go to one, watch it, go play. Reality is pretty well saturated here, IMHO.

But a league... managing the budget, grooming a player, drafting, trading,... that takes strategy and planning and time that I enjoy.
(But admittedly, hard to do solo with a table top approach).

So a quick system to generate play results - player stats, W/L, etc - that is complex enough that I can influence things with decisions out of the front office.

That is fun.

(The free Eastside hockey simulator has been the best in the computer realm for this but is more complex than it has to be, and doesn't easily allow custom league creation.)

204

(15 replies, posted in Discussion)

Sox or Angels are just going to lose to the Cardinals anway, so I wouldn't lose any sleep over it.

205

(13 replies, posted in Starmada)

oops.
I had some typos in my earlier post that slightly affected the intent. Hope it was clear enough.

(I edited it just in case)

206

(13 replies, posted in Starmada)

Double posting coolness.  big_smile

Sorry, i must admit not having read more of the Defiance background.
-2 is pretty drastic, but if that feels like a better model then it should be fine. Sounds like it is consistent, anyway, for most everyone, so it shouldn't unbalance anything.

On the other hand, does that change and/or limit any of the other basic Starmada tech as something that doesn't "fit" in a phase-verse?

Like, cloak?
Or stealth gen?

207

(13 replies, posted in Starmada)

Maybe just an additional -1 to hit a phased ship, as well as an additional -1 for a phased ship to to hit a target?  (cumulative with other modifiers)

Not sure on the passing through objects part, since my Starmada games have rarely involved collisions of objects...

208

(7 replies, posted in Miniatures)

I am in awe.
Where do you get the sprues?


Makes me want to break out my Dirtside minis.

209

(55 replies, posted in Starmada)

Same basic approach used for the elite officer abilities applied in the VBAM/Starmada book.

I would say that is a more reliable approach, that doesn't change the mechanics of the game.

210

(55 replies, posted in Starmada)

See, there are plenty of ideas left to explore out there.

My $0.02 is just that I think following a campaign - seeing them developed and applied would be more enjoyable than just providing a list and saying "have at it".

Even in the Compendium and X books, the history (as much as I like what is there) is provided sort of "as is" and doesn't show a progression... it lacks depth cause the connections aren't there.

211

(5 replies, posted in Starmada)

murtalianconfederacy wrote:

In some of my universes I use the concept of the Ordnance Cell Array. Essentially, its a way of customising a missile loadout so that the enemy never knows what you've got. You could fire heavy anti-ship weapons or anti-fighter, or a combination of the two.

Now, how can you factor that in to a Starmada-X game? Could you have various 'weapons' that you can fit in to the vessel? Variants? Or is there some other way to do it?

This has come up as a question before... been awhile, so I don't remember where it went.

My first question, is do you mean to make changes between battles? or mid-battle?

If you mean between battles, I would tackle this by finding a way to have customizable drones (like fighters) - which has also come up here before, but I don't know who has done what with that idea. Then you could just load out with different drones for each battle.

If you mean during battles, this would be a lot harder. Off the top of my head...

ROF/PEN/DMG would likely need to stay the same, but if you had two weapon enhancements you could add a third that could allow you swtich back and forth. This would get expensive, I imagine, and there would need to be a declaration of which enhancement was in play for the turn - probably in the end phase.

212

(13 replies, posted in Starmada)

So, let's set it up and play it out, see how it really turns out, and then put out the supplement to support what comes next!   big_smile

213

(55 replies, posted in Starmada)

If the original Starmada "universe" is still viable, I would love to see a campaign set up... leveraged on the VBAM stuff.

There is so much that can be done to introduce "historical" ship designs, or even what designs and approaches come next for the Starmada and its foes. Exploring any of that could offer opportunities for new rule or equipment twists, also.

Or even the Brigade universe if that had more legs.

214

(19 replies, posted in Starmada)

I tend to agree with across the board, Jim.

I think my problem is in the range itself. It outstrips so many effective weapon ranges that it makes me wonder.

I think if it were shorter... somewhere in the 6 range I would feel better about it.

Really just wondered what others thought - if it were just me I would accept it with only cross-table whining to you. tongue

215

(19 replies, posted in Starmada)

I like mines, they add some interesting tactical variety to battles.

That said, I have to admit as many times as I have seen them used it never occurred to me until a recent battle that the range to launch them seems far too long.

10 hexes is longer than 1/2 the normal weapon ranges... is in the long range band of the 12 range and the medium of the 15.

I understand the launch range is equal to fighter movement... but that basically makes them untargetable drones with 1 turn of movement.

Is this really reasonable? Especially give the historical use and purpose of mines as a defensive rather than offensive weapon?

216

(11 replies, posted in Starmada)

cricket wrote:
beowulfjb@aol.com wrote:

>     I was wondering if its legal to place 2 Point defense 
> systems on a ship?
>  I designed a ship like that and gave it no shields  (!)  I
> have each PDS one on every other turn.  This gives the ship
> the  equivalent protection of Level
> 4 shields.  While the first is on for a  turn, the second
> recharges.  It makes the ship resistant to Ion beams and 
> particle beams also.  And if any Marine boarding pods attempt
> to board,  those rolling 1 to 4 don't bounce off, they are
> eliminated (I think that's how  that would happen).  The Ship
> printout looks funny because there are no  shields. Its is a
> bit costly... But is this allowed?

Sure... why not?

Of course, in Starmada X, the benefit of having a second PDS is lost...

Game effects may be lost but it would provide redundancy, right?
If one gets destroyed the other is still there.

Tyrel Lohr wrote:

Despite the best efforts of Earth, the campaign has largely played itself out at this point. The Solar League was able to repel the Altairians from Barnard's Star and began pursuing them to Cygni... only to have the fleet cut to ribbons -- again.

Oops. greedy. humans.

Tyrel Lohr wrote:

Without any real resistance remaining, the Altairians rolled back into Cygni. I didn't fight the battle, but the Solar League just didn't have anything left to really fight with. The Repulse had been rebuilt as a Renown-class Battlecruiser, but that ship alone wasn't going to turn the tide.

sad

Tyrel Lohr wrote:

With Barnard's defenses destroyed for a second time, the Altairians were free to hit Earth.

Before the end, humanity found another species, but they were not overly friendly, so it would taken "an act of CM" to have them appear as allies and friends. Too bad, we could have used their ships to help defend Sol.

Forcing a miracle wouldn't have felt right. I understand.

Tyrel Lohr wrote:

I think I am going to restart the campaign and see what happens a second time around. Hopefully my luck will be much better this time! It was incredibly poor luck that I got killed this time, but such things happen.

Hopefully not in our "real" future.

Tyrel Lohr wrote:

So off to an alternate reality we go!

I will take the lessons learned this time around, though, and apply them to the next campaign. One thing I think I will do for this next campaign is make individual weapon systems (sans ROF) into separate Micro tech advances, just to make them more interesting.

I am playing around with a similar idea right now myself.

Tyrel Lohr wrote:

I will also be increasing the research cost for Macro tech investments considerably, since otherwise I could see a race going from crap-tech to super-tech within only a decade or so, if left alone to its own devices.

-Tyrel

218

(1 replies, posted in Starmada)

In fact, using the formulas and guidelines within the VBAM Starmada edition you gain all you need to convert Starmada Ship stats to VBAM stats, how to establish and setup Starmada battles according to VBAM scenario guidelines, etc. So to answer your question, yes.

It is a great resource.

Further, the VBAM team went on and converted all the BK universe ships to Starmada stats, and it is always good to gain that many new ship designs to consider. There are sheets of counters for ships also included.

So the book is a wealth of material, and that was just some of the highlights.

219

(12 replies, posted in Starmada)

many have been implemented in a version the VBAMers are using...

big_smile

220

(10 replies, posted in Starmada)

cricket wrote:

It seems as though an update to the SXCA is in order... one which allows for the designation of a ship as a "station"...

I'll see what I can do. smile

And I didn't even remember that station's got anything special, other than 0 movement.

Cool.

221

(12 replies, posted in Starmada)

cricket wrote:
Taltos wrote:

Security teams are affected by tech level?

Yup. I assume the space requirements for security teams (and marines, for that matter) represent equipment and such, not just "people space" as for troops and passengers.

For Marines I believe it - launch pods, heavy combat gear etc.
But small arms and flak vests don't seem like that much extra stuff... They are fighters but not combat troops. So I think our vision of security guards may be different.  smile

cricket wrote:
Taltos wrote:

And stutterdrives aren't?

Actually, stutterdrives are affected by tech level -- but it's the Engines TL, not the Special Equipment TL. (Stutterdrives take up 20% of the total engine mass).

I'll buy that.

222

(12 replies, posted in Starmada)

Security teams are affected by tech level?

And stutterdrives aren't?

cricket wrote:
Taltos wrote:

oh, and for some reason I cannot download the ship sheet...

http://mj12games.com/forum/files/eagle_ca_500.pdf

Try the direct link, above...

Thanks.

Nice ship, but pretty undergunned for 335 points.
The defenses are clearly your bane.
Get hull damage into these things, so even when they win they will be limping away crippled.

And I see security forces at work, so the marine option probably isn't there.  :cry:

cricket wrote:

Well, the idea rubs me the wrong way, as it smacks of min-maxing...

Min-Max, while generally criminal, is justified to avoid annihilation of the human race.

lol

oh, and for some reason I cannot download the ship sheet...