What a milestone! To commemorate this event will you name the new version Starmada 1000?
-Tim
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mj12games.com/forum → Posts by Marauder
What a milestone! To commemorate this event will you name the new version Starmada 1000?
-Tim
@Dan
Any mod that lets a ship have "better turning" would be much appreciated. What you propose with overthrusters sounds like the trick.
IMHO 6 shield arcs was fine for Star Fleet Battles, as most players controlled only 1 or 2 ships at a time. Once you have to manage half a dozen, its just a pain. I suggest if you want to divide it up you simple do it as 2 sets of shields per ship - fore and aft. That would allow for the tactic of "outflanking" to be there, but keep it as simple as possible. (and it would help with what you do with hellbores too!)
-Tim
Okay sounds good then. So each shift to the right multiplies the number of dice by 1/root 2?
-Tim
I see that you have the "default" attack value on the left and up to -10 worth of modifiers to the right. I'm wondering what the typical range of modifiers might be? It seems there will be at least the possibility of a +1 modifier (and maybe more with traits). Does it make any sense to have this chart range from say +4 to -6 with the "default at 0" and high lighted so everyone knows not to just jump on the left column?
Marc,
I think its easy enough to have traits that cause multiple damage. In fact SAE there is a trait "double damage" which I think people often overlooked because you could just as easily make a weapon with a DMG of 2.
I'm not sure if a high ROF needs to be simulated (it could just be the assumed default), but again a trait that let you attack again with every die that hit could simulate a high ROF weapon.
Dan,
How is range going to work this time? I see you have the 3 range bands listed - is it going to be 1 shift to the right for medium and 2 shifts for long range?
Is "stealth" going to be in the game anymore, or has that (and countermeasures I assume) going to be both be reflected by the ECM defense?
Thanks,
-Tim
The SFU does have electronic warfare (ECM). Star Fleet Battles has extensive ECM rules. Federation Commander does not. I would not expect Star Fleet Armada to have "official" electronic warfare rules. The lack of power allocation in Starmada makes it difficult to model, because when you use ECM in SFB you have to give up something else, either movement or weapons fire, or less of any of the bajillion other things you need power to do. I think the proposed system models the Star Fleet Universe pretty well. Armour in the new system works pretty much the same way as shields do in SFB/FC/ACTA.
For me the ECM that is being portrayed for the new version of starmada is bigger than what you could do in SFB. Its more like what you are doing with a Holofield. Of course in the end its up to your interpretation of the rules as to what it simulates.
-Tim
Good explanation Dan and I do see the point of having the negatives associated for arcs - definitely required if you are going to have any sort of left shift on the attack and if you can combine arcs that overlap, this will come up all the time!
@madpax - I think what we need to see, to start envisioning how to adapt ships to the new version of starmada, are the weapon traits.
-Tim
What do the numbers in the weapon arcs mean and how does the attack dice chart work?
-Tim
Great news!
I will definitely buy the PDF rules for this. Any chance you'll be selling the ship cards printed on card stock? While I don't mind printing off rules in B&W on regular paper, it would be a shame not to get to play with those beautiful cards on a decent material.... and getting them printed off at kinkos (instead of at work/home for the B&W) would be brutally expensive.
-Tim
Awesome, thanks for the reply Dan.
Do you have any sample ship SSD's you can post?
The three forms of defense are:
ECM: Reduces the effective firepower of attacking weapons.
Shields: Deflects incoming fire.
Armor: Absorbs damage that gets past the first two lines of defense.
Very nice and well layered to work with one another.
So can you divulge any more game mechanics? You said in some cases it would come down to just one die roll - where now you'd only get down to 2 if the target had 0 shields. Have you done away with the damage roll?
How does ECM work - takes away attack dice or makes it harder to hit? Is it safe to assume weapon banks still have their own accuracy value?
Shields pretty much the same as before?
Is armour ablative (i.e. has hit points) or does it give a fixed save?
-Tim
I like it.
Can you elude to how the 3 defenses work?
-Tim
Wow, my paypal account is going to be very busy soon!
Those are really nice looking cards Dan. Nothing like solid play aids to look at while you are not playing to make you want to get back to playing!
I can't help but ask - I see there is an anti-air line on there - any chance we'll get to use those against live targets?
-Tim
OTOH, the new edition might just address some of these concerns...
Can't wait to see what you've done!
Man I would have loved to have play tested this new edition. We finished a starmada campaign a couple of months ago (using the sovreign stars rules in the Rules Annex). We all picked up GZG fleets and spent countless hours designing our forces. Our group has 1 power gamer, 2 min/maxers, 1 fluff lover and 2 more or less regular gamers. Alas 2 of us have newborns at home and another is on the way.
Dan if you need any help proof reading I'd be up for that... although I will add that your rules are some of the most clear and well written out there - so possibly you don't need any help in that department.
Looking forward to the finished product,
-Tim
I really hope this gets some attention in the new version of Starmada! Ships should have some sort of anti-fighter defense that goes off immediately before the fighter gets to attack - especially considering how strikers and seekers work. I'd be fine and dandy if you couldn't get other types of direct fire weapons that were "anti-fighter" - I think they take away work from interceptors anyways!
You had my money at "3 types of defenses". Now "ignore shields" will just counter one type of defense!
-Tim
Hey,
So I'm getting tempted by Evolution of Arms. Can anyone answer some questions?
1) The new point system. Does that replace the old one or is it just for particular scenarios (i.e. ones in cramped locations)?
2) Hand to hand options. Is melee still purchased as part of the model or are there now separate hand to hand weapons?
3) More expansive army customizer sounds interesting. Can any examples be divulged?
Thanks,
-Tim
I don't think its TMP's official and long term plan, but its something he's been forced to do in the short term. You can read about it in this rather lengthy thread:
http://theminiaturespage.com/boards/msg.mv?id=249243
-Tim
Table Top Gaming News is free.
I see lots of companies post about their games on TMP, especially in the 15mm sub forum. Some may frown on it, but then again its hard to post anything on TMP without someone frowning on it!
-Tim
Hi Tim,
I've been looking for someone who can make a customizer and am willing to pay decent money for it. Haven't yet gotten any confirmed bites.
TMP seems to have an issue now that they are so busy they can only post news for people who pay for advertising. So if you want to bring this to people's attention on TMP I suggest just posting in the message boards.
@Demian
Wish i had known that about a year ago. A buddy and I could have worked on it. Now we both have new babies at home!
Maybe if you advertise the supplement at TGN and TMP also mention you are looking for someone to work on a design program/spreadsheet in the same article.
-Tim
Hey just wondering if you guys are planning on doing some sort of army creation aid, much like all the great spreadsheets you have for Starmada? One of the issues we had with using Defiance in our gaming group is that people were just overwhelmed with the options and having a nice spreadsheet with all the options in it would have helped out!
-Tim
German list looks good.
I am no RN expert but I see many familiar names in that list. Interesting that you have carriers in the mix!
-Tim
The entire Kriegsmarine for starters as well as all the Royal Navy ships that battled them. I think the battles that should be covered:
-Bismarck series
-River Plate
-Everything to do with the "Ugly Sisters"
-The small actions during the invasion of Norway
BTW, I've got you started on the Kriegsmarine in this thread:
http://www.mj12games.com/forum/viewtopic.php?f=5&t=2752
-Tim
If you stick to the non-custom strikers or if you are using the rules from Romulan/Klingon Armada you'll do just fine.
But... if you use all the fighter customization rules and make it your mission to "win win win", they yes, you can make some very devastating strikers that do heaps of damage and that your opponent will likely not be able to stop.
Note that ships do not get a chance to fire between when fighters/strikers are launched and when fighters/strikers get to attack. Anti-fighter batteries go off not when fighters attack, but when ships fire weapons. Too late to deal with strikers, but good for a retribution kill vs. fighters.
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