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BarkingMonkey wrote:Still waiting on Nomads first post - I actually thought the intent was that only range based trait combinations indicated in the table were permitted, rather than no more than two (though I confess these may be the same - I'm a little too lazy to suss out all the range based traits permutations.)
I believed that it was only one but there are are some dual combinations permitted as shown in the chart (included in both drydock and shipyard).
Paul
madpax wrote:Who's that guy quoting like Mr Spock?
Marc
Not Han Solo that's for sure.
Paul
Marauder wrote:It would be very interesting if gunboats could be grouped in to flotillas of 3 or so - just sayin'
-Tim
You could construct a ship representing a group of small ships with -1 to weapons each time a hit is taken and no repair.
A minimum of three hull would preclude attack boats or small insystem gunboats. I had intended to use fighter rules/traits for attack boats but they need to be bigger than 50SU. Bigger than a fighter flight in Nova, two hull seems to give room for options (No hyperdrive of course). (Interest in a setting that has been around for a few years)
Paul
cricket wrote:Just spitballing... As long as you have "X" levels of Command (with "X" based on your fleet's point total) you get a +1 to all attack modifiers...
Would'nt that upset the balance of power? Oh no, I must be stuck in Trek mode.
How about adding to my previous list.
4) +1 modifier to weapons for one turn. "Mr Sulu target the cruiser"
Fixed cost per Command point, this is a way to show crew experience. A fixed maximum of points that can be used per turn?
Paul
What would I use Command for?
1 point per command choice (ticked off as used) to use for:-
1) Add 1 to an initiative roll. "Having the Captain aboard could save our lives""We come in peace, Shoot to kill - FIRST!"
or
2) Add 1 to a turns available thrust. "I need more speed mr Scott"
or
3) Add 1 to a repair dice throw. "Get those systems back up Mr O'Brien"
Besides I do have a nice icon
[attachment=0]Command Icon.png[/attachment]
Paul
I included the explaining graphic with the spreadsheet, incase anyone has not seen it.
Paul
[attachment=0]Nova arcs.png[/attachment]
I don't see what all the fuss is about, just because you might be able to who is seriously going to have an extreme weapon with a total firepower of 72 attack dice.
Oh my! It is so Exhausting having to count a few more columns over to the right.
Excuse me. Just have to lay down for a minute. You young-uns should'nt have a problem.
The system is simple, my eight year old niece can use it.
I am not saying don't do it. Just that it seems like going to more bother for nothing. Just my 2d worth.
Paul
cricket wrote:Also, what are the "PX" and "SX" arcs?
My fault I think. I left the combinations in for ABC,ABD,CEF and DEF. Those would be ABC and ABD.
Paul
diddimus wrote:Yes that's exactly what I think is needed. Glad to see it's already in hand
Then again you could have reduced the number of weapons!
Increasing the BAS?
History repeats itself!
I can see the old headlines come around again.
"Mysterious rise in the sales of ping pong balls and black paint!"
"Sir, there are more of those black blips on sticks."
"Well Don't just stand there - Blast Them!"
"Must have been something cloaked, they just . . . melted away."
Paul
Ozymandias wrote:Where is this files section you speak of.
http://www.mj12games.com/forum/viewtopic.php?f=41&t=3643
Top of the Starmada section of the forum.
Paul
In the files section.
Included in the folder is an arc conversion reminder, OnGsheet1 font which goes with the new shipyard (this can be used with anything as it is a mono spaced truetype font) a font chart and of course the new spreadsheet.
I hope that it will prove to be of some use and enjoyment.
Paul
BeowulfJB wrote:This sounds like it will make the game more complicated. Even in StarFleetBattles, which was Very Complicated, shields protected a ship from all types of attacks. Starmada needs to keep shields like. But to accomodate those who like the more complicated version of shields, the three types, perhaps these could be an optional rule...
Not really complicated, you just need to know the type of Attack the weapon makes to determine which save number is used. This was setting specific for the Starmada X /VBAM crossover book.
A ship for this setting could look like this (updated from an SAE design I used).Note the Porcupine has a [B] but not a Ballistic trait, think all range torpedo with a BOOM finish.
Paul
[attachment=0]BK Terran Catfish Mk3.png[/attachment]
jwpacker wrote:On a related tangent, I know there's no way to do it - the math would contain too many variables - but it would be lovely if one could make defenses more effective against particular kinds of attacks (Shields on a 4-6, 3-6 versus lasers, 5-6 versus particle beams, for example). But that's going to have to be done on an individual game universe basis, I suspect, if at all.
This is not unlike the shields used in the Starmada X/VBAM book where a ship has three shield strengths and each is used to defend against attack by Kinetic, Energy or Ballistic weapons. I tried this in Nova to see if it would work using an avarage of the three for calculating the cost and making a note in the weapon name for the type of attack it makes, obviously Lasers get an [E].
Then when hit by a laser the "E shield" save is used. When shields take damage it is to all three at the same time (treated as one for taking damage).
Paul
cricket wrote:Nomad wrote:The drydock seems to indicate that this does not apply to additions from Carrier and similar; just want to verify that this is correct.
Correct. The additions from fighters, drones, etc., SHOULD have the x1.67 built in.
Might I suggest that "After any additions to the DRAT from page 48, apply a final x 1.67 modifier." be put at the bottom of page 47.
Paul
Page 22 has Tractor Beams but there is no mention in the construction section page 44 nor SAE conversion page 50.
How would the "Traditional" style layout look?
See below.
Paul
[attachment=0]Gorgons Head3.png[/attachment]
BeowulfJB wrote:This looks great! I used to play Full Thrust b4 discovering Starmada. The SSDs for the ships in that game used all sumbols. It was easy to just mark the systems off when they were wrecked... 8-)
Thanks.
I liked the Full Thrust ship data cards too.
I have found that this layout really needs to be up to hull 24 to be printed across an A$ sheet, any larger has to be lengthways to get a decent size print.
This was a trial run to see how my icon font might look for AE ship cards, that is one handy thing about spreadsheets, being able to copy and paste the "parts" about until you get a layout that you like.
Paul
Congratulations on the Starmadian or should that be Starmadette.
Look forward to the final version.
Paul
THere will be a new version with a new name soon.
Has anyone used it yet?
Any fancy data cards?
This has Launch tubes and Fire control.
Paul
[attachment=0]Gorgons Head Cruiser.png[/attachment]
BeowulfJB wrote:I remember that in Starmada"X" there were Overthrusters that could be installed on ships. These were used after movement and seemed to be a sharp left or right turn; "hard-a-port! or "hard-a-starboard". I installed it on all my ships. The ship changed direction by one hex-side (60 degrees) and remained that way at the end of the turn. 8-)
Could this be an option in Starmada Nova Edition?
Starmada X? There are Overthrusters in AE (ISS & IRN).
Paul
I thought the new edition was to make things easier for new players to take up the game, not to pander to the few.
Anyone that has played Starmada can house rule to their hearts content.
This is getting to sound like a lot of "Asteroids*" to me.
*Pivot, Thrust, Pivot, Thrust, shoot asteroid, shoot asteroid, pivot, thrust, Oh ****.
Paul
Maybe the Eldar actually use Solar Panels which use the sun light to generate energy for propulsion and they got changed in the translation.
As a side note, there was an enjoyable, very simple set of rules for Napoleonic sea battles with large numbers of ships.
Flagship by Nigal J Hodge (Hodgegames 1993)
Paul
Eldar solar sails cannot be compared to real sailing ships.
Solar "Wind" (Don't know why the name was chosen) is so weak in comparison it is impossible to tack, you cannot use it to go towards the source (unless collecting the particles to use as a fuel). Don't forget that sails in an atmosphere (depending on the design) act like aircraft wings, difference in air pressure on either side can pull a ship along.
To even use it you need a sail large enough to gather the required mass of solar particles to move the mass of any ship.
We are talking of a sail miles across, more like a parachute than any sailing ship's sails.
Pretty much put the sun behind you and go where it takes you.
Just my 2d (old money) worth, but it is something often forgotten. Yes I know impossible is "Funner", real word I read it in a book once.
Paul
murtalianconfederacy wrote:Cool, solar wind movement. Did I perchance give you the inspiration for that Dan?
Or maybe the idea came from being propelled as a result of eating too many beans in the great outdoors, standing too near the camp fire.
I think there may have been a game that included it but hard to remeber, it was probably about thirty years ago.
Time seems to go at lightspeed!
Paul
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