2,376

(166 replies, posted in Starmada)

Cepheus wrote:

Ok will recheck my calculations to find the source.
Update: So I have a size 16 carrier. It has 32 flights of fighters with tubes. In S:AE that adds 9600 to the Orat and 320 to the Drat for a total Orat of 9780 and Drat of 854.4 with a Crat of 2891.

Out of curiosity, how are you getting a DRAT of 534.4 without the fighters?

2,377

(30 replies, posted in Starmada)

runescience wrote:

Ive been a fan of mj12 (starmada, sovereign stars, ares)  for ages. i honestly passing a message for my wife to proof read. i will continue to support your mj12 prods. Ive turned on at least 4 people to it. 

If i ruffled your feathers, apologies.

Im sure what ever you do will turn out nicely in the re-write

As mentioned before, I am the one who must apologize.

I'm glad you've been a fan -- and I appreciate the offer for proofreading. I may take your wife up on it next time 'round. smile

Now, getting back to "business" -- do you think the two edits I proposed would help you better understand the system? Theoretically, it should be playable after a single read-through -- clearly, it's not quite there yet.

2,378

(30 replies, posted in Starmada)

Cartman wrote:

The only thing which I'm 99% sure of but I'd still like to confirm is this: you do NOT add trust requirements together to see if the move is a "go"; ie your move is valid as long as each individual maneuver's TR does not exceed the current engine rating.

So going back to the example on P.19 for the second turn : 2S2 = the TR for accel/decel is 1 (speed 3 previous turn minus 4 current turn); the S maneuver's TR is 4 (4 = current speed > 3 = previous speed). *IF* the TRs were added then the total TR for the whole plotting of turn 2 would be 5 (1 TR accel + 4 TR for the 'S' turn) *BUT* that's NOT how the rules work. There are 2 maneuvers here within the same turn: moving a total of 4 hexes (2+2) and a starboard turn. As long as the *individual* TR of each maneuver does not bust the current engine rating then the move's a "go".

Sorry, no. The thrust requirement is computed for the movement orders AS A WHOLE, not for each component. This is why there are five "cases" for determining thrust.

Looking at the example on p.19: the previous speed is 3, the new movement orders are "2S2". Since this is a single one-hexside turn, the thrust requirement is the higher of the two speeds, or 4.

If the orders were "2S2S", with two one-hexside turns, the thrust requirement is now the sum of the two speeds, or 7.

Don't think of it as paying per turn, but applying an amount of thrust required to shift the heading by 120*. This can be applied all at once (2SS2) or gradually (1S2S1) but the end result is still the same -- you're going 4 hexes per turn in a direction 120* off of your previous heading.

Also, there is not set order on when to perform each maneuver, right? Taking the example above, (2S2) that could either be S4, 4S, 1S3 or 3S1.  So it's all good as long as you don't bust the TR.

This is correct.

If I got everything right then those rules are quite awesome. big_smile

Well, one day we'll figure out how to get it written out properly. smile

2,379

(30 replies, posted in Starmada)

cricket wrote:

But to claim to have found a "severe grammatical error" in a post that was rife with them seemed... ironic... at best. wink

Having gone back and re-read this thread, I feel I must perform a public act of contrition. The "glass houses" and "rife with errors" comments were uncalled for -- and not really accurate. I have a pet peeve about lax standards in punctuation, capitalization, and all that in electronic communication -- but that's my problem, not anyone else's.

I apologize, especially as such pettiness detracts from what should be a productive conversation about how best to describe a movement system that I am very proud of. It meets all the criteria I think are necessary:

1) It maintains some continuity with previous editions of Starmada.

2) It accounts for inertia from previous turns.

3) It (somewhat) accurately computes the thrust required to alter a ship's heading from one direction to another.

4) It's easy to implement.

Unfortunately, it would seem that it is not as easy to describe on paper as I thought. At the moment, I am thinking of two "edits" that would need to be made:

1) Change "difference" to "absolute difference" -- while maybe not strictly necessary, it will prevent confusion of the kind expressed eariler.

2) A brief statement that, unlike FT and other vector-type systems, what is being plotted is not thrust, but actual movement. Thrust only comes in when determining if the engines can accommodate the desired movement in light of the previous plot.

Beyond that, I'm at a loss as to how it can be made any clearer.

2,380

(30 replies, posted in Starmada)

Cartman wrote:

I hate to bring Full Thrust in as a reference again

But I think bringing in Full Thrust is part of the problem...

but I just want to confirm the part about acceleration/deceleration : it works just as in FT. If I have a ship with engines of 2 (like a big battleship) that just keeps going on a straight line and starts at velocity 0 and applies its max engine rating every turn to accelerate, then on turn 2 the velocity become 4, (moving 4 hexes forward), then on turn 3 it becomes 6 (moving 6 hexes forward) and so on. Say on the 10th turn when a velocity of 20 has been reached, if the ship wants to decelerate back to a velocity of 0, then it'll take 10 more turns to achieve that. Exactly as in FT.

When thinking in terms of effect, yes. A ship with an engine rating could have a speed of 20 after ten game turns. However... smile

The integrated example (3.4) on Pp 18-19 is contradicting this. On P.18 during the first turn the ship moves 3 hexes, it has a speed of 3- it does not busts its TR, good enough. On P.19 during turn 2 the final movement orders are 2S2 so you add another 4 to your velocity...

Aha! There's the problem. You're not adding to your velocity -- you're just saying "I want to move 4".

Think of it this way:

At the end of turn 1, the ship was moving at a speed of 3 in heading 0*.

At the end of turn 2, the ship is moving at a speed of 4 in heading 60*.

If you were to plot these two end-points on a hexgrid relative to a single hex (point A is 3 hexes in one direction, point B is 4 hexes in a direction 60* to the starboard/right/clockwise), you'd see that the distance between points A and B is 4.

THAT is what the movement system is doing. You still plot your moves as you would in pre-Admiralty Starmada, but the "cost" of each set of movement orders is computed in a different way to reflect the inertia carried over from turn to turn.

Assuming we are ever able to explain this adequately, any suggestions on how to better phrase it in the rulebook? smile

2,381

(166 replies, posted in Starmada)

Cepheus wrote:

Ok will recheck my calculations to find the source.
Update: So I have a size 16 carrier. It has 32 flights of fighters with tubes.

Well, there's your first problem -- what are you doing with 32 flights of fighters? smile

In S:AE that adds 9600 to the Orat and 320 to the Drat for a total Orat of 9780 and Drat of 854.4 with a Crat of 2891. In S:X that would have added 1635 to both Orat and Drat giving me a Orat 1869, Drat 2044, and there by a Crat of 1955. Correct? That is almost a 1000 point difference. Quite a lot. Very confused.

So, trying to follow:

Your ORAT (without fighters) is 180, your DRAT is 534.4? This is a final combat rating of 310. With the 32 flights, you're adding 9600 and 320, respectively, causing a new combat rating of 2891 -- an increase of 2581, or about 80 per flight. This is 47% more than the flights would be on their own: (9600 x 320)^.5 = 1753.

There are two things going on here, and I will address them separately:

1) The final values are coming out differently in Admiralty than they did in X. This is intentional; note that in Admiralty you multiply capacity by 5 for the ORAT addition and divide by 5 for the DRAT addition. In X, you added the "capacity" as-is to both ORAT and DRAT. This change was made because it gives more accurate results (see my previous reply regarding Victory and Orion) -- but see (2) below.

2) The "cost" of adding fighters to a design is highly variable, depending upon what the carrier can do (or not do). This is because in order to get points for the fighters, you have to kill the carrier. If you've got a carrier that has a low ORAT but high DRAT, you're doing little but increase the survivability of your fighter flights (in terms of getting the VPs) -- and the relative cost of the fighter addition goes up. But on a ship that has a high ORAT relative to DRAT, more of the point value remains with the ship itself (since it has weapons of its own) and the relative cost of the fighter addition goes back towards 50 per flight.

Finally, remember that your launch tubes are increasing the cost of ALL your fighters -- not just adding +5 to each of the ORAT and DRAT.

All of this is combining to affect the final cost of your dedicated carrier.

The only way to have a set point cost for fighters that is not going to be affected by all these variables would be to separate their cost back out, as in the Compendium. Thus, your carrier (for example), would have a combat rating of 310 [+1600].

2,382

(30 replies, posted in Starmada)

Cartman wrote:

If I understand the rules and what has been said in this thread correctly, the system is NOT inertia-based like in Full Thrust... notwithstanding the opening paragraph of rules 3.0. For instance, if on turn 2 my speed is 8 and I use 4 more thrust points to accelerate on the following turn my speed for turn 3 becomes 12; ie on turn 3 the ship moves 12 inches (or hexes).

So in SAE that's NOT what is happening - speed does NOT add up from turn to turn, meaning as with S:X you cannot go faster than your current engine rating.

Um, actually, no, that IS what is happening.

Going back to your example. On turn 2 your speed was 8. On the following turn, if you wish to have your ship move 12, you plot '12'. This results in a thrust requirement of 4, which means as long as your engine rating is 4 or more, the plot is legal.

It also means, like S:X, that on turn 3 if you traveled at your max speed and on turn 4 you don't wish to move at all you stay in that hex; you make a dead stop.

Well, yes and no. There is no "max speed" -- but if you want to come to a dead stop, you plot '0'; however, this is only legal if your engine rating is equal to or greater than your previous speed. (Thrust requirement is the difference between the previous speed and current speed.)

So what has changed from S:X is only the way you calculate turns (or course changes), how you perform them and if you get engine damage then inertia principles apply.

Nope. Again, it seems as though the assumption is that you are acting like in Full Thrust, where you apply X amount of engine power to get Y result. Instead, you plot Y result, and then make sure you have X engine power to achieve that result.

2,383

(30 replies, posted in Starmada)

runescience wrote:

that glass house comment was a catty comment. thank you.

You're welcome. I think.

Now I'm confused.

Are you the author?

Yes.

Im not the one publishing the ruleset. 
I turn actuarial specifications into computer programs.  I can read and understand proper English if its written that way.   My wife has a master in english and is willing to proof read for you.

Now who's being catty?

Look, I'm not above taking constructive criticism -- and the fact that you didn't understand the movement rules in the first go means I should look to see if there's a clearer way to explain them. Nor did I ever say you can't read or understand proper English.

But to claim to have found a "severe grammatical error" in a post that was rife with them seemed... ironic... at best. wink That doesn't mean I take your concerns or critiques lightly, or that I dismiss your intelligence.

So if I plotted a six '6' on my first turn, then how do you slow down to '3'?
what does the plot look like?

The plot is '3'.

Movement question:

Turn 1: move order:'6'       end of turn speed: '6'
Turn 2: move order: xx??   end of turn speed: '3'

Turn 2: move order: '3'      end of turn speed: '3'

Again, you're confusing cause and effect. You plot what you want to do. Period. You do not apply thrust and then determine where your ship goes.

another movement questions: using your quote as a lead to the next question.

>>>Assuming you are asking if two turns must be separated by forward movement, the answer is no, they do not. Orders are restricted only by having no more than two one-hexside turns or a single U-turn.

Assuming my previous speed is 6 heading of Zero degrees. I now perform a SS. that would put me at 120 degrees.   The rule says i add my previous speed to the new speed. well... what speed is SS??  What is my new speed?

Your new speed is zero. So your thrust requirement is 6 (previous speed 6 plus new speed 0).

2,384

(23 replies, posted in Starmada)

BrotherAdso wrote:

Hmmm.  I ran some quick tests, and I agree that fighters have been toned down, but the lack of anti-fighter batteries or any other deterrent makes them even more one sided, even if the one side has become less deadly.

I have to disagree. The only thing that is different from X, besides the fighter's lack of the "Halves Shields" ability, is that there is no option for Anti-Fighter Batteries; which, according to consensus, was not really a deterrent in the first place.

A similar option to 'Countermeasures' (-1 to all small craft attacks), or a more radical one like 'point defenses' (all small craft attacks which roll a '1' result in one hit to the attacking flight) would make ships and fighters seem less disconnected than they do now.

I lean towards the  countermeasures-type option.

2,385

(166 replies, posted in Starmada)

Cepheus wrote:

Is it just me or are carriers much higher CRat than they were in S:X. I did a quick check of the calc in the sheet and it seemed correct, but my carriers are coming in at about x1.5 CRat of what they were before.

Hmm... I don't think so. If anything, carriers should cost LESS.

Consider:

The Victory from the rulebook has an ORAT of 1208.7 and a DRAT of 40. In X, adding two flights of fighters would have added 100 to each value, for a final point cost of 428. In the Admiralty edition, you add 500 to the ORAT and 20 to the DRAT, for a cost of 320 (or exactly 100 more than the ship's Combat Rating without the fighters).

Likewise the Orion (at the back of the book), without its fighters, has an ORAT of 264 and DRAT of 24. In X, adding 300 points of fighters would result in a combat rating of 427; in Admiralty, it is 385 (or 305 more than without the fighters).

2,386

(30 replies, posted in Starmada)

runescience wrote:

Starmada admiral edition - Movement probs.

Hi. I bought the rules, I read the movement section. I am still quite perplexed. I even downloaded that jar thing. now Im frustrated and perplexed.  I did spend large parts of today trying to read thru these 3 pages of movement.

Does any one have more tutorials on it?

If you are using newtonian rules, shouldn't a ship be able to go indefinitely
Is newtonian rules the same as vector rules.

I've played tri planetary years ago, so I understand vector movement.

to go indefinitely forward at a constant speed with no acceleration,
how is that reflected? What do i do? just dont plot anything?

Quoting p.17: "A starship's previous speed is 6, and its movement orders are '6'. The thrust requirement is zero (6-6). Note that this is the only way for a ship in motion to achieve a thrust requirement of zero--therefore, a starship without engines will continue to move in the same direction and at the same speed indefinitely."

So, yes, a ship can "go indefinitely" -- in fact, it's the only thing a ship can do without using thrust.

I think you're confusing cause and effect. The system is written so that you just plot where the ship is to go -- the thrust requirement is there merely to ensure the ship has the engine power to do what you want. Not, as in tri-planetary and other "vector" systems, where thrust is plotted and then it is determined where the ship ends up.

There is a severe grammar error that is registering with my wife and I that is preventing me from understanding the rules fully.

Umm... people in glass houses... smile

"the difference of x and y", it means "x – y", not "y – x".

on page 17 "Diff between speed in prev turn, and its current speed plus the amount of movement between the 2 turns. "

you show as being  6-5 (net 1)  and it should be 5-6 (net negative 1) by math standards of writing subtraction problems."  neg 1 plus 3 is a final thrust req of 2 not 4.

You're right; mathematically speaking the correct term would be "absolute difference" -- but in everyday usage I had thought "difference" would be appropriate.

and what about a plain old U turn?

what if we are going at speed 6, and we just plot a U by itself?  The thrust requirement is? prev speed and current speed? whats the current speed? im just doing a U turn? U by itself doesnt have a speed.

Exactly. The speed for a plot of "U" is zero.

Quoting p.17 again: "Next to this is a space for the ship's speed, which is simply the sum of all forward movement recorded in the movement orders."

Without any forward movement, there is zero speed.

if i am going at heading 0 degrees at speed 2, I need a speed 4 maneuver to get me 2 speed in the other direction. how do I plot it?

If you're going speed 2, and you want to be going speed 2 in the opposite direction, you just plot "U2" (or "1U1" or "2U"). Regardless, your thrust requirement is 4 (previous speed 2 plus current speed 2).

And a last question.
Do you still have to have a foward separated by 2 turns.  is this still illegal from the last versions of starmada?  pp2 or pp or 1pp
oy

Assuming you are asking if two turns must be separated by forward movement, the answer is no, they do not. Orders are restricted only by having no more than two one-hexside turns or a single U-turn.

2,387

(4 replies, posted in Starmada)

Faustus21 wrote:

I want to do something simaler but it will need tweaks to work with a hex map. I did consider making it as a weapon instead of a striker, but dicounted it since it looses flavor. (Methods of stoping torps include turrets, fighters and moving screening units in the way.)

You have two problems:

1) How to deal with the hexgrid.

2) What cost to give seekers that don't "seek". smile

The most reasonable solution for (1) would be to have the torps choose a target hex, and "seek" towards that hex. It's not exactly a straight line, but closer than any other option you'll get without abandoning the hexgrid.

For (2), I'd start with a cost of 10 and see where that gets you. (For customization, the initial coefficient would be 7 instead of 183). The problem is that without playing, I have no idea how valuable these would be -- how often are they able to score hits in BFG?

2,388

(166 replies, posted in Starmada)

Cepheus wrote:

Also how do I add a new option to the drop down I see column Q to V, but want to add another campaign specific Aux System. If I put it in row Q19 to V19 it does not seem to appear in the drop downs. Thanks for any assistance you can provide.

You need to alter the "Validation" settings for cells A34:B43. Right now, they only look at cells Q2:Q18.

1) Add your option(s) to column Q.

2) Make sure you sort the list so that the options are alphabetical (this is needed to ensure Excel's lookup function works properly).

3) Select cells A34:B43.

4) Go to "Data > Validation..."

5) Make sure it says, "Allow: List"

6) Change "Source:" to cover the appropriate cells in column Q.

You're done.

2,389

(23 replies, posted in Starmada)

murtalianconfederacy wrote:

Although, I must say, I still prefer SX (especially since I can cross with VBAM and there aren't any odd number of space units) I do prefer the S:AE way that fighters have been handled, and I especially love the seekers and strikers.

Well, you should be able to cross SAE with VBAM soon enough.

But I'm not sure I understand what you mean by "any odd number of space units"?

2,390

(23 replies, posted in Starmada)

thedugan wrote:

Nothing, other than not having a gun and being explicitly able to carry things like cargo and troops.

Oh, right. The "no weapon" bit would cause problems in the capacity requirement calculation, wouldn't it? smile

The other problem is that, whereas ships don't "pay" for their auxiliary space in terms of combat rating, fighters will inevitably do so, since capacity requirement = combat rating. So adding the ability for a fighter to carry cargo or troops or whatever will end up increasing the ship's CR (or make it use up some of the CR made up from its carrier value for fighters that have no combat usefulness)

I must stew upon this.

2,391

(23 replies, posted in Starmada)

cricket wrote:

Off the top of my head, I could see assigning an auxiliary capacity to fighter flights at a slight discount (80%?)

Actually, I could go as low as 50%. Consider that a ship with Transport (100) is already "paying" for the mass of the troops -- so the "ground attack shuttle" would only need to account for the extra volume required to get the troops from the ship to the surface.

2,392

(23 replies, posted in Starmada)

Cepheus wrote:

1) As Dan has said the best defense is your own fighters. because you alternate at most the enemy is going to get the drop on you one with one element before you get to intercept his fighters with yours. Having a near by fighter flight is essentially having CAP.

Essentially, but not quite the same. Basically, my thought on CAP would be to have a fighter place itself on CAP instead of making an attack. Then, whenever an opposing flight moves within range (half the CAP fighter's speed?) the CAP flight can "jump" to the opposing flight's hex and initiate a dogfight.

3) That effect can be generated a few ways already for those who want to stick to the current rules. One is to give the ship firecontrol

True. Forgot about that. wink

2,393

(23 replies, posted in Starmada)

aresian wrote:

Although another solution might be an option for Countermeasures that works against fighters/strikers/seekers instead of ships.  Close In Defense System (CIDS)?

This idea is a good one. Maybe this is the new role for the point-defense system (PDS).

2,394

(23 replies, posted in Starmada)

thedugan wrote:

Also, looking over the PDF and trying to make Hydrans, I can see that we still don't have a way to build 'shuttles'....unless we make a really wimpy fighter and assume it's a shuttle. Not a real problem, just asking if anyone thinks it might be.

What would be the difference (in game play) between a shuttle and a fighter?

Also, anyone else wondered about how to make a 'ground assault shuttle' that carries troops?

Off the top of my head, I could see assigning an auxiliary capacity to fighter flights at a slight discount (80%?) since they are designed for short-range transport. e.g. a flight with Cargo (10) would add 8 to its capacity requirement.

2,395

(23 replies, posted in Starmada)

Sheesh... I weakened fighters and you're all STILL whining about how to defend against them? smile

Yes, fighters get to attack before ships -- but they pay for that opportunity (I believe the modifier is x1.5 or x2). Further, in order to attack a target, they must offer themselves up to retaliatory fire.

The best defense against fighters is your own fighters. Failing that, have some escorts with lots of short-range, high-ROF weapons. Failing that, remember that fighters are powerful, but not invincible. Don't panic. And DON'T, under ANY CIRCUMSTANCES, leave one ship out in front of your force. Enemy fighters will chew it up. Mutual support is the name of the game.

Strikers might initially seem to be a concern, since they attack and then go away before "revenge" fire (and if launched from close range, there is no chance of interception) -- but the good news is that they attack and then go away. smile

And if someone is relying on the ability to get strikers close enough to launch and attack in one turn, I'd say go ahead: it's almost always more cost-effective to use direct-fire weapons.

That being said, if I were inclined to add options for fighter defense, I would look at:

1) Combat "Air" Patrol (but this requires friendly fighters)

2) Reactive weapons -- they are "triggered" by a fighter attack, but cannot be used offensively (think a more active version of the old AFB)

3) An anti-fighter trait that ignores the -1 to-hit penalty.

2,396

(24 replies, posted in Starmada)

andyskinner wrote:

So does it look right?

Thoughts on my question about U turns?

Looks good to me. I like it a lot... smile

As far as "outlawing" U-turns go, it wouldn't break the game (as long as all ships are affected the same way), but my question is: why?

If the idea is to mimic vector/inertial movement, turning the ship around and accelerating in the opposite direction would seem to be among the easiest maneuvers to pull off...

2,397

(11 replies, posted in Discussion)

Nahuris wrote:

I got real lucky when it first came out.... they were running a deal on it, and I picked it up for about $15.00

So, if you sent me $15, we would both have spent the same amount...

I accept checks, money orders, and PayPal.

big_smile

2,398

(11 replies, posted in Discussion)

go0gleplex wrote:

Sooooo....now we know Dan has a weakness for Wildcards.  lol

Not to mention a predilection for blasting chigs out of the sky while listening to a MiniDisc of the Ramones.

2,399

(19 replies, posted in News)

Our first review is a positive one:

http://www.boardgamegeek.com/thread/260322

The movement system is "frankly, brilliant".

big_smile

2,400

(11 replies, posted in Discussion)

Space: Above and Beyond is out on DVD. Just picked up the entire series (23 episodes) at Best Buy for $45.

Woo and hoo.