2,451

(92 replies, posted in Starmada)

BeowulfJB wrote:

Some questions about the new version of Starmada.
Will this new version of the Starmada game be compatable with the Starmada "X" version?  0r wll the Starmada Admiral version's ships be different and not able to be used with the 0lder(!) Starmada X ships?  (Much in the same way as StarmadaX ships and Starmada Compendium ships cannot really mix)

I am finishing some "up-conversion" guidelines, so while Compendium and/or X ships won't be usable "as is" in an Admiralty Edition game, they will be easily converted.

2,452

(92 replies, posted in Starmada)

Enpeze wrote:

-does the new starmada include area damage effects? (several hexes)

There is an "area effect" weapon trait.

-are there some rules for stationary installations (eg asteroids habitats, planetary bases etc.?)

I've never been quite sure what would be needed for "rules" about stationary installations. Wouldn't it make sense just to design a ship without engines? Or are there other things that would make sense?

In the Compendium there were some rules for space stations, but I wasn't really happy with them as they had the feel of "rules for the sake of rules". What do people see the need to model when it comes to installations that isn't already in the game?

-is there a tactical campaign system included? maybe as scenario tree, or can we link scenarios so that the outcome of one is important for the next?

Maaaaybe... smile

2,453

(92 replies, posted in Starmada)

japridemor wrote:

Sounds awesome. Does this apply to Drones, Mines, Boarding Pods, Battlesats and such as well?

Drones, Boarding Pods, and the like are now an explicit subset of "fighters", so they can all be customized accordingly.

Minefields have been changed from discrete, individual "mines" to area-effect templates, along the lines of minefields in Iron Stars.

2,454

(92 replies, posted in Starmada)

Nahuris wrote:

One question, and a simple yes or no is fine, are there going to be options for "torpedo" type weapons?

By "torpedo" do you mean "seeking"?

If so, the answer is "yes". wink

2,455

(92 replies, posted in Starmada)

tabascojunkie wrote:

Now you just need to do some more stuff with Ares.

Yeah, yeah... smile

2,456

(92 replies, posted in Starmada)

Cross-post from Star-Ranger.com:

AdAstraGames wrote:

What are the changes on the fighter rules?

Well, for obvious reasons I don't want to give it all up, but I can give you some general thoughts:

First, and most importantly, there was an error in how fighters were point-costed in Starmada X -- not a huge one, but one I can't believe I missed. :oops:  So that's been fixed, and in consequence, the balance issues that some players have experienced should sort themselves out (basically, those who usually have fighters on either side of a battle -- like me -- didn't see a problem, but when playing a fighter-heavy force against one without any fighters, there were some concerns about how to defend oneself).

Secondly, fighters can now be entirely customized from the ground up. Not quite in the manner of starships, although pretty close. As mentioned in the promo blurb, I've computed the number of different possibilities at close to 500,000 -- and there are already some more options that have started percolating in my brain. smile

2,457

(92 replies, posted in Starmada)

TeknoMerk wrote:

a. Any changes to fighters, especially vs ships?

b. Easily accommodate more than 3 weapon types (for us B5 players)?

c. Ship builder spreadsheet update -- especially for more than 3 weapon types?

a. Yes. big_smile

b. Yes. Starmada has always accommodated this -- just not explicitly.

c. Yes -- although the default will only have the standard three batteries, additional slots can be added with little difficulty.

2,458

(92 replies, posted in Starmada)

tabascojunkie wrote:

Very cool. Will there be much in the way of changes to the core rules?

The core game should be instantly recognizable to current players. Some changes in how damage is resolved, mainly to avoid abuses and balance the game better.

Other changes are more in the way of streamlining, plus some additions (a very few subtractions).

2,459

(92 replies, posted in Starmada)

BeowulfJB wrote:

Will we be able to pre-Order this new Admirlty Edition? 
0r do we need to wait til Dec17th?

That depends on when I'll get all the i's dotted and t's crossed. I don't want to offer pre-orders on anything until it's effectively complete. I've still got a bit of work to do on this... December 17 is the drop-dead-deadline, however.

2,460

(92 replies, posted in Starmada)

RiflemanIII wrote:

Well, that just made my year, but one question- Will the regular Starmada movement system be available under the new rules, as well?

Absolutely!

2,461

(92 replies, posted in Starmada)

In looking at the front page of our web site, I note that there hasn't been an update in exactly one year. So I guess that means now is as good a time as any to let y'all know what you've been waiting for...

Majestic Twelve Games is pleased to announce that Starmada: The Admiralty Edition will be available for purchase on December 17, 2007.

Starmada is a board game of starship combat. At its most basic level, players take command of space fleets in a general attempt to reduce each other to just so much space junk. At its most advanced, the game can be customized to breathe life into any science fiction background that players might imagine.

Novices shouldn't fret; the core set of rules has been designed with simplicity and ease of play in mind, accessible even to beginners. On the other hand, seasoned veterans should find the concise nature of the rules quite refreshing. It allows players to concentrate on the finer points of squashing their opponents rather than arguing about rules interpretations, without sacrificing any of the flavor or excitement of more complex games.

Simple, but not simplistic, is the guiding principle.

The Admiralty Edition represents the latest incarnation of the Universal Game of Starship Combat. Included in the 80-page Core Rulebook:

* The "essential" Starmada rules, including a new intertia-based movement system.

* Over 80 different options from which players may pick and choose to create the perfect game.

* A fully-customizeable weapon design system, with almost five million different combinations.

* A complete set of rules for fighters, allowing for nearly half a million different types of small craft.

* A comprehensive construction system, allowing players to design their own starships with which to do battle.

In addition to the core rulebook and 48-page Starmada Universe guide, a number of different settings are planned for the near future, including collaborations with several other companies.

Further details on Starmada and all our other games can be found at our web site: www.mj12games.com

I now return you to your regularly-scheduled forum... smile

2,462

(10 replies, posted in Iron Stars)

Yeah, a lot of things have been slowed down recently. Apparently, marriage has a way of doing that... smile

Anyway, there are Big Things coming soon, and after that Iron Stars is next on the list -- along with Grand Fleets, and ARES, and and and and...

2,463

(6 replies, posted in Iron Stars)

I would love to do something like this -- but it is currently outside the scope of MJ12's capabilities. sad

2,464

(9 replies, posted in Starmada)

murtalianconfederacy wrote:

Just thinking of a potential defensive bit of kit that could be used.
...
What do you think?

Not bad. It certainly won't unbalance games -- if anything, the costs you list are a tad high.

My hesitation is that this encourages "one-upsmanship" -- if you have secondary shielding, I'll just add a weapon that "ignores secondary shielding". At some point, it has to stop... smile

2,465

(4 replies, posted in Starmada)

I'm not sure I understand the question...

All weapons that CAN hit DO hit when fired at the target of a successful TDAR lock. Thus, using banked weapons, all of them would hit.

2,466

(3 replies, posted in Starmada)

FASAfan wrote:

Hi gang!  Newbie here.  I'll jump right in:

Hi!

1.)  I have a "philosophical" question about damage (I may be doing damage totally wrong). 
...
The same weapon scores "more" damage against a larger ship.  That seems odd to me.  If that same weapon made a hit on a ship with, say, 4EQa in the "2" column, would 6 boxes be marked off!?  If so, that effectively makes a weapon "more powerful" against larger ships ('cause it effectively does more damage).

The difficulty here is in figuring out conceptually what one point of damage "means". Starmada has been designed with the assumption that one damage point is defined as the amount of weapon power needed to eliminate (on average) one-half of a hull point.

Systems (i.e., non-hull) damage is treated as incidental to this process. The damage track is built with the presumption that 50% of the ship's capabilities should be gone (again, on average) once the last hull point is eliminated. Thus, a ship with more "stuff" per hull hit will lose more "stuff" each time the damage die is rolled, because the rate of loss has to be higher to reach this desired 50% threshold.

Make sense?

(Also, note that, in general, larger ships have less "stuff" on the damage track -- so your last statement [a weapon is more powerful against larger ships] is reversed in practice... weapons do "more damage" against smaller ships, because their systems are packed more tightly in the hull.)

2.) To the Powers That Be: what about offering the portion of "Starmada X: Brigade" that is not included in "Starmada X" at RPGNow or other sites for a modest fee?  I'd happily pay to get those ships that I don't have because I was too quick and bought "Starmada X" before I realized the difference!

You might want to hang on to your nickels and dimes a little while longer... big_smile

2,467

(13 replies, posted in Starmada)

It's difficult -- I can't really give you a hint without blowing the whole surprise. (Although I'm surprised it's been kept this long ... I tend to let things slip... smile)

I'll try to work up a teaser of sorts.

2,468

(39 replies, posted in Starmada)

japridemor wrote:
japridemor wrote:

If so do they have to be specifically allocated to that. I.e a ship with tons of Fighter Bays and lots of Drones, does it have to decide each turn what type of system to facilitate with its Launch Bays, assuming it only has one or two?

Any decision on this one?

Well, the short answer would be, if the rules only say that launch bays work for fighters, then they don't work for drones, battle sats, etc.

The longer (and probably more acceptable) answer is that a more expansive view of launch bays won't unbalance the game, so why not?

As with all things Starmada, just as long as all players agree, you can do whatever you want. smile

2,469

(13 replies, posted in Starmada)

Funny you should ask...

(Heh heh heh ... smile)

2,470

(13 replies, posted in Grand Fleets)

I say all four! big_smile

2,471

(2 replies, posted in Grand Fleets)

Soulmage wrote:

I can't find anywhere in the conversion rules how you determine what size the ship is?  Was there any particular guideline used for that stat?

It's not in the conversion rules, but it is given in rule 3.5 (Size).

japridemor wrote:

Standard victory points. In addition you score victory points for each freighter that succesfully exits the map as if you destroyed the freighter.

One idea that might be of use here is to rip off Iron Stars:

Freighters have a point cost associated with them; however, this is only relevant for victory point (VP) purposes--e.g., if a medium freighter is destroyed, it awards 100 VPs to the opposing side. When totaling a side's overall point cost at the start of a pick-up game (i.e., not using a pre-designed scenario), freighters are not counted; in fact, each freighter included on a side decreases the fleet's point cost by 50.
For example, a fleet of 650 points that includes three freighters would only cost 500 when balancing sides.
In this way, although a fleet with freighters to protect will have more combat punch, it will also have more VPs to give away.

2,473

(80 replies, posted in Starmada)

japridemor wrote:

How much of a fighter squadrons ORat and DRat are in the fighters themselves. We have a campaign battle involving an attack on three carriers with hardly any of their fighters left aboard and need to know the value of empty fighter bays. In a previous battle the fighters were drawn off and eliminated and now the carriers are running but they have been intercepted by some smaller, faster ships. We figure the ORat is all in the fighters but some of the DRat must remain as the bays can absorb some damage. Help. We calculate victory off of victory points and need to know the carriers ComRat ( ORat and DRat ) without all of its fighters.

In earlier editions of the game, the fighter cost was at least partially separated from the carrier -- e.g., Enterprise (100 +40) meant a carrier worth 100 points on its own, plus 40 points' worth of fighters. However, in X, we decided to roll the entire cost into one. Thus, killing fighters is worth nothing -- you have to get the carrier.

So the question is, did anyone get points for killing the fighters when they were drawn off? If so, then you'll need to do what you're suggesting, in which case, I'd just deduct 50 points per flight. If not, then you should just award the full cost of the carrier when/if it is eliminated.

2,474

(39 replies, posted in Starmada)

japridemor wrote:

In other words, if I want a 1,000 SU ship, why cannot I design it as such from the keel up rather than use a HS 7 (1,120 SU) and design down? I mean all of the formulas will easily support the design of a 1,000 SU ship, the only sticking point is how many hull boxes will it have? Round up or down?

I think I understand the question -- but I'm not sure I understand the need... :?:

You could in theory set a number of SUs and then "reverse engineer" the number of hull points. Since SUs = HULL * 10 * (HULL + 9), then...

S = 10H^2 + 90H
S/10 = H^2 + 9H
S/10 + 4.5^2 = H^2 + 9H + 4.5^2
S/10 + 20.25 = (H + 4.5)^2*
(S/10 + 20.25)^0.5 = H + 4.5
H = (S/10 + 20.25)^0.5 - 4.5

A rather cumbersome equation, but it gives the right answers...

500 SUs = ~4 Hull (3.88 )
1000 SUs = ~6 Hull (6.47)
1500 SUs = ~9 Hull (8.55)
2000 SUs = ~10 Hull (10.34)
2500 SUs = ~12 Hull (11.94)

The rounding is really irrelevant, since the number of hull points is a prime factor in the Combat Rating -- so if you round up, but I round down, and Jim rounds to the nearest integer, we'll still have balanced ships because the point costs will be appropriate to our chosen method.

*The magic of the binomial equation! smile

2,475

(3 replies, posted in Starmada)

In musing about the idea of area-effect weapons in Starmada, I note that many such suggestions in the past have proposed the label "flash" weapons or something like that...

Why?

I guess I don't get it... :?: