1

(0 replies, posted in Cheese)

Has to be one of the best cheeses around. Flavor is fantastic. Like a very firm cheddar with a hint of beer.

Some companies also sell naval gun kits to dress up scale models, the submarine option works as well as some of the Japanese bomb/missile kits for a more streamlined tubular "spam in a can" look.

3

(23 replies, posted in Starmada)

Well, if space combat does devolve/evolve down to just lobbing missiles at each other from a distance that pretty much removes the need to worry about 3d combat/vectored movement rules.
Since this threads predication was about 3d combat and the whys and why nots that it should be used, my assumption is that most/all ships are capable of surviving or deflecting small mass objects that they encounter while moving.
Now if starships have trouble deflecting a ball bearing either through shields/screens/armor/or what have you, then they probably won't be careening around space at any great velocity due to there fragile nature.
I'm not saying that what you have said isn't true, with our current tech it is entirely valid. Going into space is a precarious thing even today as our space vehicles are fragile and are very limited in the amount of mobility they can employ (since they have limited fuel supplies).

4

(17 replies, posted in Starmada)

Hmm, getting people to submit ship designs, that will certainly be the hardest part of this project  :wink:
  Now getting good socio/political entities and governments that's a different story altogether as is a listing of viable economic background descriptions.
That plus the obligatory fluff to fill in the holes and give us an idea of the core philosophies of the civilizations involved.
Now, where do we go from here?

5

(23 replies, posted in Starmada)

In the new series of Battlestar we see lots of vectored thrust used among the viper ships. Though they still seem a little to lightweight (inertia wise) to spin and stop as quick as they do. Maybe they're covered in steelfoam (light as styrofoam, tough as steel! Get some today! TM) or some other exotic material.
I've played with vectored movement too and most of the games did devolve into high speed passes with primarily bow mounted weaponry. IF we do actually get into space and IF we do have actual space conflict I foresee ships built not unlike modern fighter jets. That is fast, agile, heavily electronically loaded and mounted weapons that fire forward. Space combat will probably be like todays dogfights. Globular arenas with high speed passes.

Shouldn't the overall range be the prime determinent controling the S/U size cost of a weapon.
I'm probably missing something for sure.

I'm a firm believer that "Range is King, Accuracy his Prime Minister and Damage is his Right hand Man". Therefore in order of importance it goes like this:
  Primary: If you can't reach me you can't hit me.
  Secondary: Even if you can reach me, if you can't hit me you can't hurt me.
  Tertiary: Even if you can hit me, if you can't hurt me, you can't kill me.

Therefore, If I can hit you and destroy you over the course of a few turns, with my weedy 1 hit, 18 inch range weapon, it doesn't matter if you have the capability to destroy a llarge planet with your Scout Frigate if all you have is a range 3 weapon you will not get to use it.

???
Roy

7

(32 replies, posted in Starmada)

Looking around saw a thread about some players remarking about how they like the Compendium more so than X.
I can sympathize where they are coming from.
In an open ended system like X you can build any weapon your mind can come up with and your ship has space to mount (I personally love this aspect of the game).
Others in my gaming group though like "limitations" to an extent. That is, they liked that in the Compendium there were only so many types of weapons and options (specificaly weapons) to choose from. So there wasn't any real opportunity to create any uber combo's (I'm not saying the potential WASN'T there, it just wasn't as apparent).
  In this vein, with the war of the Boltians, we see the first of what I think is of great potential for MJ12, that is Campaign Settings where the weapons and tech for the races involved is already mapped out for you (A'la the Compendium races and ship sheets) and the other players.
  That said, it's time for you guys to weigh in with your thoughts on this.
Would you like to see campaign settings for the X universe with ships, weapons and tech levels set out? Or just weapons and tech levels set out with open ended ship design the players responsibility?
PS: If this is something that is already available, well,,,in the words of Rosanne Rosannadana, "Never mind".
Roy.

8

(67 replies, posted in Starmada)

Seen some threads on this site for Star Trek conversions.
Worth a look at.
Roy

9

(39 replies, posted in Starmada)

Heck, I thought everyone played like this.

It's just like a horror movie with some wacko or other nasty. Simply put if all you did was knock him/it out and then left him/it alone and ran off or are being consoled by the hero, sure enough he'll wake back up and you'll be off and running again.

I have a simple rule and it goes like this "Never leave'em living."

  Same thing applies to starship battles. If all you do is wound 3-4 ships that still leaves 3-4 ships around next turn to pound you. If on the other hand you flat out kill one ship, that only leaves 2-3 to shoot at you next turn (Granted they are undamaged, but hey, their time is coming) and the ship you did kill isn't going to limp off the battlefield and get repaired. Nor is it going to have much in the way of a seasoned crew left over to recrew it for its revenge voyage against you (if you play with veteren crews).
Roy

Hmm,
I've found that by not taking LRS' I can have beefier engines and longer ranged weapons on my ships. This seems to offset the "to hit" advantage that my opponent has.
  LRS' take up a large amount of space units. So it still seems like a fair trade off whether or not you take LRS'.
Roy

11

(45 replies, posted in Starmada)

My gaming group and I have discussed this and this is the general opionion that we have come to regarding drones and your questions.

  A: The rules state that drones act just like fighters in all ways EXCEPT that they do not get to kill an ATTACKING fighter when IT (the fighter) rolls a "1" on ITs (the fighters) attack. Therefore......

  1. Drone vs. Drone: Yes, but they hit on a 4+. No surprise there, one homing object homing in on another homing object that is quite possibly trying to home in on it as well....oh my head.

2. Drone vs. Battlesats: Yes, again the drone hits on a 4+. One hit kills one battlesat.

3. Drones vs. fighters: Yes, go with the description in the book. The reference sheet that you are using may not be updated or even Canon.

Roy

12

(20 replies, posted in Starmada)

Yeah, Warner wanted more money than the franchise was worth to hobbyists and fans (us) so the owner let it go. Sadly the B5 system was one of my favorite ship vs ship gaming systems (beat the heck out of SFB as far as playability). Sadly if the game system had been independent of the licensing we would probably still be seeing fresh stuff coming from AOG.
Major unfortunate is what Mongoose is doing to the starship combat end of the game. MJ12 will never have to worry about any competition from them in that regard.
Still for my money, MJ12 has it down cold for moderate sized fleet battles. Anything larger and you have to simplify the system down (Ala VBAM) so that it plays in a decent time span. Still kicks butt!
  Now where is the Ground Combat version? Tanks, artillery, platoons of men blasting it out?!
Roy

13

(9 replies, posted in Starmada)

Yeah,
Played that game (after I had a Mentor to show me how).
   As a newbie trying to learn the game was a real pain.
  It was however a rules lawyers dream come true. Sad.
BTW:    SFB really stands for Super Fat Book
  Roy

This is true if you are using a free floating map.
If on the other hand the scenario is "Merchant Escort" or "Stationary Defence" ala defending a planet or star fort etc. Then their running away defeats the very purpose of their defence and adds to your win.
Personally in a real world context I believe the "Deep Space Encounter Scenario" should be rare to almost nonexistent compared to other scenarios. Most if not all battles will be about and around Real Estate.
That is battles resolved around conquest or annihilation of the enemy forces/population.
The only "Deep Space Encounters" that I could see happening regularly would be the "merchant escort mission" while the convoy is transiting from one planet to another. The "anti-piracy patrol" where anti-pirate ships are actively looking for pirate ships and their hidey holes. The last would be "fleet maneuvers to another planet or system and caught in transit" which really is just a variant of the convoy escort.
Roy

15

(13 replies, posted in Starmada)

Personally I consider fighters, battlesats, marines/security forces and drones to be nothing more than very tiny little starships.
  So in that context why can't we (or the powers that be) come up with a mini sxca that allows you to customize them and then spits out a CR and SU rating for them.
  Tech levels would modify (as they do full size starships) what you could put in them.
  Hence, if you are primitech (-2) and you want a heavy fighter it is going to be slow because after you add in the "heavy" equipment mod (armor plate, limited shielding, call it what you will) you are not going to have much space left to put in a hot engine.
On the other hand, if you are Eldertech (+2) and you want a heavy fighter, it will probably have enough space left over after making it heavy to be fast, tough, evasive, well shielded/armored, etc. Vastly superior to primitech or Midtech races.
  In a nutshell higher tech in SX means more stuff in the same package, this should apply across the board, better fighters, better drones, better marines, better security teams/systems, battle sats, etc.
  I do understand, very well, the differences between game playability (keep it simple) and game realism (yeah game system ABC is detailed to the max but virtually unplayable in less than a day or days).
    StarmadaX has what I feel to be a very fine balance between those two.
   However, as a set of optional rules, there isn't any reason you can't custom build the little stuff too. Dan has a great system in place already it's simply a matter of scale....and a new subset of optional rules....and a couple of new mini-SXCA's (while excel is an easy program to work with, that doesn't mean the work is easy).
    Starmada provides virtually limitless options at the starship level, and it can provide the same options for the smaller level components.
  Roy

16

(9 replies, posted in Starmada)

I like it and would like to see it added as part of the rules in general.
An attack should have a "type" and defences should be set to defend against different "types" of attacks.
  Just like modern tank warfare, different armors are effective against HEAT, some are better against HESH, some better against APDS.
  But it's a trade off one way or another.
   This is not to say that an all purpose good armor can't be made (chobham is one example of an overall good armor comp) and the same can also be said for a race to develop an all purpose good shielding system.
I just like the idea that the races involved have not developed the tech neccesary to develop the all purpose shield/armor and are left having to arrange their ships defences based on what attack type they think they are most likely going to suffer.
Makes you have to think a little more about ship design. Guns or Butter...which to choose.
  Roy

17

(6 replies, posted in Starmada)

Originaly I figured that a gun that fires every other turn or every other two turns would by the very nature of its slow firing rate be limited to a ROF of 1 by default.
   If I have a slow firing gun with a ROF of 2 I might as well drop Slow and make it ROF 1. It evens out at that point.
The main disadvantage to slow and very slow weapons is that they tend to get in a couple of shots in the game and then get blown away, so the SU mod tends to be a reasonable trade out.
   My main intention was that ship designers could build the uber weapons to represent a weapon system from a genre that they would like to play. These would represent the hard hitting but slow to reload/repower/cool down weapons in the genre. EX: Type R plasma torpedos, Photon Torps(Star Trek), Heavy Particle Cannons (B5), Wave Motion Guns, Death Star Main Laser, etc.
  I like the idea of expanded turn modes as it increases the value of maneuver in the game. Most of the people I play against design their ships with front forward primary weaponry since, turn modes aren't speed related, maneuvering is very easy and keeping enemies in arc equally so until very short ranges are reached.
  If increased turn mode was introduced how would this modify engines SU wise?. Could this be a tech level limit as well?
  On interceptable weapons fire, I don't think it would have to be done shot for shot, I would assume that only some of your weapons are interceptable and those would only be the attacks that would have to be defended against.
  Overall a "Defence Grid" type of equipment system would probably solve that but PDS already is that.
  I wanted to more accurately represent missile barrages or slow moving energy/solid attacks that could be "knocked out of the sky" with AA fire, along the lines of old style naval engagements.
  Opinions?
  Roy

18

(6 replies, posted in Starmada)

Somewhere I saw a thread from Dan asking for input on new ship options. Can't seem to find it so I thought I'd weigh in with some ideas and see what he and you guys think about them.

1. Slow Firing: Weapon fires every other turn (0.5 su mod).
2. Very Slow Firing: Weapon fires every third turn (0.3 su mod).
3. Ponderous: Ship has a turn radius based on speed (not sure how to enact this mod).
4. Interceptable: The weapons fire is able to be intercepted by counter fire from the defending ship/fleet. Possibly to represent high speed missiles (ala Honor Harrington Universe). Maybe with different levels of interceptability (-2 to intercept, -1 to intercept, etc...) for different SU mod costs.
  Only problem I could see with this is people making very short ranged very cheap interceptors . A very cheap defense system indeed.
  Might be worthwhile to make it harder for short ranged weapons to work well against the incoming fire as their short range doesn't give them a long enough time to engage the attackers shot.
5. Engine Shielding: Armor for engines! (Have no idea of an SU mod cost)
That's all I have at this point.

I think Googleplex might be on the right track.
While it is true that with a 3.0 su modifier the weapon would not be very attractive when compared to a vanilla version it does have the singular advantage of doing heavy damage early, very early if long enough ranged.
So yes, with my vanilla gun I could plink at you at long range while you hammer back at me.
   I'll lose weapons faster than you will, all defences being equal, so that when we do close (if still able to) my now powerful (at short range) guns will give you a serious walloping. Sad thing is I won't have as many to use against you, while you with your now inverted damage output may still be on par damage output wise with me at that point. 
  Again playtesting as you have said will show the advantages and disadvantages of the SU mods chosen from.
Will be interesting to see how they come out. As I pointed in my previous note on this thread I can see how all the normal gun mods could be inverted, just need Dan to give the say so on a point cost and go from there!
Roy  big_smile

20

(20 replies, posted in Starmada)

Ok, that last post of mine got mangled. Nuts.
Alright. Again. All arcs are 60 degrees.
  1 is the front 60 degree arc bisected 30 degrees left of dead ahead and 30 degrees right of dead ahead.
2 is the starboard forward hexside.
3 is the starboard aft hexside.
4 is the aft hexside. Firing dead astern bisected 30 degrees left of astern and 30 degrees right of astern.
5 is the port aft hexside.
6 is the port forward hexside.
Hope this helps better than the first one.
Roy

21

(20 replies, posted in Starmada)

Hello, I'm Roy,
  Here's how the hex arc firing conversions work.
    A-F are exactly the same as in Starmada.
    1-6 are the same as in SFB.
  For those not familiar with that system, use this:
    1 is the front of the ship, 4 is Aft (back end) end of the ship, 2 is starboard forward, 3 is starboard aft, 5 is port aft and 6 is port forward. All arcs are 60 degrees.
   Hope this helps.
  Roy
                                               1
                                           _____
                                    6    /         \  2
                                        /            \
                                        \            /
                                    5    \         /   3
                                           \-----/
                                              4

22

(4 replies, posted in Starmada)

Yeah, can't tell you what it is like to have armored gun batteries, armored hull, redundant shielding and yet still be floating around in space with no engines. Arrggh!

23

(5 replies, posted in Starmada)

Interesting and would like to see them in Starmada, but what is your intended use for them in Starmada?
Drone/Fighter Defense? Towing and/or grappling with other ships to hold them in place?
  Is there a disadvantage to tractoring a ship. Such as it can easily target its captor and vice versa?
  1 per hull may be too many per ship depending on their purpose.
   If you could describe what it is they are too do, I think it would be easier to assign a cost and SU to them after that.

24

(33 replies, posted in Starmada)

Well,
A contruction bay can build a certain number of hull in a campaign turn. It would seem likely that it could hold a certain number of hull within as well when travelling from place to place.
  My assumption is that the host ship has a large enough internal area to build the ships within its own hull protected from space.
   I may be wrong and the implications of a contruction bay were more along the idea a a deployable scaffolding that allows the construction ships crew to assemble the project ship outside the ship but within the protection of the scaffolding.
The point that I'm making is that "construction bays" do give a ready made stat line for use on a ship as a Battle Carrier when using the SXCA to design it with.
I do like the idea of deployable Bastions. Slow moving, heavily armed and armored escort Monitors!

Hmmm,
  I can see inverted damage, for sure, if your were to use, as an example, a weapon that needs time to reach critical mass before detonating. Thus it is more dangerous the longer it is allowed to build up power.
  I can see inverted ROF too. MIRV's are a perfect example of that. When approaching their target they split up into multiple weapons. If they needed time to orient themselves in flight I could see that as a special.
  Inverted PEN though? Hmmm. I suppose you can justify that by saying the longer the weapon has to examine its target on approach the better opportunity it has to bypass the targets defenses.
  So all in all it sounds like you are describing a "Penetration aided Fusion Powered Anti-matter Multiple Warhead Armed Missile".
   AKA: A PAF-PAMM-WAM. I could be wrong though. Have to try it out and see how it works.
Roy