1

(26 replies, posted in Starmada)

Yeah, sensors are slightly different from FTL drives, but when talking about them, they're linked.  If you have really fast FTL drives and short range sensors, it's a lot easier to raid v. long range sensors and slow FTL drives.  If I can see you comming two turns away, I can move reinforcements.  If the first I know that you've jumped in system is your emergence patern, I'm sorta screwed.  It's like to communication speed too.  How fast can I react to a problem.  And by fast, I'm thinking distance.

One idea that I've seen people play with that looks really fun is larger stars give you boosts to speed, meaning that a super giant, such as Arcurus (screw spelling) might be strategically imporant.  Or make it easier to 'lock on' to big stars, but if you're bold AND darring, you could lock onto a planet. 

Based on the raiding that the Federation did, I'd suggest a few options:

1) that it's just a jump and you're someplace else with the Federation being able to come and go from a sufficently large number of places that they can hide.

2) No FTL comms and no FTL sensors, or just short range sensors.  Here you have a warp/hyperspace idea and still have some surprises.  Like posting a defensive fleet in hyperspace.  Mousetrapping the raiders:)

You could borrow the mechanics behind VBAM:FASB

-K

2

(26 replies, posted in Starmada)

Yeah, the Hiem space idea is interesting and does some nifty stuff.  It all boils down to the story you want to tell.  Unless you're the masocistic character writers like they have over at BSG.  But even then a wormhole universe wouldn't allow them to just do a jump "thatta way"

When it comes down to it if I need psycic females to pull off the strategic environment or hot tea, I will use them.  However it really depends on how you want things to work and what contraints you want.

That's the bitch of the thing when it comes to new sci-fi backgrounds, you have too many options.


points to whoever gets those references (psycic females and hot tea).

-K

Awake AND cafinated

3

(26 replies, posted in Starmada)

Talos,

Maybe the best way to think about a sector is that it's a little more unifed.  After a certain point it makes more sense to talk about California rather than a summation of LA+San Jose+San Fran+Reno+all the other freaking cities there.

So we're really not concerned about the specific details, but a larger overview.

Sensor ranges as linked to movement, how much can I know about what's going on?  If I can use a jump lane to enter into a system, but you can't detect me, then I can hide in the ort cloud and pay you a visit every now and then:)  It becomes 100% critital when looking at warp or hyperspace FTL.

As to the tiles.  I think that it can work as an offical universe map, but you can use the same idea to make a semi-random universe for people to play in too. 

-K

Awake but still no coffee.  Damn it.

4

(26 replies, posted in Starmada)

Go0gleplex,

I guess I'm a bit more of a Mahan than you are.  I'm not say that's good or bad, just where I'm comming from.

From my POV, the FTL systems:

1) Wormholes, they limit your options, you can have a little bit of fun with it like Heavy Gear does.

2) Jumping allows you to really do the fleet in being thing, taken to an extreme it makes it impossible to have a real strategy.

3) Hyperspace, depending on the physics/sensor ranges this can be anything you want it to be, more paperwork, but still fun to play around. 

4) Fold Space, this in my view is just another name for Jumping from an applied standpoint.

5) Warp is the easiest to think about, just pull out 5th Fleet, redraw the map and a few other things and presto you have your strategic space combat game:)

You're right about wormholes making the campaign simpler choices that lead to more battles, which is fine if you want something that looks more like a grinding land campaign.

Sorry if I'm comming across as cranky/preachy, my coffee maker broke sad

-K

The K stands for Kranky

5

(26 replies, posted in Starmada)

Talos,

A lot of stars are junk stars that arn't likely to have Earth like planets.  That's something else to think of when talking about FTL drives.  Sensor ranges are imporant too.

When I mentioned the idea of sectors it was with the idea that they'd be more like binomes than anything else.  For replayability and that good stuff, you could make them hex tiles, the nararative fluff comes during the campaign.

-K

6

(26 replies, posted in Starmada)

Cricket,

I think you can have more fun with converting sectors over than just a mechanical in -> out type thing.  You're also looking at more of larger issues, it really depends on what data you need to make it look and feel different.  Really, how should a dense star rich heartland be different than a fringe providence that doesn't have many stars and few of those are populated?

The jump range point gets close to an understanding and works fine if we're going to track starships based on how many months of endurance.  That's fine, We might want to figure out if we can make the turn length long enough that we just base ships at ports or other facilities that can support them and then have them undertake operations from there.  It depends on what is simpler from a paperwork perspective.

Go0gleplex:
I always assumed the Starmada FTL Drive was like the drive in Homeworld or BSG, zip-zang-bang I'm back!  That way you can move any distance you want within a sphere.  Adjusted for gravity stuff, jumping from deep within a star might not be the best option, maybe this would make giant stars fleet bases?

Wtih Harrington you gotta remember that there are other options beyond those wormholes that make the entire thing WAY cool.

Starfire is a very much, you go to point XYZ, go into the warp point and you're in ABC.  same zip-zang-bang, but makes it easy to defend, not the type of thing that works well for fleet in being operations.  Unless you have a butt load of stars, the other guys can't defend any of them well enough to smash a raiding party and/or they have REALLY limited information on where these lines are.


Suggestions:
1) look at The Great Game for 2300, it has some ideas for developing land based provinces, it might be in order to check it out.

I'm sorta getting the idea of something a little more modern than hex tiles just labeled "Marsh" "Forst" "Mountains" "Plains" that you can put tokens on, but not by much for build your own galaxy.

2) Look at Combat Operations for Classic Battletech as an example of how very wrong a game can go, but it does have some interesting logistics rules.

-K

7

(26 replies, posted in Starmada)

Taking things newest to oldest:

cricket wrote:

Noel seemed to think it was necessary to describe each system in detail, effectively limiting the largest empires to a dozen or so systems. I had always pictured it as a Star Wars type thing, with vast galaxy-spanning territories of indeterminite size and hundreds (thousands?) of inhabited worlds.


Yes, I wanted a stronger feel to things to really understand the contest...

And the Stars Wars universe just bugs me cause everything seems like it is right next to each other and the same worlds get talked about over and over again... there are apparently gobs of them (look at the Senate) and only the same 10 or so ever matter... good for simply story telling but lousy for making me feel like there is meaningful thought there.

Probably why I am a VBAM junkie. 

(but at least I don't map all the individual planets in each system... or all the other possible painful detail.)

I think that there's a way to have your cake and eat it too.  Stay with me for a few moments.  Once you get a "suffently large" map area, you're going to give up details.  Look at any strategic level WW2 game.  So you could use providences that have a level of development, economic resources, all that good stuff and then generate a set of statistics from that. 

For example you could have a lightly populated sector that'd make logistics harder while at the same time making it easier to hide fleets.  This would make stronger use of the encounter table to drive results, but would also allow for a fleet in being strategy, you find a few sectors that make detection harder and then use hit and run attacks on their infrastructure. 

However it'd abstract the "operational art" i.e. the kewl shizzel that I love in a game.  Not saying it wouldn't be interesting and might be the only way to operate a Really Big Game (TM).  If there's one thing worse than counter overload, I don't know what it is.  Then again you're talking to someone who doesn't nessarly think that 3d STRATEGIC games are impossible.





Quote:

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules. Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.



Not necessarily. The hyperspace engines detailed in Starmada may be of limited range, allowing ships to get away from battle but still need jump lanes/points to get across vast distances.

Quote:

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could. I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost.



On a side/related note, I still plan on reintroducing SovStars, and it will be much closer to the first edition than the second edition TI supplement.

Quote:

As an aside, I think VBAM is great, it's the right "here is your empire, have a nice day" rule set that feels epic, but the more complicated rules seem to go into to much detail and can be frustrating when you want the bigger picture.



Exactly why I think there's room for a more abstracted game like SovStars...

Limited range jump drive brings up the same question that Battletech never really answered for me.  If you can only jump 30 ly per jump, why not just jump into deep space, keep doing that until you get to the other guy's capital and waste it?

I'm happy that SovStars is comming back, but I think that if you're going to remove that much detail, the idea of really looking at each planet is a bit myopic.  It might be more useful to just say that there are different types of sectors that you can develop.  You can give sectors critital spots that you can fight over, or even "build" an important planet.  I think that'd work. 

However a more militant/operational game would need a harder focus.

Kodiak wrote:
Taltos,

That's part of what I'm trying to figure out too. I see some possiblities with the Expanse comming for humanity, the Dragons showing up, or even an Alliance civil war or something happening in the Commonwealth between the Imperium and the Federation. In putting that together, I'm looking for several bits of info:

1) size of the empires, are we talking about a few star systems, or many many star systems?


Now that is a question that needs time.
I remember discussing this with King Dan in the past and the idea was for a the Imperium to be a far flung expanse. The Arcturan Federation is supposed to be based at Arcturus (Alpha Bootis), right? While that isn't "right next door", it isn't too far. Still...

Which systems are settled, which explored, which sentried?

Arcturus is only 36 ly from Sol.  It depends on how far you can jump, that might be right next door.  It'd also give a very narrow Commonwealth area if Earth is to have any depth at all for defenses.  Fleet in being strategy works when you have someplace you can be.

Kodiak wrote:

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules. Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.



Maybe, maybe not.

Depending upon the official nature of Starmada jump engines... a "lane" may simply represent a possible corridor for a single campaign turn's jump range.

from that...

Kodiak wrote:

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could. I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost. 


You could get an option for laying in modified (more stringent) supply rules so that with cut jump lanes and you get exactly the effect implied in the history.

I agree that the idea of a lane might be a mapping convention, it might just be that I'm more of a open space kind of guy, but if we did assume that that it represented just the amount you could jump in a turn, I think that you'd need to keep cutting the jump lane every turn, otherwise it should "grow back"

Hope that's not too confusing.
-K

8

(26 replies, posted in Starmada)

Taltos,

That's part of what I'm trying to figure out too.  I see some possiblities with the Expanse comming for humanity, the Dragons showing up, or even an Alliance civil war or something happening in the Commonwealth between the Imperium and the Federation.  In putting that together, I'm looking for several bits of info:

1) size of the empires, are we talking about a few star systems, or many many star systems?

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules.  Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could.  I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost.

As an aside, I think VBAM is great, it's the right "here is your empire, have a nice day" rule set that feels epic, but the more complicated rules seem to go into to much detail and can be frustrating when you want the bigger picture. 

The ultimate plan, and this ties in with my other question about weapons equivilants is to create at least a thought model about how a total universe campaign would be run in the Starmada background to the end of developing a campaign arc. 

-K

9

(26 replies, posted in Starmada)

@cricket:
   I'd be interested in seeing what you have that wasn't published.

@Javelin98:
   I understand where you're comming from and that's sorta what I'm looking at here, but with at least some bent to follow the guidence that's been set down.  VBAM is a great system, but I don't think it follows everything that canon establishes, such as how the Federation was able to hold off the Starmada for five years, that's 60 turns, right?

@jimbeau:
   I assume this is above and beyond what we saw in the books?

-K

10

(25 replies, posted in Starmada)

The MJ12Games group on Yahoo! Has a few conversions,  IIRC they didn't follow the construction rules but were still fun to look at.

11

(26 replies, posted in Starmada)

Has MJ12Games produced any canonical background information beyond what was in Compendium and Starmada:X?  I'm looking for such information as number of planets for different empires, fleet sizes (beyond the few classes listed), maps, things like that.
Thanks!

-K

12

(8 replies, posted in Starmada)

Thanks for the double check on those.  I'm still trying to figure out Needle Beams and Anti-Matter Beams.  I think for ballance purposes just choosing something that has a proportional WP modifier might work.

13

(8 replies, posted in Starmada)

Here's my quick take on the weapons, including the holes that I'm wondering about:
Anti-Matter Beam - this is the unknown
Blaster - 1/1/1 Range based PEN
Bore Missile - continuing damage
Burst Cannon - Increased PEN
Cluster Missile - seen in S:X
Cobalt Torpedo - 1/1/1 Extra Crew Hit
Disruptor - no clue
EMP Cannon - no clue

Energy Lance - inverted range modifiers
Fusion Torpedo seein in S:X
Gamma Ray Projector - no hull damage, crew hits?
Greek Firebomb  - no clue
Hyperspace Torpedo - Increased PEN
Ion Cannon - seen in S:X
Laser Cannon - seen in S:X
Meson Beam - no clue
Needle Beam - no clue
Neutron Torpedo - seen in S:X
Particle Beam - Halves Shields
Phaser - no clue
Phoenix Missile - may reroll to hit rolls
Plasma Bolter - DMG 2
Proton Missile - DMG 2
Pulse Laser - repeating
Resonance Cannon - Sheild rensonance
Rocket - Must reroll to-hit dice
Scattergun - doubled range modifiers
Stingray Missile - no range modifiers
Strike Missile - no range modifiers

-K

14

(8 replies, posted in Starmada)

Anyone updated the designs from the Compendium to Starmada:X?  Trying to put together a narrative campaign with the Donegal Alliance and the Federation but having some problems converting Donegal ships into X.

At the very least has anyone put together new stats for old weapons?

-K