1

(46 replies, posted in News)

I was playing around with the weapon designer, and noticed that Slw2 & Slw3 weapon modifiers, while adding adjustment to the weapon's BSUR, will only generate a single Slw on the Display & Drake tabs.

2

(15 replies, posted in Starmada)

It just showed up, thank you!

3

(15 replies, posted in Starmada)

Will the Unity upgrade be available to Warehouse 23 customers, the way other Unity updates were available?

Thank you,

netWilk

4

(31 replies, posted in Starmada)

madpax wrote:

I don't understand the problem with seekers here. During turn N, ships are alternating fire, and thus would place seekers face down when they fire. During turn N+1, you resolve seekers effect after the target ship have been activated to fire.
So even in the worst of world, a ship targeted by seekers would have one opportunity to fire at them.

Except during simultaneous play ships do not alternate fire, or at least according to the rules "The order in which attacks are made is irrelevant.  It is usually best to resolve all of one player's attacks first, followed by the opposing player."  This also affects Flares...

5

(31 replies, posted in Starmada)

I was thinking of how seekers would work in the round of firing.  With interactive sequence, there usually will be few opportunities during the back and forth to take potshots at just fired seekers.  With the one player does all attacks, followed by the other of the simul mode, the side firing second will have the advantage of not having their seekers susceptible to 2 rounds of fire.  Are there any house rules floating around with solution (say require all seeker fire to happen before all other weapon fire)?

Edit: same issue would apply to flares as well.

Thanks,

Lucas

Any news on the update/conversion kit?

Thanks,

Lucas

7

(8 replies, posted in Starmada)

Why would you consider anything but the first decimal place when rounding to an integer?

8

(12 replies, posted in Starmada)

cricket wrote:
Andromedan wrote:

Now, why Phaser-3s would get it (and why they have Anti-Fighter in SAE) would be because of the purpose of the Phaser-3s which is purely defensive.

Yes.

Problem is, some FC ships dispense with Phaser-3s, since Phaser-1/2s are their defensive weapons.  Say the Federation New Fast Cruiser, Armed Cutter, Tholian Patrol Corvette or Orion Slaver  You might want to fudge some Ph-3s onto them.

9

(12 replies, posted in Starmada)

Will Phasers 1, 2 and 4 have the Pinpoint trait in Nova, since they are not penalized in SFB for firing at drones?   It's missing from the Admiral's Edition version.

Would be possible to make customized firing arcs use 30 instead of 60 degree slices?  That would get rid of over-payment for mixed letter arcs like SFB's CGHI/DGHI.  And we already have the clock based arc definitions. smile

11

(29 replies, posted in Starmada)

Ozymandias wrote:

It's a lot easier to compact them with just a marker for the groupings. The layout is a lot more complicated and dependant on the amount of hull/armor with separate groupings. I'm actually unclear on weather you have to go through all the armor to get to the hull, or if you alternate between armor group -> hull group -> armor group.

You alternate, so first group of armour, then the first group of hull and so on.  So perhaps putting the display as armour/hull/armour/hull/armour/hull would be the best solution.

12

(297 replies, posted in Starmada)

Marauder wrote:

Okay, sounds great guys!

@Oldngray - I don't disagree with you on the principal of solar wind - however if this is to be used in an "Age of sail" adaptation, may as well go that way to start - plus the only popular space faring race that uses solar wind that I know of are the eldar - and in gothic they did get the treatment like this.

-Tim

I think the problem is that realistic solar sailing is very boring because you can only accelerate directly away from the sun.  Since there is no ether to push against, reaching is not possible.  While this is a very fuel efficient way to change your orbit, in tactical situations it is not very useful. 

Perhaps make solar wind sailing require etheric movement?

13

(297 replies, posted in Starmada)

Will there be support for custom arcs?  (ie. those not covered by the 24 ones listed, say A, B, E, F)

14

(297 replies, posted in Starmada)

I can see the partial VP rules being quite useful to differentiate between a quick raid (use partial) vs desperate defence (don't use partial) scenarios, applying them different to either side in such a conflict

15

(297 replies, posted in Starmada)

Which time zone is Dan in?

16

(6 replies, posted in Starmada)

terryoc wrote:

Marc, there is an error in the Hellbore/ESG rules. I'm pretty sure the rule is correct and the example is wrong (it came up during proofreading - early copies of Distant Armada had errors). The in-universe explanation is that the ESG soaks up some of the damage from the Hellbore before it hits the shields, so the lowest shield rating of the target is used, with 1 added per ESG.

Any chance we could get the updated rulebook uploaded to e23?

17

(46 replies, posted in Starmada)

My preference is for the first one as well.

18

(63 replies, posted in Starmada)

If weapons still have the IMP attribute, perhaps have Armour DR reduce the damage inflicted by 1 for each point the IMP is lower than DR.  So IMP 1 against DR 3 would be reduced by 2 points, etc.

What is the reason for the incompatibility between Flotillas and Bases?  Flotillas sounds like a great way to do PFs and I was wondering if there was a way to make the two of them work.

20

(3 replies, posted in Starmada)

I have a question about Distant Armada ESG description.

On page 13 it says:

For each ESG on a starship, its shield rating is treated as one lower (minimum zero) for purposes of determining hellbore impact dice. 

I thought impact dice were determined by the weapons IMP rating, and there is nothing mentioning that hellbores behave differently. 

On page 14 it says:

For each ESG on a starship, its shield rating is treated as one higher (maximum 5) for purposes of defending against hellbore cannon

So what is the exact effect of ESG?

21

(2 replies, posted in Game Design)

The problem is that most of today's naval combats will be resolved with guides missiles/torpedoes fired from long ranges, so Starmada system is not the right scale for it.