1

(7 replies, posted in Starmada)

cricket wrote:

Oh, I get the question now. Sorry.

Honestly, you probably have a point -- Ken Burnside and I were going back and forth about this earlier in the month. While there's probably a reason to allow a discount for higher ROF weapons, I'm not sure what it would be; and I'm reluctant to do so considering how badly broken the "banked weapon" concept was back in the Compendium days (essentially, you got a cost break for grouping weapons into "banks" that had to fire at the same target. The same as increasing ROF in Admiralty...)

I've also noticed in converting the CN stuff that the factions that use the big ROF turrets are going to lose their ships weaponry faster that the factions that don't.  We are not to the point where where we've tested this out to see if it is really an issue at all, but just something I noticed in the flurry of creating the new stats.

2

(92 replies, posted in Starmada)

cricket wrote:

No, actually... I'm cowering in a corner in fear of the lynch mob.

Which is sad, really, 'cause I'd rather be working on the last-minute activities to meet the deadline. smile

A vicious catch-22 there eh?  big_smile

3

(92 replies, posted in Starmada)

I take it since we have heard nothing yet... that it is a good sign and that some final last minute activies are being cleaned up?? smile

4

(92 replies, posted in Starmada)

cricket wrote:
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

<big happy dance>

5

(23 replies, posted in Game Design)

Well this is a little late so forgive me I just don't get to this forum as much as I'd like.

I started gaming in the early 90's.  I was lucky enough to run into a local guy on the  pre-internet MP game of Battletech.  Anyway he showed me the miniatures version of it and I was hooked.  That lead to Napoleon's Battles.  I loved it, I mean it was awesome.  I've played many good and bad wargames since, but I still play NB and enjoy the heck out of it. (I've out grown BT for some reason.)

Anyway I'm not sure why Nappies or historicals in general are taking a hit here but that's the internet for ya. smile  There is absolutely zero wargaming laws that prevent you from making up your own non-historical scenarios with historial troops.  In fact I prefer it.

I don't particularly agree with the author on many things.  The clicky games and there kin are not my cup of tea, but they are exposing our hobby to main stream commericial masses.   That leads to an increase of the slow trickle of gamers picking up and trying existing rules sets and genres.  When prompted to play Napoleonics I couldn't have been less interested in a genre, but after learning the rules and playing some excellent games it's by far one of my favorites.

The other thing is, I can't wait for pre-painted minis.  That's what I use now for most of my miniatures, I just buy the bare lead and pay someone to paint them for me.  I'm not lazy, I want to spend my time turning the French flank or dropping a Doom Diver on a unit of Hammerers not dabbing in the fricking yellow piping on so loser's tunic.  big_smile   But hey if that's your thing I'm cool with that to.  It's a win/win.

I think with the range of gamers we are starting to see you'll continue to have these niches and factions of preference, but as long as it keeps growing it's good for all of us.

6

(1 replies, posted in Starmada)

I apologize for being dense, but I couldn't locate a download link for either the latest SXCA or Shipyard.  I saw the topic for Shipyard 9.2 and the sticky for the SXCA with fighters but couldn't see a link or URL to dload them...?

7

(15 replies, posted in Starmada)

FT cinematic movement. ('other non-vector')

So what happened in the re-match?  big_smile

9

(60 replies, posted in Starmada)

Well, you guys dicussed this fast. smile  Just to address those who think nothing should change I would offer the following.

After my gaming group played 3 or 4 games we easily realized that they was an issue with the ROF cost.  We changed it to the 2RPD thing, but that was because we were unaware of the designer's intent.  We were just shooting for equality between the three as we hadn't discovered the fighter advantage yet.

When I logged on here and saw Uncle_Joe's solution, I liked it.

I can fully understand the designer wanting to keep the formula simple for hand calculations.  That however doesn't really apply to us because not only to we use the different spreadsheets availble to build ships,  we consider it one of the cooler things about Starmada.

Anyway, whatever is decided I'm glad to see there is ongoing discussion aimed at improvements to the game.  Why stick with the same old thing when you can refine it with improvements?  :wink:  (Or are you still driving a Model A?)

10

(123 replies, posted in Starmada)

OldnGrey wrote:

Could we have an "official" yes or no on Uncle_Joe's weapon costing.

I think we should just make it unofficially official then.  :wink:

11

(9 replies, posted in Starmada)

Taltos wrote:

Not sure, exactly, what you are asking...

The defensive value of a targeted ship varies based on what type of weapon (K/E/B) is firing at it. Each defensive type can range from 0-5, as with regular Starmada shields.

The sum of the three values divided by three (rounded up) is equal to the shield value of the ship.

As you take a shield hit, you mark off 1 level in each category.

Yep, that's what I was asking.  Sounds like an easy way to even further add to the unique flavor of different sci-fi systems and ships. (like you say.)

I might have to check this out more with a few test games. smile


One other question I should ask a little off topic.  Has someone out there created a common weapons catalog?  Basically just a generic list of commom scifi weapon systems that a person can pull from to throw together design concepts quickly. (And tweak later.) 

Including the KEB class of the weapon would be handy here obviously.

Thanks for your answer to the first question as well! big_smile

12

(9 replies, posted in Starmada)

Is there a topic or group that gives a detailed explaination of how it works?  Does anyone have an opinion of it negative or positive they would like to share?

Indy

13

(55 replies, posted in Starmada)

Tyrel Lohr wrote:

There have been a few things that I have seen that I think would be nice additions here and there along the lines of new Weapons Enhancements or Special Equipment:

* Armored Engines (armoring or engines)

* Area of Effect (weapon enhancement that would be like repeating, but the weapon would hit every target in the hex)

Those are the major ones off the top of my head.

In regards to ballistic packages and drones, I had the epiphany that drones are considered ballistic weapons in the VBAM/SX book, so you could easily just have Drone Packages analogous to Ballistic packages to get added effect at an extra economic cost there.

-Tyrel


I know this is a bit of an old topic, but I would like to throw my support behind the things listed above.

The largest frustration for my little group is that we shoot out the engines of our ships very rapidly.  I don't know if that's from flws in our designs ofr that it's just easy to do in Starmada.  It's only moderately fixed in my opinion with the an Armored Engines option, but it's better than nothing.  Hard to those slow heavily armored races when they lose all manueverability with the first two or three '2's are rolled for damage and are dead in the water.

If 'Ballistic Packages' means characteristics to customize drones.  I'm all all for that. If it doesn't then I would like to suggest characteristics to customize drones.  :mrgreen:

Great game overall.  I recommend it often to people.

thanks,
Indy

14

(15 replies, posted in Starmada)

jimbeau wrote:

Here's a better-ly printable table

      Size of Interdictor 
Range 1-3 4-9 10-15 16-25 26+
  1-3  6   -    -     -    -
  4-9  5   6    -     -    -
10-15  4   5    6     -    -
16-25  3   4    5     6    -
  26+  2   3    4     5    6

Maybe I'm not getting this... but should the 'Range' and the 'Size of Interdictor' be reversed?

The explanation of the rules sounded good, but then I looked at the chart and got confused.  smile

I think this rule would would well for the Stars Wars stuff. (Which it seems based on.) Glad I found this forum.

Indy

15

(25 replies, posted in Starmada)

jimbeau wrote:

I can rebuild it. so I only need your permission.

You got it. smile

16

(25 replies, posted in Starmada)

jimbeau wrote:

Can I steal that beautiful arc diagram and make a bigger one to repost in the "need an arc diagram" thread?

I think I still have the large original.  I'll look around and get it to you.

17

(25 replies, posted in Starmada)

Hello,

I actually registered today, just found this place. (Thanks to Dean at SCN)

I'm currently trying to make 1:20,000 scale Star Wars Capital ships.  In doing that I need to start coming up with game stats for them.  I was a big Full Thrust guy, and recently I picked up the Starmada rules and have taken a liking to them for various reasons.  Anyway I fleshed out my Imperial ships for Starmada last summer.  Now I should say that I hadn't really played Starmada a ton and I can see now that I need to make some adjustment to my designs.

(Like scaling back ranges and adding multiples of equipment.)

You can find this first stab of designs on this page:

http://www.knightwire.com/imperial.html


I basically used two main sources for my ships.  A fan complilated ship list called the Star Wars Ship Compendium:

http://warlords.swrebellion.com/compendium.htm

It has a comprehensive listing with a unified eye to the designs.  The other source I used to get some details on weapons was the Ships and Vessels book from the D20 Star Wars RPG from WOTC. 


As you can see from my ship list I positioned the ISD as a Battleship that is considered the mainstay of the fleet and scaled everything from there.  As far as weapon batteries go, the ISD I has 60 Heavy Turbolaser Cannons.  I just divided that by roughly 10 in most cases to get a number of batteries in Starmada that felt right.  I fudged the Ion cannons a litle differently again to get the right feel.  As you can see, I need to adjust the ranges.  I just used drones for capital ship Concusion Torpedos because it seemed to fit better than any battery weapon.  I created special equipment for the Tractor Beams and Gravity Well Projectors some ships have.  At some point I was going to make up rules for them to have some effect on the ships abilities.

These aren't perfect designs and need the polish of game play, but I like how they translate the Star ars feel to Starmada.

I haven't really seen this 'shipyard' spreadsheet before.  I think I will have to play with it some as it does a great job of grouping the nationalistic things together.

I'm currently in the proccess of making the second miniature for the Imperials.  All I've done so far is the Allegiance Class, so I have a lot of work to do before I was planning to polish this up.


Any comments are welcome.


Indy