Nomad wrote:Dual-Mode (which is what I think you're referencing) is an interesting idea for that... the main issue with it is that all of your lasers then have to fire in the same mode on any given turn (assuming they're all in the same battery), which really hurts the versatility. I'm a fan of RoF-3 Imp-1 Dam-1 Anti-Fighter weapons for multipurpose close defense; Anti-Fighter doesn't hurt their function against ships, and RoF is effective against both targets (whereas Imp and Dam are wasted against fighters).
Hmmm, have to look up the "Anti-Fighter" trait. My only concern is, can it shoot down missiles? Spose I could just house-rule that it can. It would give me the stats that I want then... Thanks for the advice. I'll toy with the theory a little.
Nomad wrote:Yeah, technically there's no rules-enforced upper limit on hull size... it's just a sanity question, really. I know the Shipyard caps at 30, which is plenty huge enough for most anything you'd want to put on any one ship. And yeah, you don't see a whole lot of size 1 and 2... I once watched a game between a normal-ish fleet and one composed entirely of size 1 ships, each with a single Repeating weapon. It was actually kind of efficient, since there was a lot of wasted damage against the little buggers, and they hit pretty hard for their size. I think they still lost, but it was really really close.
Yeah, I don't want ships getting to big. I'm thinking 14-16 as the cap. Anything bigger is definitely in the space-station category in the ME universe.
Nomad wrote:And while I would be potentially interested, I know nothing of VBAM...
If you're actually interested, don't let lack of knowledge of VBAM stop you. I will be acting as the CM (campaign moderator) and would be more then willing to get you up to speed on the system, if you're truly interested.
dunadin777 wrote:1) I would generally cap Mass Effect ships somewhere around the 12 Hull range, and that I would reserve for true behemoths like the Destiny Ascension. In the Mass Effect universe, the ships are relatively fragile compared to the firepower available to them, and so Hull sizes should all stay relatively close together to facilitate that, IMHO.
Yeah I was thinking the same thing. Was actually gonna cap it at 14 after I re-read S:AE. So we're both thinking along the same lines.
dunadin777 wrote:3) With FTL, remember that the ships in ME do not use their mass-effect drives for interstellar travel, even though it is, technically, FTL. Mass-effect drives are used to travel quickly in-system to the secondary and primary mass relays, which provide effectively instantaneous travel between them. So, a ship's speed will only really matter on the ship-to-ship scale of Starmada, and the strategy of interstellar travel will be left to controlling the various mass relays. In essence, no Mass Effect ship really needs to have an FTL system assigned to it in Starmada's designs--the ability to quickly reach mass relays is just a function of the mass-effect fields and the ship's more-or-less conventional engines.
ME2 changed that a bit though (which is reinforced in the novels). Ships definitely do travel to other solar systems, but just systems that are close by (less then a hundred light years or so). For my games purpose, it would be easier if they didn't though. I've considered overlooking that fact. The only problem then becomes the Mass Relays. Does 1 relay have multiple connections, or are their multiple relays in each system? Separating "major" (long distance, single connection) relays from "minor" (short range, multiple connections) relays would just over-complicate it. I'm considering just going with the "several mass relays, with only 1 connection each" scenario for simplicity's sake. It falls in line with VBAM's current "hyperspace routes" system with a few "minor" changes (instant travel and a physical object at each end). What's your opinion?
dunadin777 wrote:I could go on with this and make some VBAM-oriented suggestions, but I'll leave it to you to ask more questions if you want to hear(read) me ramble more.
Would love to hear them. I've got so many idea's rattling around in my head, I have a hard time nailing down which I want to implement. The ME universe is just full of interesting idea's.
dunadin777 wrote:Chalk me up for interested on this one. I'd also be happy to help you with setting up any background materials, figure out specific stats in either system, etc.
Sure, I could definitely use a hand. Here's something to think on:
1) I want Element Zero to be integral for ship building, but I have yet to figure out how to work it into play on the VBAM side (shouldn't effect the Starmada side). Any idea's?
2) I'm also diverging a bit and permitting mass accelerators to be turret-mounted. These would be strictly ship-to-ship weapons. Here's a quick breakdown of available weapons on game start:
Spinal-mounted Mass Accelerators - highest damage capability (dreadnoughts can 1-shot you with good rolling... :twisted: ), greatest range, less accurate at close range (cause WMD strikes on planets!)
Disruptor Torpedoes - high damage, medium-to-short range, shields have reduced rating against torpedoes, can be intercepted by GARDIAN lasers
Turret-mounted Mass Accelerators - medium damage, medium-to-short range
GARDIAN Lasers - low damage, short range, completely bypasses shields, only weapon that can intercept fighters and torpedoes along with full starships