1

(44 replies, posted in Starmada)

Since your asking, here are a few I would like to see:

1) Andromedan starships, with some play test rules (I know I'm dreamin')

2) Hydrans

3) Lyrans

4) ISC

5) CVs for any of the star races (including aux carrier ships)

6) Fighters for all star races

7) Battle Tugs with various pods

8) various GCLs for planet/asteriod bases

9) Fast patrol ships for all star races

R/

2

(8 replies, posted in Starmada)

Good point. Missed the Andy power spike and increase in combat effectiveness while in a short fight.  Will have to massage a better model  that represents both the positive and negative characteristics of PAs.

Seems you're suggesting a possible increase in speed and in weapons usage (maybe a ROF increase)--question is, by how much should both increase?  As far as the PA failure and the catastrophic affects, it should be tide to the shield factor (which would be the PA rating). 

Maybe the PA rating could represent the number of hits it can hold, being able to discharge a certain amount per turn: some to speed or the displacement move, some for a change in ROF, or some just radiated into space.  If the rating is exceed by additional damage received during the turn, then the "pops-like-a-blister" occurs.  The PAs release their damage held as well as the damage being received.  Doesn't work well for a PA rating of 1, though.
Just some ramblings here, but I would love to see Andros in Starmada.  Any other recommendations out there?

YDB

3

(8 replies, posted in Starmada)

Madpax,

I think you gave me an idea.  Yes, PAs are energy based, and in SFB, energy (as well as speed) is life.  Starmada seems to incorporate energy into the ship design and systems; damage, then, becomes the factor that reduces the effectiveness (life) of a ship.  So, my idea for PAs is to have a save roll (sort of like that in 40K). When a ship receives damage, base that save roll on how big the PA is (depicted in its shield rating, 1=6+/2=5+/3=4+/4-5=3+).  If the roll is successful, the damage is ignored. If the save roll is missed than the ship receives the damage. Specifically, if the save roll is missed by 1 point (i.e., you need a 6 and you roll a 5), the targeted ship receives normal damage; if the save roll is missed by 2 or more (i.e., you need a 3-6 but roll a 1) the damage is double to reflect the chain reaction affect. 

Does anyone believe this could be worked out fairly into Starmada scenarios? What do ya'll think?

YDB

4

(8 replies, posted in Starmada)

I haven't played the Andromedans (Andros) in a while, but if I remember correctly, in lieu of shields, Andros use power absorbers (PA).  As a ship receives shield damage, PAs will store the energy which could be used to power other systems, almost like a battery, and can discharge a certain amount per turn.  The down side is when the PA receives too much energy and can not divert to power systems or discharge, the ship will instead release that energy as internal damage.  I think other PAs,that had recieved energy, could be damaged and release their energy as well, causing a chain reaction of internal damage--that would be very bad. 

In SFB, Andro ships are very difficult to beat and as the story line goes, the effort to beat the Andros required all the star races to ally and fight in teams.  The Andros were eventually beaten back...for a time. 

YDB

5

(8 replies, posted in Starmada)

I've always enjoyed the Andromedans in SFB and would like to convert those ships into the Starmanda AE format.  Has anyone figured out how to configure a ship with power absorbers?

YDB :idea: