1

(8 replies, posted in Starmada)

At what point should we be concerned that we have not received our rulebook, assuming we pre-ordered?

2

(38 replies, posted in Starmada)

cricket wrote:
jygro wrote:

This is going to be the one thing that is going to be hard to wrap my brain around.  Especially since I have a bunch of tiny fighters on bases for the old edition.  Any chance that the fighter options are going to make their way back in the nova edition.  I need fighters to behave differently!

In what way(s)?

Some SAE options that would be very cool to have:
-Interceptor (-1 vs everything but drones / fighters / shuttles / seekers?)
-Bomber (-1 vs fighter flights / drones / shuttles / seekers?)
-Double Damage (for simulating photon- or plasma-armed fighters from SFB)

Another option: Extended (Attack) Range, i.e. range-2 fighters.

I'm having trouble coming up with a good way to calculate firing arc mods in a spreadsheet (Google Docs, though I also have Excel if that ends up being the only way to do it).
My data has the number of weapons in the battery in one column, and the next column has the arcs (i.e. 4 | FH2,PH3,SH3)

I want some way to calculate the firing arc multipliers so I can calculate battery (and therefore ship) ORAT.

I've already put in over 150 ship designs with firing arcs (converting ships from my Star Fleet Battles collection) so I'm loathe to manually put in each design into the drydock to do the calculations for me.

Any ideas or suggestions?

4

(55 replies, posted in Starmada)

Frontloading all the armor may be too much, but what about splitting the armor value in to the first two groups of hull boxes.

So a ship with 12 hull and 6 armor would look like: (Armor x3) (Hull x4) [Damaged] (Armor x3 Hull x4) [Crippled] (Hull x4)

Does that make sense?

This satisfies the 'fluff' desire for armor to be somehow 'different' than hull while allowing it to function mechanically as before. (i.e. more damage points on the ship).

Not sure how to adjust costing there, although obviously it would be a little more expensive.

5

(21 replies, posted in Starmada)

madpax wrote:

BTW, how do you modelize weapons carried outside the hull?
For example, in Starfire, ships can have external mounts for missiles which do not take room inside the hull.

Marc

You could add a houseruled custom trait that reduced SUs by 50% or something but left the ORAT the same.

6

(5 replies, posted in Starmada)

What is a BGG entry?

7

(23 replies, posted in Starmada)

cricket wrote:

One issue that I do believe may need to be addressed and nailed down more effectively is ships' relative thrust ratings. I have tried many different methods, but I still am not happy with how SFB/FC power translates to Starmada movement. Any suggestions on this front would be appreciated.

Cricket,
For my homebrew SFU designs I do the following:

=IF(TURN_MODE="O",0,IF(TURN_MODE="S",1,MAX(2,ROUNDUP(QUOTIENT(SUM(QUOTIENT(COMBAT_SPEED,3),TURN_MODE_BONUS),2),0))))

Where TURN_MODE is the ship's turn mode, O for bases and S for sublight ships, FC/SFB value otherwise.
COMBAT_SPEED is total power minus the cost of arming/firing all weapons (FWIW, I use F=1,G=2,S=3,R=4 for arming costs of plasmas), times the move cost.

TURN_MODE_BONUS is 0 for turn mode F, 1 for turn mode E, 2 for turn mode D, etc, up to 6 for A and 7 for AA.

I am pretty happy with the results this gets, although I haven't tested much outside of the Feds, Klingons, and Romulons. Turn mode may be too important in my formula, but I wanted the extra manueverability to add something.

Drone-heavy ships tend to have higher speeds than disruptor/plasma/photon ones, but since their main weapons are quickly exhausted I figure it evens out.



*each battery = 1/2 power
**Turn mode F = 0, E=1, D=2, ...etc

8

(26 replies, posted in Starmada)

Huzzah! If only I could find someone who still needs to buy me a Christmas present....  big_smile

9

(26 replies, posted in Starmada)

Does Alien armada include rules for Tholian web?