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(11 replies, posted in Starmada)

PSYCO829 wrote:

They have Lv. 4-5 Shields on virtually all their ships, and almost no ships in the game have Piercing, meaning landing a shot on them is extremely difficult. Their main guns are heavier than the main guns i use on the ships i design personally, and the ACAC they have is also quite impressive, so the use of fighters against them is also very limited. The Kalaedinese might be able to go toe to toe with them, but the human forces seem like they would be completely trashed in an even fight.

Apologies if it is bad form to necro this thread, but I can confirm that Negali are more than a match for anything in the ISS.  I've fought them in my last four Starmada battles, losing very badly each time.  In one loss, they scored 10x as many victory points as me playing Imperials/S'ssk.

Negali have decent speed, great shields, and incredible weapons.  If anyone has suggestions on counter designs, I'd be open to hearing them.  I've no idea how to begin, as they seem to have no apparent weakness (I'd say it was long-range, if their Shock Cannons were RNG 15).

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(3 replies, posted in Starmada)

Thanks, on both counts.  smile

Awesome, thanks!  I was hoping that speed/momentum would considered carried forward in the sideslips.

4

(3 replies, posted in Starmada)

Does placing multiple fighter flights in the same hex prevent them from being subject to being drawn into a dogfight?

Would the orders for a starship just making four right sideslips have to be recorded as 0RRRR or RRRR? 

I think it's essentially the same question, but assuming a speed of four from the previous turn, would the thrust requirement for such an order be 4 or 8?

mikeaxe wrote:

Welcome and a good workable idea,
You might 'improve' your table to accommodate different perceptions of whether terrain is common or not, by adding another d6 roll beforehand. 1-3 roll on terrain table 4-6 it is open space. That would keep Cricket happy (always a good thing smile ) this basic roll can be altered to match others predilections/universes, in the extremes to 1 roll on the terrain table 2-6 it is open space or 1-5 roll on the terrain table and 6 its open space.

smile   This is exactly what I thought when I saw cricket's 40%-50% guideline for open space.

Thanks, all, for your input.

I have to admit that I don't have a lot of hard wargaming experience; I come to Starmada via a few miniature games that encourages a lot of terrain, so when it came time to decide the board, I went terrain-heavy.  I've realized two things so far:

    [*]Line of sight can sometimes be annoying to calculate, and playing by the rules as written (as we do), even a small number of asteroids can deny a lot of visibility.  This places a further emphasis on positioning, which I enjoy.
    [*]Longer-range weapons are denied a lot of their utility by intervening terrain; not really a surprise, I suppose, but I find this aspect less enjoyable from a balance stand point.  That's one reason that got me thinking about how to create random terrain and restore balance to our forces.

I think we all agree that space is empty, but fluff-wise, I think arguments can be made for fighting around terrain or out in the void, depending upon what players want.  I think it's a testament to Starmada that it works anywhere along the terrain spectrum, further emphasizing its modular/play-how-you-want nature.

cricket wrote:

Welcome, and thanks for sharing your ideas!

My only quibble (I like the concept) is the relative paucity of open space -- there's only a 1-in-12 chance of fighting without any terrain at all. While I understand the point of a terrain table is to, you know, HAVE TERRAIN, I would still think open space should result at least 40-50% of the time. But that's just me...

Thanks for the welcome, the feedback, and--perhaps more importantly--the game.

Feedback like this is exactly why I wanted to post.  smile  All the games I've played thus far (and that's no more than 10) have included terrain, but it sounds like that might not be the norm.  I've always included terrain in the hopes it will result in different tactics and thus different games.  I hoped it might also prevent  ship design stagnation.  If it's not terribly necessary in the eyes of more experienced players, I'll have to try some battles without any, and adjust this table accordingly. 

How often do you use terrain?  Do you find enough game variety without terrain?  Was the game designed principally for open space play?

Hello all,

I'm a relative newcomer to Starmada, but I'm enjoying it a lot and trying to introduce it to as many friends as I can.  I've found a couple random terrain table around the web (in campaigns from Harrigan and the Wandering Gamist), and I'm working to expand them from six possible outcomes to more than 36.  I have a playtest draft that I'd appreciate feedback on, if you've the time. 

    [*]Results are determined by rolling 2d6 the same way you roll 2d10 to yield a percentile.
    [*]Some combinations are clunky, but I've limited myself to random numbers a d6 can produce
1.    Open Space… mostly
1.1.    Black Hole
1.2.    Open Space
1.3.    Open Space
1.4.    Open Space
1.5.    Minefields, 1d3+1 of Size 1d3+1 each
1.6.    Minefields, 1d6 of Size 1d3 each

2.    Asteroid Field
2.1.    1d6+1 fields, Size 1
2.2.    3d3 fields, Size 1
2.3.    1d6+1 fields, Size 1d2 each
2.4.    3d3 fields, Size 1d2 each
2.5.    1d3+1 fields, Size 1d2+1 each
2.6.    1d3+1 fields, Size 1d3+1 each

3.    Asteroids
3.1.    2d3, random
3.2.    2d6, random
3.3.    1d3/player, players' choice
3.4.    1d6/player, players' choice
3.5.    1d3+1, random
        +1d3 asteroid fields (Size 1), random
3.6.    1d6+1, random
        +1d3 asteroid fields (Size 1), random
 
4.    Planet
4.1.    Small Planet (Size 1)
4.2.    Small Planet (Size 1)
        +1 moon (asteroid) 1d3 hexes away
4.3.    Small Planet (Size 1)
        +1d3 moons (asteroids) 1d6 hexes away each
4.4.    Medium Planet (Size 2)
4.5.    Medium Planet (Size 2)
        +1d3 moons (asteroids) 1d6 hexes away each
4.6.    Large Planet
4.6.1.    Size 3
4.6.2.    Size 3
4.6.3.    Size 3
4.6.4.    Size 4
4.6.5.    Size 5

5.    Nebula
5.1.    Nebula patches—3d3 fields, Size 1d2 each
5.2.    Nebula patches—1d3+1 fields, Size 1d2+1 each
5.3.    Nebula patches—1d3+1 fields, Size 1d3+1 each
5.4.    Nebula edge–4d6 down the x-axis
5.5.    Nebula, full board
5.6.    Nebula, full board

6.    Dust Cloud
6.1.    Dust Cloud patches—3d3 fields, Size 1d2 each
6.2.    Dust Cloud patches—1d3+1 fields, Size 1d2+1 each
6.3.    Dust Cloud patches—1d3+1 fields, Size 1d3+1 each
6.4.    Dust Cloud edge–4d6 hexes down the x-axis
6.5.    Dust Cloud, full board
6.6.    Dust Cloud, full board

Comments and criticisms welcome.   smile