Skip to forum content
mj12games.com/forum
Majestic Twelve Games Discussion Forum
You are not logged in. Please login or register.
Active topics Unanswered topics
Welcome to the new Majestic Twelve Games Forum!
Play nice. (This means you.)
Logins from the previous forum have been carried over; if you have difficulty logging in, please try resetting your password before contacting us. Attachments did not survive the migration--many apologies, but we're lucky we kept what we could!
Search options (Page 1 of 3)
Make sure you put in the 1 (or whatever number). Like, FR1 not FR.
I may be way off base (have yet to play my first game of Starmada and all my mini's are still on the painting bench!) but isn't the easy answer to the cheap 1-2-3 exp-weapon ships, well, lots of drones and/or fighters? The expendable guy has to waste a bunch of dice (if he can even bring his weapons to bear) and precious shots if he shoots at the fighters/drones or else watch his ships cook off in short order. The fighter/drone player just keeps his distance (maybe taking long range shots - perhaps with seekers?) till his little friends do their work?
Sure, but that's not really the point. I just think it's a crazy # of dice to be rolling because any small ship is easy prey for fighters, but most of them can't one-shot a 20 hull ship with 20 armor boxes and 4,5,6 shields.
But ORAT determines how much you can "fit" into your fleet, and ensures two fleets are evenly matched. ORAT is MUCH more important than space.
I think my problem is stacking multiple discounts. Super short range + Exp + FR = crazy amounts of dice on the cheap.
Of course, you have to actually get close enough to use it.
Having this visual aid on all ship cards is pure gold. Daniel, PLEASE have something like this (maybe a B&W version just to show arcs) on official ship cards for this edition. They'd be a huge help.
Could always build the official ships in the drydock and install the userscript. I myself have built I think 2 of them in the shared dir.
I guess I don't see how the ORAT discounting 50% matters, if the space is discounted 80%? ORAT seems like the less important of the stats since the space is what determines how much you can fit on the ship and thus how much punch it packs.
PS: What's the intended way to make expendable weapons with multiple shots? Add multiple banks?
Hmm. You might have a bug in the drydock, or I might be misunderstanding you.
If I build a HS3 Thrust 8 ship and give it FR1 1-2-3 Exp I can fit 268 BAS on there. It has 57 combat rating.
Same ship without Exp has 53 BAS and a combat rating of 36.
You get roughly 5x the dice for 63% more combat rating.
Does it seem right that I can make a size 3 ship, with 8 thrust, and give it an FR1 Exp 1-2-3 weapon that rolls 189 dice at medium range, and 267 dice at close?
Removing expendable takes me from 0 space remaining to -628
Seems more than a little ridiculous?
.2x multiplier on expendable seems like way too much. It's like assuming that the average ship will last 5 turns of fire without weapon damage, without being destroyed, and with a target to fire at, because that's what it'd take to make expendable not the best choice always.
Actually, I'm still not understanding how the session variables help you. Maybe you should send me an email with details of what you need.
I PM'ed. Don't know your email.
Cool.
But that increase would mean no real effect on gameplay other than perceived reliability on weapons?
Interesting idea. I think it would take a few more rules additions to make it work though. I just test built one, and it seems like it might be too strong. Only 11 points gets you a one hull fighter with 8 thrust and this gun:
Plasma Torpedo (Sct) 2-4-6 | 4 3 2 1 1 1 1
I'm not great at math. Would making hits on 4,5,6 instead of 5,6 and doubling the hull/armor on the ship display screw with the balance?
I ask because sometimes even rolling a lot of dice can feel like it has extremely disappointing results with only 5s and 6s hitting.
Are you using PHP? just printing a script tag with var data_size = blah stuff in it would work. You could also just print one variable if your data is in object form using json_encode.
What would I use Command for?
1 point per command choice (ticked off as used) to use for:-
1) Add 1 to an initiative roll. "Having the Captain aboard could save our lives""We come in peace, Shoot to kill - FIRST!"
or
2) Add 1 to a turns available thrust. "I need more speed mr Scott"
or
3) Add 1 to a repair dice throw. "Get those systems back up Mr O'Brien"
Besides I do have a nice icon
Wow this actually sounds like a super fun way to do command. You could also have one-shot actions like repositioning a ship x hexes or one attack where 6s explode.
I think there is a place for fighter exclusive and ship exclusive, if only for specific settings. A "light" gun firing an AA shell can be fighter exclusive, and a big naval rifle firing an AP shell is ship-exclusive. I think the problem is when people abuse the process to make more powerful guns without using as much space. Would it work to include the traits but with a ORAT/DRAT mod rather than an SU mod?
I specifically try not to min-max when I play, but any kind of starship exclusive trait that offered even a moderate discount would be worth it to put on the majority of your weapons.
I don't really know what you've got going on in the background to know if my request is hard or easy.
I will just mention one thing: I don't like how armor and hull are organized. I prefer the official way, as usually,j you have to destroy both to check damage.
It's a lot easier to compact them with just a marker for the groupings. The layout is a lot more complicated and dependant on the amount of hull/armor with separate groupings. I'm actually unclear on weather you have to go through all the armor to get to the hull, or if you alternate between armor group -> hull group -> armor group.
I suppose the first number after the 'round banks' is the max range?
Yeah. The extra space saved doesn't really help much, but it's also not exactly difficult to figure out the range bands from one number.
Are you willing to share your code for the color-coding?
Of course!
http://foundcake.rexspace.com/starmada/starmada.user.js
http://foundcake.rexspace.com/starmada/starmada.js
http://foundcake.rexspace.com/starmada/starmada.css
There's a (probably simple) bug in the color-coding. I noticed one of my ships I printed out had the wrong color showing. I'll probably be fixing it tonight.
These links are to the files I dev on, so they'll be updated as I go. The userscript only needs to be installed once, since all it does is inject starmada.js from my server.
Well it helps for rules tinkering. Like, I could add a modifier to hit based on ship size if I wanted to. As-is, there's no way to tell the size of a ship on the print page.
Yeah that'd be good.
Also, Escort seems to be free.
While you're tweaking things please please add more of the ship buildings variables (ORAT, Size, etc.) to the print page. It's hard to work backwards from the final values. They can be in JS variables or just hidden table cells. Doesn't matter really.
Forgot to mention before...
This is sweet!
Thanks.
I'm planning to release it, but I need to add firefox support because I wrote it in chrome and chrome sort of messes it up when you go to print it.
Fair enough. As mentioned before, I think I can see fit to adding the anti-fighter trait -- but I'm gonna stand firm (maybe) on fighter-exclusive/starship-exclusive.
Definitely agree. Ignores and Exclusive can tend to make things hard-countery.
Hmmm... I can not.
I reloaded the carrier it was happening on, and it isn't doing it now.
I'll try to figure out what caused it next time it happens.
The idea that Larger ships are more vulnerable to fighters than smaller ships certainly was not the case in WW2. The battleship USS Missouri had many, many more AA guns than any US Destroyers. The larger a ship is, the more A weapons it can mount.
I'm going for more of a star-wars feel, you know how the Death Star just can't hit fighters for crap with its big derpy turbolasers?
I make sure all of my ships have batteries that are good at firing at fighters...
Otherwise your opponant could bring some fighters, and have his ships destroy your escorts and then have the fighters ravage your almost defenseless Big Ships...
That's the idea! He's trying to punch holes in your escort coverage, and you're trying to keep it intact.
Aside from the "Dx2" and "Dx3" and "Catastrophic" traits?
Well yeah, but I tend to use that stuff to add flavor to a weapon, not just to make it cap-ship specific. I certainly don't throw it on everything I consider to be anti-cap ship.
I'm not sure I understand why you would do this...
I'm doing some custom stuff to try to make stronger roles for ship types and create a more combined-arms type feel. Part of this is going to be making fighters super deadly to large ships. Then I'm going to make smaller ships able to mount anti-fighter weapons that fire every time a fighter enters a hex within their range, creating a zone of death that fighters would have a hard time entering.
So I'm finding an ORAT cap on anti-fighter weapons is necessary since they get to fire a bunch of times during the fighter movement phase, and can't be allowed to be too strong.
I'll probably make a thread with all the details once I have it worked out and play tested a few times. I think it's gonna be pretty cool.
Posts found: 1 to 25 of 69