Yeah it would be +5 to hit.  But I've been using this so far on a variant of Iron Stars.  The modifiers would have to be changed for Starmada.  I haven't sat down yet to think about what they should be for Starmada.


Morrigan wrote:

Hey all... I'm new to Starmada, first time poster, yay!

Anyway, MOO2 was fantastic, loved it, too bad GalCiv hasn't measured up. As for a table top MOO2, great idea! I'd love to see what you have as far as the strategic game goes too.

Questions regarding your range bands... How exactly does the resulting range mod affect combat? Is this modifying your to-hit number? So at max range, Support to Support, you'd be at +5 to hit or something?

Sorry if that's a dumb question, I'm still reading the rules.

2

(29 replies, posted in Game Design)

Since letting this lay fallow there have been two main ideas I've had about how to make this system work. 

1) Action Points and Phases
Instead of having set phases of movement, combat, etc.  each phase will be one boat performing all of it's actions.  The two exceptions to this (as of now) would be defensive fire against enemy torpedoes during that enemy's phase and damage control attempts at the end of the round.  Also as a way of limiting what a crew can do each boat is assigned a number of Action Points.  They use these to attempt to move to a different area (see below about areas), fire a weapon offensively, use sensors to develop a firing solution against one target or perform other actions during their phase.  So the advantage of going first would be the ability to damage or destroy an enemy boat and/or its systems before it can respond.  The disadvantage would be having to make the call on how man APs to reserve for defensive fire/damage control and the chance of not having enough APs or in losing APs held in reserve, but not used at the end of the turn.

2) Cat in the box
The one thing that's really been giving me a headache is how to maintain the uncertainty  of where the enemy is without resorting to a double blind game or having the system be so complex that it spawns its own headaches.  The idea that I've come up with are what I'm calling "Heisenberg Areas".  In short the enemy can be made uncertain about your exact location if you're not sure yourself.  What I'm doing is ditching my beloved hexes for an area movement system.  The knowledge you (and your enemy) not have is what general area you are in and what other areas you have the potential to move into.  They way I'd see this working for movement is you spend an Action Point and then you roll a d10 add your Drive system rating and if you have a 10 or more you move into the new area.  If not then you can spend another AP and try again, adding your accumulated total, or abandon the move if you're out of APs. 


That's where I'm at right now.  Just trying to distill my thoughts into something that can be used to run a scenario and see how it all hangs together.

3

(29 replies, posted in Game Design)

I think I may need to revisit this idea.  Especially after reading this http://www.patentstorm.us/patents/7206257.html about an acoustic remote cavitation weapon.

It's working out ok so far.  Although I've only used it in 3 battles.  I'm using it in a setting where the Soviets and Americans did more space exploration and the Soviet Union still survives.  I'm using Iron Stars as a base with missiles and anti missile defense.  Largest battles has had 3 frigates in the screen and a cruiser in the battle area on each side.  I've played through it twice.  So far I'm happy with it, but I'm thinking that maybe the Area Movement would be better if it became a grid with a Left, Right and Center for each Area.  Right now it's very easy for the entire task force to pick out one ship to hammer on.  Although the Grid idea would probably only work for larger battles.  More ruminating required.

Fair warning.  I'm going to ramble a bit.  What I'd really love to see is a solitaire tabletop galactic conquest game.  Basically a Masters of Orion on the tabletop.  Start with one star system and expand out and see what is out there.  And tactical ship battles when you run into other ships.  Something like a solitaire dungeon with random generation.  A Citadel of Blood with starships.  Orcs are optional. 

I've been thinking some of both the strategic and tactical parts of this and here's one thing I've come up with on the tactical end that is working for me (right now).  The one thing I've found tedious with solo gaming ship combat is movement.  Maybe that's just me.  But after blenderizing various thoughts the idea I had was why not simplify movement to range bands or areas.  I call this Abstract Tactical Movement and below are the area names and range mods I'm using:

Area                      Range Mod
Enemy Support            +2
Enemy Battle               +1
Enemy Screen              +0.5
Screen                         +0.5
Battle                          +1
Support                       +2

You only count the range mods of the areas you are firing through and into, not the one you are in and round down.  And the Range Mods are for an Iron Stars variant I'm working on.  Not sure where or if to post about that.  But for example a ship in your Screen area firing at a ship in the Enemy Screen area would have a mod of +0.5 rounding down to 0.  A ship in your Battle area firing into the enemy Battle Area would have a mod of (+0.5 +0.5 +1) = +2 total.  Mods probably should be different for Starmada.  Last night I used this in an engagement between a Soviet cruiser and an American cruiser protecting a freighter.  Went fairly well.  Just my 2 cents on what I'd like to see and a piece of that puzzle that may fit.  Your mileage may vary.

6

(7 replies, posted in Discussion)

go0gleplex wrote:
cricket wrote:
smokingwreckage wrote:

He's confident that a Gaussian rooted his chi?

No, no... the Gaussian SQUARED his chi.

smile

Doesn't that make it a chi-A?  :geek:


Sill me, I was thinking it would be a chi chi.  And who needs a chichi frufru kind of ACW game anyway?  And what the heck are Gauss cannons doing in a civil war game anyway?

7

(37 replies, posted in Starmada)

And on the FtF side, perhaps an opponent location folder on these here forums?  Just my 2 cents.

8

(0 replies, posted in Spitting Fire)

I've been watching Battle 360 on the History Channel.  Follows the Enterprise during the war in the Pacific.  And of course like all grognards it's made me think about gaming these battles.  That being said my dream supplement for SF now is a Pacific War supplement.  Tons of planes and rules for bombing land and naval targets as well as AA stats for those ships.  IMHO a game like SF would be perfect for battles like the Coral Sea and Midway.  No surface actions, just tons of air to air and air to ship goodness.

9

(60 replies, posted in Starmada)

cricket wrote:
Star Ranger wrote:

Sorry to let the cat out of the bag Dan, but there have been hints on the ADB forum for months so I was surprised nothing had been said about this over here before this.

Two reasons:

1) Didn't know if Mr. Cole wanted the idea out there before it was finalized.

2) Didn't want to jinx anything. smile

Now that it's being discussed, I can say that I'm thrilled to be doing this, and once the ink is dry we should be able to jump on it pretty quickly...


I don't think Cole is concerned with the idea being out... he posted in the SFU boards last Tuesday:

We have a preliminary (not yet signed, but they okay-ed the draft) deal with Majestic 12 to release a version of their "starmada" rules for the Star Fleet Universe. I don't have a lot of details of what they're doing and have no real knowledge of their game system. The product will be designed by them and produced by us.

10

(60 replies, posted in Starmada)

Looks like good news to me.  Dug around on the Star Fleet message boards and looks like this is still kind of early going.  Klingon Armada followed by Romulan Armada and then who knows?  ADB controls the setting and MJ12 the mechanics side for this version.  I'm thrilled.  Got into Fed Commander when it first came out, but I just never fell in love with the system.  I like it better than SFB, but the reason I played SFB and FC was the universe.  Was hoping someone would do a nice conversion of that background to Starmada and now looks like I get my wish.  Can't wait.  I've always liked Starmada and it keeps getting better with each incarnation.  I predict this is going to be a wedding that causes many starship combat gamers to cry for joy.

11

(60 replies, posted in Starmada)

Any idea on when this is going to be available?  Doing this was a great idea and I can't wait.

12

(5 replies, posted in The Admiralty Edition)

I'm not sure.  I'm just using whatever counters are at hand.  I even had some time at work and used coke bottle tops :roll: . 



themattcurtis wrote:

what line of minis or playing pieces would you use to represent these guys?  I'm late in asking -- original post is 2 weeks old -- but I'd play with these big_smile

13

(57 replies, posted in Starmada)

I'm not sure how the design math would work, but wouldn't a good solution be to assign Striker/Seeker carriers the option of "No Recovery"?  That would seem to solve the problem.  Or maybe an option of "Recovery X" where X is the number of squadrons of fighters a carrier normally loads out with?  That would limit the number of squadrons a carrier could, well, carry?  Or maybe it should be a capacity limit.

14

(23 replies, posted in Starmada)

The funny thing is I just realized that I was looking at this from expectations of how the rules would work versus any issue of game balance.  I'd say table it for now until more games are under our belts. 

Although another solution might be an option for Countermeasures that works against fighters/strikers/seekers instead of ships.  Close In Defense System (CIDS)?

15

(23 replies, posted in Starmada)

You're right about fighters.  They'll just get their licks in first.  But in my case I've only been using seekers.  Which means that unless I maneuver a ship to be 11-13 away from the seeker (assuming speed 10 for the seeker and range 3 for the weapon system) there's not going to be a shot.  I played a quick and dirty scenario with 2 ships and they were within knife fighting range pretty quickly where seekers would hit in their first movement phase after launch. 

I guess I'm basing what I expect should happen on modern naval close in weapon systems.  I'm expecting the defense system to be able to get a shot off just before the weapon hits.

16

(23 replies, posted in Starmada)

I just noticed that a short ranged battery is pretty limited in it's use as an anti fighter/striker/seeker weapon.  Will there be an option for shipborne weapons to allow them to fire in the fighter phase?  Or maybe an option for range (1), meaning it only fires against f/s/s when attacked?  Otherwise a short ranged defensive system like the modern Phalanx just isn't going to pan out.  Or alternatively, am I being dense and missing something?

17

(5 replies, posted in The Admiralty Edition)

Oooops.  Don't know what I was thinking.  Soviet Hyperguns should have a real lousy Acc.  I've got a new version of the pdf up at the same link.

18

(5 replies, posted in The Admiralty Edition)

I've always wanted to see this kind of setting.  And when I heard about Admiralty Edition and the new vector movement it brought it all to the forefront.  And when I got a chance to read the rules all I could think was "HECK YEAH".  The fighter/striker/seeker rules just rock.  That's the kind of customization for those systems I've always wanted.

19

(5 replies, posted in The Admiralty Edition)

Ok... I'm working on an alternate history setting for the new Admiralty Edition.  The Soviets and Americans continue to aggressively explore space.  By 1976 Plymouth Base is opened on the Moon, and so on.  I want it to have the  feel of a might have been possible timeline, but I'm not going to let real science hamper it.  Ships are basically going to be Cruisers (~ size 8 ) and frigates (~ size 5).  Here's a link to a pdf with the first Soviet (Sovetsky Soyuz) and American (Florida) cruisers.

http://www.geocities.com/larsterkhan/ColdestWar1lr.pdf

20

(2 replies, posted in Starmada)

Coolness... Christmas comes early.   big_smile

I'll just add that even though they can't wheel they're monsters.  I've seen them single handedly take down an entire carrier battlegroup.

Just sort of thinking out loud, so to speak.  The Launch Maximum is how many torps you could launch in a turn.  And launch tubes would raise that number.  Shouldn't there be a "negative launch tubes"?  I'm having a block on a good name for it.  Something like "Inefficient Launch Deck"?  Perhaps it would limit launches to the recovery maximum.  And would obviously not be available to Hull Size 1-3 ships.

23

(57 replies, posted in Starmada)

cricket wrote:
aresian wrote:

No... not 5 million.

You're right. I re-did the math.

There are actually 8.93 million different combinations of RNG,ROF,ACC,IMP,DMG, and weapon traits.


Hey now... that wasn't what I meant.  I only meant there wouldn't need to be millions of icons.  And actually I think you should list it as 8.93 million +.  Because we all know that there will be more weapon traits down the line.  And come to think of it, once you get to "millions" I think you've won in the "Number of weapons and customization" contest.

24

(57 replies, posted in Starmada)

underling wrote:

We considered this very same thing for Starmada's "firing arc father" Grand Fleets. Using letters seems to be more streamlined, and you can designate every firing arc with one letter. Using a clockface, when you get to arcs 10 through 12, it can get kind of cumbersome. For example, a firing arc of A, using a clockface, would be 10-12. You've already used four digits as opposed to one letter.
Another bonus, albeit a minor one, is that the letters are farther into the alphabet as you get toward the aft of the ship.
Kevin


I've already given up the idea of clockfaces for firing arcs.  Still I find the current arrangement kind of clunky.  Also having the the arcs listed left to right, top to bottom is counterintuitive for me.  I would expect them to rotate clockwise.  I'm sure time will take care of that, but for now it's annoying.

25

(57 replies, posted in Starmada)

cricket wrote:
aresian wrote:

And to meander a bit further.  I was thinking that it would be nice to have a graphic representation of the weapons on the ship sheet like Full Thrust and SFB.

That's odd... one of the few things I would NOT take from FT, SFB, or even B5W or SBFCS is the graphic nature of the SSDs.

To me, it seems much cleaner (and more functional) to have everything in a pre-determined spot on the sheet, with the vital stats listed right there.

Just a personal preference, I suppose.

Besides, can you imagine coming up with 5 million different icons for weapon systems? smile


No... not 5 million.  I was just going to drop an X, Y or Z in.  And yes... I did come to my senses.  But it also brought up an idea of thinking of firing arcs in terms of a clock face.  For instance arc A would be at 11 o'clock and the actual firing arc would cover 2 'hours' so arc A would be 10-12. 

Something like this for a weapon of bank X with a firing arc of A....

<IMG src="http://i182.photobucket.com/albums/x291/aresian42/ClockFiringArc.gif">http://i182.photobucket.com/albums/x291/aresian42/ClockFiringArc.gif</IMG>