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Thanks. All that makes sense. I was thinking SFB, you have that right. Cheers.
mj12games wrote:Starmada engine ratings are a little more complicated. They are based off of how much power is left for movement in FC after all weapons have been powered. This number is divided by the EPR to obtain the engine rating.
So, for a FRAX heavy cruiser with a movement cost of one, and only phasers, DISRs, and drone racks the engine would be "8?" (move cost *4. 30 warp minus zero charge needed by weapons. So 30/4 = 7.5?) Seems a bit fast. Unless you include the 2 power needed to fire the DISRs.
mj12games wrote:Starmada engine ratings are a little more complicated. They are based off of how much power is left for movement in FC after all weapons have been powered. This number is divided by the EPR to obtain the engine rating.
So, for a FRAX heavy cruiser with a movement cost of one, and only phasers, DISRs, and drone racks the engine would be "8?" (move cost *4. 30 warp minus zero charge needed by weapons. So 30/4 = 7.5?) Seems a bit fast. Unless you include the 2 power needed to fire the DISRs.
mj12games wrote:ericphillips wrote:How does the Scatter trait work for Phaser-4s? The IMP is not used.
IMP is used; it just automatically "penetrates". So Phaser-4s do 2 pts of damage at medium range and 3 pts at short range.
Ah, I get it. Thanks.
How does the Scatter trait work for Phaser-4s? The IMP is not used.
Why do my BSUR values not match the ones in your image? I have them entered with the same values, but I do not get the same BSUR. For example, my PHOT is 5.9, yours 6.8. PHOT OVL is 4.9 for me, and 5.7 for yours. Images included below. Update: It is only the PHOTs that do this, the other are right (although I did not put the Plasmas Torps in at all).
<IMG src="http://ericphillips.info/media/phot-example.png"></IMG>
<IMG src="http://forum.mj12games.com/download/file.php?id=1694&sid=ed650c40d1e27bda1334c1a1378f698d"></IMG>
Thanks. Great version of the SFU by far.
mj12games wrote:Preview of the "Weapons" tab on the Starmada Drydock construction tool.
On first glance, IMO, shouldn't the PH-3 have the pinpoint trait?
One thing I like about SFB is its power management. However, I don't play SFB anymore because I am not in high school anymore playing it to keep my mind off the lack of a girlfriend, but I digress...
I am going to try an idea tomorrow night as I play Unity. My idea is to change the way overloaded weapons work, specifically for my SFU combats.
1. In order to overload weapons, there must be at least 1 engine for each you want to overload. If you have 4 PHOTs you will need 4+ engines available (same for DISRs). There is no actual allocation of energy, all of it can go to movement, this is to add in more of the "I canna get mo' powa, Captin" to the mix. 2. Since PHOTs in SFB require energy to ready them, you need to have at least 1 engine and that will let all of them fire non-overloaded. No engines = no PHOTs.
Thoughts?
I have to say that one of the best parts of Unity is the way damage is applied. I never cared much for the way it was done in the Admiralty Edition (we used polyhedral dice and just rolled a die size based on how many things were left). This is workable and easy. Bravo!
I do have a variant idea that will spread the damage around a bit more. Instead of the defender picking what is hit, alternate who picks it. The defender picks something to disable first, and then the attacker, and this continues until the damage is doled out. Loss limits still apply.
Yeah, you did, but I am kind of not a good listener. Sorry.
I will be doing my first battle Wednesday!!!!!!
Hi:
I am having terrible trouble with Drydock Unity. I added weapons and am having all sorts of problems. I choose the weapon from the drop down on the ship page and it brings up the right name with all the wrong entries... in fact... from another weapon I entered that is later in the list. This is happening all the time. Also, I added a weapon and everything seems right in the entry, yet the name appears in the drop down but when chosen everything is blank. I put the same thing on the next line with a different name, that chooses but has the wrong entries.
I like this version... not thrilled so far with this.
Just a note,
I bought Unity the other day. I tried to open the component's PDF in Photoshop to customize the sheets and add color to the tokens, but it is password protected, so it is not possible to export it as a graphic or bring it into Photoshop. I understand protecting the rules file, but please consider not doing that for the components file as this limits what we can do with it.
Thank you.
Excellent. Thank you for your help.
MRCAcct wrote:Greetings. In the current spreadsheet it'll look something like this...
All right! It works!
Thanks for the help!
Also, not quite sure what you mean about "customize the ship systems". Do you mean creating new ship systems?
Yes, I would like to add new systems. I have unprotected the sheets in Excel and looked for the ranges that would hold such a thing, but I do not see it. I want to add three systems to fit in with the setting.
Hi:
I downloaded the Drydock spreadsheet and I cannot figure out how to add a dual-mode weapon. The instructions do not help me much. I put the secondary mode on the line below the primary mode on the weapons tab, but when I select it on the ship it dies not appear.
Also, is there a way to customize the ship systems?
A food idea, Paul, but I am trying to stick a little closer to the system as is. I'll be testing out the D6M this weekend.
Not sure that captures shock. How about creating a new label for the weapon type (Shk) for shock. let it hase a 0.8 modifier in construction (just a guess there). Create the Mauler as a dual weapon for the full power and low power versions. When the high power version is used, have a die rolled. On a 1-2 the ship takes a point of hull damage.
Thats my line of thought.
madpax wrote:BTW, 'history'-Wise, which nations invented the mauler?
I know it's one of the bad guys, but is ts Kinglon or Romulan?
Marc
Klingon, I am 90% sure.
I just wish there was a way to simulate shock in this game.
Looking to play Starmada Nova Star Fleet online via Vassal and Skype (or other VoIP). I am flexible in my availability. Message me if interested.
Will there be a "Borders of Madness" release in whatever century ADB releases it?
I like your thinking. I'm going to try it with a Dx2. All in all, it should be fun!
I am trying to convert the mauler into Nova terms. Realizing I cannot copy every detail of the original, i am trying to capture the spirit of it.
Here is my build so far:
BAS: 3, Catastrophic, Proximity, Scatter, Slow
I picked proximity and scatter to represent the area of effect of the weapon which is much more powerful at range 1-5 in SFB. Catastrophic I picked to make it really dangerous but with a fun randomness (even though the SFB version is anything but random).
BAS is my biggest question, knowing the original can be filled from a small to a great amount.
Thoughts?
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