Starbreaker -

In the example thread I said nothing new was being released in the near future, possibly ever.

No insult to Dan intended.  It's a simple truth of being a game designer that there's a big gap between having plans to do something and actually having time to make it a reality.  Unless Dan has some secret project for IS he's planning on releasing in the next few months, my statement is 100% true.

If he comes out with something next year sometime, that's not in the "near future" and I have no idea whether plans to do more w IS exist or will materialize when weighed against his full plate of other projects.  All of which are facts reflected accurately by my statement.

Be interested in knowing what you consider overstatement and hyperbole.  I tend to state the facts as I see them.  Sometimes I am just wrong - and will generally admit as much when it's shown to me that I am, but I try not to exaggerate or hyperbolize in contexts other than humorous ones.  If you would like to provide some examples, I'd be happy to discuss.

I will say that I must have said something that really ticked you off for you to be holding such a grudge against me and wanting to "see me corrected publicly."  I don't have any feelings of ill will towards you, or anybody else.

Thanks.

2

(19 replies, posted in News)

I wondered whatever happened to this game.  You guys were working on this right about the same time I was working on what eventually became Naval Thunder. 

I like the approach you guys have taken in rolling it up to the fleet level in a way that is playable by 2 players.  Despite NT's fast-play mechanics, it's still at a greater level of detail and thus we found that to play Jutland with Naval Thunder takes about 5 hours and requires 8 - 10 players.

GA has an elegant simplicity to it that I think many will find appealing.

3

(6 replies, posted in Starmada)

I play with Brigade models on 1.5" hexes.  It's a little cramped.  2" would probably be sufficient though.  I have a 3" hex mat for some other games, and 3" hexes are REALLY big. 

I think you give up some room for 3" hexes that you don't really need (for Starmada and Brigade models anyway).

4

(19 replies, posted in Game Design)

Blackronin wrote:

What I really could never understood was why people think that having only one system, one way, one pure credo is better than have the best of several different approaches.

Because its the key to ultimate power!

". . . one point system to rule them all, and in the darkness bind them!"

5

(4 replies, posted in News)

Awesome.  Can't wait to see what you've done with it!

6

(2 replies, posted in Starmada)

That's cool.

7

(2 replies, posted in Starmada)

Is Klingon Armada going to be a self-contained, stand-alone product/series of products. . . or will it be a supplement that requires the core Starmada rules to play?

8

(59 replies, posted in Starmada)

Kinda a tangential question. . . but I don't know too much about FedCom.  I guess one thing just struck me looking at these cards. . .

Seems like a Federation heavy cruiser ought to get its clock cleaned by a Klingon Battlecruiser.  Yet from what I can tell they seem comparable.

Is this just because Fed tech is supposed to be so inherently better than Klingon tech. . . or just a fast and loose application of terms like Heavy cruiser vs. Battlecruiser. . .or just some legacy from Star Trek lore. . . just wondering how this situation came to be.

Really excited about this game BTW.

9

(1 replies, posted in Discussion)

Nevermind. . . I see them there now.  Wonder what happened.

10

(1 replies, posted in Discussion)

Am I just missing it, or are the free game previews missing from the new site?  I always used those to make my buy decision. . . strangely the answer was always 'buy!'  LOL.  Just a change in approach?

11

(8 replies, posted in Starmada)

OldnGrey wrote:

Found this site.
Check out the xls file, could give a good comparison start.

http://colonialbattlefleet.pbwiki.com/

Paul

LOL!  Nice to see that I'm being used as source material now.  There's actually a newer version of the site. . .:

http://battlestargalacticacolonialbattlefleet.pbwiki.com

Has some ship designs a guy wrote for my system for a lot of the Ravenstar models.  Those might give you a good baseline comparison for those if you are interested.

12

(25 replies, posted in News)

I'd agree, more contrast is needed - and I'm only 32 w/ 20/20 vision.  Otherwise looks good.

13

(19 replies, posted in Discussion)

As I suggested on the yahoo group. . .

pbwiki makes an excellent place to store files.  At it would take is for somebody to be willing to take 5 min to set one up, and tell people where to move their files to.  I'm not here much, so I don't want to be the owner, but maybe somebody else does?

14

(50 replies, posted in Game Design)

I disagree.  From what I've heard of the supposed Grand Fleets second edition it sounds very nice.  Add to that a big launch for it could get GF more into the public view.  Its kinda obscure today, which is a shame.

15

(50 replies, posted in Game Design)

Doesn't look like this poll was all that helpful.  LOL!

Pretty much everything is tied.  Ares as a slight lead, but not a significant one.  Maybe you should just roll a die?  smile

16

(37 replies, posted in Discussion)

Responding to the original topic. . . .

I've been playing D&D pretty consistently for a little shy of 30 years.  By the end of 3.5 I was ready to throw in the towel on the whole thing and just stick to my other hobbies.

We've now played some 4th edition characters through about 3rd level, and I can safely say this is the best edition yet IMO.

Its the first edition where creatures are ALWAYS a challenge, instead of quickly getting outstripped by the party's spells and gear. . . no matter what kind of limitations you imposed on them.

Combats don't go any faster clock time, I don't think. . . well maybe. . . but they are definitely more exciting and you go through a lot more rounds per combat in less time - so less down time and more action.

I'd suggest anyone who likes D&D, is leary of 4th, but hasn't played it to give it a try.  The feel of the game in play, really doesn't come through on paper.

I'd agree there is definitely a lot more teamwork and tactical depth to combat now.  Its fun!

17

(5 replies, posted in Grand Fleets)

Pacifc mostly I think.  Another guy has most of the ships.  I only have six or seven from a mix of axis and allied powers.

18

(5 replies, posted in Grand Fleets)

We're running a big 1/700 scale game on the floor at our local con in October. . .  I think so far we've got 5 or 6 allied BBs, 4 or 5 axis BBs and we're working on heavy cruisers at this point.

I used to be a 1/2400 guy, but after getting 1/3000 for my WWI fleets and seeing how well they turned out, I'm gradually replacing my WWII fleets in 1/3000 as well.  Heres a pic of a few of the ships my wife painted up for the scenario.

<IMG src="http://i92.photobucket.com/albums/l18/Oldmantree/Victory%20At%20Sea/100_2123.jpg">http://i92.photobucket.com/albums/l18/Oldmantree/Victory%20At%20Sea/100_2123.jpg</IMG>

Color is a bit off. . . water is actually a lot more blue and so forth. . . but this is what happens when I take the pictures instead of my wife.  .  .

20

(43 replies, posted in Game Design)

Turns out I got some time alone with a computer while I'm here. . .  smile


I think you have a solid foundation to build on.  A few initial comments:


Light Guns
One thing Grand Fleets struggles with is a the ability of light guns to inflict a disproportionate amount of damage relative to their actual effectiveness.

For the purposes of this game, I would either:

A) Drop them altogether

or

B) Make a rule that they can only cause damage against an unarmored target

A light gun should NEVER sink a battleship. . . but with the present rules, its certainly possible that they will if you get in close.

A is probably the easiest route to go, and given that the game is mostly going to involve cruisers, battlecruisers, and battleships firing at each other, I don't see that light guns will ever add much.  Its an extra set of stats/rules for very little payoff.  In a fleet level game, I'd suggest it needs to go.

As an aside - this is really something that needs to be fixed for GFII also.  Destroyer flotillas and some battleships can pack a huge number of light guns. . . and with the current rules it can make them deadly even to well protected ships.  Something needs to be done to rein them in significantly so that they are pretty much ineffectual against a major warship. . . as they should be.  Again, dropping them altogether probably wouldn't cost the game much. . . but GF being a more detailed, task force level game has more tolerance for rules additionas than a fleet level game does.

Armored Deck
As written, the ability can give a ship a greater armor value vs. plunging fire than its main belt armor.  "Armored decks" were somewhat less vulnerable than the standard variety, but were never up to the standard of a main belt.

This ability should either:

A) Simply negate the plunging fire bonus

or

B) Get done away with altogether.  At a fleet level, the differences were not all that significant.  Especially at the level of granularity that a d6 provides.

Which reminds me of something else. . .

Die Type
In many many years of gaming, I have never seen a miniatures game that didn't suffer when it was based purely on a d6.

A d6 does not allow for a sufficient variety in options, or gradation of statistics.  IMO, you should definitely move this to a d10 based game to allow for smore subtle distinctions between different values.

Criticals
I think the expanded critical chart is the way to go.  A 16 2/3 chance that a critical hit will result in a magazine explosion is a little excessive.

Listing
I love the rules for listing ships in GF.  For this game I would suggest getting rid of the 50/50 roll though.  At a fleet level game, simply getting a Listing result twice ought to be sufficient to capsize the ship.

Rudder
A jammed rudder ought to force turns, or prevent them, not simply cost additional movement points.  That amounts to nothing more than a speed penalty, and doesn't allow for interesting historical situations like the Warspite circling helplessly in front of the oncoming German fleet.

Maybe when the rudder is jammed, roll a die.
1-2 Port
3-4 Starboard
5-6 May not turn

For every other hex of forward movement, the ship MUST make the indicate turn.

Magazine Explosion
I'd suggest putting the magazine explosion at the double six rather than the double one.  Its more exciting to roll sixes.  smile

Turret Superscripts
I get what you are trying to do here. . . there has to be a better way though.

I love the subject, and love rule systems. . . and this approach just makes my eyes glaze over and doesn't really help me visualize what is going on at all.  I'd suggest giving this some more thought.  Unfortunately, I don't have any helpful suggestions just yet.  I'll let you know if I think of something.

Torpedoes
I must be missing something or my brain isn't working. .

What does the @number represent?  Could you translate that notation element by element with an example?

Anyway, that's all I've got for now.  Hope its helpful.

21

(43 replies, posted in Game Design)

Got the files finally at my old address.  Forwarded them to my new one.

I'm on vacation starting now, and heading out of state.  Taking the computer with me so I might have a chance to read through them while I'm gone.

Back Wednesday, so if I'm going to get anything to you next week, that's when it will be.

After that is GenCon and I will be lost to the world until Tues the 19th.

22

(43 replies, posted in Game Design)

LOL!!  They're both me.  That explains why I didn't get them earlier. . . I must have been logged into my old email account.

The dreadnought account is my current account, you can delete the other one.  I'll check to verify that I got them at lunch.

23

(43 replies, posted in Game Design)

Mike, you ever going to actually post, or just go around adding placemakers to all these threads?

There had been some mention a while ago about it being released in the latter part of this year.  Is that still on the table?

Need any help working on it?

Putting together all my stuff for GenCon.  After getting creamed by the Brits, I felt ok about adding back the Blucher, which was technically part of the I Scouting Group at that time.

We'll see how things go at the con.  I'm convinced that if the Brit con players don't also make effective use of smokescreens, they're going to be in for a world of hurt!

I'll see if I can take pictures and stuff. . .