1

(24 replies, posted in Starmada)

I was thinking about something similar - modifications to the order of actions within the turn or possibility of changing orders. That seems to be as close to the expected result as it gets....

But I can't imagine "pricing" them...

2

(41 replies, posted in Starmada)

yep, as I don't know the official one yet.  :oops:

thanks a lot, and as I said - thank you for creating such a powerful tool!

OldnGrey wrote:

Strange, The shipyard uses the same calculations as the official shipbuilder, (OK it is a little bit more complicated as everything has it's own tech level.) When the Tech Range is set to 2 on the Tables sheet C2, the modifiers match those on page 42 of the core rules but I'll have another look at it.

but in Shipyard engines take 64 SU, and in Shipbuilder - 56. Obviously different way of rounding.
The modifiers for tech levels seem to be OK, as I checked them where I found them.

Core rules page 28, Engine and Shield factors, "As with the SU total, these results are rounded up to the next interger." Just as per the official shipbuilder.

yep, but p.28 doesn't seem to take TL into account. and until this moment Shipyard is accurate.
it's only after applying the TL modifier where it differs.

As I said - use the ship I sent you in a PM, and check cell AS6 in the Template sheet. change rounding from 'round up' to 'round' and it will change from 64 to 56

Can you please post the drake notation that you have.

Thanks
Paul

As it's one of the 'official' ships, I don't want to post it to the public forum.
Check page 56 in the SAE:ISS book.

cheers,
mahon

I was reverse-engineering some ISS ships with OldNGrey's Shipyard, and I found that I was unable to get them right.
Somehow calculations were always wrong for Negali ships.

Which means?
Something's not quite right about tech levels, because Negali fleet uses tech level modifier.
Either the ISS book or the Shipyard is wrong.

And I managed to find one thing - engines' SU usage was miscalculated because Shipyard rounded the score up (AS6 cell in Template spreadsheet), which caused the miscalculation. After changing it into normal rounding, the SU usage was calculated right for the engines.

But what's the RIGHT way of calculating? Round UP or use the normal 4/5 method of rounding?
There must be other differences in calculations in Shipyard, because even though I set the right Tech Range (2), I could not get the values right whenever tech levels were different than 0.

Any insight?

6

(8 replies, posted in Starmada)

I also wanted to convert new BSG ships to SAE, but I didn't have enough information about the weapons I felt I didn't know enough to finish the job.

7

(41 replies, posted in Starmada)

GamingGlen wrote:

The problem with 2D6 is that it's a "curve" (not exactly, but similar) in that 7 is the most common roll.  It might be better to assign systems to slot numbers.

I didn't find it necessary. the owner decides what to assign to which number. I might add the requirement that the first slot to be used must be the 7, then 8 and 6, then 5 and 4, etc.

If you assign several modules to an unlikely result like a 2 or 12, then it's OK. When it gets hit, well you ran out of luck...

And there's a safety plug built in the system - when there's no upgrade for a rolled slot, then move to the next one until you reach an occupied one. Good enough for me. Very good.

I am just still unsure if I will count 'system damage' when Extra Hull Damage or Double Damage rolls a 6 to penetrate, but maybe when the to-hit and the to-penetrate dice are sixes.

Eg. you roll a 6 to hit - swap this d6 for another one of a different color and when this d6 rolls a 6 to penetrate - you damage one of the target's systems. Still not sure if I will change it - I haven't playtested it yet, but I really like OldnGrey's take on the subject!

8

(41 replies, posted in Starmada)

I like it and will give it a try!!

9

(60 replies, posted in Starmada)

my takes:

- damage to systems (seems like a must for most SciFi settings in my mind)
- crews

both easy to apply if you want (the first is addressed in a separate thread, and the second can grant abilities like:
- can correct his planned move after others have moved
- increases weapon stats
- increased efficiency of marines
- increased efficiency of fighters
- some repair capabilities
no name just a few)

but if you want to know what I would add, here are my takes...

10

(6 replies, posted in Wardogs)

posted to rpgnow

11

(24 replies, posted in Wardogs)

wow, I didn't know about this feature...

What I'd really appreciate  would be a compilation of updated pages, so that I don't have to print the whole thing again.

12

(24 replies, posted in Wardogs)

Yep, I'd go for a corrected and updated PDF and probably a downloadable update for those who purchased the original.

Correcting the examples would be a nice thing as they may not adhere to rules any more after the errata.

Other than that Wardogs is a pretty complete product IMHO.

13

(41 replies, posted in Starmada)

easy to add to the game, but also adds more dice throwing.
nothing wrong about it though, if we didn't like dice throwing we wouldn't be playing such games...

14

(41 replies, posted in Starmada)

go0gleplex wrote:

Fire control for AFB's is knocked out.  Power relays to the Teleporters is disrupted rendering them kaput. Marine Quarters are hit...or the Flight Deck...Launch Tubes are hit...

Several ways to figure that one out easily.  Armor plating cannot since it is inherent to the Hull, as stated.

Repairs are made in space dock. Or you could always use the Damage Control = Marines scenario, fix-it on a 1 of 6 roll. Again...not terribly difficult.

well, if you want you can agree that armor plating can be damaged too - enough extra armor is blown off that it no longer serves its purpose...

as for multiples - treat each one like a single entry. so three carrier upgrades would be treated like three single upgrades. each one can be damaged separately.

more equipment than hull:
treat it similar to batteries - you will damage more than one at once.

eg. if you have 3 hull points and 6 upgrades, 2 upgrades would be gone on each hull hit. 3 hull points and 4 upgrades - I would make it 2-1-1-1 per hull point.

15

(41 replies, posted in Starmada)

not a bad idea, but I liked the approach when the ship could take some punishment before losing any systems.

otherwise the first upgrade will be lost too easily...

and you may be right - making it only a chance of destroying the equipment might be interesting, but a little difficult to implement it well for me. maybe someone can do it properly?

16

(41 replies, posted in Starmada)

I think here comes a rough draft of a pretty simple but totally untested home-rule:

Count all the "hull points" and all the upgrades which can be damaged (some common sense may be needed here, unless you want to allow them all to be damaged).

Then divide the number of hull points by the number of "pieces of equipment", let's name this number X.

Now mark every X-th number in the hull track (eg with a dot or a circle). Each time such a field is marked off (damaged) one random upgrade is damaged too - in addition to hull.

This represents the fact that hull contains all the improvements and damage to hull gradually damages the equipment. The last piece of equipment would be damaged just before the ship gets destroyed.

Example:

Ship has 12 hull points and 2 carrier upgrades and 1 FTL drive.
This means there are 12 points on the hull track, and 3 upgrades.

12 / 3 = 4

Every 4th field in the track would be marked.
So we've got: 12 11 10 9* 8 7 6 5* 4 3 2 1*

When the 9th number is marked off, you check randomly which upgrade is damaged. There are 3 of them: 1st is a carrier deck, 2nd is a carrier deck, 3rd is a FTL drive. So I roll 1d6 and count 1-2 = the 1st is destroyed, 3-4 = the 2nd is destroyed, 5-6 = the 3rd is destroyed.

I roll a 4, so I lose a carrier deck.

The next equipment piece would be gone at the 5 on the hull track.

Pretty easy, not perfect. But doesn't make ships any more durable, doesn't create a damage buffer. Just needs some flexibility with rounding of fractions and randomization.

What do you think?

17

(41 replies, posted in Starmada)

I was thinking about two things:

* The victim can choose to remove one RANDOM upgrade instead of 1 hull hit point.

* Extra Hull Damage might be allocated to RANDOM upgrades instead.

But the idea of treating them like batteries is interesting, too...

Why the idea came to my mind at all was when I thought about these scenarios where your FTL drive gets damaged during battle and you can't jump out of the fray, or your power lies in your fighters but the enemy manages to damage the landing decks - the fighters can't start, or ... can't land anywhere and are lost...

18

(41 replies, posted in Starmada)

Hi,

Just a quick question - is there any rule in Starmada:AE which covers damage to upgrades (carrier decks, launch bays, targetting systems, etc.)?

I remember it was possible in S:X and think it was removed in S:AE

Am I recalling it correctly?

19

(12 replies, posted in Wardogs)

now this seems to be the answer to many issues mentioned so far!

including my idea of settings not relying on thermal targetting - now you can use size-based targetting and moving doesn't make target acquisition more difficult but causing serious damage becomes harder when the target is moving fast.

good one for me.

20

(2 replies, posted in Wardogs)

go0gleplex wrote:
McBane wrote:

Howdy, Got Wardogs a week ago or so, good stuff, jsut some quick questions on the hows and whys if you dont mind:-)

1)  Why go with thermal sig?  I read the post about using steam meks and you stating about the photo guy who used infrared, but realistically combat hasnt really used thermal for more than night fighting?  if playing like Gear Krieg type game with WWII units and mecha, wouldn't size or something else work better than thermal sig?  I seen in that same post that you can use the melee rules or a variation for ranged combat also,but I figured the inherent pts cost is based off of themal sig for TNs.

Thermal is a physical constant regardless of era that may be mitigated but not entirely negated in most cases....beyond that it was an informational issue.  Magnetics can be hidden, size at distances isn't reliable and only works in line of site, etc.;  a more appropriate answer may be "it fit." wink

Let me jump in here:
One thing which came to my mind recently was using Wardogs - as a nice generic system - for my Weird WW2 needs.

So in addition to historical WW2 vehicles, there would be some additional un-historical ones, like mechs or such.

But most WW2 vehicles didn't use thermal targetting and I'd prefer to stick to this idea (at least in most cases), and while it's possible I am with McBane that it will change the point system. Of course I could add thermal targetting devices, but it goes against my concept.

Wardogs are a great generic system if your setting goes with thermal targetting, and a good one otherwise because the point system doesn't work as fine as it does with thermal targetting.

I think that's a field for future additions/home rules - non-thermal targetting (eg. based on visual contact) - which would make he product suitable for even more settings and players.

21

(6 replies, posted in Wardogs)

Yep, I never was too much into mecha gaming and I didn't expect to go for this one, but the flexibility of this system and adaptability to any setting I thought of was enough to buy the game.

There are some tweaks which would have to be implemented (eg. targetting based more on size than thermal signature for some settings) but generally the game meets my expectations.

22

(5 replies, posted in Starmada)

I moved to Starmada AE, so if I find enough time to use VBAM I will surely use the 'conversion' guide.

23

(12 replies, posted in Wardogs)

catenwolde wrote:

Thermal Signature = Targeting Signature, based on Size.
Tech Modifier is due to size of power plant.
Thermal Dampers = Technical Developments that allow the same technology to be fit into a smaller frame, i.e. micro-sizing.
Stealth System = Stealth System
Ballistic and Energy Weapons increase TS because they are simply physically bigger than kinetic weapons.
Weapon Mod's that increase or decrease TS are likewise due to space requirements for the equipment.

that was one of the things I was thinking about - base the Signature on Size for the settings where your targetting would be based more on vision or sounds than on special devices. for example at the 'clockwork' tech level, where thermal signatures tend to be low but also machines should be so big and clanking that they would be easy to spot and target.

and what was your idea? use Size as the base Targetting Signature and modify it in the same way as Thermal Signature would be modified?

Or modify the Size in some way and then use it as the base for Targetting Signature?

go0gleplex wrote:

Yes...the lock on roll is intended to be somewhat difficult to achieve, particularly since it allows for automatic weapon hits against the target.

I agree. This works for all the settings where you use some kind of devices to spot targets. But when spotting is based on what you see or hear, size or noise become more important. This is more important in the early tech levels (clockwork - which also has low Thermal Signatures, and steam). I believe it should be much easier to see a large metal clockwork walker (which has very low thermal signature) than a squad of infantry).

So I think that for such settings I would use Size as base for Targetting Signature, and then modify it in the same way as Thermal Signature would be modified.

Moreover, you all discuss optimal and suboptimal vehicles/walkers - ok, I agree creating them is a lot of fun, but sometimes you want to stick to a number of predefined vehicles so that the players have to use what they are allowed to choose from and cannot create their own vehicles.
In this case it's only the tactical aspect of the game that they will be able to experience and use for their advantage.
Not that there's anything wrong or right about it - just the way it can be (and will sometimes be in my case).

24

(12 replies, posted in Wardogs)

I'd be happy to hear about experiences with locking-on, especially that I was told that low Thermal Signature vehicles can be difficult to target.

Won't it be too difficult to target them? Especially if they manage to cause some penalties to lock-on rolls? Is this intended to encourage to melee?

25

(4 replies, posted in Starmada)

ah thanks!

so they don't apply to 'starship' starmada?