1

(17 replies, posted in Starmada)

Speaking of movement...

Looking over the Unity rules, it looks like movement is fairly limited in terms of what you can do in a single turn: generally in one direction, all turns in the same direction. So, no Millennium Falcon-style slaloming though asteroid fields, correct?

2

(78 replies, posted in Starmada)

So--and I'm saying this sincerely--[b]please sell me on this.[/b]

Around the time the Admiralty Edition first came out, I'd been searching for a rules-lite starship combat game with a cohesive ship-construction system, and Admiralty fit the bill perfectly. So I bought a few books. Then, a few years later, the Star Fleet Battles deal was struck, and I was in heaven. Official Trek content for Starmada? SIGN ME UP! So, I bought more books.

Buuuuuuuuuuut then Nova hit, and I felt like everything I bought was now worthless. Now, if that's not the case, maybe I just blew my Perception roll. Or, maybe the Starmada crowd simply likes learning and playing new rules. That's OK if that's your thing--but it isn't mine. (This is, what, the third edition in a decade?)

So, I like what you did before, and am intrigued enough to ask: why I should give Starmada another go? What does this edition do better than any other? Am I missing something about the different editions? And most importantly, what's the future for Starmada?

3

(35 replies, posted in Game Design)

A campaign system would be a great way to hook players and keep them coming back to the table. To do that, I think you need an RPG-ish approach. Players might start as a Captain of a single ship, and later advance in rank to Commodore, and then to Admiral. Players can earn points for combat (of course!) but also for exploring new worlds and establishing trade routes (credits? fame?) So, maybe include a random system generator? (You awakened the Shadows of Zha Ha'Dum!) Makes me think of my old Traveller days...

4

(297 replies, posted in Starmada)

Wowzers! Been away from starship combat for a while, and this might just draw me back in. Like the direction of the new edition. Suprised Dan was willing to change the core multi-dice roll mechanic, buuuut I think "short n sweet" is the way to go. Simplifying movement is a BIG bonus. Love that the samples include a graphic of the ship (never underestimate the power of this.) Looks like it could easily be done on laminated cards (Starmada the CCG?)

5

(8 replies, posted in Starmada)

Weird. I'd just started a thread on almost the same topic a few days ago over on Star Ranger:

http://www.star-ranger.com/forum/viewtopic.php?f=30&t=6158

I like the SAE movement, but the Classic/optional's more to my liking. The less math, the better. Think I'll give the Triplanetary a try (an old Mayday hand, the plotted moves sound kewl.) Thanks for posting.

I'm waiting to hear someone say, "Starship movement? There's an app for that," but no such luck. Yet.

6

(2 replies, posted in Starmada)

Before KA came out, I wrote up a Kirk vs. Khan duel. To simulate the element of surprise, I monkeyed with the movement rules (using non-vector, old-style movement.) From my notes:

Each starship gets its movement split into two halves: random and directed (round any fractions in favor of directed movement.) “Directed movement” is simply whatever movement you think will best position your ship for the turn: look at the map, make tactical decisions, and chart your course.

“Random movement” represents the unexpected nature of trying to second-guess an opponent, and is accomplished as follows: number the directions your ship might go, from 1 to 6. Roll a die. Attempt to move in that direction: first turning, then using up any leftover movement points, travelling in a straight line. Each ship may choose to take the random segment either first or second.   

---produced just the right amount of "whoops, guessed wrong" without becoming a wild goose chase.

7

(8 replies, posted in Starmada)

Infantry are small, mobile units...sounds like Starmada fighters to me.

"Leviathan" by Scott Westerfeld has some good WWI steampunk, crossed with bio-engineered monsters (Darwinists!) It's a young adult novel with illos by Keith Thompson--his website has lots of good images for the book and other games.

8

(45 replies, posted in Starmada)

Oh, I'll be buying ROA alright, I just wish the Hawks looked more like this:

<IMG src="http://www.aovi93.dsl.pipex.com/space_1999/hawk/Space%201999%20Hawk.jpg">http://www.aovi93.dsl.pipex.com/space_1999/hawk/Space%201999%20Hawk.jpg</IMG>

and less like this:
<IMG src="http://store.starfleetstore.com/merchant2/graphics/00000003/0421-Romulan%20Skyhawk%20Seahawk-L.jpg">http://store.starfleetstore.com/merchant2/graphics/00000003/0421-Romulan%20Skyhawk%20Seahawk-L.jpg</IMG>

9

(4 replies, posted in Miniatures)

Nice. Back in sculpture class, they showed us how to simulate bronze in paint. Start with a base coat of black. Drybrush a layer of brown, not covering all the black. Then add an even lighter layer of red-orange. Adds a ton of dimension. Much more than just bronze paint alone (which I'll sometimes use as a final finish, even lighter.)

You can do the same trick with other color combinations, too.

10

(18 replies, posted in Starmada)

This reminds me of a groovy design from Space Opera's "Seldon's Compendium of Starships." It was a large mothership that carried four patrol cruisers.

<IMG src="http://www.waynesbooks.com/images/graphics/seldonsstarcraft.jpg">http://www.waynesbooks.com/images/graphics/seldonsstarcraft.jpg</IMG>

One advantage to carrying a ship on the exterior would be a fast breakaway speed--if the mothership was rotating (in whole or just the carrier portion.) The further you get it from the central axis, the higher the initial velocity.

Plus, it's more room for weapons! big_smile

11

(45 replies, posted in Starmada)

Looking at the number of ship designs that ADB has posted by race, it looks like the Romulans really aren't a favorite of their players. There's only four basic hull silhouettes--warbird, D7, Condor and Sea/SKyhawks (and two of the four are from TOS!).

Kind of odd when you consider how massively popular they are from TNG era forward.

Still, looking forward to RA to round out the fleets.

12

(45 replies, posted in Starmada)

I don't care how kewl these units are on paper, I just can't get past the visuals. ("Space whale on attack vector!") I'm an art teacher and lifelong Trek nerd, so I feel like I've got some authority on the topic. Adam Turner's cover for Klingon Armada was quite nice, and I looked up some of his other stuff online--he's a talented chap. Looks like he does a fair bit of cgi-based art, too.

Hawks and other raptors bring to mind shapes that are sleek and sharp, (think of wings, talons and beaks) not rounded and bulbous. And those forward booms look too much like...er...um...broomhandles. If Hawks are the inspiration, they could go much more beaklike without wandering too far astray from the minis.

Other than the general outlines and shapes, my only suggestions would be to go dirtier, darker and maybe introduce some hull patterning to make them darker and more menacing.

13

(45 replies, posted in Starmada)

I must second this. Sadly, what was once state-of-the-art now looks hopelessly dorky. Those small units (frigates?) have got to go, and the flying whale, too. Photoshop them out if you must (replace them with battle-damaged Feds?).

They evoke none of the menace and dread I should feel from the Romulans. Hey, ADB--time to put the Romulans in refit.

14

(6 replies, posted in Miniatures)

There's a company that makes party novelties, US Toys (ustoys.com) that has two assortments of small, plastic ships. Under "keywords" type in "spaceships" or "space cruisers". The designs are pretty good for something so cheap.

15

(40 replies, posted in Game Design)

I vote yes.

Having a robust "default" universe can have very positive repercussions--I'm thinking specifically of the Star Fleet Battles Universe and the way it's driven the development of SFB with minis, supplements, etc. There's a few RPG's or miniatures rules out there that don't have such a background, but only a few. (The excellent RISUS and FUDGE come to mind...)

16

(40 replies, posted in Game Design)

I'd do an RPG only if it made sense, if you had a compelling reason to do so. I can see two reasons.

First, there are few games out there that have integrated rulesets for characters (rpg), miniatures combat AND and tactical/campaign rules. Having ALL of these would enable players to dabble in the game-world at a number of levels, from microscopic to macro. A definite plus.

Second, an rpg makes sense if you have the possibility of cool characters. Players like having lots of powers, abilities, etc. Unfortunately, most of the established settings for m12 games feature realistic humans with few (if any) powers.  (Which reminds me of a novel I just finished, Leviathan, by Scott Westerfeld. It's an alternative WWI fought with steampunk mecha and genetically-engineered beasts. Cool setting. Dull characters.)

Of course, you could always come up with a NEW setting, one with cool characters, the possibility of miniatures combat... the whole shebang.

Hmmm...a contest?

And finally, to throw out yet another possibility, you could licence your setting to an established RPG. I'm biased in favor of our own home-brew:

http://www.fastrpg.net/

17

(0 replies, posted in Discussion)

I see that a lot of the homebrew ship construction pages are excell-type spreadsheets set up with different tabs, the first a "construction" page, the next a "pretty page" and the third Drake notation. Can someone point me to a resource on how to set that up? (My interest is for a home-brew rpg.) Thanks.

18

(42 replies, posted in Starmada)

I have to (respectfully) disagree about shuttles. In the playtest game at Archon (fun, btw), the last remaining Klingon ship, highly damaged, faced a flight of suicide shuttles (6 of em?)  and an undamaged Fed defender. The shuttles would have turned the tide, if we hadn't run out of time. (So says Admiral Sour Grapes.)

Anyway, I don't think there'd be anything wrong with providing players guidelines for scaling down the importance of drones. They did tend to dominate the play-tests at Diecon and Archon and will cheese off folks who are coming at this from the angle of wanting an experience more like the tv/movies. You're looking at maybe three additional pages of material: a page of sage advice, and a few sample drone-free versions, say two different Feds and two Klingons.)

19

(24 replies, posted in Discussion)

Kirk's promotion could've been (clearly wasn't, but could've been) much later. How hard would it have been to throw together a montage of scenes with him with Kirk serving under Captain Pike? Then do the big promotion.

Also, I find it hard to believe that SO MUCH had changed in the alternate timeline. Maybe if the Romulans had been going around conducting a guerrila war against the Federation, it would make sense. However, according to the extras on the DVD, the Romulans spent a great deal of time cooling their heels in a Klingon prison. How does THAT change the timeline?

Y'know, when Trek was at its best, I'm not sure it was a space opera. I always thought of it as a drama, with action. (But then, I'm more of a TNG/DS9 fan.)

For a sequel, I'd like to see less comedy, a real engine room set (not a brewery), and an antagonist that IS NOT:
a borg, bomb, space amoeba, giant tribble or time traveller.

20

(49 replies, posted in Starmada)

Go ahead and scratch the last two--I'm in both. Hadn't thought it would drag out this long and school is about to start for me again. Sorry.

Overall--mixed impression of Vassal. Think it might be fun to do a game hosted on a server, but the pbemail gets slowed down due to the simultaneous nature of Starmada. What Vassal could really use is a series of automated turn-by-turn prompts rather than the "delayed note" mechanic.

21

(7 replies, posted in Starmada)

Sounds like fun, count me in.

22

(3 replies, posted in Starmada)

Not to turn this in a different direction, but it might be nice to have an official ship-construction app, one that's updateable, so you wouldn't have to re-enter everything. (Spreadsheets are nice, but they have their limitations. Whenever we update our home-brew rpg, I have to re-enter everything by hand. Tedious.)

23

(38 replies, posted in Starmada)

The most important thing I can tell you about the playtest is...there's a lot of cat hair in deep space, judging by Cricket's battlemat. (Actually, it was a lovely mat, although the galaxy airbrushed in the middle kept making me think there was light shining on it from an overhead skylight, but there wasn't.)

ENOUGH ABOUT THE MAT!

Okay, if you insist. Klingon Armada was a lot of fun. It was a four-hour convention slot, and we played 4 Klingons vs. 3 Feds, with a mix of ships on either side, taking about 2 hours per game (we switched sides, reset and played again.) The first time, the Klingons tried to flank the feds, and wound up getting cut to pieces. The second time, they tried a head-on approach and came closer to victory, but were ultimately defeated. (If Dan posts pictures, I'm in the one where the Federation ships are "mating.")

Rules. Really there wasn't a lot different from AE, it's just how the rules were implemented, which bodes well for the whole venture, methinks.

Shields. Shields were faceted per Iron Stars (which I don't own, yet, so it was new to me.) There was a slight issue with the number of boxes on the "Total shields" track not matching up with "Facets" track, but I'm sure that'll be ironed out by the time Klingon Armada goes to press. (Although I gotta ask, if destroyed Shields sometimes have to come off the side facing the attack, why not weapons? Would seem to make logical sense.) Otherwise, they felt like Shields in Trek, and players did have to pay attention to issues like facing and manuever to get the best shot (or avoid one.)

Drones. They really didn't bother me all that much. I'm not a Fed Commander/SFB player, and have advocated for a style that leans more towards the movies/tv show...but y'know, the drones weren't all that distracting. When I play, I'll probably leave the drones alone. (Hey, wasn't that a movie?)

Energy allocation rules. Not here. I know that's a big part of sfb, but I had to agree with Dan that there's no way to include 'em without changing Starmada. No armed shuttles, either (bleagh!)

Movement. This was my first time playing the "official" movement system, so that took a bit of getting used to. Space travel in Trek doesn't seem very Newtonian (sometimes), so the Optional/Classic movement would probably work fine, too. However, I now "get" the new movement system, and it's actually kinda cool...Towards the end, my ship was disabled (no engine power). It would have been nice if I still could have used reaction control thrusters to change facing and still have some kind of impact on combat.

Sadly, no boarding actions were attempted, so I can't tell you about transporters.

Overall, the ships, weapons and shields "felt" right for both sides, capturing the flavor of a Contitution, D-7, etc., so good job, Dan! I'll definitely buy it when it comes out, tho' I'll probably cook up some house rules for heroic characters, (Scotty, I need warp power in seven minutes, or we're all dead!)

24

(24 replies, posted in Discussion)

(mostly spoiler free review)

I liked the new Trek but it did bother me that they were catering so much to the non-trek crowd by making it a frenetic, over-the-top roller-coaster ride a la Raiders of the Lost Ark. The camera doesn't sit still for a second and the screen is always full of action, explosions, blinky lights or cheesecake (cue the green Orion chick.) Neither do the actors stand still: the first time we meet Spock (as a child) he's getting into a fistfight, immediately followed by Kirk trashing his stepfather's car, driving it off the edge of a cliff!!! Even in little details they've sought to amp up the action: phasers do a whirly-whizzy thing as they switch from “stun” to “kill” and they don't shoot in long streams, they go Pew! Pew! Pew! (Like the guns in Star Wars. Speaking of which, there's a chase-scene gag lifted directly from The Phantom Menace. Y'know, if you're making that movie look leisurely, you might be over-doing the action.) This movie has serious attention-deficit disorder issues.

I'd always thought of Trek as “drama” with dashes of action, comedy and adventure thrown in. I'd rag on the score (forgettable) or the set design (weirdly uneven—the bridge looks like the Apple Store while Engineering looks like a sewage-treatment facility), but they're minor nitpicks. Is the new Star Trek enjoyable? Yes. Am I eagerly waiting to see where they go with it? Yes. Just be ready for the roller-coaster ride. (Oh, and don't expect to see Nimoy until late in the game.)

25

(46 replies, posted in Starmada)

"the ultimate goal is not to recreate SFB/FC using Starmada game mechanics, but to represent Federation/Klingon ships in Starmada in a manner CONSISTENT with SFB/FC."

That makes me very happy...and really, the alternative is quite silly. If you're that fond of the SFB mechanics, go play SFB (or Fed Commander.)

big_smile