Re: Admiralty Edition First Impressions

underling wrote:
cricket wrote:
underling wrote:

Sorry, but my guess is that stepped up graphics ultimately have very little to do (in MJ-12's case) with sales of (any) rule set. The game engine and presentation (quality of the book, pages, etc.) are going to drive the sales.
As for the interior art (in Starmada), I think it looks just fine the way it is.
Kevin

Thanks, Kevin. I knew I liked you for some reason... wink

Uh-huh...
Just remember this when it comes time to start laying out the first GF supplement.
:wink:

You know, Kevin, I've got VUE..and I can do ships....
big_smile

Re: Admiralty Edition First Impressions

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

I rather like a more 'graphic' layout - it does make it easier to envision what weapons fire into which shield arc. You also get a basic graphical layout of the ship.

<insert "yeah, you would" about here....>
big_smile

You don't need "5 million different icons", just an X,Y, or Z designator next to a 'box', and an arc designation. SFB is just a 3-letter acronym and an arc designator next to a box.

FT went overboard with the icons, IMNSHO....once you get all the mods and different weapon types, it gets to be too much. Ditto B5 Wars, I don't remember what SBFCS looks like - though I seem to remember having seen it once.

Re: Admiralty Edition First Impressions

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>

Re: Admiralty Edition First Impressions

Heh, Dan, the graphics are really minor, but eye candy, like real candy, is delicious, but unneccessary.  I'm also (shame, shame) a GW and D&D player, so I get spoiled by that sort of art.  And a good point was made that such art is far less important in a 'core rules' than a 'setting' book.  Perhaps once some of the setting books are out, an agreement can be reached whereby some of their illustrations are poached for the next edition of the book?  It would spur the imagination to, say, have the section on movement accompanied by a dynamic picture of some EuroFed fighters, with a intruiging caption like "Delta Squadron demonstrates the importance of tactical velocity to the hapless crew of the Wisserschaft."

As far as the firing arcs goes -- letters are the best way to go.  There are already plenty of ordinal-number stats to remember -- Arc A, ROF 3, ACC 4, etc is already a mouthful without "Arc 9oclock, ROF 3, etc).  It helps to differentiate the areas.  Similarly, "four mounts in the four o'clok arc..."  eh.

I think a great idea would be an "Admiralty Reference Sheet" -- with firing arcs, a few common modifiers, and some of the more important 'options' and 'special effects'.  Printed and laminated, this would be a great way to keep those references handy without finding room for them on the datasheet.

-Adso

Re: Admiralty Edition First Impressions

GW!?!  GET THE ROPES!!!  tongue

Eye candy is good...nothing wrong with eye candy... :twisted:

Seriously...while unnecessary, I can see doing ship diagrams on my own and such just for the neat-o factor.  smile

Re: Admiralty Edition First Impressions

I believe the proper term is "gee whiz" factor. tongue

Re: Admiralty Edition First Impressions

aresian wrote:

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>

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

Re: Admiralty Edition First Impressions

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.

Re: Admiralty Edition First Impressions

aresian wrote:

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.

The reason for that is my bias. When listing a series of arc designations, I like them to be (a) alphabetical and (b) front to back, left to right. The A-F designations as given in Starmada (and Grand Fleets) meet both criteria.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Admiralty Edition First Impressions

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.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Admiralty Edition First Impressions

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.

Re: Admiralty Edition First Impressions

aresian wrote:

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.

It might seem clunky, but in actuality it's pretty cool.
For example (in Grand Fleets terms), most historical ships have one or more forward turrets, and one or more aft turrets. Typically, a forward turret would have an ABCD firing arc. Well, if the letter convention was strictly clockwise, starting with A as the forward starboard arc, that same arc designation would be: ABEF.
Furthermore, instead of the aft turrets having a CDEF arc, they would be BCDE.
And neither one of those are nearly as "aesthetically pleasing."
big_smile
I guess it all boils down to what you're used to though.
Kevin

Re: Admiralty Edition First Impressions

Dan,

Thought id throw in my 2 cents about the book, first impressions, etc.

First... its a damn fine book!   I agree with just about every change... they all make the game simpler, more playable and provide a better feel IMO as big ships tend to 'feel' bigger.   

Ive wanted the small craft construction rules for a long time... and plan to use it extensively.

The art adds a good feel...  some of it is a little low res... but that makes the PDF load faster :-).    I much prefer it to the iron stars art for example... just personal preference.   I thought there was a great assortment of difference scenes... its not repetitive and its interesting.

All in all, well done.

Re: Admiralty Edition First Impressions

alchemist wrote:

I much prefer it to the iron stars art for example...

<sigh> Does that mean I need to adopt a more 'anime' feel, or Dan needs to stop applying filters to period photos? :cry:

Re: Admiralty Edition First Impressions

alchemist wrote:

The art adds a good feel...  some of it is a little low res... but that makes the PDF load faster :-).    I much prefer it to the iron stars art for example... just personal preference.   I thought there was a great assortment of difference scenes... its not repetitive and its interesting.

I would presume, Mr. Dugan, that he's referring to the "spot" artwork in both books. There's no way any sane human would say that my feeble efforts are preferable to the work you did on the Iron Stars ships.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Admiralty Edition First Impressions

cricket wrote:
alchemist wrote:

The art adds a good feel...  some of it is a little low res... but that makes the PDF load faster :-).    I much prefer it to the iron stars art for example... just personal preference.   I thought there was a great assortment of difference scenes... its not repetitive and its interesting.

I would presume, Mr. Dugan, that he's referring to the "spot" artwork in both books. There's no way any sane human would say that my feeble efforts are preferable to the work you did on the Iron Stars ships.

Thanks for those kind words. I do sometimes wonder at the texturing though.

I did like the anime-ish pix you did in S:AE. Sometimes, less IS more.....

Re: Admiralty Edition First Impressions

thedugan wrote:
alchemist wrote:

I much prefer it to the iron stars art for example...

<sigh> Does that mean I need to adopt a more 'anime' feel, or Dan needs to stop applying filters to period photos? :cry:

I was talking more about the period photos...  it was a nice way of adding art to the project... but personally wasnt thrilled with the style.  I actually liked the ship designs...  actually added to the believablity of victorian era space travel... and being a big fan of the first men in the moon film... could see it going there.

I like the ship art in the new starmada...  mainly I like the scenes... ships... camera angles, action etc...  the composition is good...  they could be a little higher res/detailed... but they do provide a nice 'feel' that sets the tone while your reading the book.

Re: Admiralty Edition First Impressions

alchemist wrote:
thedugan wrote:
alchemist wrote:

I much prefer it to the iron stars art for example...

<sigh> Does that mean I need to adopt a more 'anime' feel, or Dan needs to stop applying filters to period photos? :cry:

I was talking more about the period photos...  it was a nice way of adding art to the project... but personally wasnt thrilled with the style.  I actually liked the ship designs...  actually added to the believablity of victorian era space travel... and being a big fan of the first men in the moon film... could see it going there.

I like the ship art in the new starmada...  mainly I like the scenes... ships... camera angles, action etc...  the composition is good...  they could be a little higher res/detailed... but they do provide a nice 'feel' that sets the tone while your reading the book.

Heh..now I wonder if I've got to learn how to use Poser more...
big_smile

Re: Admiralty Edition First Impressions

thedugan wrote:

Heh..now I wonder if I've got to learn how to use Poser more...
big_smile

Nah...   there are alot of tools better suited...  Bryce has some great starship models and modeling tools...     Cararra has more bang for the buck than poser and Daz Studio is also better than Poser in may ways and its free. 

Although everyone has their own tool preference it seems.  ;-)

Alchemist
http://www.digital-alchemy.net/gallery

Re: Admiralty Edition First Impressions

Hello everyone,

I have just finished reading thru the New Starmada Admiralty rules and am very, very impressed with them.  There are so many good things here, that I almost don't know where to start.  I am pleased with  the simplification of game play & the new Data Card, as well as the greater ranges weapons can have. Also, I like the elimination of some of the more abused things of Starmada X such as:
{TDAR, halves shields, Ignores shields&Ionic Shields, PDS, expendables, etc}. 
Well done!

I may miss over-thrusters because my main warships are WW2 battleships, cruisers, destroyers, etc made into 14 to 4 hulled space ships.  To compensate for no overthrusters, I have changed the arcs of the forward "FX" turrets from [ABCD] to [GHIJK], and the rear "AX" turrets from [CDEF] to [HIJKL]. this gives them 120 degrees of broadside fire instead of 60 degrees.  Those designs with center turrets such as my Texas, Iron Duke, and Arkansas class 12 hull ships  have these center turret's arcs changed from [CD] to {HIJK].  I think that with skillful maneuvering, I should be able to fire all heavy guns most of the time.  Neither Admiral Jellico nor Admiral Scheer had overthrusters @ Jutland in 1916...<LOL>.
I have made each ships turrets in thi way:  ROF=the number of barrels in the turret, IMP=1, DMG= 4 for 16"guns, 3 for 14"guns,  2 for 12' guns, and 1 for 8"guns.  These main batteries also have "Piercing" as their Weapon option.  The secondary 5", 4.5", 4", etc guns do not have any weapon ability and will be used to fire @ fighters, drones, etc.  All battleships & Cruisers have Armor plating also...
I am having a great deal of fun designing these ships and look forward to using them.
Splendid ship design rules!

I also like the new movement rules.  They seem fairly easy to use.  It helps to not compare them to other movement systems, but to just use them.  I especially like the idea of using "U-turns".  Sometimes in Star Trek, the Enterprise would rapidly make a U-turn to get away, (such as in "Balance of Terror" when the CA Enterprise makes a U-Turn and goes to maximum warp to try and outrun a Romulan type "R" Plasma torpedo). 
Excellent movement rules!

I look forward to playing Starmada, hopefully this Sunday, using this Awesome Admiralty Edition rules. 
For me, these are now  THE   Starmada Rules  big_smile

Steven Gilchrist, Jacksonville, Fla, USA

Re: Admiralty Edition First Impressions

BeowulfJB wrote:

I have just finished reading thru the New Starmada Admiralty rules and am very, very impressed with them.  There are so many good things here, that I almost don't know where to start.

I may miss over-thrusters because my main warships are WW2 battleships, cruisers, destroyers, etc made into 14 to 4 hulled space ships.

I'm not sure how those two statements are related (did WW2 battleships have overthrusters? smile) However, I have been thinking of a way in which overthrusters could be put into the Admiralty edition.

Essentially, treat them as allowing a "free" pivot -- e.g. if a ship with overthrusters plots a +2 pivot, it only adds 1 to the thrust requirement.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Admiralty Edition First Impressions

I think for our local group we will add a difference between pure Carrier ( x ) and the carrying of Strikers and/or Seekers. Call the new options Seeker ( x ) and Striker ( x ).
In a game last night, I blew away my opponents carrier that had brought his fighters, he then recovered his surviving fighters on board a ship that had brought Seekers and escaped by hyperdrive. As this is a campaign battle, I really wished he would have been forced to leave the fighters so I could kill them.
Seems a little strange to have a ship equipped for carrying the equivalent of drones or torpedoes to be able to use that same space to recover fighters.

Re: Admiralty Edition First Impressions

cricket wrote:
BeowulfJB wrote:

I have just finished reading thru the New Starmada Admiralty rules and am very, very impressed with them.  There are so many good things here, that I almost don't know where to start.

I may miss over-thrusters because my main warships are WW2 battleships, cruisers, destroyers, etc made into 14 to 4 hulled space ships.

I'm not sure how those two statements are related (did WW2 battleships have overthrusters? smile) However, I have been thinking of a way in which overthrusters could be put into the Admiralty edition.
Essentially, treat them as allowing a "free" pivot -- e.g. if a ship with overthrusters plots a +2 pivot, it only adds 1 to the thrust requirement.

I think what he meant about missing the overthrusters is that he's modeled his ships after real world ships, and the bigger ones are fairly slow. So the overthrusters have allowed his ships a little more maneuverability despite their slow speeds.
That's just a guess though.
Kevin

Re: Admiralty Edition First Impressions

japridemor wrote:

I think for our local group we will add a difference between pure Carrier ( x ) and the carrying of Strikers and/or Seekers. Call the new options Seeker ( x ) and Striker ( x ).

Yeah, I've been thinking about that.

From a one-off game balance perspective, there's no reason why you couldn't fill the carrier space with whatever you wanted. But in a campaign setting, it might make more sense to specify what is being carried -- whether that's a simple distinction between fighters and strikers, or whether you have to specify the exact type of fighter or striker (if using the customization option).

e.g. "10 flights of standard fighters" or "6 flights of FA-6 and 4 flights of FB-21"

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Admiralty Edition First Impressions

This has become a discussion in our universe too. I think it is an important distinction. You really do not want things designed a DDGs to become effectively CVLs. I would lean to the side of 'fighters' vs "seekers/Strikers" instead of specific type of plane. The only question in my mind is how does that effect boarding pods. Should they be considered fighters for this purpose or missiles? :? If you sub divide in to the three categories, I guess that works itself out.