Topic: Starmada admiral edition - Movement probs

Starmada admiral edition - Movement probs.

Hi. I bought the rules, I read the movement section. I am still quite perplexed. I even downloaded that jar thing. now Im frustrated and perplexed.  I did spend large parts of today trying to read thru these 3 pages of movement.

Does any one have more tutorials on it?

If you are using newtonian rules, shouldn't a ship be able to go indefinitely
Is newtonian rules the same as vector rules.

I've played tri planetary years ago, so I understand vector movement.

to go indefinitely forward at a constant speed with no acceleration,
how is that reflected? What do i do? just dont plot anything?

There is a severe grammar error that is registering with my wife and I that is preventing me from understanding the rules fully.

"the difference of x and y", it means "x – y", not "y – x".

on page 17 "Diff between speed in prev turn, and its current speed plus the amount of movement between the 2 turns. "

you show as being  6-5 (net 1)  and it should be 5-6 (net negative 1) by math standards of writing subtraction problems."  neg 1 plus 3 is a final thrust req of 2 not 4.

and what about a plain old U turn?

what if we are going at speed 6, and we just plot a U by itself?  The thrust requirement is? prev speed and current speed? whats the current speed? im just doing a U turn? U by itself doesnt have a speed.

if i am going at heading 0 degrees at speed 2, I need a speed 4 maneuver to get me 2 speed in the other direction. how do I plot it?

And a last question.
Do you still have to have a foward separated by 2 turns.  is this still illegal from the last versions of starmada?  pp2 or pp or 1pp
oy

Re: Starmada admiral edition - Movement probs

runescience wrote:

Starmada admiral edition - Movement probs.

Hi. I bought the rules, I read the movement section. I am still quite perplexed. I even downloaded that jar thing. now Im frustrated and perplexed.  I did spend large parts of today trying to read thru these 3 pages of movement.

Does any one have more tutorials on it?

If you are using newtonian rules, shouldn't a ship be able to go indefinitely
Is newtonian rules the same as vector rules.

I've played tri planetary years ago, so I understand vector movement.

to go indefinitely forward at a constant speed with no acceleration,
how is that reflected? What do i do? just dont plot anything?

Quoting p.17: "A starship's previous speed is 6, and its movement orders are '6'. The thrust requirement is zero (6-6). Note that this is the only way for a ship in motion to achieve a thrust requirement of zero--therefore, a starship without engines will continue to move in the same direction and at the same speed indefinitely."

So, yes, a ship can "go indefinitely" -- in fact, it's the only thing a ship can do without using thrust.

I think you're confusing cause and effect. The system is written so that you just plot where the ship is to go -- the thrust requirement is there merely to ensure the ship has the engine power to do what you want. Not, as in tri-planetary and other "vector" systems, where thrust is plotted and then it is determined where the ship ends up.

There is a severe grammar error that is registering with my wife and I that is preventing me from understanding the rules fully.

Umm... people in glass houses... smile

"the difference of x and y", it means "x – y", not "y – x".

on page 17 "Diff between speed in prev turn, and its current speed plus the amount of movement between the 2 turns. "

you show as being  6-5 (net 1)  and it should be 5-6 (net negative 1) by math standards of writing subtraction problems."  neg 1 plus 3 is a final thrust req of 2 not 4.

You're right; mathematically speaking the correct term would be "absolute difference" -- but in everyday usage I had thought "difference" would be appropriate.

and what about a plain old U turn?

what if we are going at speed 6, and we just plot a U by itself?  The thrust requirement is? prev speed and current speed? whats the current speed? im just doing a U turn? U by itself doesnt have a speed.

Exactly. The speed for a plot of "U" is zero.

Quoting p.17 again: "Next to this is a space for the ship's speed, which is simply the sum of all forward movement recorded in the movement orders."

Without any forward movement, there is zero speed.

if i am going at heading 0 degrees at speed 2, I need a speed 4 maneuver to get me 2 speed in the other direction. how do I plot it?

If you're going speed 2, and you want to be going speed 2 in the opposite direction, you just plot "U2" (or "1U1" or "2U"). Regardless, your thrust requirement is 4 (previous speed 2 plus current speed 2).

And a last question.
Do you still have to have a foward separated by 2 turns.  is this still illegal from the last versions of starmada?  pp2 or pp or 1pp
oy

Assuming you are asking if two turns must be separated by forward movement, the answer is no, they do not. Orders are restricted only by having no more than two one-hexside turns or a single U-turn.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

that glass house comment was a catty comment. thank you. 

Are you the author? Im not the one publishing the ruleset. 
I turn actuarial specifications into computer programs.  I can read and understand proper English if its written that way.   My wife has a master in english and is willing to proof read for you.

So if I plotted a six '6' on my first turn, then how do you slow down to '3'?
what does the plot look like?

Movement question:

Turn 1: move order:'6'       end of turn speed: '6'
Turn 2: move order: xx??   end of turn speed: '3'

another movement questions: using your quote as a lead to the next question.

>>>Assuming you are asking if two turns must be separated by forward movement, the answer is no, they do not. Orders are restricted only by having no more than two one-hexside turns or a single U-turn.

Assuming my previous speed is 6 heading of Zero degrees. I now perform a SS. that would put me at 120 degrees.   The rule says i add my previous speed to the new speed. well... what speed is SS??  What is my new speed?

Re: Starmada admiral edition - Movement probs

I believe it is 0, but look to dan to confirm. You basically just spent your turn 2 to over come the inertia of your ship and bring the bow about.

Re: Starmada admiral edition - Movement probs

Turns have no speed.  Speed is just the number of hexes you moved on the previous turn or the number of hexes you want to move on this turn.

If all you are doing on turn two is sitting in your hex and turning 2 hex sides your current speed is zero and the manuever would cost 6 thrust (6 + 0).

If you want to move 3 hexes and turn 2 hex sides the thrust cost would be 9 (6 + 3).

Re: Starmada admiral edition - Movement probs

I'm also very confused as well (and YES sleepless to boot since it's 2 AM  tongue ). Oddly, I get the general "feel" that was intended for the new movement rules and I'm sure I will like the end result... just when I'll have any hint on how they're supposed to work. I must say also that they are very poorly explained. I can already picture a revision on section 3.0 for SAE version 1.1 :wink:   

So...

If I understand the rules and what has been said in this thread correctly, the system is NOT inertia-based like in Full Thrust... notwithstanding the opening paragraph of rules 3.0. For instance, if on turn 2 my speed is 8 and I use 4 more thrust points to accelerate on the following turn my speed for turn 3 becomes 12; ie on turn 3 the ship moves 12 inches (or hexes).

So in SAE that's NOT what is happening - speed does NOT add up from turn to turn, meaning as with S:X you cannot go faster than your current engine rating. It also means, like S:X, that on turn 3 if you traveled at your max speed and on turn 4 you don't wish to move at all you stay in that hex; you make a dead stop.

So what has changed from S:X is only the way you calculate turns (or course changes), how you perform them and if you get engine damage then inertia principles apply.

How's that??

Re: Starmada admiral edition - Movement probs

runescience wrote:

So if I plotted a six '6' on my first turn, then how do you slow down to '3'?

Start of turn two, you decide you want to go forward 3 squares. So you write down '3' as your movement order. Then you work out the thrust requirement. In this case, since there are no turns, the thrust requirement is the absolute difference between the previous turn's speed, and this turn's speed. Previous turn speed was 6. This turn speed is 3. Absolute difference is 3. Thrust requirement is 3.

(This is covered in 3.4 An Example -- look at Game Turn 4 on page 19.)

runescience wrote:

what does the plot look like?

Movement question:

Turn 1: move order:'6'       end of turn speed: '6'
Turn 2: move order: xx??   end of turn speed: '3'

It would look like this, using your formatting:

Turn 1: move order:'6'       end of turn speed: '6'
Turn 2: move order:'3'       end of turn speed: '3'

runescience wrote:

Assuming my previous speed is 6 heading of Zero degrees. I now perform a SS. that would put me at 120 degrees.   The rule says i add my previous speed to the new speed. well... what speed is SS??  What is my new speed?

The rule (page 17) says "speed ... is simply the sum of all forward movement recorded in the movement orders." So if your movement order is 'SS', there is no forward movement recorded in your movement order. In your example, thrust requirement (previous speed + new speed) is therefore 6 + 0 = 6.

Turn 1 --> move order:6, thrust requirement:6, end of turn speed: 6
Turn 2 --> move order:SS, thrust requirement:6, end of turn speed: 0

(On a personal note, cricket & co, The Admiralty Edition is the second version of Starmada I've ever purchased, but the first I have any intention of playing. I found it very clear, and very easy to read. My first game is next Thursday, and I'm pretty darn excited about trying it out!)

Re: Starmada admiral edition - Movement probs

Im glad you like SAE... starmada admiral edition. I had them since they were small little separate race books stapled... then there were small bound books, then version X, which I didnt like and compendium which i liked and still play.

I dont like the fact there are no pre-defined weapons for newbies to sit and play. I like the compendium the best so far. I can sit down with friends and just give them pre made races.

Re: Starmada admiral edition - Movement probs

Cartman wrote:

I'm also very confused as well (and YES sleepless to boot since it's 2 AM  tongue ). Oddly, I get the general "feel" that was intended for the new movement rules and I'm sure I will like the end result... just when I'll have any hint on how they're supposed to work. I must say also that they are very poorly explained. I can already picture a revision on section 3.0 for SAE version 1.1 :wink:   
So...
If I understand the rules and what has been said in this thread correctly, the system is NOT inertia-based like in Full Thrust... notwithstanding the opening paragraph of rules 3.0. For instance, if on turn 2 my speed is 8 and I use 4 more thrust points to accelerate on the following turn my speed for turn 3 becomes 12; ie on turn 3 the ship moves 12 inches (or hexes).
So in SAE that's NOT what is happening - speed does NOT add up from turn to turn, meaning as with S:X you cannot go faster than your current engine rating. It also means, like S:X, that on turn 3 if you traveled at your max speed and on turn 4 you don't wish to move at all you stay in that hex; you make a dead stop.
So what has changed from S:X is only the way you calculate turns (or course changes), how you perform them and if you get engine damage then inertia principles apply.
How's that??

If it's any consolation, the movement rules (after one reading) were still a little unclear to me also.
Specifically page 17.
I'm not a big Starmada player, but I proofread the rules, and everything was very clear.
Except for page 17.
Are we seeing a pattern here?
:wink:
Now, I'm not sure how I would've worded the thrust requirement explanation any differently, but after reading them I gave Dan a call, and asked... what the hell?
big_smile
After rereading them, they started to make a little more sense.
I've always believed maneuver should be one of the most important elements of a space (and historical wet navy ruleset), and I think the thrust requirements are a good step in the right direction. It'll probably just take me a few read throughs to fully grasp the concept.
Kevin

Re: Starmada admiral edition - Movement probs

runescience wrote:

that glass house comment was a catty comment. thank you.

You're welcome. I think.

Now I'm confused.

Are you the author?

Yes.

Im not the one publishing the ruleset. 
I turn actuarial specifications into computer programs.  I can read and understand proper English if its written that way.   My wife has a master in english and is willing to proof read for you.

Now who's being catty?

Look, I'm not above taking constructive criticism -- and the fact that you didn't understand the movement rules in the first go means I should look to see if there's a clearer way to explain them. Nor did I ever say you can't read or understand proper English.

But to claim to have found a "severe grammatical error" in a post that was rife with them seemed... ironic... at best. wink That doesn't mean I take your concerns or critiques lightly, or that I dismiss your intelligence.

So if I plotted a six '6' on my first turn, then how do you slow down to '3'?
what does the plot look like?

The plot is '3'.

Movement question:

Turn 1: move order:'6'       end of turn speed: '6'
Turn 2: move order: xx??   end of turn speed: '3'

Turn 2: move order: '3'      end of turn speed: '3'

Again, you're confusing cause and effect. You plot what you want to do. Period. You do not apply thrust and then determine where your ship goes.

another movement questions: using your quote as a lead to the next question.

>>>Assuming you are asking if two turns must be separated by forward movement, the answer is no, they do not. Orders are restricted only by having no more than two one-hexside turns or a single U-turn.

Assuming my previous speed is 6 heading of Zero degrees. I now perform a SS. that would put me at 120 degrees.   The rule says i add my previous speed to the new speed. well... what speed is SS??  What is my new speed?

Your new speed is zero. So your thrust requirement is 6 (previous speed 6 plus new speed 0).

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

Cartman wrote:

If I understand the rules and what has been said in this thread correctly, the system is NOT inertia-based like in Full Thrust... notwithstanding the opening paragraph of rules 3.0. For instance, if on turn 2 my speed is 8 and I use 4 more thrust points to accelerate on the following turn my speed for turn 3 becomes 12; ie on turn 3 the ship moves 12 inches (or hexes).

So in SAE that's NOT what is happening - speed does NOT add up from turn to turn, meaning as with S:X you cannot go faster than your current engine rating.

Um, actually, no, that IS what is happening.

Going back to your example. On turn 2 your speed was 8. On the following turn, if you wish to have your ship move 12, you plot '12'. This results in a thrust requirement of 4, which means as long as your engine rating is 4 or more, the plot is legal.

It also means, like S:X, that on turn 3 if you traveled at your max speed and on turn 4 you don't wish to move at all you stay in that hex; you make a dead stop.

Well, yes and no. There is no "max speed" -- but if you want to come to a dead stop, you plot '0'; however, this is only legal if your engine rating is equal to or greater than your previous speed. (Thrust requirement is the difference between the previous speed and current speed.)

So what has changed from S:X is only the way you calculate turns (or course changes), how you perform them and if you get engine damage then inertia principles apply.

Nope. Again, it seems as though the assumption is that you are acting like in Full Thrust, where you apply X amount of engine power to get Y result. Instead, you plot Y result, and then make sure you have X engine power to achieve that result.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

Ah I think I get it ...

I hate to bring Full Thrust in as a reference again but I just want to confirm the part about acceleration/deceleration : it works just as in FT. If I have a ship with engines of 2 (like a big battleship) that just keeps going on a straight line and starts at velocity 0 and applies its max engine rating every turn to accelerate, then on turn 2 the velocity become 4, (moving 4 hexes forward), then on turn 3 it becomes 6 (moving 6 hexes forward) and so on. Say on the 10th turn when a velocity of 20 has been reached, if the ship wants to decelerate back to a velocity of 0, then it'll take 10 more turns to achieve that. Exactly as in FT.

However ...

The integrated example (3.4) on Pp 18-19 is contradicting this. On P.18 during the first turn the ship moves 3 hexes, it has a speed of 3- it does not busts its TR, good enough. On P.19 during turn 2 the final movement orders are 2S2 so you add another 4 to your velocity... so according to a 'FT-like' style of movement, your total velocity during turn 2 should be 7 (3 from the previous turn, plus 4 that turn), yet it says the ship only moves 4 hexes.

:?:

Re: Starmada admiral edition - Movement probs

Cartman wrote:

The integrated example (3.4) on Pp 18-19 is contradicting this. On P.18 during the first turn the ship moves 3 hexes, it has a speed of 3- it does not busts its TR, good enough. On P.19 during turn 2 the final movement orders are 2S2 so you add another 4 to your velocity... so according to a 'FT-like' style of movement, your total velocity during turn 2 should be 7 (3 from the previous turn, plus 4 that turn), yet it says the ship only moves 4 hexes.

:?:

Actually on turn 2 the ship is accelrating from 3 to 4 not 3 to 7.  The ship is moving 2 forward, turning, then moving 2 more hexes.  You don't add your movement plot to the previous move you substitute it.  You're thinking it's moving 3 forward, then 2 more forward, turning and moving 2 more hexes.  In Full Thrust you record how much thrust you are generating then compute your speed.  In SAE you record your move then calculate the necessary thrust.

Re: Starmada admiral edition - Movement probs

Cartman wrote:

I hate to bring Full Thrust in as a reference again

But I think bringing in Full Thrust is part of the problem...

but I just want to confirm the part about acceleration/deceleration : it works just as in FT. If I have a ship with engines of 2 (like a big battleship) that just keeps going on a straight line and starts at velocity 0 and applies its max engine rating every turn to accelerate, then on turn 2 the velocity become 4, (moving 4 hexes forward), then on turn 3 it becomes 6 (moving 6 hexes forward) and so on. Say on the 10th turn when a velocity of 20 has been reached, if the ship wants to decelerate back to a velocity of 0, then it'll take 10 more turns to achieve that. Exactly as in FT.

When thinking in terms of effect, yes. A ship with an engine rating could have a speed of 20 after ten game turns. However... smile

The integrated example (3.4) on Pp 18-19 is contradicting this. On P.18 during the first turn the ship moves 3 hexes, it has a speed of 3- it does not busts its TR, good enough. On P.19 during turn 2 the final movement orders are 2S2 so you add another 4 to your velocity...

Aha! There's the problem. You're not adding to your velocity -- you're just saying "I want to move 4".

Think of it this way:

At the end of turn 1, the ship was moving at a speed of 3 in heading 0*.

At the end of turn 2, the ship is moving at a speed of 4 in heading 60*.

If you were to plot these two end-points on a hexgrid relative to a single hex (point A is 3 hexes in one direction, point B is 4 hexes in a direction 60* to the starboard/right/clockwise), you'd see that the distance between points A and B is 4.

THAT is what the movement system is doing. You still plot your moves as you would in pre-Admiralty Starmada, but the "cost" of each set of movement orders is computed in a different way to reflect the inertia carried over from turn to turn.

Assuming we are ever able to explain this adequately, any suggestions on how to better phrase it in the rulebook? smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

cricket wrote:

But to claim to have found a "severe grammatical error" in a post that was rife with them seemed... ironic... at best. wink

Having gone back and re-read this thread, I feel I must perform a public act of contrition. The "glass houses" and "rife with errors" comments were uncalled for -- and not really accurate. I have a pet peeve about lax standards in punctuation, capitalization, and all that in electronic communication -- but that's my problem, not anyone else's.

I apologize, especially as such pettiness detracts from what should be a productive conversation about how best to describe a movement system that I am very proud of. It meets all the criteria I think are necessary:

1) It maintains some continuity with previous editions of Starmada.

2) It accounts for inertia from previous turns.

3) It (somewhat) accurately computes the thrust required to alter a ship's heading from one direction to another.

4) It's easy to implement.

Unfortunately, it would seem that it is not as easy to describe on paper as I thought. At the moment, I am thinking of two "edits" that would need to be made:

1) Change "difference" to "absolute difference" -- while maybe not strictly necessary, it will prevent confusion of the kind expressed eariler.

2) A brief statement that, unlike FT and other vector-type systems, what is being plotted is not thrust, but actual movement. Thrust only comes in when determining if the engines can accommodate the desired movement in light of the previous plot.

Beyond that, I'm at a loss as to how it can be made any clearer.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

YES! I finally got it ... I think ... hope so  lol

I even had Dydimus send me a very detailed example.

Dan, you're absolutely right, if you think in terms of FT it'll get confusing. Now when re-reading section 3.0 I see that it is not that badly explained after all, BUT it is confusing IF you start with another system is mind while reading that section. The basic thing to remember here is that the overall effect of movement plotting shows you *exactly* how you get from A to B, exactly like in S:X. It is *how* movement cost is calculated that is different. So basically it is an inertia-based system WITHOUT the basic problem associated to systems like FT's, which was that you never knew exactly where you'd end up (which is quite unrealistic).

The only thing which I'm 99% sure of but I'd still like to confirm is this: you do NOT add trust requirements together to see if the move is a "go"; ie your move is valid as long as each individual maneuver's TR does not exceed the current engine rating.

So going back to the example on P.19 for the second turn : 2S2 = the TR for accel/decel is 1 (speed 3 previous turn minus 4 current turn); the S maneuver's TR is 4 (4 = current speed > 3 = previous speed). *IF* the TRs were added then the total TR for the whole plotting of turn 2 would be 5 (1 TR accel + 4 TR for the 'S' turn) *BUT* that's NOT how the rules work. There are 2 maneuvers here within the same turn: moving a total of 4 hexes (2+2) and a starboard turn. As long as the *individual* TR of each maneuver does not bust the current engine rating then the move's a "go".

Also, there is not set order on when to perform each maneuver, right? Taking the example above, (2S2) that could either be S4, 4S, 1S3 or 3S1.  So it's all good as long as you don't bust the TR.

If I got everything right then those rules are quite awesome. big_smile

Re: Starmada admiral edition - Movement probs

cricket wrote:
cricket wrote:

... a movement system that I am very proud of. It meets all the criteria I think are necessary:
1) It maintains some continuity with previous editions of Starmada.
2) It accounts for inertia from previous turns.
3) It (somewhat) accurately computes the thrust required to alter a ship's heading from one direction to another.
4) It's easy to implement.
Unfortunately, it would seem that it is not as easy to describe on paper as I thought. At the moment, I am thinking of two "edits" that would need to be made:
1) Change "difference" to "absolute difference" -- while maybe not strictly necessary, it will prevent confusion of the kind expressed eariler.
2) A brief statement that, unlike FT and other vector-type systems, what is being plotted is not thrust, but actual movement. Thrust only comes in when determining if the engines can accommodate the desired movement in light of the previous plot.
Beyond that, I'm at a loss as to how it can be made any clearer.

I like it also, and I'm not even that much of a Starmarda player.
I'd think what you've suggested would be more than adequate.
Kevin

Re: Starmada admiral edition - Movement probs

despite what you think, i wasn't coming down on your writing style or being catty myself.  I was just trying to explain my frustration and confusion.

Ive been a fan of mj12 (starmada, sovereign stars, ares)  for ages. i honestly passing a message for my wife to proof read. i will continue to support your mj12 prods. Ive turned on at least 4 people to it. 

If i ruffled your feathers, apologies.

Im sure what ever you do will turn out nicely in the re-write

thats it.

Enjoy your holiday.

Re: Starmada admiral edition - Movement probs

Cartman wrote:

The only thing which I'm 99% sure of but I'd still like to confirm is this: you do NOT add trust requirements together to see if the move is a "go"; ie your move is valid as long as each individual maneuver's TR does not exceed the current engine rating.

So going back to the example on P.19 for the second turn : 2S2 = the TR for accel/decel is 1 (speed 3 previous turn minus 4 current turn); the S maneuver's TR is 4 (4 = current speed > 3 = previous speed). *IF* the TRs were added then the total TR for the whole plotting of turn 2 would be 5 (1 TR accel + 4 TR for the 'S' turn) *BUT* that's NOT how the rules work. There are 2 maneuvers here within the same turn: moving a total of 4 hexes (2+2) and a starboard turn. As long as the *individual* TR of each maneuver does not bust the current engine rating then the move's a "go".

Sorry, no. The thrust requirement is computed for the movement orders AS A WHOLE, not for each component. This is why there are five "cases" for determining thrust.

Looking at the example on p.19: the previous speed is 3, the new movement orders are "2S2". Since this is a single one-hexside turn, the thrust requirement is the higher of the two speeds, or 4.

If the orders were "2S2S", with two one-hexside turns, the thrust requirement is now the sum of the two speeds, or 7.

Don't think of it as paying per turn, but applying an amount of thrust required to shift the heading by 120*. This can be applied all at once (2SS2) or gradually (1S2S1) but the end result is still the same -- you're going 4 hexes per turn in a direction 120* off of your previous heading.

Also, there is not set order on when to perform each maneuver, right? Taking the example above, (2S2) that could either be S4, 4S, 1S3 or 3S1.  So it's all good as long as you don't bust the TR.

This is correct.

If I got everything right then those rules are quite awesome. big_smile

Well, one day we'll figure out how to get it written out properly. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

runescience wrote:

Ive been a fan of mj12 (starmada, sovereign stars, ares)  for ages. i honestly passing a message for my wife to proof read. i will continue to support your mj12 prods. Ive turned on at least 4 people to it. 

If i ruffled your feathers, apologies.

Im sure what ever you do will turn out nicely in the re-write

As mentioned before, I am the one who must apologize.

I'm glad you've been a fan -- and I appreciate the offer for proofreading. I may take your wife up on it next time 'round. smile

Now, getting back to "business" -- do you think the two edits I proposed would help you better understand the system? Theoretically, it should be playable after a single read-through -- clearly, it's not quite there yet.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

Cricket:
>>>Do you think the two edits I proposed would help you better understand the system?


I'm not sure, Id have to see the 3 pages after the re-write and study them for a while.  I'd have to see if it made sense. I dont know if you can go by my opion of a re-write. I'm your basic rules idiot.


In the other hand, Now that I've asked a few stupid questions I think I have more of a clue. If my toddler lets me play with counters and a map, then I can look at your edits, and see if it jives.

One thing that really that got me astray was the "newtonian" phrase. That put me into vector mindset.  I keep thinking: If i loose an engine while going speed 6. Then by accounts newtonian law says I will go speed 6 and not have to plot anything. <vacant look, waiting for self applause>

Come to think of it,  Im still a bit confused. So i will print this whole thread and re-read it on paper. But I am definitely trying.

Re: Starmada admiral edition - Movement probs

Looking through the new rules, is there anything 'balance-wise' that would be lost if just using the old movement rules over these new thrust-based rules? I like the fact that the new rules streamline damage allocation quite a bit but I fear that any time saved there would be lost in the plotting phase calculating the new movement system. Starmada is already a pretty lite system, so I dont mind having a less than realistic movement system but if the game balance is designed around the new movement rules then perhaps I might try and get players to grit it out.

Any input from a balance point of view?

Thanks!

Re: Starmada admiral edition - Movement probs

Sorry, no. The thrust requirement is computed for the movement orders AS A WHOLE, not for each component. This is why there are five "cases" for determining thrust.

Looking at the example on p.19: the previous speed is 3, the new movement orders are "2S2". Since this is a single one-hexside turn, the thrust requirement is the higher of the two speeds, or 4.

If the orders were "2S2S", with two one-hexside turns, the thrust requirement is now the sum of the two speeds, or 7.

Ok ... we're almost there  tongue

I know how to determine the TR for each of the 5 maneuver categories; that's easy. Going back to the perennial example - if we go the the 2nd game turn- I'll list a few movement alternatives to the given example, let's see if I get it :

engine rating = 4
previous speed = 3

-IF I don't turn I can move up to 7 hexes or not move at all (eg I move forward 0,1,2,3,4,5,6 or 7 hexes)

-IF I make a single turn to port, the NEW max speed (ie number of hexes actually moved that turn) is 4, because P = greater of the previous (3) and current (4) speed- like the example given.

-OR I could try P+P, but my max speed for that turn can only be 1 ; since P+P = sum of the previous (3) and current (1) speed ... = engine rating  @ 4

-OR I could try P+S like this : P1S5 or P2S3 or P3S1, etc.

-OR I could go for a fancy U-turn as such : 1U or U1

Closer?   


Ah btw, no need to reply right away, you folks enjoy your holidays for Elvis' sake!

Re: Starmada admiral edition - Movement probs

runescience wrote:

One thing that really that got me astray was the "newtonian" phrase. That put me into vector mindset.  I keep thinking: If i loose an engine while going speed 6. Then by accounts newtonian law says I will go speed 6 and not have to plot anything. <vacant look, waiting for self applause>

I don't want to sound repetitive, but remember that you WILL have to plot something.

The plot is the movement you're going to perform and NOT the activity of your engines.

If you're travelling 6 hexes/turn, and have no engine rating left, you'll still plot '6' every turn -- you just won't be using any thrust to do it.

Technically speaking, if you plot NOTHING, you'll drop to speed zero and have to spend 6 thrust.

In essence, the system is backwards from FT and other vector-ish systems. I wrote it that way because I think it's so much easier to think in terms of what I want the ship to do, and not in terms of what thrust I need to apply in order to get my ship to do what I want.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada admiral edition - Movement probs

Cartman wrote:

Closer?

By frickin' George, I think he's got it! smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com