Topic: Legendary Captains/Legendary Crews

I've been thinking about crew quality and the effect of training and leadership in Space Battles.

If you look at Adama in Galactica or Kirk in Trek those are easy examples of Legendary Commanders.

What about Commanders allowing a certain number of Re-Rolls each round? Could be used to either re-roll his own die or to force an enemy re-roll.

Crews could have a certain amount of "points" to spend in a battle. Each point may be used to alter a Die roll from their own ship.

Thoughts?

Re: Legendary Captains/Legendary Crews

look up the commander rules from VBAM Terran Civil War, it works well

Re: Legendary Captains/Legendary Crews

I've got em and I agree.

Was thinking about folks who do not have that worthy volume and want a system internal to Starmada. I'm working on a setting with written content and want to introduce mechanics like this.

Re: Legendary Captains/Legendary Crews

A simple way to simulate better trained crews is to vary the to hit number of a ship's weapons.  Those ships with weapons that hit on 2+ could be considered to be Very Well Trained crews.  Well trained crews have ships with +3 to hit, average could be 4+ to hit and for poor or green crew, 5+ and 6+  :shock: .
The benifit of this would be that the existing shipyard programs can give correct CPV for this. 8-)

Re: Legendary Captains/Legendary Crews

Shouldn't "To Hit" be the weapon's Accuracy? It falls apart with the Weapon if accuracy is already 2+ and you also lose the benefit if you are at close range and a 3+ accuracy of the weapon. Seems like the Shipyard.xls could handle it just like any other piece of kit, with the Crew or commander rating acting as either an overall Ship Price modifier or, perhaps a set cost.

For instance, a Commander/2 would get 2 re-rolls per turn and act as, say, a 1.2 multiplier for overall ship cost.

Re: Legendary Captains/Legendary Crews

Neither case is particularly appealing since they do not really simulate the crew or commander's quality, merely supplying an excuse to munchkinize more to hit bonuses out of things.  :evil:

Better trained crews will act faster than their opponents, better commanders will be able to anticipate their opponent's maneuvers... :geek:

Hence better trained crews should shoot first and have their damage applied prior to their opponents. Green crews shoot last.  Better commanders may re-issue written movement orders for any one ship (per rating) that hasn't yet moved for the turn in reaction (predicting the enemy) to their opponent.

Granted, this would be a pain in the butt to points cost, but it does more accurately reflect the benefits respectively without turning it into a broken system like several other games I will not mention.  :roll:

Re: Legendary Captains/Legendary Crews

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...

Re: Legendary Captains/Legendary Crews

The Reason I like re-rolls is that it represents the captain (Or Crew) pulling off the daring and unexpected. It also has the attractiveness of not substantially bogging down the gameplay.

If we were modelling "Real Life" I might agree with your thinking, but what we are largely doing is playing out sci-fi TV show and Movie-Style space conflicts.  Forcing an attacker to reroll the nasty Impact:5  Damage:5 Hits on 2+ weapon might be the difference between victory and death.

It creates much more Drama than simply improving attacker's "to Hit" rolls or their defenses or their Maneuverability..

Re: Legendary Captains/Legendary Crews

non-sequitor. your logic is flawed.


If you fire first, with damage effects applied before the other ship...you reduce weapons if not potentially destroy the ship before it even gets to FIRE back at you, which IMO is a much better chance of avoiding those crippling IMP 5 IMP 5 ACC 2+ weapons...*shrug*  Your group though mate.

Same with the maneuvering...which if you were to re-plot the orders might bog down game play, but not if you simply moved, getting into a better position against the enemy where you reduce or eliminate the number of weapons bearing on you, maximize your weapons bearing, or simply get your hull behind something like a planet where they can't shoot you should conditions be overly unfavorable.  This would REALLY come into play should you elect to utilize an activation card system such as Defiance uses.

Re: Legendary Captains/Legendary Crews

Or a movement plotting system similar to the WW II air game called Check Your 6.
It does an absofrigginlutely great job of simulating differences in air crew quality.
Kevin

Re: Legendary Captains/Legendary Crews

non-sequitor your game changing MECHANIC is flawed.

By removing the simultaneous fire system you encourage Munchkinism by making SURE the players put a legendary captain on a Sniper ship with Uber weapons to make sure he destroys the greatest threat prior to the ability to respond.

Simply forcing a few Rerolls keeps the necessity of engaging the enemy while potentially in his threat envelope. We should not be designing a system that fundamentally changes the nature of the Starmada flow, but one which complements it imho.

Re: Legendary Captains/Legendary Crews

Only Warlock wrote:

We should not be designing a system that fundamentally changes the nature of the Starmada flow, ...

Which is the very nature of Legendary anything.

It can also be said that even the re-roll mechanic will encourage munchkinism since I get to re-roll things I don't like if desired by virtue of having legendary button pushers.  There again, we have a game bogging mechanic in that now we're adding more rolls to the turn, which in many discussions has been received less than enthusiastically.

Don't get me wrong, there may be a place for having this and while I'm not after a realistic result, I do like to see the proper effects/results applied to the problem. 

I'm not gonna say anything more...mainly because not having had more than a few hours sleep each night for a week, it's liable to come out more acerbic than I've already been.

Re: Legendary Captains/Legendary Crews

In my opinion Crew and/or Officer grade rules should be part of the campaign setting not Starmada.

Re: Legendary Captains/Legendary Crews

<sigh> lol I didn't mean my earlier response to sound snippy. Grr.

I think the notion of legendary crew/captains are an important idea tactically because a) most people do not play at the strategic level and b) it's a way to humanize a game about blowing up big metal (Or ceramic or organic) spaceships.

Looking at the Homeworld series of games by Relic as an example, the reason you actually care about what happens to the Hiigarans in the game was their humanization through non-visual means. You heard the commanders of the ships giving orders and there were cutscenes with wonderful humanizing narration.

Tabletop games lack that luxury in storytelling. One way to bring it "on table" is to have a simple dynamic system that encourages risk and calculation. If it just makes the ship shoot or maneuver better it does not add any real "humanity" to it. By forcing the player to make judicious USE of his legendary commander, you inject Human decision-making at a tactical level and add another level of "Characterization" to the ship.

My 2 cents worth anyway.

Re: Legendary Captains/Legendary Crews

If you're curious as to how Dan originally handled this:

http://groups.google.com/group/rec.games.design/browse_thread/thread/b51a165ad1b1aeea?hl=en&q=Starmada

...not that it necessarily applies.  big_smile

Re: Legendary Captains/Legendary Crews

I see, so in the original rules they effected the Initiative rolls of the ships and/or fleet.

You're right, with pre-plotted movement that's no longer an option in AE.

Re: Legendary Captains/Legendary Crews

The 1990s idea of rolling a D6 and if you get a "6" you get a hero or some other legendary officer is too random.  I would dislike playing a game when all the tactics, designs, etc. I use are rendered less useful because I didn't roll any 6's, and the other side rolled well and has a bunch of 'em.  :roll: 
A better way IMHO would to give these a cost, say a multiplier to the ship's Combat Value for each legendary officer.  8-)

Re: Legendary Captains/Legendary Crews

I like the idea of the Legendary Crew, ect.... but I also agree that it has a strong potential to be munchkinized seriously.

How about a list of specific options via a point cost per option?

I.E. for 50 points (arbitrary) you can add "Scotty" the legendary engineer to a ship in the fleet - he grants the ship 1 additional thrust point do to his knowledge of redirecting energy from the engines, ect.

Or for 50 points, you get an expert gunner -- the ship he is on gets to ignore the +1 range modifier to long range with one of it's weapon types (+1 short range mod if the weapon has inverted range modifiers) - due to his expert calculations and knowledge of that weapon's characteristics.

The nice thing with leaving it as a list that can be added to a ship, is that you can also add it to fighter wings....ect.

For an additional 25 points, you can upgrade a wing of fighters to elite dogfighters... they get to re-roll any result of 1 on their own dice when in a dogfight.

Not only would this add a human factor, but also would grant some unique actions on the tabletop. And it would be easy for each side to have a mix of counters for different tactics, without a bunch of "this power counters that power" game plays ---  and each game can decide on a cap of points for special abilities before the battle.

Finally, some powers would not lend themselves to use with Uber-ships -- imagine an engineer with enhanced shield knowledge - he adds a +1 level of shield to one hexside, within normal limits of the rules... as in no shield rating over 5.... but, has to roll a 5+ in order to change the hexside during a battle. First, he would be useless on a ship that already has a shield of 5 -- at least until I took shield damage -- until then, he is wasted points. Two, I start the game with the +1 shield on the front hex of my light cruiser --- but my opponent gets a ship on my aft - I want to change the facing on that enhanced shield... my engineer needs a 5+ (or 4+ or whatever) on a D6 to transfer the power.  This engineer adds to my fleet, but it isn't Uber....  Even the enhanced gunner I mentioned above wouldn't be that uber - yes, we could put him on a ship with long range heavy guns, and then take the mod to get rid of the +1 on those guns for long range.... except that those same guns would still be counted as at medium range, fast ships can get in on it, and is not as powerful as the inverted range weapon add would be in that same situation.

I think that with good oversight, we could really make this idea work.

Nahuris

Re: Legendary Captains/Legendary Crews

Very creative ideas!  I like it. 8-)
Would it better perhaps, to make the cost a percent.  The value of the Expert Gunner is higher for a 1700 BB than for a 200 pt DD.  And if someone builds a c4000 point space fortress...
Perhaps these guys could add 10% to the cost of a ship.  What does everyone think? 
Do you think that I/we can convince Gaming Glenn? tongue
On Monday, we are playing Starmada at his excellent store.

Re: Legendary Captains/Legendary Crews

Most excellent! I like where this is headed. I'm really an rpg-er, so any excuse to add in a little story/drama is a good thing. (The best space battles have a really good story and memorable characters.)

The only thing I'd add to the discussion is allowing a range of flexibility for our "heroes," with the limitation that it increases the cost. Heroes with "dedicated" bonuses should be cheaper, while more expensive "heroes" could have a number of bonuses that they can allot more flexibly.

Examples:
  Cheapest: A "Scotty" who only provides a +1 bonus to shields
  One who provides a floating +1 to use on general shipboard systems
  A Scotty who has 3 bonus points per round
  Most Expensive: a Jedi-level hero who would have all kinds of crazy bonuses that can be moved around on the fly

Players would have to be in agreement on whether they're using "heroes" or not. (And how they're implemented, since these rules could/should range from realistic to cinematic.)

You'd also need a mechanic that allows one player to kill, kidnap or disable the hero. (Thus, the "mega Scotty" wouldn't quite be equal to three ordinary "Scotties.")

Re: Legendary Captains/Legendary Crews

You would want to keep the effects limited -- yes, Scotty can make the Enterprise do some amazing things, but if 2 or 3 Borg cubes opened up on it.. it's still toast.

If the heroes get too powerful, or effect the game in extremely dramatic ways, then you end up with what was seen during the 5th edition period of Warhammer 40K -- armies of heroes with just enough troops to suck up some damage, or fill out the minimum requirements for the army......

Not every battle is a battle of heroes -- sometimes, the fleets without heroes get to fight too....LOL

I'd recommend we keep them at one power each.... but maybe make their cost a percentage of the Combat Value of whatever ship they are assigned to.....that does make a lot of sense.

Nahuris

Re: Legendary Captains/Legendary Crews

Well, I think it's "to each their own." Some settings (Star Wars) cry out for heroes, while in others (Honor Harrington?) it would matter much less. So, what's right? Answer: whatever you and your friends want to play.

I think it's a good thing for a generic starship system to present the full spectrum of possibilities (like cinematic and realistic movement rules,) and let the players decide. (At least, so far as it's practical to do so.)

Re: Legendary Captains/Legendary Crews

I would be very carefully with crew qualities. Especially if these qualities are random generated (like the original idea of Dan). I dont think that this is a good solution. Faster than not and you have a "warhammery-effect" of powergaming in your battles.
First I dont think that heroes are a good choice for games like Starmada. Heroes belongs to myths and story telling or roleplaying games but not to good tactical wargame. But a different kind of beast are crew qualities. I think these could have some intereting twist in the game. A good example of this is the legendary great naval game Wooden Ships & Iron Men. There are crew qualities integrated in a very natural and convincing way.

For Starmada I could imagine that in default mode every ship is equipped with a standard crew. If you want to have a veteran or even elite crew you have to pay a multiplier of the final ship cost greater than 1. (eg. 1,25 for vets or 1,5 for elite)  If you want to have just a inexperienced crew, you pay a multiplier lesser than 1. (eg. 0,75 for green)

What a vet/elite crew is capable in comparision to the standard ship with 1.0 mulitplier should be play tested in balance. I am sure that this is a time intensive experience. Some suggestions could be: advantages in damage control, anti-boarding etc. I would not recommend to have a +1 to hit, a + to movement or other similar VERY strong effect. I would also not recommend (or play it myself) if there would be a real change of the basic rules because of crew quality (like I read it in a previous post) This would IMO imbalance the game to much and is an open invitation to powergaming. The advantages/disadvantages of other crew qualities than default "standard" should be balanced and not game changing.

Re: Legendary Captains/Legendary Crews

For a solo VBAM campaign that I was playing about a year ago, I was using the following for crew quality.  It used the multiple die types and it was 'interesting', but not sure if it was fair or anything (but I determined the modifiers based on the chance to roll a 4+ and divided by 0.5).  Now technically the modifier below should have only added to the ORAT, but I used the total CR (to be on the safe side). In this system, if the To-hit was over the possible roll value, it was an automatic miss (yep, green crews truly sucked) unless you had some really accurate weaponry.

Quality : Die Type/Modifier
Green: d4/x0.5
Regular: d6/x1.0
Veteran: d8/x1.25
Elite: d10/x1.4
Legendary: d12/x1.5

Just something to stir the pot a bit (and I like making Dan cringe when talking about using multiple die types in Starmada),
-Bren

Re: Legendary Captains/Legendary Crews

I have to agree with Empeze - as he and I both mentioned, if you make the add on too powerful, then you end up with every battle being a battle of heroes, with any ships without heroes being cannon fodder, only there to let the heroes win the battle.

I know that Star Wars fits the idea of heroes very well, but I'd still want to limit them... how would you point cost the emporer's battle meditation skill? Per the novels, the entire imperial fleet was better, because the emporer, through the dark side, was able to enhance them..... Let's figure the cost of that......LOL

However, if you look at it, Starlancer has heroes in it, so does Wing Commander....ect. Any game can benefit from a little bit of variance.... as long as it doesn't equate to "I pay the points for Q --- you lose." (Every discussion I have ever seen on comparing Star Trek to Star Wars ends with Star Trek has Q ---- you lose.)

At the same time, a simple + 1 to gunner really isn't any more powerful than buying +2 impact on your weapons.... ect.  Especially if we cost the hero gunner correctly ( I still prefer the ability to counter a penalty of 1 with a single bank of weapons, myself --- i.e. I have a ship armed with lasers and torpedoes -- my gunnery officer knows those lasers well enough to compensate for power loss, ect... and therefore negates the penalty for long range.... the torpedoes are still fired normally, and if I added a rail gun to the ship, then it follows the normal rules as well.)

In addition, I would limit the points spent on heroes (really between the players, but I'd have a standard cap of 5 - 10 percent of total) and also limit each ship to only one hero / crack crew / expert fighter wing / ect.
So, the Carrier Vengeance is know for the 101st Vipers Strike Wing - even though it has other wings of fighters, it is know as the home of the 101st Vipers Strike Wing. It may carry 6 wings of fighters, but only one is elite.... Meanwhile, the Destroyer Nemesis is known for it's highly accurate laser batteries, even though it's sister ships the Dauntless, and Maverick.... which are always deployed with the Nemesis are just standard ships.

In one off games, this probably wouldn't be that great, but in campaigns, or where players use the same fleets over and over, this would work well.....

Nahuris