Topic: New Equipment Mods for Starmada X

Somewhere I saw a thread from Dan asking for input on new ship options. Can't seem to find it so I thought I'd weigh in with some ideas and see what he and you guys think about them.

1. Slow Firing: Weapon fires every other turn (0.5 su mod).
2. Very Slow Firing: Weapon fires every third turn (0.3 su mod).
3. Ponderous: Ship has a turn radius based on speed (not sure how to enact this mod).
4. Interceptable: The weapons fire is able to be intercepted by counter fire from the defending ship/fleet. Possibly to represent high speed missiles (ala Honor Harrington Universe). Maybe with different levels of interceptability (-2 to intercept, -1 to intercept, etc...) for different SU mod costs.
  Only problem I could see with this is people making very short ranged very cheap interceptors . A very cheap defense system indeed.
  Might be worthwhile to make it harder for short ranged weapons to work well against the incoming fire as their short range doesn't give them a long enough time to engage the attackers shot.
5. Engine Shielding: Armor for engines! (Have no idea of an SU mod cost)
That's all I have at this point.

Re: New Equipment Mods for Starmada X

I can cover some of these:

5: Armoured Engines was a 50% increase to the Engine Space Units of a ship. You would multiply the MPs of a ship by 1.5 when determining the ORat for weapons, spinal mounts, carronades etc.

Re: New Equipment Mods for Starmada X

All of those ideas sound like worthy additions to me, but some of the specifics are bothersome:

The slow firing mods may be too generous, since a weapon that fires half as often is probably more than half as effective as a once-per-turn gun.  There's a fair chance that you won't have a good firing opportunity *every* turn, after all.  Slow weapons might miss good shots now and then too, but I don't think they suffer as much from the problem.

Ponderous might be better as an increased turn cost (x2 or x3) rather than a turning radius.  That way turning tightly will still (effectively) require you to slow down, but you won't have scale issues popping up.  It's kind of hard to imagine a spaceship that can't turn in place anyway (albeit slowly), no matter how big it is.

Interceptable would be a nice (and overdue) weapon mod, but I don't know if actually resolving defensive fire one shot at a time is a great idea.  I'd rather see some kind of abstracted "assign guns to interception mode" (maybe during movement plotting) and have Interceptable weapons suffer a to-hit mod based on the volume of assigned defensive fire.

Re: New Equipment Mods for Starmada X

I would have answered the slow-firing question as well, but I needed time to think.

Heres my idea:

(S+1/T+1) x2

Where S is the number of shots, and T is the number of turns

Most weapons can fire at least once a turn, so thats okay. If we take a bog-standard ROF-1 weapon and chuck it into the formula:

(2/2) x2=2

The same as before. With it you can go up to any number of shots a turn.

But what if you want a weapon to simulate the heavy particle cannon? A beast of a weapon in B5W that fires very slowly, it would look ridiculous if it fired as often as a quad array. No problem with this formula. If you wanted a weapon to fire once every other turn, for example:

(1+1/2+1) x2
=(2/3) x2
or 4/3

That makes slow ROF weapons slightly more space-intensive.

But lets say that you have taken something really powerful, because you want to put multiple slow-firing weapons into the same mounting. I'm thinking of the unofficial Attarn Union here who likes their turret-mounted super-heavy Bil-Pro cannons. No problem. If you wanted two weapons that fired every three turns into a single mount:

(2+1/3+1) x2
=(3/4) x2
or 1.5

Simple.

Re: New Equipment Mods for Starmada X

murtalianconfederacy wrote:

(S+1/T+1) x2

Where S is the number of shots, and T is the number of turns

S is the number of shots, total, during the game, or the number of shots each time it fires?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New Equipment Mods for Starmada X

Originaly I figured that a gun that fires every other turn or every other two turns would by the very nature of its slow firing rate be limited to a ROF of 1 by default.
   If I have a slow firing gun with a ROF of 2 I might as well drop Slow and make it ROF 1. It evens out at that point.
The main disadvantage to slow and very slow weapons is that they tend to get in a couple of shots in the game and then get blown away, so the SU mod tends to be a reasonable trade out.
   My main intention was that ship designers could build the uber weapons to represent a weapon system from a genre that they would like to play. These would represent the hard hitting but slow to reload/repower/cool down weapons in the genre. EX: Type R plasma torpedos, Photon Torps(Star Trek), Heavy Particle Cannons (B5), Wave Motion Guns, Death Star Main Laser, etc.
  I like the idea of expanded turn modes as it increases the value of maneuver in the game. Most of the people I play against design their ships with front forward primary weaponry since, turn modes aren't speed related, maneuvering is very easy and keeping enemies in arc equally so until very short ranges are reached.
  If increased turn mode was introduced how would this modify engines SU wise?. Could this be a tech level limit as well?
  On interceptable weapons fire, I don't think it would have to be done shot for shot, I would assume that only some of your weapons are interceptable and those would only be the attacks that would have to be defended against.
  Overall a "Defence Grid" type of equipment system would probably solve that but PDS already is that.
  I wanted to more accurately represent missile barrages or slow moving energy/solid attacks that could be "knocked out of the sky" with AA fire, along the lines of old style naval engagements.
  Opinions?
  Roy

Re: New Equipment Mods for Starmada X

cricket wrote:
murtalianconfederacy wrote:

(S+1/T+1) x2

Where S is the number of shots, and T is the number of turns

S is the number of shots, total, during the game, or the number of shots each time it fires?

The number of shots it takes each time it fires. Otherwise I'd be talking about expendable munitions...:D

How would you go about clarifying what I wrote?

@Ironvein: I proposed the multiple/slow weapons for those that want to model WWI or WWII battleships, a la Attarn Union. In other words, its trying to guess at what some people might like to try and do. I've had a few thoughts about doing an Ironclads setting, actually. Several ships as the only ship in their class, several strange design philosophies (such as the Russian 'circular ships' and the pure rams), and so on.