Re: An announcement

cricket wrote:

I've never been quite sure what would be needed for "rules" about stationary installations. Wouldn't it make sense just to design a ship without engines? Or are there other things that would make sense?

In the Compendium there were some rules for space stations, but I wasn't really happy with them as they had the feel of "rules for the sake of rules". What do people see the need to model when it comes to installations that isn't already in the game?

Well one of the reasons I would love to have such rules for fixed bases, is to simulate another type of scenario like the raid on a complex of asteroid defense installations or the landing of ground troops on a planet.

I remember that the tabletop epic space marines back in the 90ties had rules for a scenario type called "assault". One player had the role of the defender and got 50% fewer buy points. But he could buy also defense bunkers, razor wire and fortified weapon platforms for his points and set them up in a clever way. Additionally he could place the victory points inside his defense position. The attacker got more troop points but it was not at all easy to crack the fortress to capture the vital victory points.

The equivalent in Starmada would be to have a network of defense measurements, like "energy webs" (to slow down ships), different mine field types, defense bases etc.

All in all I am looking forward to the new Starmada and I am sure it will be great. (with or without defense bases smile)

Re: An announcement

Yes to the seeking, and Thank You.

Looking foward to the new spreadsheet for designing ships....LOL

And for fortifications, I basically design them in sections without engines..... each section is an individual ship... that way, some sections can be destroyed, while others remain to continue fighting. We decided that there is no explosion until all the sections went up... that keeps one exploding section from wiping the whole base.

John

Re: An announcement

Damn!

there I've been telling fellow gamers how good Starmada is and now I'll have to admit there is/was room for improvement as a newer (and better) version is coming out  big_smile

Re: An announcement

I guess I'm glad... But I just bought Starmada, and now I have to buy again? I didn't even play one game yet...

Are all of the cool suggestions in the rules now: the special equipment thread ideas like ecm(x) etc.?

~robert

Re: An announcement

might I suggest less percolating and more publicating smile

seriously, tho, these new rules are gonna rock!

Imagine, everything you ever wanted for xmas, that's in the Admiralty edition, including a pony!

Re: An announcement

jimbeau wrote:

might I suggest less percolating and more publicating smile
seriously, tho, these new rules are gonna rock!
Imagine, everything you ever wanted for xmas, that's in the Admiralty edition, including a pony!

Is it still based on d6 or has it moved to d10?

Re: An announcement

japridemor wrote:

Is it still based on d6 or has it moved to d10?

It is d6-based -- there's no way I could ever change, even if I wanted to. That's just part of what Starmada is.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

Enpeze wrote:

I remember that the tabletop epic space marines back in the 90ties had rules for a scenario type called "assault". One player had the role of the defender and got 50% fewer buy points. But he could buy also defense bunkers, razor wire and fortified weapon platforms for his points and set them up in a clever way.

Well, that makes more sense in terms of having "special" rules. I was thinking about "space stations" or weapons platforms -- which as far as I'm concerned would just be starships without engines.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

coderodent wrote:

I guess I'm glad... But I just bought Starmada, and now I have to buy again? I didn't even play one game yet...

Sorry about that.  Now you'll have even more reason to play! wink

Are all of the cool suggestions in the rules now: the special equipment thread ideas like ecm(x) etc.?

Depends on what you mean by "all the cool suggestions"...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

Starhound wrote:

there I've been telling fellow gamers how good Starmada is and now I'll have to admit there is/was room for improvement as a newer (and better) version is coming out  big_smile

I can only hope that y'all consider it better...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

Space stations are build with a different mindset.

1. Think of a tank and a bunker. The tank is build with steel, which is heavy and protective but still light enough to get moved around. A bunker must'nt move, so you can use something more heavy to build and protect it: tons of concrete.

Maybe a different Hull / Space Units table will do. So you get ~10-25% more space for the hull points because you don't have to include all the auxilary systems for space travel and such.

2. As stations are, you now, stationary they usually spin around. This might be necessary to maintain artificial gravity but is also neccessary for defense. Something immobile shouldn't have a weak spot. So killing of all weapons in one section of the station is not a death sentence as the station constantly spins around.

A simple rule that each station moves one hexside clockwise per turn will do I guess.

3. Stationary structures are basically sitting ducks. That's the reason for their blistering array of weapons and strong shields.

Maybe a space station should be easier to hit. If so this should include all weapons and special equipment "weapons" (spinal, etc.).

Re: An announcement

In the older Starmada Compendium game, Spacestations had no engines, but the range of their weapons was doubled,  Perhaps this should be how Stace Stations are handled in the new Starmada.  Its how we have been handling them down here.  :idea:

Steven Gilchrist; Jacksonville Fla, USA

Re: An announcement

Did you make the ROF point cost change?  Did you use something that was mentioned in the discussion, or come up with something new?

andy

Re: An announcement

With respect to Starmada X Space stations, we used the Starmada Compendium's rules on space stations as guidlines: :idea:
No engines & the SU ammount is 150% of a same sized ship.  Range 36 weapons cost twice as much as range 18 weapons, etc.  It works well.  This lets these weapons outrange any spinal mounts so that spinal mount ships don't become space station destroyers.  The range of Spinal mounts on space stations was Not doubled... 8)
All my space stations also have overthrusters...

Re: An announcement

andyskinner wrote:

Did you make the ROF point cost change?  Did you use something that was mentioned in the discussion, or come up with something new?

The weapons point costs were changed to:

ROF*(PEN+0.25)*(DMG+0.6)

This weights the values progressively less as you move down the chain of die rolls, but still leaves a 1/1/1 weapon with a base modifier of x2, as with (ROF+1)*PEN*DMG

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

Yep !!

Definitely looking foward to the new spreadsheet.....LOL

Then again, games are usually last minute decisions around here, and the spreadsheets help us get started quicker.

Nahuris

Re: An announcement

This is awesome news.  I've been trying for months to wheedle my regular game group in to this.  I even posted a LFG sign in Brookhurst Hobbies for this game.

But at the risk of being the first person with a suggestion that isn't actually in the game, these are the things my friends hope are in the Big List of Options:

Sequential activation (BattleTech style)?
Sequential weapon firing (Lightspeed style)?

Just wondering.  I'll buy this the moment it comes out, and start my recruitment quest anew!

PS DMG + .6 there, not *

Re: An announcement

Boneless wrote:

Sequential activation (BattleTech style)?
Sequential weapon firing (Lightspeed style)?

Both can be adapted in by house rules if you really wanna do things that way. smile  Starmada is very adaptable.

Re: An announcement

Boneless wrote:

But at the risk of being the first person with a suggestion that isn't actually in the game, these are the things my friends hope are in the Big List of Options:

Sequential activation (BattleTech style)?
Sequential weapon firing (Lightspeed style)?

I don't get the "Lightspeed" reference. :?:

However, to answer your questions:

Sequential activation = yes, as an option.

Sequential weapon firing = not sure what you mean. Weapons fire has always been sequential, with damage taking effect at the end of the Combat Phase. Are you wanting damage to take effect sequentially? If so, it's an easy thing to add... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

cricket wrote:

The weapons point costs were changed to:

ROF*(PEN+0.25)*(DMG+0.6)

This weights the values progressively less as you move down the chain of die rolls, but still leaves a 1/1/1 weapon with a base modifier of x2, as with (ROF+1)*PEN*DMG

I was thinking I remembered from the previous conversation that PEN and DMG should be equally weighted, because the order didn't matter.  (Needing 3+ and then 4+ is the same as needing 4+ and then 3+.)  Does the new weighting reflect the changes you made to the damage tracking or something else?  I remember you were trying to weight ROF more because of its effect on fighters, but I don't remember an effect that differentiated between PEN and DMG.

Just curious.  I like this kind of thing.  smile  During the game, I like simplicity, of course.  But I like seeing how points and rules go together when not in the middle of playing.

Oh, and I''ll be interested to see both the inertial system and the damage tracking.  Both are things that made me unsure about playing Starmade as an alternative to Full Thrust.

andy

Re: An announcement

andyskinner wrote:

I was thinking I remembered from the previous conversation that PEN and DMG should be equally weighted, because the order didn't matter.  (Needing 3+ and then 4+ is the same as needing 4+ and then 3+.)  Does the new weighting reflect the changes you made to the damage tracking or something else?  I remember you were trying to weight ROF more because of its effect on fighters, but I don't remember an effect that differentiated between PEN and DMG.

My reasoning was as follows:

ROF is always useful, because there's no guarantee that any single die will score a hit -- so the more dice you're rolling to start out, the better off you are.

PEN is most often useful, but in some cases will be irrelevant -- such as scoring several hits against a weakened target without any shields. In such cases, a weapon with a high PEN will "waste" most of its damage potential.

For similar reasons, DMG is the least useful -- once the shields have been penetrated, there may not be any difference between a DMG-1 and DMG-3 weapon, since some of that damage will be "overkill".

So, on average, there is no difference between ROF/PEN/DMG. But in many cases, PEN and DMG will lose some effectiveness, so there is some practical difference between them. The (PEN+0.25) and (DMG+0.6) factors were chosen because it means that PEN is weighted to 80% of ROF, and DMG is weighted to 62.5% of ROF (or roughly 80% of PEN).

Oh, and I''ll be interested to see both the inertial system and the damage tracking.  Both are things that made me unsure about playing Starmade as an alternative to Full Thrust.

You'll have no excuses come next week! smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

cricket wrote:

My reasoning was as follows:<snip>PEN is most often useful, but in some cases will be irrelevant -- such as scoring several hits against a weakened target without any shields. In such cases, a weapon with a high PEN will "waste" most of its damage potential.
For similar reasons, DMG is the least useful -- once the shields have been penetrated, there may not be any difference between a DMG-1 and DMG-3 weapon, since some of that damage will be "overkill".

In Starmada X, PEN and DMG are priced the same and of roughly the same value in combat. If I hit a shield 3 target with a PEN 2, DMG 1 weapon, I have the same damage potential as hitting with a PEN 1, DMG 2 weapon. With the first I have two chances at 50% of scoring 1 DMG. With the second I only have one 50% chance but will score 2 DMG.

Will Admiralty change the way hits are rolled? From the way you described a weapon with high PEN wasting potential vs. weak/no shields, it sounds very different. Currently a high PEN vs. no shields acts just as a high DMG, more dice on the damage track. A PEN 3, DMG 1 weapon will do 3 DMG to a ship with no shields just like a PEN 1, DMG 3 weapon would.

Re: An announcement

cricket wrote:

I don't get the "Lightspeed" reference. :?:

However, to answer your questions:

Sequential activation = yes, as an option.

Sequential weapon firing = not sure what you mean. Weapons fire has always been sequential, with damage taking effect at the end of the Combat Phase. Are you wanting damage to take effect sequentially? If so, it's an easy thing to add... smile

Sorry, Light Speed with a space.  (http://www.boardgamegeek.com/game/5534)  Not the best analogy anyway.

Basically, yeah.  Having damage take effect as you shoot and having shoot order sequential like movement. 

Overjoyed that sequential movement will be an option since that was the big stumbling block for us.  Sequential firing was more a brainstorming idea.  We pictured it with using Directional Shielding (p41) applied the first time in the round you get shot at and then lasting the rest of the round. 

Weapons firing at the speed of light would have milliseconds determine if a shot gets off, and the reactionary Directional Shielding seemed cool for getting behind enemy ships.  And interlacing decisions is always good for keeping all sides in a wargame focused and interested (but that's just amateur game theory talking).

Re: An announcement

japridemor wrote:

Will Admiralty change the way hits are rolled? From the way you described a weapon with high PEN wasting potential vs. weak/no shields, it sounds very different. Currently a high PEN vs. no shields acts just as a high DMG, more dice on the damage track. A PEN 3, DMG 1 weapon will do 3 DMG to a ship with no shields just like a PEN 1, DMG 3 weapon would.

No, no changes. And you're right -- on average, PEN 3/DMG 1 is the same as PEN 1/DMG 3.

However... smile

If you don't consider the averages and look at outcomes, there are major differences in how ROF/PEN/DMG interact.

*warning -- math ahead*

Consider the following (assuming 50% to-hit and 50% penetration):

ROF 3/PEN 1/DMG 1

Possible outcomes:
0 hits -- 0 penetration -- 0 damage (12.5%)
1 hit -- 0 penetration -- 0 damage (18.8%)
1 hit -- 1 penetration -- 1 damage (18.8%)
2 hits -- 0 penetration -- 0 damage (9.4%)
2 hits -- 1 penetration -- 1 damage (18.8%)
2 hits -- 2 penetration -- 2 damage (9.4%)
3 hits -- 0 penetration -- 0 damage (1.6%)
3 hits -- 1 penetration -- 1 damage (4.7%)
3 hits -- 2 penetration -- 2 damage (4.7%)
3 hits -- 3 penetration -- 3 damage (1.6%)

Totals:
0 damage = 42.3%
1 damage = 42.3%
2 damage = 14.1%
3 damage = 1.6%
Average = 0.75 damage

ROF 1/PEN 3/DMG 1

Possible outcomes:
0 hits -- 0 penetration -- 0 damage (50%)
1 hit -- 0 penetration -- 0 damage (6.3%)
1 hit -- 1 penetration -- 1 damage (18.8%)
1 hit -- 2 penetration -- 2 damage (18.8%)
1 hit -- 3 penetration -- 3 damage (6.3%)

Totals:
0 damage = 56.3%
1 damage = 18.8%
2 damage = 18.8%
3 damage = 6.3%
Average = 0.75 damage

ROF 1/PEN 1/DMG 3

Possible outcomes:
0 hits -- 0 penetration -- 0 damage (50%)
1 hit -- 0 penetration -- 0 damage (25%)
1 hit -- 1 penetration -- 3 damage (25%)

Totals:
0 damage = 75%
3 damage = 25%
Average = 0.75 damage

So, the average is always the same -- but the ROF-3 weapon is most likely to score damage, while the DMG-3 is most likely to not score damage.

This is why I say that sometimes high-DMG weapons can "waste" their damage potential -- if a ROF-3 weapon scores damage 58% of the time, while a DMG-3 weapon scores damage only 25% of the time, that leaves one-third of attacks where the DMG-3 is doing you no good at all. That may be balanced out over the long term by the fact that the DMG-3 weapon does 3 hits over 15 times as often as the ROF-3 weapon, but in Starmada it is beneficial to get SOME damage early and often.

This is why I wanted to weight ROF more heavily than PEN, and PEN more heavily than DMG.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: An announcement

cricket wrote:

This is why I wanted to weight ROF more heavily than PEN, and PEN more heavily than DMG.

Also, in the end remember that the differences we're talking about are minimal:

ROF 3/PEN 1/DMG 1 = 3 * (1+0.25) * (1+0.6) = 6
ROF 1/PEN 3/DMG 1= 1 * (3+0.25) * (1+0.6) = 5.2
ROF 1/PEN 1/DMG 3 = 1 * (1+0.25) * (3+0.6) = 4.5

Or a spread of ~15% in final point cost, if all other factors remain the same.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com