Re: Brainstorming: Federation Commander: Admiralty Edition
I have recently purchased some of his ships, and can recommend them as well.
The scale is small, but the quality is very good, and the prices are fantastic.
Nahuris
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mj12games.com/forum → Starmada → Brainstorming: Federation Commander: Admiralty Edition
I have recently purchased some of his ships, and can recommend them as well.
The scale is small, but the quality is very good, and the prices are fantastic.
Nahuris
I think the first thing that should be done, is to drop the phrase "Trekmada". This upcoming conversion will be based on the Star Fleet Universe, not Star Trek. The Star Fleet Universe makes only tangential mention of any events in TOS (referring to Captain Kosnett as "the second most famous Captain in Star Fleet", "two hot headed captains almost sparking a war in the first Gorn/Federation encounter", etc). The ONLY ships that are directly from Star Trek are the Federation Heavy Cruiser (and arguably the Command Cruiser), the Klingon D7 Battlecruiser, the Romulan Warbird, the Romulan version of the Klingon D7, and the Tholian Patrol Corvette. You could probably pick one of the Gorn ships and say that it was the one in "Arena", and possibly one of the Orion ships might have a direct corollary to a ship in TOS.
If someone wants to restrict Starmada's version of the Star Fleet Universe to only including those ships that are ALSO in the 'canon' of Star Trek (at least 'on screen'), those are the only ships and races that you could have.
Like it or not, the Star Fleet Universe has the Kzinti (which appeared in the Animated series) and a variety of SFU specific races (Hydrans, Lyrans, ISC, Andromedans, etc).
There won't be cloaking devices on Klingons, or disruptors on Romulans. Klingons won't be able to shoot photon torpedos. (Of course, given the weapons, nothing will stop players from creating these types of ships).
The Star Fleet Universe is much more warlike and I dare say hangs together FAR better than the Star Trek universe which, well, already has to use the concept of alternate realities to explain the complete lack of continuity.
I'm guessing many people on this thread haven't played SFB, or even Federation Commander, and I'm not saying you should, but one of the neatest things about SFB is the tapestry of history behind it. Each scenario is one of the threads, and just reading the fiction in the Captains Logs (the Star Fleet Universe 'magazine'), and the historical scenarios, you begin to see how everything hangs together. The USS Kongo with Captain Kosnett, Ardak Kumerian a great Klingon strategist but not so great tactician and his various commands and missions, the sudden destruction of the USS Hood in the opening days of the General War and the efforts of the survivors in the Saucer section in hiding and eventually making it back to Federation territory.. These are all events that 'feel' as real to me as the events that happen in the Star Trek universe.
If you want a taste of the Star Fleet Universe (specifically, the General War), take a look here:
http://starfleetgames.com/sfb/sfin/general_war.htm
http://www.starfleetgames.com/documents/Timeline.pdf
THAT'S the Star Fleet Universe, and that's what MJ12 bought.
Absolutely! I was reading back through my old "Captain's Logs" and it really is astounding how much material there is to draw from.
I think it is nothing but good that they are licensing the SFU.
All I can say is thank you gambler that was what I was trying to argue but you have manged it much better than I.
I also agree with Faustus21 that while the background is restricted to the SFU, I also don't want to see every mechanic from SFB (or even Federation Commander - I'm a bit uncertain if MJ12 just has the SFU background, or if they're tied to one of the two space combat games) making it into Starmada in some fashion or other.
Obviously the basic movement and combat system is much different in Starmada than either of ADB's games. Obviously there's no energy allocation to worry about in Starmada. Many of SFB's weapons can be approximated with the traits already present, at least to some extent. The key for me would be that each race 'feels' like the same race in SFB with weapon traits and firing arcs that are appropriate along with maneuvering ability and robustness of ships. Much as I love the SFU, I already can play SFB. If I want something simpler with similar mechanics I can play Federation Commander. Give me the 'feel' of the SFU while leaving Starmada's mechanics as intact as possible, and I'll be happy!
I have to agree with Gambler on the richness of the history - - I also agree with the various races that are unique to SFB. I personally like the Gorn, Kzinti, and Lyran designs.
And I also agree that we want to change the rules as little as possible, while preserving the "flavor" of each race. We might want to start making a thread for each race, where we hammer out the ideas in Starmada terms... Especially in relation to the speeds of the ships. Starmada is not set to support the turn structure of SFB, nor the tabletop speeds for the ships themselves....
The first answer would be what speed ratio do we want to use? This becomes important for a number of reasons. If we set it high, and then make all ships capable of the same top speeds, then some of the larger ships would risk either being severely undergunned, or lacking in defenses due to the space taken up by engines. If we set it too low, then the game devolves into "advance and shoot", as none of the ships have the speed to get away from the weapon ranges once the shooting starts.
However, as we are looking at using ADB's source material, we do need to note that most of the ships move at approximately the same speeds....
(Maybe we can set speed ranges per class ... DD, CN, CC, ect... and per race)
Second, we need to consider shields, and how we will simulate the flavor of the Star Fleet Universe.
Weapons, as has been stated, are actually easy. Almost every weapon in the system has a Starmada equivelent....
Mind you, I haven't played SFB in about a decade... but as far as I can see, this might be where we need to start.
Nahuris
I've been thinking about this. In SFB, Speed and Turn mode are handled very differently. While all ships can zoom around at Speed 32 if necessary, Small Ships can radically out turn larger ships.
In Starmada, Speed and Turn mode are dependent on the same value (Speed).
I think it would be fair to make Lighter ships faster than heavier ships to approximate SFB turn modes.
I am ok with the radically reduced speeds as long as we adjust the weapon ranges to compensate (reel them in a little). Most SFB games played average Speeds 8-16...
Wow, your group(s) played differently than mine does.. Speed 16 would be on the low end of most games I played.
It's an interesting problem. SFB has some fascinating ship designs. A Federation Destroyer which has the same photon firepower as the Cruiser, but once it's fired its held photons (holding weapons in SFB is much easier usually than charging them) would have to come to almost a dead stop to recharge all of them to full strength. As near as I can tell, things like that will be impossible to simulate in Starmada.
One thing that blurs the boundary of "Is it mechanic, or is it flavor" is that every ship (well, almost all of em) have heavy weapons which can be overloaded. The upshot is they do more damage, but can only do said damage within a certain range (which is the same for all weapons - 8 hexes in SFB). The problem with putting such a mechanic in Starmada is twofold.
The first problem: you would need different modes for each weapon that could be overloaded (and there are other weapons that have different modes... plasma torpedoes can be turned into 'enveloping' torpedoes which hit all sides of a ship at once, or they can be 'shotgunned' which means they launch a number of smaller plasma torpedoes primarily as fighter defense, or they can even be 'bolted' as a direct fire weapon for less damage). Modes seem relatively trivial...
The second problem: This one's much less trivial. In SFB, overloading a weapon is a somewhat complex tactical decision, especially if a ship might not get into overload range during that turn. It requires a tradeoff between strength of the heavy weapon and movement (plus other energy related actions). In Starmada, movement and weapons are independent. There would basically be no reason NOT to fire overloaded weapons if you're in overload range.
One quick thought how to handle the problem (note in advance that I don't like it however):
You set the mode at the start of the turn. Each 'Overload' mode weapon reduces speed by a set # for that turn or prevents the same # of phasers from being fired on that turn.
This feels too kludgy and fiddly though. One of the beauties of Starmada is its simplicity in rules. But if you don't have different modes for the weapons a significant portion of the SFU flavor is lost. But if you add different modes for the weapons, there should be some tradeoff.
An alternative would be to add one turn to the normal arming time of the standard mode for a weapon if it's fired as an overload. This is significantly different than how SFB handles overloads, but since everything else in Starmada is very different, I don't consider this a major problem.
The farther the departure from simplicity things go the greater the battle becomes. :wink:
The way I look at and compare weapons in most wargames I play is damage over time.....
An overloaded weapon may give you a big boom all at once, but between the charge time, and the fact that it takes enough energy to make you slow down means that you really don't get more overall damage over an entire battle, than you would if you just fired normally......
I'd leave torpedoes at a set level, and just allow larger ships to load more of the weapons.... to simulate the fact that they have the energy to overload more often.... using the fire linked rule....
Yes, you would have a larger ship using 8 torpedo launchers instead of 4, but the end effect would be equivelent damage.
Again, though, this does need more discussion, so that we get the concept right for everyone.
John / Nahuris
I for one think that we should just make the weapon in scale slightly more powerful and not mess with Overloading at all.
I for one think that we should just make the weapon in scale slightly more powerful and not mess with Overloading at all.
That might be an option.
I disliked overloading as an option, anyway. Weapon overpowering or other alterations was rarely done in the shows, usually only in desparate situations and not in regular combat. It took a lot more than just adding extra energy, otherwise they'd have done it more often.
Something else to consider: the cloaking device did not fail in the shows, or in SFB. It was up to the sensing ship to find a cloaked ship, usually by then it was too late. Starmada's cloaking rules fails in this and would have to be changed. Something off the top of my head: a sensing ship rolls 2D6 for each cloaked ship just before ships are moved: on 11-12 the cloaked ship is detected and can be fired upon, on the 12 the cloaked ship is always detectable for the sensing ship until the cloaked ship uncloaks for a turn and then recloaks. Also, a cloaked ship can only use half of its current engine rating for movement.
They contractually CANNOT use ANY OTHER Star Trek settings or official ships. They are free to create new ships that pertain to that setting but not duplicate anything in other series or movies (Including the upcoming JJ Abrams Trek Prequel movie).
Oh yeah, that's a given. I would like the flavor of the final product to lean more towards the feel of Trek on film/tv, which (IMHO) is legal. (After all, isn't SFB itself based on TOS?)
Speaking of points of similarity...the Franz Joseph designs are from a universe that's close to TOS, the stomping grounds of the new movie. That's going to draw a lot of players, which is a good thing.
I also think it's great that the SFU was developed into its own story, and one of such quality that players feel passionately about it. However, I suspect that Trekmada (still lovin the name) is going to feature Klingons, Romulans and recognizable Starfleet vessels on the cover.
And on the inside, too, if I can extrapolate from the two AE publications they've done so far. There's probably room for major weapons and ship systems that require new rules, a half dozen vessels from the 3 major powers, and that's it. Both settings and rules are going to have to be pretty concise.
They contractually CANNOT use ANY OTHER Star Trek settings or official ships. They are free to create new ships that pertain to that setting but not duplicate anything in other series or movies (Including the upcoming JJ Abrams Trek Prequel movie).
Oh yeah, that's a given. I would like the flavor of the final product to lean more towards the feel of Trek on film/tv, which (IMHO) is legal. (After all, isn't SFB itself based on TOS?)
Glad I'm not the only one that feels this way. SFB went in directions I did not like (i.e., overloading weapons, fighters). And don't get me started on the Federation fleet being based on the modern (as of circa 1990) U.S. Navy. :roll: :roll: :roll: :roll:
Trekmada could pull the SFB feel back towards the shows.
I was thinking on the whole screens vs Shields issue.
What about limiting the maximum Screen level in any direction by the Size of the ship?
For instance:
DN-SCS-BB= 5 Maximum
CL-BC= 4 Maximum
ES-DD= 3 Maximum
This would also help to balance the preponderance of "Frigates with an extra Engine added pretending to be cruisers" so common in the late war (Witness the dreaded Klingon F6 "Frignaut")
An upgunned "War Cruiser" would have Cruiser guns with Destroyer defenses.
Just a thought...
Overloading weapons is a mechanic and it shouldn't be included in Trekmada.
I'm not looking for the game to deliver "modern era" trek ships, I understand the limits of the license. However, given the stats for a Constitution Class cruiser, it should be easy to extrapolate what an Enterprise Class battlecruiser would look like if I were so inclined.
I agree with the other poster that SFB has a lot of stuff in it that really doesn't fit in the star trek universe themewise. Fighters anyone?
As far as "history" goes. . . that's what I have Grand Fleets for. From trekmada all I'm looking for is a fast paced, fun starship combat game.
Again, the target market for trekmada are the people who DON'T play SFB.
"So say we all! Er, wait, wrong franchise...."
Judging by the Imperial Starmada Sourcebook, there's just not going to be room for a lot of the SFB options (and I agree that fighters and drones don't fit.) I see rules for:
Shields
Impulse vs. Warp Speed
Weapons: Phasers, Photons, Disruptors, Plasma Weapons
Cloak
Sensors
Tech levels
It would be nice to have Trek's "energy management" aspect, but that's too fiddley for Starmada. Also, some kind of "hero" rules that let you customize a captain/crew would be nice. (It'd add a cinematic touch.)
And in background info...
Starfleet, Klingon and Romulan sections, with about 6 ships each
Plus sample scenarios
Speaking of weapons, if I can take a moment to merge two threads here...
In Starmada, ships have a lot of guns, but they have one hit apiece. In Trek, ships tend to have fewer guns. That's something that will need to be looked at. Phasers (and maybe disruptors) can take multiple hits and keep working, but at reduced effect (a variation on Fire-linked?)
Dunno about torps or the others....
Drones and fighters have been in since the beginning - or close to it - of SFB; drones were a weapon on the Klingon D6/7 and Kzinti BC, and the Kzinti also had fighters. For the Hydrans, introduced later, fighters are essential, as drones are for the Kzinti.
Starmada is so adaptable, why limit its interpretation of something as wide-ranging as SFB? If you just want to play with TOS-canon non-Franz Joseph ships, go right ahead, but to keep the wealth of SFB's expansion out of Trekmada would be a bit silly and restrictive.
Most weapons in SFB take one hit to destroy, and most cruisers tended to have 8-10 phasers and 4 heavy weapons (photons, disruptors, etc.) I'm hard-pressed to think of any weapon that had more than one hit box. Maulers had huge battery complements, but those weren't really the weapon.
Judging by the Imperial Starmada Sourcebook, there's just not going to be room for a lot of the SFB options
I'm not sure what this means... ?
falstaffe wrote:Judging by the Imperial Starmada Sourcebook, there's just not going to be room for a lot of the SFB options
I'm not sure what this means... ?
The Commanders Version Rulebook I own is actually 3 books, and each one is approximately 50% bigger than the ISS Book. In addition, there are SSD books, supplements, and stuff in the magazine whose name currently escapes me.
I don't have all the available SFB stuff, and I can almost fill a drawer on my legal-size filing cabinet - it's over two feet deep - with SFB stuff.
I can see that the +5 Rules Chainsaw is going to see a LOT of use...
I agree with the other poster that SFB has a lot of stuff in it that really doesn't fit in the star trek universe themewise. Fighters anyone?
Odd my DS9 eps would disagree with you there.
As far as "history" goes. . . that's what I have Grand Fleets for. From trekmada all I'm looking for is a fast paced, fun starship combat game.
Again, the target market for trekmada are the people who DON'T play SFB.
Maybe, maybe not since
Steve Cole has announced on the ADB forums that they have almost completed deals for 3 existing game systems to release versions in ADB's version of the Star Fleet Universe. Each product will be designed by the games original designers but will be published by ADB.
If this is still accurate then the SFB/FC crowed are most deffently going to be part of the target audince.
Drones and fighters have been in since the beginning - or close to it - of SFB; drones were a weapon on the Klingon D6/7 and Kzinti BC, and the Kzinti also had fighters. For the Hydrans, introduced later, fighters are essential, as drones are for the Kzinti.
Starmada is so adaptable, why limit its interpretation of something as wide-ranging as SFB? If you just want to play with TOS-canon non-Franz Joseph ships, go right ahead, but to keep the wealth of SFB's expansion out of Trekmada would be a bit silly and restrictive.
Those cannot be ignored, but they can be downplayed.
Kzinti ships armed with drones is Cole's addition, he even said so in some designer notes. Hydrans and all the later races are ADB additions and could be ignored for the first Trekmada book. I always disliked the drones on Klingon ships (when did you EVER see a Klingon fire a missile in Trek?), but since they only fired one or two drones at a time in SFB those were more of a tertiary weapon and could have just one small-sized (4 missiles) salvo on the D7. Ignore drone ships. But, if the book has pre-made weapon designs then it can include drone racks for people to design their own drone ships.
Fighters were also an ADB addition. Most Kzinti ships did not have fighters, only one had such in the first book (way back when). Fighters really took off with the Hydrans. (IMO, the more the Hydrans are left out the better. :twisted: ).
Also, isn't "Kzinti" a property of Larry Niven? He may have something to say of their use in another publication.
Soulmage wrote:I agree with the other poster that SFB has a lot of stuff in it that really doesn't fit in the star trek universe themewise. Fighters anyone?
Odd my DS9 eps would disagree with you there.
That was one episode, and you'd have to look close to even see them. I never saw them myself but someone else mentioned it.
That was one episode, and you'd have to look close to even see them. I never saw them myself but someone else mentioned it.
They appear for most of the latter half of the Dominon war with several close ups if I remeber correctly. But the point is there is a on screen precident for fighters, minor or not.
Kzinti ships armed with drones is Cole's addition, he even said so in some designer notes. Hydrans and all the later races are ADB additions and could be ignored for the first Trekmada book
It might be but the liscene is for the SFU which means drones et al. Why change it to something else? more to the point why would ADB let it be altered that much? I would think they have a bit of over sight esp. since they will be the publishers.
If it was a Trek liscene I would be all for making it as close to how its portrayed in series as possible, but its not Star Trek won't even be able to be mentioned I would think. (ADB's lisence is rather arcane and closely monitered by paramount.) It would be better to be honest about what the product rather than give a false impression to a potential buyer.
Again, the target market for trekmada are the people who DON'T play SFB.
Thing is when it was mentioned on the SFB/FC boards there was alot of intrest people have played/heard of starmarda and like the idea of a game where they can play fleet engaments rather than skirmishes. So it would be abit short sighted I think not to make of intrest to them.
If this is licensing SFB to produce a Starmada version then it will require mirroring, in Starmada fashion, SFB style major mechanics and systems.
This would include Drones and Fighters (As far as Fighters, go to Youtube and search for "Sacrifice of Angels" and you will see Federation fighters in Squadron strength (Multiple Squadrons) engaging Jem'Hedar and Cardassian ships.
Even if they did not show them in any show AT ALL, if ADB says they need to support them, then they will have to be supported. And since Starmada already has good fighter rules why not?
The whole purpose of licensing the SFU is to add an additional revenue stream to ADB's income. This includes their miniature lines (And yes, each race has a carrier or three).
Having said that it behooves us to think out how the choices and ships in the SFU shape tactics and how best to capture that feel without bogging down in the granularity of the SFB system.
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