Re: Brainstorming: Federation Commander: Admiralty Edition

On fighters--yes, I'd forgotten the whole Dominion War thing, too, but I think it only goes to show how uncharacteristic they were. And the “fighters” in Trek weren't the nameless, faceless hordes of Galactica or Star Wars. (The kind of fighters Starmada replicates.) They were more like modern-day PT boats, or corvettes. Yes, fighters made an appearance, but in the main, Trek was about big ships in (thinly-disguised) age-of-sail type engagements. (And hey, SFB grognards, if you're going to use the film/tv shows to support your points, you can't have it both ways. Either it matters, or it doesn't. NYAH!)


This probably isn't going to be a question that is easily resolved. It appears that veteran SFB players want everything replicated, while the casual wargamer/Trekkie looks at drones, fighters and the like and says “huh?” 

In the end, M12 is going to have to make the product that they feel stands out from the other incarnations of SFB (SFB, Fed Commander) and appeals to the broadest possible audience. Personally, I feel that the answer is to lean towards the feel of the movies, yet staying within the limits of the license, while making full use of the SFU. I'd submit GURPS Prime Directive and other rpg's based in the SFU as examples.


Both sides have presented their cases, the powers-that-be will just have to make a call. (Can we get an opinion from the Admiralty?)

Re: Brainstorming: Federation Commander: Admiralty Edition

falstaffe wrote:

Both sides have presented their cases, the powers-that-be will just have to make a call. (Can we get an opinion from the Admiralty?)

This is why I really didn't want to announce until the deal was done.

I am not going to get bogged down in discussions on this before it's official -- and right now, it's not official. smile

Having said that, remember all that this is a Star Fleet Universe project, not a Star Trek one... there are significant differences.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Brainstorming: Federation Commander: Admiralty Edition

Agreed!

No w back on-topic.

I ran a test D7 vs Fed CA last weekend and decided:

Disruptors I2 D2

are too good compared to

Photons I1 D5 Slow Firing; Double RNG modifiers

The Klingon D7 just kept a little distance and hammered at the Fed CA. The Fed CA hit with 2 of 4 torps at Range 7 (The D7 Sheared off at Range 9 and the Fed fired at the Flank facing of the D7 (#5 shield in SFB terminology) The Klingon got in 3 Hits before the Fed unloaded, hitting the Fed 8 times with 12 shots.

Phaser I's did the most consistent damage overall. Long range with Range based ROF.

Re: Brainstorming: Federation Commander: Admiralty Edition

SO. I am thinking Disruptors go to:

ACC 3+ I1 D1 with RNG-based Damage. That way up close they do more damage up close than far away, but they are still more accurate than Photons at long range...

Re: Brainstorming: Federation Commander: Admiralty Edition

Huh, I can get onto the MJ12 site from work again....
smile

IIRC, the 'historical' odds were that it took three D-7's to assure beating a Constitution class CA. Two was a likely win, and one wasn't much better than a dance, as the D-7 kept it's distance.

Re: Brainstorming: Federation Commander: Admiralty Edition

lol Yeah but in SFB they were roughly equal with the Federation CA having a slight edge.

Re: Brainstorming: Federation Commander: Admiralty Edition

Only Warlock wrote:

Agreed!


Phaser I's did the most consistent damage overall. Long range with Range based ROF.


Every time I see phasers with Ranged-based ROF, or anything with "ROF", I'm thinking Gatling phaser.  And I think that's what every SFB player will think.  Save that for Phaser-Gs, and for X-ships (you know people will design their own).

It's also not in character of regular phasers, from the show or from SFB.

Change it to Ranged-based IMP for the same effect without hinting at multiple shots being fired.

Re: Brainstorming: Federation Commander: Admiralty Edition

Assuming, for purposes of arguement, that we want to replicate the play feel of SFB...

Photons will need to do roughly the same damage over time as Disruptors.

Disruptors will be more accurate than photons, but have their damage reduced as a function of range.

Photons will have the same damage at all ranges, but have their accuracy sharply impacted by range.

The disruptor boat should want to hold the range open and fire every turn.  The Photon boat should want to hold fire until its got a good shot.  If the photon boat takes a bad shot with its photons, and does not get lucky, the disruptor boat should roll up right on top of it and beat it about the head and shoulders for having empty weapons tubes.

I think were getting there with these proposals.

We may want to fiddle with our Photons and Disruptors to make sure they, in addition to fitting the above, have about the same 'value' points wise.  We may have to be generous to the Photon (compared to its SFB version) because the ability of the 4OL Photon Strike to put all of its damage on one shield (and thus waste less of its firepower over mutliple shields, over mutliple turns, than the disruptor) doesnt translate to this game, and wont be valued by it.

Re: Brainstorming: Federation Commander: Admiralty Edition

I'm a little late to the party.  Most of you know me - I've played SFB competitively for 15 years, I had a hand in FC's design, and did FC's marketing plan.

I'd like to see the following three elements come over.  These are things that give the minimal "SFU feel" with the fewest changes to Starmada.

1) Directionality of defenses.  Ablative shields would be good.  In particular, you're going to have a difficult time handling the Hydran hellbore without this.

2) Seeking weapons that you can "buy time" against by maneuvering well.  In particular, the ability of phasers (and only phasers) to ablate plasma torpedo damage is a dynamic that's important to the feel of SFB.

3) More moving, less shooting, and a given shot should have more "ow".  My radical proposal for SFU-Starmada is fractional RoFs that run from 1 (disruptors and phasers) down to 1/3 (plasma torpedoes).  You'd need to extend the price for RoF to fractional RoFs as well. 

I'd like to see the following things NOT come over.

1) Avoid any kind of power allocation. 

2) No electronic warfare.

3) Only Hydrans get fighters, nobody gets PFs.

====

The things that make SFB/FC fun are the important "where will I be in a quarter turn" decisions, and the "do I fire now, or wait for a better shot?" decisions. 

The things that make Starmada fun are the general simplicity and not having to think much about how the weapons work.  I'm trying to distill the things from SFU that are most critical to making the SFU fun happen so they can be considered (and with any luck, implemented) by Starmada.

Re: Brainstorming: Federation Commander: Admiralty Edition

Weapons in SFU:

I wrote an article on designing weapons for SFB that appeared in CapLog 19.  I no longer have an electronic copy of it - but it's something that should be looked at.  It's a good analysis of why weapons in SFB work the way they do, and defines the "safe weapon design area".

In a nutshell:

Weapons have a conversion efficiency (how much damage they average per point of energy put in), a "firing cap" (how much energy you can put in), and a cycle rate.

Most heavy weapons in SFB, cycled over 7 turns of fire, average out to within 15% of the disruptor/photon pair, which are nearly identical.  Taht efficiency (factoring in average damage divided by arming power) is between 1.5 damage per point of power to about 3 points of damage per point of power in the optimum range brackets, and drops to 1:1 at around range 15, and 0.5:1 at shot in the dark distances.

Most phasers (up until the phaser-G) range from 1 damage per point of power put in at range 15, and go as high as 5:1 for a phaser 1, and 8:1 for a phaser 3.  A phaser G gets around 15:1

Now, Starmada doesn't have anything mandating power allocation, and shouldn't - so conversion efficiency isn't directly applicable.

The 7 turns of fire averaging means that, on average, each weapon pass should drop one shield for a disruptor ship, drop a shield and do internals for a photon ship, and threaten to drop a shield and do significant harm for a plasma launch unless you turn away.

Re: Brainstorming: Federation Commander: Admiralty Edition

The idea of only Hydrans having leaves out the Kzintis.  They were as much a fighter race as the Hydrans.  Why prohibit them from having fighters?

Re: Brainstorming: Federation Commander: Admiralty Edition

Ken_Burnside wrote:

I'd like to see the following three elements come over.  These are things that give the minimal "SFU feel" with the fewest changes to Starmada.

1) Directionality of defenses.  Ablative shields would be good.  In particular, you're going to have a difficult time handling the Hydran hellbore without this.

Yeah, I'd have to agree that some sort of directional shields would emulate SFU's feel. To those not 'in the know' - you essentially have the ability to hit the backside of a ship if that backside shield is weakened.

I'm not convinced that it's required, as some discussed earlier.


Ken_Burnside wrote:

2) Seeking weapons that you can "buy time" against by maneuvering well.  In particular, the ability of phasers (and only phasers) to ablate plasma torpedo damage is a dynamic that's important to the feel of SFB.

Tougher, actually, as it's even canon. It would require more counters on the board - slowing the game, and more tracking stats - slowing it down even more.


Ken_Burnside wrote:

3) More moving, less shooting, and a given shot should have more "ow".  My radical proposal for SFU-Starmada is fractional RoFs that run from 1 (disruptors and phasers) down to 1/3 (plasma torpedoes).  You'd need to extend the price for RoF to fractional RoFs as well.

ANOTHER layer of complication.....

I'm not saying none of it is going in, just that it adds in more stuff that Starmada fans may or may not appreciate.


Ken_Burnside wrote:

I'd like to see the following things NOT come over.

1) Avoid any kind of power allocation.

I think to avoid that, you'd definitely need the Rate of Fire changes.


Ken_Burnside wrote:

2) No electronic warfare.

Seeing as my Marine opponent never used it, I can't argue that point (I'm not familiar enough with it) - but I'd argue that some sort of ECM system would certainly make it more like SFB...


Ken_Burnside wrote:

3) Only Hydrans get fighters, nobody gets PFs.

For me, that's a non-starter. I just love fighters and PF's too much.

I'd say that mines are definitely out, though....not that what I say has any bearing on it at all...

smile

It's all moot, unless and until MJ12 and ADB put pen to paper....

Re: Brainstorming: Federation Commander: Admiralty Edition

BeowulfJB wrote:

The idea of only Hydrans having leaves out the Kzintis.  They were as much a fighter race as the Hydrans.  Why prohibit them from having fighters?

Because in Federation Commander, they aren't a fighter race.  At least, not yet, and I hope they don't become one.  Nothing sucks the fun out of SFB like watching a carrier group belch out a zillion drones. 

Nearly 3/4 of the Hydran navy (other than frigates) carries fighters.  I think there's exactly two Kzinti ships that aren't part of dedicated carrier groups that carry fighters - the DDV Long Lean and the Kzinti Super Space Control Ship Of Drone Spasms.

Re: Brainstorming: Federation Commander: Admiralty Edition

thedugan wrote:

1) Directionality of defenses.  Ablative shields would be good.  In particular, you're going to have a difficult time handling the Hydran hellbore without this.

Yeah, I'd have to agree that some sort of directional shields would emulate SFU's feel. To those not 'in the know' - you essentially have the ability to hit the backside of a ship if that backside shield is weakened.

I'm not convinced that it's required, as some discussed earlier.

None of these are, in my mind, required - they're all in the "This would be nice..." bits.  What's the problem with ablative defenses in 'mada?  I feel like I'm walking into the debris field from a vociferous debate that's been hashed out multiple times.

Ken_Burnside wrote:

2) Seeking weapons that you can "buy time" against by maneuvering well.  In particular, the ability of phasers (and only phasers) to ablate plasma torpedo damage is a dynamic that's important to the feel of SFB.

Tougher, actually, as it's even canon. It would require more counters on the board - slowing the game, and more tracking stats - slowing it down even more.

Yeah - this is why I'm in favor of grabbing FC as your starting point for SFU-Starmada.  Fewer seekers, less fiddlyness on them.  SFB is a game of maneuver and timing.  FC is somewhat less so because it has fewer restrictions on its maneuver engine.

It just happens that SFB is a lovely, elegant game of maneuver and timing that's trapped in a 422 page rulebook with wall to wall 9 point Helvetica type.

Ken_Burnside wrote:

3) More moving, less shooting, and a given shot should have more "ow".  My radical proposal for SFU-Starmada is fractional RoFs that run from 1 (disruptors and phasers) down to 1/3 (plasma torpedoes).  You'd need to extend the price for RoF to fractional RoFs as well.

ANOTHER layer of complication.....

I'm not saying none of it is going in, just that it adds in more stuff that Starmada fans may or may not appreciate.

This is, actually, my second biggest whinge about SM-A.  (The first is the removal of the SMX damage system). 

I've done house ruled fractional RoFs with Starmada, and it works beautifully.  It really gives you some more decisions to make - do I shoot now, or do I hold fire for a better shot later?  Starmada tends to be "All guns blazing all the time."


Ken_Burnside wrote:

2) No electronic warfare.

Seeing as my Marine opponent never used it, I can't argue that point (I'm not familiar enough with it) - but I'd argue that some sort of ECM system would certainly make it more like SFB...

FC more or less tossed ECM out the airlock, though it's (sigh) starting to creep back in with scouts.

Ken_Burnside wrote:

3) Only Hydrans get fighters, nobody gets PFs.

For me, that's a non-starter. I just love fighters and PF's too much.

Heh.  Everyone loves fighters and PFs because they're very minmaxable.  But to me, they don't feel like Trek, and they result in Tidal Waves of Drones.

Unless I've missed some careful sarcasm on your part...  :shock:

I'd say that mines are definitely out, though....not that what I say has any bearing on it at all...

smile

It's all moot, unless and until MJ12 and ADB put pen to paper....

Mines got ixnayed in Fed Commander.  But yes, getting a deal signed is important.

Re: Brainstorming: Federation Commander: Admiralty Edition

thedugan wrote:
Ken_Burnside wrote:

2) Seeking weapons that you can "buy time" against by maneuvering well.  In particular, the ability of phasers (and only phasers) to ablate plasma torpedo damage is a dynamic that's important to the feel of SFB.

Tougher, actually, as it's even canon. It would require more counters on the board - slowing the game, and more tracking stats - slowing it down even more.

Well, could we use very slow seekers or somesuch and CALL them plasma torpedos?

Re: Brainstorming: Federation Commander: Admiralty Edition

Ken_Burnside wrote:
BeowulfJB wrote:

The idea of only Hydrans having leaves out the Kzintis.  They were as much a fighter race as the Hydrans.  Why prohibit them from having fighters?

Because in Federation Commander, they aren't a fighter race.  At least, not yet, and I hope they don't become one.  Nothing sucks the fun out of SFB like watching a carrier group belch out a zillion drones. 

Nearly 3/4 of the Hydran navy (other than frigates) carries fighters.  I think there's exactly two Kzinti ships that aren't part of dedicated carrier groups that carry fighters - the DDV Long Lean and the Kzinti Super Space Control Ship Of Drone Spasms.

*I* think Ken doesn't like tracking all those counters...
smile

Something I've tried to advocate over on the Admiralty group for a while is a slightly different mechanism for tracking drones.

I don't think that strikers or seekers fit the bill in regards to emulating drones for Starmada in a SFU setting. While they can, and do in the current incarnation, they'd be unwieldy for use in great numbers.

Something like this might be the place to use it, so we CAN have things like this while only adding a single mechanic, and minimal chits on board.

Basic idea is to assign a 'missile/drone rating' to the ship or fighter doing the launching. The ship launches at the end of the Orders Phase, and a chit representing the drone/missle swarm is placed in the same hex as the ship. A ship or fighter can only launch a single swarm each turn.

The rating is basically representative of the number of missiles/drones in the swarm, but is essentially the same as the 'ROF' rating. The swarm may be shot at, and each 'hit' reduces the "number of missiles/ROF" of the swarm by one. The swarm moves at a set speed - to be determined later - perhaps the speed is universe dependent or analogous to what we do with fighters. I'm thinking Range is effectively unlimited, though we can of course change that to a number of turns or hexes, or whatever.

The swarm also has a Accuracy, Impact, and Damage rating - and can be assigned Weapon Traits. For warp seekers that are used in SFB to hit cloaked shpis, we can add in a 'warp seeker' weapon trait.

This makes missile swarms more like a normal weapon that moves across the board and can be shot down. It's not like a fighter, as it isn't shot down with a single damage point, but is degraded like a fighter squadron.

..and now that I've thought about it, we could also use a modification of this mechanic for fighters.

Re: Brainstorming: Federation Commander: Admiralty Edition

thedugan wrote:

*I* think Ken doesn't like tracking all those counters...
smile

Yep.  I tried very hard to get Fed Commander to go to stateless tracking of drones - add an extra row to the phaser table that gave the odds of killing a drone with a single phaser shot, and treat phasers as ADDs, just so you didn't have to track "This drone has 3 damage points left, that one has one..."

If you failed to kill a drone, it hit you.

Something I've tried to advocate over on the Admiralty group for a while is a slightly different mechanism for tracking drones.

...snip.

The swarm may be shot at, and each 'hit' reduces the "number of missiles/ROF" of the swarm by one. The swarm moves at a set speed - to be determined later - perhaps the speed is universe dependent or analogous to what we do with fighters. I'm thinking Range is effectively unlimited, though we can of course change that to a number of turns or hexes, or whatever.

I'd make it a set number of hexes; this extends it up to plasma torps.

The swarm also has a Accuracy, Impact, and Damage rating - and can be assigned Weapon Traits. For warp seekers that are used in SFB to hit cloaked ships, we can add in a 'warp seeker' weapon trait.

This makes missile swarms more like a normal weapon that moves across the board and can be shot down. It's not like a fighter, as it isn't shot down with a single damage point, but is degraded like a fighter squadron.

..and now that I've thought about it, we could also use a modification of this mechanic for fighters.

How would this interact with hypothetical area effect attacks?  Roll once per swarm, does damage to everything in the swarm?

I'm assuming we're going stateless for the damage points on each component of the swarm.

Re: Brainstorming: Federation Commander: Admiralty Edition

jimbeau wrote:
thedugan wrote:
Ken_Burnside wrote:

2) Seeking weapons that you can "buy time" against by maneuvering well.  In particular, the ability of phasers (and only phasers) to ablate plasma torpedo damage is a dynamic that's important to the feel of SFB.

Tougher, actually, as it's even canon. It would require more counters on the board - slowing the game, and more tracking stats - slowing it down even more.

Well, could we use very slow seekers or somesuch and CALL them plasma torpedos?

I think you might be onto something there Jim.  Mind you...it's been since the late 80's since I've even looked at SFB (it became way too complex and took too long to play= no fun)...but if I remember right, plasma torps were big nasty weapons that you either shot up, ran away from, or got plastered by.

Why NOT use the seeker design for the various Plasma Torp mods, though each size = IMP dice.  So a size 8 flight would essentially be an IMP 8, DMG 1 weapon.  For each turn it is on the board it loses one IMP...this also works for if it is shot at by weapon batteries to disperse it...using DEF 0.  It's a little tracking on the paperwork...but as I understand the weapon it seems to model it well....(goes back to the closet)

Re: Brainstorming: Federation Commander: Admiralty Edition

A few more things...

For those ships with 'may control up to 2X it's sensor rating in drones", it gets an additional 'swarm', 3x = 3 swarms, etc...

We're only talking about a few extra chits....

Yeah, area effect weapons would only roll the one time, and could hit everything.

An Additional weapon trait called "point defense" might be added to keep that weapon from wasting all that damage on a single drone...

Re: Brainstorming: Federation Commander: Admiralty Edition

Anyone ever complete a Star Fleet universe for Starmada Admiralty?

Re: Brainstorming: Federation Commander: Admiralty Edition

Not that I've seen beyond the discussion I jumped into here.

I think it's still waiting on contract stuff to firm up between Dan and Steve.

I have been doing SFU conversions of ships for playtesting Squadron Strike.

Re: Brainstorming: Federation Commander: Admiralty Edition

I'd love to see a conversion of SFB in it's earlier version with a shift toward TOS canon.  In other words:

The D-7 wouldn't be a 1 on 1 match for a Fed CA, but rather a nimble highly maneuverable but much lighter warship. 

No fighters, none, nada, not even included in the glossary. 

Rom ships would look like warbirds and the plasma torp would be devastating but ships would only mount 1.   

Drone?  What's a drone....

In other words, like TOS starship combat would be a dance of maneuver between SHIPS, not zoom zoom spaaaaaaccccceeee   raaannnngggerrrrs!

Just an opinion  :wink:

Re: Brainstorming: Federation Commander: Admiralty Edition

Spence wrote:

 

No fighters, none, nada, not even included in the glossary.

If fighters had JUST remained a Hydran-only thing, I'd've been fine with it.

Me personally, I think that there is a role for fighters on Federation ships.  After all, it's really hard to play a good D&D game on the rec decks if nobody's allowed to have a fighter. wink

Re: Brainstorming: Federation Commander: Admiralty Edition

Spence wrote:

I'd love to see a conversion of SFB in it's earlier version with a shift toward TOS canon.

Something to keep in mind - there was very little actual ship-to-ship combat in TOS, and what there was was almost entirely shown from the perspective of the bridge crew. We didn't get to see much of the fights.

As such, much of the "TOS canon" in regards to the ship combat is purely speculation.

Re: Brainstorming: Federation Commander: Admiralty Edition

Don't want to spoil your day, but that topic has already been settled from the top dogs. It has been explicity stated that the Starmada version of SFB will try to duplicate the system's features, fighters, warts and all.

Like you, I would prefer the Starmada version of SFB to veer towards TOS, or the *flavor* of combat established in movies: "ships of sail on the high seas" kind of feeling. To me, drones and fighters undercut the difference between Trek and Star Wars.

(And before someone replies--I understand you can't write up ships of the movie or TNG era. However, you absolutely could go for the same kind of tactical feeling--sailing ships--and still stay safely within licence).

Such a product would fit right in with the new Trek movie coming out which I think will be shown as an "alternate universe" to TOS. I think there's more money to be made in expanding the market, than selling to a base that already plays SFB.

But, as I said, it's been decided otherwise.