Re: New to Starmada

Ken B wrote
"...Translation: I can use this to abuse people, and they can't make anything that can beat my ships. It's not broken - all they have to do is fly ships like mine..." 
(abuse people? that is ammusing)
He is very, very mistaken. :!:   
The only solution to ships having {r=30hx} weapons is Not to build ships armed the same way.  Instead, try to be more creative and find solutions, instead of seeking problems that are really not there. :shock:   
Dan has outlined some ideas that could work.  My gaming friends here in Florida have used some of these and have had success.  I don't win all battles.

My gaming friends are not comfortable with the new SAE Movement system yet so we still use the older, now "optional", Stmd"X" movement system.

Re: New to Starmada

BeowulfJB wrote:

My gaming friends are not comfortable with the new SAE Movement system yet so we still use the older, now "optional", Stmd"X" movement system.

Ah... This may contribute to the effectiveness of longer-ranged weapons.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Beowulf, what sort of escorts do you field? With 1101 CR battleships, you have at least 1101 points worth of other ships. Or, do you allow 1-ship fleets in your gaming group?

Re: New to Starmada

We usually play battles where each side, and each player, gets a certain number of points, usually from 2000 to 3000 per player.  If I have 3000 pts, I take two BBs, and two DDGs (striker-carring destroyers).  These escorts are hull size 4 to 7.  They have only one or 2 shorter-ranged weapons.  Their primary punch is their drones. 8)
I rarely take any cruiser-sized ships.

Re: New to Starmada

BeowulfJB wrote:


The only solution to ships having {r=30hx} weapons is Not to build ships armed the same way.  Instead, try to be more creative and find solutions, instead of seeking problems that are really not there. :shock:   
Dan has outlined some ideas that could work.  My gaming friends here in Florida have used some of these and have had success.  I don't win all battles.

My gaming friends are not comfortable with the new SAE Movement system yet so we still use the older, now "optional", Stmd"X" movement system.

That does maximize the advantage of longer range.

Steven, every battle report from you that I've seen has the outcome of "My opponents all got crushed, I took light or no damage."

Now, that COULD be because you're incredibly good at plotting movement.  It could also be that you've uncovered (as I said) a singularity in the variable set. 

You see, I've seen this exact same singularity in SFB, B5Wars and Starfire.  Starfire had to get rid of rear firing weapons because of it.  SFB calls it the Kaufmann Retrograde.  B5Wars had less of an issue due to pseudo-momentum movement keeping the game from devolving to fixed speed stern chases, and everything in B5Wars has fighters.

In this singularity, you're dishing out 1-3 points per turret per turn that they close the range on you.  Assuming a 15 hex discrepancy in range, and assuming that you can maneuver such that they gain about 2/3 of a hex per turn, that's about 20 turns of unanswered fire.  (EG, for two out of three turns, they close by one hex.)

Once they lose engine hits and can't even get that 2/3 of a hex per turn, the advantage becomes even worse.  You start shifting your fire to things that can still close.

Swarms of small stuff can do it - assuming the swarms of small stuff can do enough damage while maintaining speed sufficient to close, but I rarely see anything with a speed higher than 9 or so, and they're in the "Two hits to kill" category.

I would love to see reports of you facing your own ships with a conventional Starmada fleet and winning.

Re: New to Starmada

I would love to see reports of you facing your own ships with a conventional Starmada fleet and winning.

I don't think you wil see that anytime soon. smile

Re: New to Starmada

The only solution to ships having {r=30hx} weapons is Not to build ships armed the same way. Instead, try to be more creative and find solutions,

Well, and this is what prompted my question which started this hullabaloo. Is the only way to match 30-range weapons with more 30-range weapons? Dan gave some good suggestions.

Re: New to Starmada

30 hexes is pretty big--if you're anywhere near the center, it's almost everything on the friggin map!!! Yowza!

Do you discuss rules or weapon options limitations before playing, and if so, should range limitations be part of the discussion? How about limits on the value of individual weapon systems? If not, I guess that's what you get in an "anything goes" kind of game rather than some kind of established millieux.

The suggestions given (cloak, etc) seem solid countermeasures.

As an alternative to adjusting the CR, perhaps there could be inherent penalties that kick in as range increases, to help levelize these ultra-long range weapons? Thinking in terms of what you would logically expect to see, any really long-range gun/beam/missile ought to be slower, weaker, vulnerable to countermeasuress...or else very, very expensive (leaving an opening somewhere else in the ship design.)

Re: New to Starmada

Inari7 wrote:

I would love to see reports of you facing your own ships with a conventional Starmada fleet and winning.

I don't think you wil see that anytime soon. smile

Id pay money to see Beowulf fight against his own designs, at a convention, in front of a crowd, using the Imperial Starmada.  Equal points, open, empty, floating map, last man standing.  Oh, standard fleet doctrine for the Imp. Starmada, too.. lets see a mixed force, not too heavy on any one ship class.

And I want to see Ken Burnside flying the Range 30 Speed 6 ships.

Okay, what convention is good for both of you guys?  smile

((And the problem with most of the good suggestions is their not 'normal play'  Most fleets dont cloak, most fleets arent pure fighters and strikeboats, etc...))

Re: New to Starmada

Marcus Smythe wrote:

Id pay money to see Beowulf fight against his own designs
...
And I want to see Ken Burnside flying the Range 30 Speed 6 ships.

Count me in. I've got $13.07 burning a hole in my pocket... wink

((And the problem with most of the good suggestions is their not 'normal play'  Most fleets dont cloak, most fleets arent pure fighters and strikeboats, etc...))

Most fleets don't have range-30 weapons, either.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

cricket wrote:
Marcus Smythe wrote:

Id pay money to see Beowulf fight against his own designs
...
And I want to see Ken Burnside flying the Range 30 Speed 6 ships.

Count me in. I've got $13.07 burning a hole in my pocket... wink

((And the problem with most of the good suggestions is their not 'normal play'  Most fleets dont cloak, most fleets arent pure fighters and strikeboats, etc...))

Most fleets don't have range-30 weapons, either.

True about the range 30 weapons.

Re: New to Starmada

Just out of curiousity, what should the surcharge be for 60 hex range weapons?
Kevin

Re: New to Starmada

:idea:  :arrow: Now that is a good question :!:  tongue  :shock:

Re: New to Starmada

underling wrote:

Just out of curiosity, what should the surcharge be for 60 hex range weapons?

42.

And Trinidad & Tobago should be HOT PINK.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Just out of curiousity, what should the surcharge be for 60 hex range weapons?

That's a way to fight range 30 weapons!! smile :twisted:

Re: New to Starmada

Brilliant! 
Perhaps I should fit my Iowa class BBs with 16" Plasma Guns, range=60...    tongue

Re: New to Starmada

falstaffe wrote:

As an alternative to adjusting the CR, perhaps there could be inherent penalties that kick in as range increases, to help levelize these ultra-long range weapons?

One might try this:

For weapon ranges longer than 18, a fourth range band is in effect:

RANGE 24
1-7 = Short Range (+1)
8-14 = Medium Range (0)
15-21 = Long Range (-1)
22-24 = Extreme Range (-2)

RANGE 30
1-8 = Short Range (+1)
9-16 = Medium Range (0)
17-24 = Long Range (-1)
25-30 = Extreme Range (-2)

It's not exactly intuitive, tho...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

You've got 6 hex bands up to 18, why not simply adjust from that Dan?  So 24, being 6 hexes greater than 18 would have the -2 (very long range) and 30 being 6 hexes greater than 24 would have the -3 (extreme range) for penalty. 

It might be a bit much penalty-wise, but it is slightly more intuitive.

Re: New to Starmada

These ideas to recost range 24 & 30hx weapons are interesting, but add a combersome complication, especially having up four or more range bands.  I think that this is very unnecessary, and will slow game flow. 
I haven't had any complaints from my friends that I game with reguarding those of my ships that have range 30hx weapons.  Some of these friends once fielded slow ships with too many short-ranged weapons.  They adjusted their designs to make them more effective. 

This is much the same way that, during the 1920s and 1930s, many navies increased the range on their battleships' heavy guns.  They choose to do this instead of complaining and trying to make it difficult for others to increase their BBs' heavy guns' ranges... 

One of the many aspects of the SAE that I enjoy is that maximum range is now up to 30. 8)   
It is already reasonable costed.  If players don't like these long ranges, then make a house rule to disallow them. 
But to try to change the game is very unreasonable. :shock:

Re: New to Starmada

BeowulfJB wrote:

I haven't had any complaints from my friends that I game with reguarding those of my ships that have range 30hx weapons.

I'm glad to hear it. If it works for you and your group, then keep on keepin' on.

Some of these friends once fielded slow ships with too many short-ranged weapons.  They adjusted their designs to make them more effective.

This is much the same way that, during the 1920s and 1930s, many navies increased the range on their battleships' heavy guns.  They choose to do this instead of complaining and trying to make it difficult for others to increase their BBs' heavy guns' ranges...

Beowulf, you're missing the point. (And I haven't heard any complaints -- just some valid concerns.)

Frankly, as of this writing, I agree with you -- I don't know that extremely-long-ranged weapons are "broken". But I'm open to the possibility.

However, if they ARE broken, the answer is NOT to tell everyone they have to keep up with the arms race -- Starmada is not an historical simulation, but a science-fiction game. The whole point is to allow players to field ships that they like (long or short ranges, fast or slow engines, weak or strong shields) and have a balanced game.

It is already reasonable costed.  If players don't like these long ranges, then make a house rule to disallow them.

Actually, there is no need for a house rule to disallow them -- range 24 and 30 are OPTIONAL rules. You require permission to use them, not permission to ban them.

But to try to change the game is very unreasonable. :shock:

I disagree. If we didn't "change the game" every now and then in response to reasoned arguments about game balance, we wouldn't have the Admiralty Edition, but still trudge along with the vintage 1994 rules... wink

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to Starmada

Dan, these are valid points.  Thanx  :oops:

Re: New to Starmada

Actually, I recently ran a self game with a couple of BeowulfJB's ships guarding an installation, against an equal value of small strike ships, plus a large slow carrier with a good number of seekers and fighter wings......

Although his designs gave a good account for themselves, and both survived... they failed their objective of defending the installation..... although they do have range, they do have a definite difficulty with scenario driven battles......  or at least what would be a common scenario, "Guard a foward supply base".

This is not so much an attack on the design, nor a complaint about the long range, ect. From everything I have seen, Starmada AE is very balanced, but still tends to be a quick burn game.

Googleplex does have a good idea in that it adds some additional modifiers to the table. They don't add any additional die, so wouldn't necessarily add more complications.... but they would make maneuver and open space battles a little more interesting. Unlike ground based games, where you can duck behind a hill, or some trees, there isn't a whole lot of terrain in space..... especially in campaign driven games, things tend to crash out quick due to the fact that once one player achieves an advantage on the board, the other tends to start jumping out.... if I played in an extended campaign against BeowulfJB, I would tend to put my ships on the edge, and if there were no asteroids to use, nor a definite need, such as guarding one of my own installations, ect....I would then immediately run and start jumping..... my goal as an admiral is to win battles with the least loss of my own forces, not die gloriously for the cause. That was why I suggested some modifiers for speed.....

Maybe we can strike a balance... such as limit the IMP or DMG of weapons over range 18? If you remember, this ties back to my light spinal mounts from Starmada X.... I had some issues with the all or nothing type weapons that they were.... so instead of one really large mount on a cruiser (approximately hull 12 or so... at that time) I would instead have 4 with the range based on my hull size, but each at damage 3..... ect. The only other option that I can think of is maybe the use of the ablative armor we worked on in Starmada X. Therefore, a slow ship with short ranged weapons can survive long enough to bring it's guns to bear.

I agree that while Starmada is not supposed to be an arms race, there will be development in a game.... all races should have the option of learning from an enemy..... (BeowulfJB, what changes have you made to adjust your designs against your opponents, or do you expect them to always change to match yours? ..... might want to think on that one a bit......again, I am not criticizing, but have been on both sides of similar situations, and had to learn these lessons as well)

As of now, I don't see anything "broken" in SAE... but we might have a few pulled muscles or sprains as we go through....LOL

Nahuris

Re: New to Starmada

To talk more on Nahuris's points:

As a Battletech veteran, I can concur on the terrain issue. While longer ranged weapons do dominate on totally featureless terrain, the way that most of the default maps are set up mean that 'Mechs or tanks rarely rarely get to use their weapons to the fullest extent of their range, due to the way the LOS is often broken up. Using cover, a mobile, close machine could actually force an assault on a longer-ranged 'Mech, or force it to give up an advantageous firing position by doing so. The combination of this, plus the fact that most long-range weapons have an in-built minimum range attack penalty that ranges from the moderate to the ridiculous means that close-attack strategies are viable on most Battletech maps, far more so than they are on an empty space battlefield. The designers felt comfortable in having ranges of 20+ hexes because there are so many ways to break up LOS, allowing short-range assaults to work.

As for the scenario, I'd run it again with more typical units: It may just simply be difficult to defend a target in Starmada.

Re: New to Starmada

The game that Nahuris ran using ships such as mine did Not have the escorts that accompany my Battleships.  I have smaller DDG & FFG designs.  These ship carry some very powerful drones (strikers).  The presence of these escorts and their drones makes it hazaderous for smaller ships to rush my capital ships.  If I had to defend an installation, my DDGs and FFGs would be there as escorts.  My BBS  are always adequately escorted.  8) 
Any unescorted capital ship is vulnerable.  In the 1900s is was torpedo boats, then submarines, then aircraft...  This vulnerability holds true for Starmada also; capital ships need an adequate escort.  One type of ship I rarely use is cruisers.  I play BBs & DDs even in WW one & WW2 naval games... :shock:
(Obsessive-compulsive behavior; don't leave home without it!<LOL>)

Re: New to Starmada

Unfortunately, like Battletech (I also am a long time player), it is difficult to defend a target - it is always possible for a player to completely ignore the defenders, and throw themselves against the target with no thought of loss or cost.....

I tried to make the scenario resemble "reality" as closely as possible, using 8 years in the military and real combat experience as a guideline. I had both sides set up with a battleplan before the assault started, with some contingencies, and went from there. What destroyed the target were the wings of fighters and the seekers. Unfortunately, the results are vague.... In a lot of battles, victory conditions are subjective.... if BeowulfBJ's forces had other supply bases, then I would actually consider the battle to be a draw at best, as both of his ships escaped, and all he lost was a base and some supplies.... if, however, it was the only viable supply base, then yes, the attacker could claim a victory, but I might almost consider it pyrrhic.... the attacker lost more than double the points value in ships, as the defender did with the base. One of the guidlines I used, was that the fast strike ships were there to engage the enemy ships, the seekers and fighters were divided up... the seekers totaled about 20 percent of the carrier's load out, and were aimed at the base, the fighters were divided up 50/50... some guarding the seekers as much as possible, and the rest flying cover for the strike ships......

On Beowulf's side, I had each ship "captain" prioritize targets based on the greatest risk to his ship vs. mission requirements..... using the standard view of commands within our own military, which is to achieve mission objectives while preserving as much of their own forces as possible. Since the cost of one of those ships was considerably higher than the cost of the base, they were prioritizing any serious risk to themselves from the strike ships, while having some batteries try and cover the base... along with the base's defense guns (based on Beowulf's range 30 weapons)

During the battle, about half of the fighters, and most of the seekers were destroyed... and of the 12 strike ships (mostly hull 2, speed 8 ),  9 were killed..... however, had Beowulf's ships targeted strictly the fighters and seekers, there were enough strike ships, that they would have gotten through......

One of the things about Beowulf's ships is that they are expensive - and that limits the numbers of them on the table, as well as how many escorts they can field.... I'll admit that I fielded them without any escorts, as I was specifically testing the range 30 concept... (I'll have to do a couple of battles with escorts to see how it turns out) I did note, however, that if I had placed a few engine/box carriers on the table... (large hull, no shields, slow engine, lots of fighters), his ships would have had problems as his ships would be vulnerable to large swarms of fighters....

I'd personally like a few more opinions on this... and maybe a few more battles fought, before we decide that something is "broken"

Nahuris