Topic: First post, First play, First impression

Hi to all from Italy (so, pls, forget my poor english).

Tonight i've played my first Starmada battle, using the ships and the scenario in the core rulebook. To get a grasp to the game, no optional rules has been used.
We (me and my playing group), loves starship games, and we play Silent Death from many years, so Starmada have to face that game, which we think have the clever combat mechanic of all our games.

So i tried Starmada with other 3 players, starting with 2000 pts per side, resulting in 11 ships vs 9.
The first round was only about approaching, and the all ships start firing in the 2nd round, more or less all aligned in the center of the map. Fighters was flying around making his mess, and we start throwing tons of dice.
3 rounds later, we all have agreed to quit.
The feeling was the same for all: the combat mechanic kills the game... we all liked the movement system, which give the feeling of "heavy" ships compared to the fighter we're used to have in Silent Death.... what we can't chew is the insane amount of dice rolling required to deal damage. 3 or 4 rolls per shot is really too much, and (for our taste) kills the "rythm" of the battle. I understand why the manual says that it is better to alternate who's shooting, but really is a bit impratical. The fastest way is to let each player doing all the damage (when there's no decisions to take related to who fires at who), but meanwhile the others players can read the whole rulebook (that's what happened).
So, while we all loves the movements, the ship designing, the optional rules, no one have liked the combat mechanic (or better: the amount of rolls needed).

I think this is a shame, 'cause the game deserve more fun.

So, i'm asking to the "veteran" players if there's any "optional rule" to reduce the amount of rolls whithout breaking the points/building system.

If not, i'd like to try to find one, but this requires a serious work building tables of chances to hits and computing the odds. But i think that at least the game designers have already done it, so maybe i can get some helps without reinvent the wheel... so the question is: there's someone that have a "study" about the "chances to hit" of Starmada AE?

I'll accept any suggestion about this.... i don't want to put Starmada on my shelf and keep it there forever.

Re: First post, First play, First impression

Parduz wrote:

We (me and my playing group), loves starship games, and we play Silent Death from many years, so Starmada have to face that game, which we think have the clever combat mechanic of all our games.

I am a big fan of Silent Death, myself. One of the systems that got me into the hobby in the first place.

So i tried Starmada with other 3 players, starting with 2000 pts per side, resulting in 11 ships vs 9.

This might have been too big for a first game.

The feeling was the same for all: the combat mechanic kills the game... we all liked the movement system, which give the feeling of "heavy" ships compared to the fighter we're used to have in Silent Death.... what we can't chew is the insane amount of dice rolling required to deal damage.
...
So, while we all loves the movements, the ship designing, the optional rules, no one have liked the combat mechanic (or better: the amount of rolls needed).

Assuming this wasn't just inexperience with the game coupled with a large-ish battle, I'm not sure what to say. The three-roll combat mechanic is really what makes Starmada "Starmada". If it's too much rolling for your tastes, then Starmada might not be your thing.

Honestly, this isn't a common complaint. Sure, some people keep the number of weapons to a minimum because they don't like rolling "buckets" of dice, and the movement system has its share of detractors -- but few (if any) players have expressed a concern that the number of rolls is too high.

If not, i'd like to try to find one, but this requires a serious work building tables of chances to hits and computing the odds. But i think that at least the game designers have already done it, so maybe i can get some helps without reinvent the wheel... so the question is: there's someone that have a "study" about the "chances to hit" of Starmada AE?

I'm not sure what you're asking for, but one could easily put together a combat chart, cross-referencing the number to-hit with the target's shield rating:

         SHIELD RATING
TO-HIT   0   1   2   3   4   5
2+       2+ 3+ 4+ 4+ 5+ 6+
3+       3+ 4+ 4+ 5+ 6+ 6+
4+       4+ 4+ 5+ 5+ 6+ 6+
5+       5+ 5+ 6+ 6+ 6+ --
6+       6+ 6+ 6+ 6+ -- --

I can't see how you'd reduce the number of rolls below two, however...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: First post, First play, First impression

Thanks for your fast reply, Cricket.

cricket wrote:

So i tried Starmada with other 3 players, starting with 2000 pts per side, resulting in 11 ships vs 9.

This might have been too big for a first game.

It may be... but while we're new for Starmada, we all are old "experienced" gamers, and we often try to "stress" the games a bit to see if we like to play them more seriously after the first "test & learn" game (where we allow redoin wrong moves etc..).

cricket wrote:

Assuming this wasn't just inexperience with the game coupled with a large-ish battle, I'm not sure what to say. The three-roll combat mechanic is really what makes Starmada "Starmada". If it's too much rolling for your tastes, then Starmada might not be your thing.

Honestly, this isn't a common complaint. Sure, some people keep the number of weapons to a minimum because they don't like rolling "buckets" of dice, and the movement system has its share of detractors -- but few (if any) players have expressed a concern that the number of rolls is too high.

I see. As we often start playing at 22, having 3 hours at maximum to play a game, we may have raised a taste for fast games mechanics. I agree that this may be a not so common case

cricket wrote:

I'm not sure what you're asking for.....
I can't see how you'd reduce the number of rolls below two, however...

I'm not sure that it can be done, but i'd like to start computing the odds for the 3 rolls (hit, impact and damage) and then try to find a way to have a single roll with various dice and modifier that stay close at the original odds.
As example, i will like to try to associate a type of die to the target shields (say: 1d4 for a 6 shield, 1d6 for a 4, 1d8 for a 3 etc.), a type of die (or more than one) depending about the weapons values and see if a single roll of all that dices may have an "odds curve" similar to the original.
It's a thing that's hard to explain in italian, i hope i've said somewhat with a mean in english smile

EDIT:
I'm wondering if i'm not taking a reversal approach. I mean: is the weapon "cost"  related to the chance to hit / to penetrate / to damage?
If so, you should already have a sort of "table" showing what i'm trying to compute.... just guessing...

Re: First post, First play, First impression

I've never thought that Starmada had too many dice--you should see B5W for insane dice rolling...:D

With a large number of ships, it is true, dice rolling can be a problem. I tend to build my weapons hefty with several weapon modifiers--not an option in the basic ships, but what the hell.

I'd suggest maybe playing with a dreadnought-type hull and two cruiser-type hulls. Three ships a side. Could make for an interesting battle.

There was a mechanic for banked weapons in the Compendium which enabled up to four weapons to roll to hit with just one d6. Maybe this could be what you need if you have large numbers of light weapons on your ships and a large number of ships.

But try it again. Its a fun game and the weapon design and ship construction are fantastic elements of the game.

Re: First post, First play, First impression

murtalianconfederacy:
i've not so many problem rolling 36d6 (we have them all! :shock: ).
The thing that bother us is the 3 rolls per shot (4 if you hit weapons) needed do deal damage. There is where the 90% of the time required for a round go, and we all think it is too much.

Said this, i agree with you about the strong points of this game. As i don't like solo games, the problem now is that i don't have a chance to play it again if i can't reduce the number of rolls per shot (maintaining the whole building process balanced).

Re: First post, First play, First impression

Parduz wrote:

We (me and my playing group), loves starship games, and we play Silent Death from many years, so Starmada have to face that game, which we think have the clever combat mechanic of all our games.

If you are coming from Silent Death with its integrated roll to hit/damage mechanic, the 3 roll system in Starmada is gonig to be a bit much for your tastes.  Even with Dan's table, I'm not sure how you can make it a single roll for everything (and not take away from "starmada").  Also, the ships in Starmada have a lot more weaponry than those in Silent Death which is again not something you are 'used' to.

In terms of trying to make everything a 'single' roll, I got something, but it ain't 'pretty'.  Add a single different color die which acts for where all the damage for a single weapon is applied.  Of course, you have to roll each weapon separately (which is going to add to downtime).

A roll on that damage die is a
1-3: Hull hit
4: Weapon hit (your choice)
5: Weapon hit (opponent's choice)
6: Shield

My thought is with Dan's table, try it again and see how it goes.  I think the major difference is the scale of the games (fighter combat vs. starships) and your tastes may vary on that. 
-Bren

Re: First post, First play, First impression

cricket wrote:

...one could easily put together a combat chart, cross-referencing the number to-hit with the target's shield rating:

         SHIELD RATING
TO-HIT   0   1   2   3   4   5
2+       2+ 3+ 4+ 4+ 5+ 6+
3+       3+ 4+ 4+ 5+ 6+ 6+
4+       4+ 4+ 5+ 5+ 6+ 6+
5+       5+ 5+ 6+ 6+ 6+ --
6+       6+ 6+ 6+ 6+ -- --

Sorry for the double post (and for the maybe dumb question), but how this table comes out?

Re: First post, First play, First impression

We have posted in the almost same moment

jygro wrote:

Even with Dan's table, I'm not sure how you can make it a single roll for everything (and not take away from "starmada").

That's the goal, yes smile

jygro wrote:

Also, the ships in Starmada have a lot more weaponry than those in Silent Death which is again not something you are 'used' to.

That was what we was searching for: a big scale spaceship combat, so we like this. The only problem is that it "multiplies" the "3-rolls downtime" (new word learned, thanks!), but imho the problems arises from the "3-rolls", not from the insane amount of weaponry smile 

jygro wrote:

A roll on that damage die is a
1-3: Hull hit
4: Weapon hit (your choice)
5: Weapon hit (opponent's choice)
6: Shield

Does it lacks for the Engine damage? Anyway i think i got your point.

jygro wrote:

My thought is with Dan's table, try it again and see how it goes.

It seems a good step toward the direction i need, yes.

Re: First post, First play, First impression

I have to ask Parduz, are you rolling all similar weaponry at the same time? i.e. anything from a ship that has the same to hit number can roll all the weapons in the bank at once, no need to split rolls.

Also, I liked banked weapons too, but I can almost hear the high-pitched scream coming from colorado smile

anyway, I can say that there's not been a lot of complaining on the number of rolls when I play at the conventions, but if you have an issue with it,  then maybe others do too.  Is it possible to get the same from a table? yes.  but the issue is that you don't get a good spread of probability with 1 die roll...the more dice you roll, the more like "average" it's gonna be.

I'm not saying that quite right, but I think you get the point.

Re: First post, First play, First impression

jimbeau wrote:

I have to ask Parduz, are you rolling all similar weaponry at the same time? i.e. anything from a ship that has the same to hit number can roll all the weapons in the bank at once, no need to split rolls.

More or less.. they have to be from the same battery (X,Y or Z), or, more generally, they need to have the same ACC IMP and DMG, right? If not, there may be issues about what damage have to do that dice (from what weapon it belongs), etc.

jimbeau wrote:

Also, I liked banked weapons too, but I can almost hear the high-pitched scream coming from colorado smile

I think i'm missing somewhat, here :?:

jimbeau wrote:

Is it possible to get the same from a table? yes.  but the issue is that you don't get a good spread of probability with 1 die roll...the more dice you roll, the more like "average" it's gonna be.
I'm not saying that quite right, but I think you get the point.

 
Well. probabilities are somewhat often hard to "figure", but i "feel" that using different die sizes and bonus/malus i can archieve a good aproximation of the original "3-rolls". I may be completly wrong, sure, that's why i asked here for some suggestion. Having a base of veteran players, and the game designer(s) on this forum may lead to a very cooperative work, or at least to an "assisted" one.
That's depends also about how much "Cricket" wants to reveals about the underlying weapons "statistics"... a thing i've forgot to ask  :oops:

Re: First post, First play, First impression

Part of the problem I see that you're going to run into with trying to resolve three rolls into one is that each roll is there to resolve a different aspect or function of the weapon.  Or simpler, you're trying to mix apples, oranges, and strawberries.

Roll one, ACC...simply seeing what weapons hit. 

Roll two, IMP...of the weapons that hit, which ones actually got through to do DMG.

Roll three, DMG...what effect did the weapon have on the target.

As Jimbeau pointed out...if you resolve these into a single roll for any one function, or as a whole somehow...you essentially flatten the bell curve of probability.  At best, IMO only, from a modelling standpoint you might be able to consolidate IMP & DMG and maintain something of the probability curve, but it's gonna be a bit messy off the cuff and risks invalidating several of the weapon traits available.

Not saying that it's impossible...merely improbable to do so cleanly or without other adverse impacts to the relevant mechanics.

Re: First post, First play, First impression

Parduz wrote:

Sorry for the double post (and for the maybe dumb question), but how this table comes out?

Not a dumb question, but the language barrier may be confusing me.

Are you asking how the table is derived, or how to use it? I'll answer both questions. smile

The table is derived by combining the chance to hit and the chance of penetrating the shields. For example, to-hit 3+ yields a 67% probability, and shields 5 yields a 17% probability, for an  overall 11% chance of causing damage. This is roughly 1 in 6, so on the table if you cross reference to-hit 3+ with shields 5, you get 6+.

The difficulty with this table is that you'll need to fudge it for the various weapon abilities that impact the to-hit and impact rolls. Further, it doesn't account for the fact that a 3/1 weapon will act differently than a 1/3.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: First post, First play, First impression

jimbeau wrote:

Also, I liked banked weapons too, but I can almost hear the high-pitched scream coming from colorado smile

Not a scream, but a whimper...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: First post, First play, First impression

One thing you could try is to change the way that shields work to do away with the shields roll.
Have the shields stop their rating in hits per turn.
So that a ship with shields 3 ignores the first three hits per turn (in fighter phase , then any shields left undamaged are used in the same way for ship to ship) and all other hits being rolled for damage.

The shields being reduced as normal when damaged.

Of course a ship could come to a quick end if targeted by a load of weapons.

Paul

Re: First post, First play, First impression

I don't think Dan has been secretive about any aspect of Starmada, at least since I've known him so divulging the underlying mechanics isn't too much of a worry. I think they're all plainly clear in the rules, personally.

RE: The banked thing.  After the compendium, Dan has been most adamant about Banked weapons being the thing that broke Starmada. (Personally I would say it's the new movement system, but I lost that argument in a hail of arrow-fire... Does anyone else hear a whimper???)

Finally, you may be coming off of a history of old-school, chart-based gaming (nothing wrong with that) and thus some of Starmada may seem alien to you. My opinion of the MJ12 line is that it has always taken a brand-new look at how we game, and made it fun ('cause that's how it's supposed to be) so you don't need a ton of charts or rules to have a great game.  I think if you just play a few more games, they will begin to move more fluidly.  Come over to my house and we'll play and I can show you how I do it at the conventions. smile

Noel and I have played some gargantuan games (like 60 fighters on a side and 30+ capital ships) yes they took a while, but it wasn't the dice that slowed us down.

Re: First post, First play, First impression

I think I may be the only person other than Parduz who's bitched to Dan about the dice herding in Starmada.

The problem isn't the sheer number of dice.  It's the iterations.

You can't resolve one weapon with one throw of the dice.  Then count the ones that beat your Accuracy number.  Then multiply that number by the Impact rating of the weapon and roll that many dice, compare them to a number that's on the other side of the table, sort out which ones exceeded that number, multiply by the damage value, and roll that many dice a third time.

This can result in unwieldy amounts of dice for each throw, but they do consume a lot of time due to sheer repitition

One way to speed it up is to use three batches of dice of three colors and roll them all at once...but for a RoF 3, IMP 3, DAM 3 terror weapon, that results in rolling 3+9+27=39 dice at once...so that's a false economy.

Re: First post, First play, First impression

Another variation on how to do it is to treat shields as a modifier to Accuracy.

For example:  A shielding unit of 3 means that your Accuracy should be halved.  Any weapon that hits with this reduced Accuracy just rolls for damage normally.

However, that really screw over high IMP weapons.

There isn't a good way to get the effect of the dice cascades without the dice cascades. smile

Re: First post, First play, First impression

Or...
You all could play with smaller ships with fewer weapons.
But if you insist on playing with 20+ ships per side, each with 53 hull boxes and 20+ weapons with multiple dice capabilities, then you get what you get.

:wink:

A three roll resolution system works fine if you keep it under control and don't let the number of weapons get out of hand.
Kevin

Re: First post, First play, First impression

Kevin has a point. I've never played Silent Death but I understood it to be primarily a small capital ship and fighters arena. If you played Starmada with small ships and fighters, I think it would be more manageable. And certainly a better way to play your first game -- maybe leading up to bigger ships and bigger fleets.

Kevin also has a great name.

- Kevin

Re: First post, First play, First impression

Ken_Burnside wrote:

I think I may be the only person other than Parduz who's bitched to Dan about the dice herding in Starmada.

The problem isn't the sheer number of dice.  It's the iterations.

Huh. I'd always thought your concern was with the number of dice, not the iterations.

The problem is that, if you don't like the three-roll system, there's not much that can be done about it. That is the heart of Starmada -- everything else is details that can (and have) been changed via optional rules.

But the "Roll to-hit", "Roll penetration", "Roll damage" system has been there from the beginning. If you like it, you'll love Starmada: if not, you won't.

This isn't to say I'm opposed to looking for solutions -- just that this is the one part of the game that is going to be highly resistant to change.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: First post, First play, First impression

cricket wrote:
Ken_Burnside wrote:

I think I may be the only person other than Parduz who's bitched to Dan about the dice herding in Starmada.
The problem isn't the sheer number of dice.  It's the iterations.

Huh. I'd always thought your concern was with the number of dice, not the iterations.
The problem is that, if you don't like the three-roll system, there's not much that can be done about it. That is the heart of Starmada -- everything else is details that can (and have) been changed via optional rules.
But the "Roll to-hit", "Roll penetration", "Roll damage" system has been there from the beginning. If you like it, you'll love Starmada: if not, you won't.
This isn't to say I'm opposed to looking for solutions -- just that this is the one part of the game that is going to be highly resistant to change.

My opinion is that Starmada is what it is, and shouldn't change.
And that is a squadron level game.
Now a *fleet level* game *should* have a faster and more streamlined damage resolution system.
Hmmm...
"Starmada Fleet Action"
That'd be kind of cool.
:wink:
Kevin

Re: First post, First play, First impression

cricket wrote:
Ken_Burnside wrote:

I think I may be the only person other than Parduz who's bitched to Dan about the dice herding in Starmada.

The problem isn't the sheer number of dice.  It's the iterations.

Huh. I'd always thought your concern was with the number of dice, not the iterations.

It's a bit of both - Roll & Count gets slow when there are more than 10 dice at a time on it.  And keep in mind, I still play 'mada every now and then, so I don't hate it to the point where I won't play the game.

The problem is that, if you don't like the three-roll system, there's not much that can be done about it. That is the heart of Starmada -- everything else is details that can (and have) been changed via optional rules.

On this I pretty much agree; it has some very pretty statistics, and it's very good on "I don't have to remember nuthin' but 1-2 is Engine, 3-4 is Shields, 5-6 is Weapons, and Odds are Hull Hits".  But it still has a handling time cost. 

I put a lot of work into cutting down handling time in Squadron Strike, because it became clear that once you got over the hurdle of learning the game, that handling time was the big time sink in completing battles.

One playtester, the week before Origins, came up with a brilliant suggestion for SS's damage allocation system.  Which I was opposed to, in large part because "Oh my god...I've got to re-do umptizillion formulas on the SSD display page!  Aiiiagh!"

But the "Roll to-hit", "Roll penetration", "Roll damage" system has been there from the beginning. If you like it, you'll love Starmada: if not, you won't.

I disagree.  I enjoy Starmada, but I think the cascading re-rolls are about my least favorite part.   I think your zoom to boom ratio is skewed a bit high to boom for my tastes, but that is just a taste difference.

This isn't to say I'm opposed to looking for solutions -- just that this is the one part of the game that is going to be highly resistant to change.

The short answer is "It works, and nothing you can change is going to make both me happy and not piss off the vastly more numerous fan base.  They're more important than I am." 

I'll play 'mada and herd dice when I do so.  If I see a clever idea that might solve the issue, I will...but this is one of those fundamental design decisions that not only can't be changed, shoulddn't be changed without a very good reason.  And neither I nor Pazur constitute even a bad reason, let alone a reason worth listening to.

Re: First post, First play, First impression

underling wrote:

My opinion is that Starmada is what it is, and shouldn't change.
And that is a squadron level game.

FWIW, I feel the same way....

Starmada has had a LOT of thought put into it, it's well balanced, and you'd REALLY p*** off those with a vested interest in it....

underling wrote:

Now a *fleet level* game *should* have a faster and more streamlined damage resolution system.
Hmmm...
"Starmada Fleet Action"
That'd be kind of cool.

Dan's come up with at least two of those, but I don't think he was happy with 'em...

I still have a copy floating around ....but I didn't like the limited options available in them....

Re: First post, First play, First impression

Cough!
Seems to me that we're going a bit too far...
I don't know if it is the passion for the game (OT: i like this forum a lot! Passionate players and game designers that discuss about everything! a dream!) or somewhat i have said.... but i don't want that Daniel (Cricket? do you like more to use nicknames or real names?) changes Starmada!
If the game is like it is it have some good reasons for sure.

All what i'm searching for is to find a way that fills my needs, and asking for a bit of help doing things (the probability math) that are a out from my formal school and knowledge.
If i can find a way to roll only one time to solve the attacks, and if that way is liked by more players, that's even better. But really, i can't ask to change a well tested game like Starmada.

Said this, some replies:


underling wrote:

Or...
You all could play with smaller ships with fewer weapons.

We have Silent Death for this. What we was searching for was a game with huge ships and Starmada is one of the answers, and maybe the best.
The whole Silent Death map fit just a Starmada hex. We like this change, and we want that insane amount of cannons for each battery smile



jimbeau wrote:

Finally, you may be coming off of a history of old-school, chart-based gaming (nothing wrong with that) and thus some of Starmada may seem alien to you....

Not really. We have abandoned old "chart-based" games from many years. We are a group of 20-30 players, so we play dungeon-crawl games, RPGs, skirmish games and so on with the same frequency... the "hard-core" players plays Axis and Allies every time, now superseeded by The War of the Ring).  As i've said, we have not so much time to play (3 hours at max) so we have ceased to play some long games (i really miss Car Wars...sigh).
But the long games we still plays must have "short turns": Game of Thrones, Silent Death and many others all falls in the category of long games, but allows fast rounds.

jimbeau wrote:

Come over to my house and we'll play and I can show you how I do it at the conventions. smile

I'd like this.... where you live? smile




cricket wrote:

The table is derived by combining the chance to hit and the chance of penetrating the shields. For example, to-hit 3+ yields a 67% probability, and shields 5 yields a 17% probability, for an  overall 11% chance of causing damage. This is roughly 1 in 6, so on the table if you cross reference to-hit 3+ with shields 5, you get 6+.

Thanks, that's what i've asked for.....

cricket wrote:

Further, it doesn't account for the fact that a 3/1 weapon will act differently than a 1/3.

....and this is what i'm trying to figure out, playing with excel and a lot of math that i don't handle so well.
Have you any table, graph, formula or a Rosetta stone that can show this difference?

Thanks to all for the tips and the whole discussion. Have i said that i like this forum? smile

Re: First post, First play, First impression

I miss car wars too. 

"Bangers and Mash" is a car combat game I've wanted to put out for a long time, I even have rules written, playtested somewhat and in the list of things to do before I die.

Bangers and Mash is a complete car combat system, but with a twist. This is not your run-of-the-mill car combat game, with lasers, mines, and reflective armor. Rather it attempts to model the fast-paced and dangerous world of the professional Demolition Derby driver. 

Sprinkled across the US and UK, there are hundreds of these gladiatorial contests staged each weekend.  Banger Racing or Smash Derbies pit men, machines, and sometime mud against one another.

Bangers and Mash is not your Dad's car combat game, but at least its fun, so grab a cold beverage from the land of sky-blue water and put together the best Derby Machine you can muster.  Pit your skills against your buddy's, work the kinks out of your strategy and break some stuff!

While we've provided players with stats for dozens of cars, the real strengths are in its vehicular creation system, wherein players can model any common child's small scale car toy and beat the crap out of his or her friends and loved-ones.  Bangers and Mash encourages players to be creative, use their imagination and have fun, which is the way wargaming should be.

I don't  have a complete ruleset yet, but I got the intro NAILED! Makes you wanna buy it doesn't it smile

Anyway, If you've given up on chart games, why do you want a chart to play Starmada? big_smile