Topic: Ship speeds in RA

First off, kudos to the folks at Majestic for a great idea and nifty system.  However, I do  have a question/comment for the community regarding ship speeds/ratings in KA and particularly RA.  "Engine" ratings in the Starmada system encompass both speed and maneuverability - something that is split in classic SFB and FC.  But using total power to calculate engine ratings (and seemingly ignoring the SFB turn modes) leads to some odd values.  Some of the Klink ships seem to lack their speed/manuverability advantages over their Feddie counterparts since the values used don't seem to take into account the higher energy cost of the photons and better turn modes of the Klink hulls.

But the oddest examples are the classic Rom Eagle hulls.  The War Eagle, with its 8 engine rating, is the fastest (and most agile) warship in the game - something that would come as a shock to most players coming to RA from SFB/FC.   I realize that the values are meant to be balanced within the game but using raw total power and seemingly leaving aside turn modes and the need to power weapons seems to lead to some odd results.  Being new to the Starmada system, is there an element of the movement system that I am overlooking?

Re: Ship speeds in RA

I've noticed that the "speed is life" axiom doesn't apply so much in Starmada. Often times it is just the opposite. Since you can only make two turns (or a single U turn) during your movement the manuver element is also much different. Finally there is the pre-plotting of movement which drastically reduces the micro-management movement system in standard SFB, making the ability to tweak a turn or sideslip in response to the enemy a meaningless idea.

In the battles we've played speeds tend to stay in the 2-5 range. The extra speed for the War Eagle allows that ship to add more uncertainty on its location when cloaked but doesn't really give the massive advantage such a boost would give in SFB. Give it a try and see what you think. It is most definately a different game from SFB but it is nice to be able to play with ships that "feel" like SFB.

Re: Ship speeds in RA

I have often found that high speed gives you problems when you take Engine hits ("Help!! I can't slow down!!!") and therefore find that I use less than the maximum rating.

However, having a higher rating that you use allows your ship to take an Engine hit or two before you start having insufficient rating to do the maneuvers you want to do, especially on smaller ships where the rating drops faster than on big ships.

Re: Ship speeds in RA

Good points, but it doesn't really address the heart of my question.  In SFB the ABSOLTUE top speed of a Rom WE is 21 hexes per turn.  It literally is incapable of travelling any farther.   It's effective comabt speed (after paying for housekeeping and charging weapons) is down around 15 hexes a turn or so.  Yet the WE has an 8 engine rating, where an unrefitted Klink d7 with a far superior turn mode and 50% more power only has an engine rating of 5 or 6 (I don't have my copy of KA in front of me.) 

That is the part that has me a little confused.   Folks can argue into perpetuity whether a klink D5 should have an engine rating of X or Y.  But in absolute terms, when a slower and less agile ship has a significantly higher rating it just seems unusual.   Same thing for the fast cruisers and more efficient war cruisers - while their Max speeds and total power aren't any greater than the older ships, their power left over for movement tends to be much higher.  Again just my two cents....

Re: Ship speeds in RA

I am not an experienced SFB player, so I can't get too involved in that side of the discussion. However, in Federation Commander (which is the source for the Starmada conversions) the War Eagle has a higher engine-to-mass ratio than the Klingon D7 (49% to 45%) and they both have the same speed cost (1:1).

I do understand that larger ships pay more for movement and smaller ships pay less -- however, I felt that was accounted for in Starmada by the logarithmic engine SU curve.

The two things I did not take into consideration during the conversions were: (a) turn mode and (b) power needed for other systems. In the case of the former, I thought it irrelevant since all ships move in the same manner in Starmada. I did some experimentation with the latter, but it didn't seem to make much difference in the grand scheme of things...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ship speeds in RA

You're absolutely right Dan.  And, like I said, for the most part SFB/FC players could argue forever over whether a partticular hull should have a particular Starmada engine rating.  For example, my personal opinion is that the klingon hulls, with their significantly better turn modes and better power curves, should have an edge on their feddie counterparts, but that's an opinion and could be argued infinitum and that would fall more into house rules than errata.

But the Eagle series Rom ships (and I say this as a longtime Rom player all the way back to the old Commandr's edition of SFB) can do things in. Starmada they are incapable of in the original game or in FC and that may rate being looked into when errata for RA is put out.   It wouldn't be unreasonable to cut those ratings nearly in half IMHO.

Again, kudos Dan on a great idea.  All fussing aside, I look forward to more of y'alls stuff set in the StarFleet universe...

Re: Ship speeds in RA

If I can find the time this weekend (yeah, right smile) I may take a second look at this. I suspect that for most ships it will make little (if any) difference -- but there may be a couple outliers.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ship speeds in RA

LOL!  Indeed, and that's what I meant as far as arguing engine ratings a point here or there.  I agree it's much ado about very little.  The two Eagle ships would qualify as exactly those sorts of outliers given the drastic increase in their abilities in comparison to their SFB/FC counterparts. 

One suggestion I might make for later books *gazes longingly at the hydrans and lyrans* might be to use what we refer to in our group as the ship's "combat speed" rather it's raw power as compared to it's movement cost.  Tthough it is much more time-intensive, it will give a better reflection of a ship's relative speed in the source material.  We use a simple calc subtracting the power to arm a ship's heavy weapons and 1/2 it's phasers to get a feel for how much power a particular ship has for movement.  That will give the 'war' era ships and fast cruisers their slight edge in speed.  You could then modify that value up or down a smidge to reflect particulalrly agile ships (i.e. klingon ships) or particularly lumbering ones (older federation hulls or the poor Gorns.)  Again, just an idea...

Re: Ship speeds in RA

stryker wrote:

"gazes longingly at the hydrans and lyrans*

I can't wait to see how the Expanding Sphere Generator is handled in Starmada. Possibly a variation on the "Area Effect" enhancement combined with "Range Based Damage." Or something.

I've been thinking of doing a Starmada conversion of all the SFB weapons I have access to (For instance, I would have done the PH-1 as 6/12/18  ROF 1, ACC 4+, IMP 3, DMG 1 (Range Based IMP) and Photon Torpedos as 3/6/9, ROF 1, ACC 5+, IMP 2, DMG 4 (Slow firing) with the overload version adding (carronade/double damage) just for my own use in my own campaign and maybe posting it for other old SFB players (and FC players) to use if they'd like.

*Eyes that Omega Rules compendium at the local game store with, like, 50 additional SFB weapons he's never seen before*

Re: Ship speeds in RA

I think before KA was relased that some hardcore SFB or FC players should have playtested the game a bit more. I to think the Klinks should be a point or two faster then the Feds. I also hosted a KA game at our local convention a month ago and found that you can have ALOT of drones on the board. smile

Re: Ship speeds in RA

I agree with you as in Starmada, speed and maneuvrability are correlated and that the klings are usually more maneuvrable than their fed counterparts, and I don't know why it had been decided that a ship could usually fire 12 drones in a starmada turn instead of 2 in a FC turn. Maybe the starmada turn lasts longer than a FC turn...
Whatever, a simple solution would be to increase the drone racks (make tham double, or quadruple) and reduce the number of drones fired accordingly. For example, a 'drone rack 4' becomes a 'drone rack 16', and a 'drone' is instead made of 1 real drone.
I don't know about game balance, but this way, those ships using lot of drones will lose some fighting power.

Marc

Re: Ship speeds in RA

madpax wrote:

and I don't know why it had been decided that a ship could usually fire 12 drones in a starmada turn instead of 2 in a FC turn. Maybe the starmada turn lasts longer than a FC turn...

Mainly because in SFB/FC, dealing with each drone is a tactical challenge (where do I move, what countermeasures can I employ, etc.) In Starmada, dealing with one seeker is a non-issue. Dealing with a couple flights of 4 seekers each is a bit more challenging.

I understand people may disagree with some decisions made in the conversion, but there was some actual thought put into the process...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ship speeds in RA

cricket wrote:
madpax wrote:

and I don't know why it had been decided that a ship could usually fire 12 drones in a starmada turn instead of 2 in a FC turn. Maybe the starmada turn lasts longer than a FC turn...

Mainly because in SFB/FC, dealing with each drone is a tactical challenge (where do I move, what countermeasures can I employ, etc.) In Starmada, dealing with one seeker is a non-issue. Dealing with a couple flights of 4 seekers each is a bit more challenging.

I understand people may disagree with some decisions made in the conversion, but there was some actual thought put into the process...


Yeah, the thing we SFB players need to take into consideration is that Starmada is NOT SFB/FC. The whole energy allocation process, for example, and the tactical implications that go along hand in hand with it are a non-issue. And, quite frankly, that's a sacrifice I'm willing to make to able to pit task force against task force in a strategic scale engagement. Which is where Starmada definitely shines. Even a squadron level engagement (3-4 ships each side) in SFB would take FOREVER.

In Starmada it's like 20-30 minutes. If that.


I do have a question about seekers/strikers though. Are they limited by the same launch restrictions as fighters? In other words, if I have a ship that could launch 4 fighter flights per turn, but also carries strikers, does that mean it could launch 2 strikers and 2 fighters (or whatever combination) in a turn OR that it can launch 4 fighters and as many seeker flights as it wants?

Re: Ship speeds in RA

cricket wrote:

I understand people may disagree with some decisions made in the conversion, but there was some actual thought put into the process...

I don't disagree with you about the result, even if I would have done things a bit différently. And maybe it wouldn't have changed things a bit. But I didn't worked on that, and will play the rules and ships as they are.
However, I can understand why some things are unsettling, like when a ship is able to unload all its drones in a turn whereas it couldn't fire more than 2 of them in FC.
In the same way, phasers seem a bit too powerful at short range, but compared to FC, they don't hit automatically.
Etc. etc.
Whatever, in the end, I agree with the way ships are designed, and will continue to play Starmada as it's the best tactical space opera game I know (after having played a lot of them).

Marc

Re: Ship speeds in RA

prader wrote:

I do have a question about seekers/strikers though. Are they limited by the same launch restrictions as fighters? In other words, if I have a ship that could launch 4 fighter flights per turn, but also carries strikers, does that mean it could launch 2 strikers and 2 fighters (or whatever combination)

Yes. The max number of 'things' it can launch in a turn includes fighters, seekers, etc.


Marc

Re: Ship speeds in RA

In the dozen or so fights I played through, drones were not nearly as powerful as some people think. Launched at range, an enterprising player just has to maneuver himself so that the drones will be within tractor and phaser 3 range. Using both those systems have saved my butt several times against Kzinti drone waves. And considering that most Kzinti ships can only unload 3 drones per turn, I think it's pretty managable.

Balance wise, I feel that drones in KLA/RA have a better feel than in FC. The drones in FC were horribly nerfed, to the point of making them almost not worth the extra table work of having 15-20 counters on the board and tracking their impulse movement. I also enjoy being able to close with an enemy to the point of him not being able to fire defensively against them unless they themselves want to use drones.

Re: Ship speeds in RA

pickledteak wrote:

I also enjoy being able to close with an enemy to the point of him not being able to fire defensively against them unless they themselves want to use drones.

From a gameplay perspective, this was a key consideration -- making sure to retain the anti-drone capability in KLA/RMA. I think it worked out exceptionally well, and as has been referenced elsewhere, it's cool enough that it should be somehow made into a global option for Starmada.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ship speeds in RA

That would be awesome. I've already toyed around with them for an Honorverse setting, using them both for laserheads and anti-missiles.

All and all, drones retain all of their advantages from FC (battlefield control, using an enemies weapons to shoot them down, and panic factor) without the head ache that squadron to fleet size battles provide. Ever launch a Kzinti drone wave from a fleet in FC? It's terrifying and can end a game before it begins. No one wants to play a game that has 32 drones on the board, not so much because of the threat, but because the game will take forever.

Just want to say thanks for an awesome system that actually allows me to play SFU in the scale I've always wanted smile

Re: Ship speeds in RA

That's the problem with the internet, is that sometimes we sound negative when talking about a game. This is due to the fact that when talking about a game or some other product the only reason to write something is to complain. If you read the posts here on the forum you see allot of complaints, but what you don't see is all the good things about the said product or game. When I complained about the speed of the Klinks or the "Fast" starships in the game that is my only complaint about the whole game.  I never said all the good things I like about the game. I love the way the shields are handled, the movement (we use cinematic) the fact we are able to use 20 ships and still finish before dinner. I love the way transporters, and marines are used. So when all the posts on the forum get you down remember the complaint written is probably the only issue that poster has with the game.

Re: Ship speeds in RA

The issue of the "too fast" old Romulans has been covered above, but another niggle for me is that the Fast Cruisers in KA/RA are not faster than regular line cruisers.

These ships are designed for deep penetration raiding missions, and rely on their speed to get them out of trouble. Since they use expensive and advanced tech engines, I think there would be a case for giving them higher tech engines in SA, reducing the space used by the engines and allowing them to be larger.
And in reverse, if you assume the old Romulans had especially low tech engines*, then you could reduce their output by making them take up more spece too.

* - in the SFU the Romulans had greater difficulty than the other major races making the leap from Impulse to Warp technology and for a long period of the timeline they were handicapped by this, much to the relief of their neighbours smile