Re: hull size conventions?

I don't think I've ever heard anyone call it Hull-size resolution. interesting.

I have been known to set a hull size and leave a bit of space blank as well.

However, that does increase your cost. If you can get away with a smaller hull size, you can conceptualize any size ship you want.

For an off-the-cuff example, perhaps I am playing a race which is avian in nature, they may have a size 3 ship that has a very large flying area in the center of it, thus it may be a size 3 ship that displaces size 15, but is very easy to kill...

actually, I really like that idea smile it would be tough to show that on a ship card tho. lots of fluff text would be required, I think.

Re: hull size conventions?

jimbeau wrote:

I don't think I've ever heard anyone call it Hull-size resolution. interesting.

I was thinking of the comments that I should have two hull sizes per "class" (where I'm thinking of "class" by size, even if I'm using role names) to give more room for variation.  It doesn't seem necessary to me, since I don't have to fill the whole thing.

jimbeau wrote:

I have been known to set a hull size and leave a bit of space blank as well.

However, that does increase your cost.

For combat rating, I think it seemed to only add to the defensive rating, and thus to combat rating.  That seems OK, since you do get another hull point, and maybe another level for shields or engines.

jimbeau wrote:

If you can get away with a smaller hull size, you can conceptualize any size ship you want.

For an off-the-cuff example, perhaps I am playing a race which is avian in nature, they may have a size 3 ship that has a very large flying area in the center of it, thus it may be a size 3 ship that displaces size 15, but is very easy to kill...

actually, I really like that idea smile it would be tough to show that on a ship card tho. lots of fluff text would be required, I think.

Yeah, I was thinking about that, too.  I think I'm more likely to try going the other way with this fleet--adding a hull point without needing to fill the size.

Do you think that costs more than its worth in defense?

thanks,

andy

Re: hull size conventions?

I think it is irrelevant what it costs, if that's the effect you want.

Re: hull size conventions?

I've increased the hull size of several ships without using the space.  You could call it "redundant hull".  smile   I had even modified my version of the S:X shipbuilder to show the smallest hull size that could hold the current selections of equipment.

Especially in S:X with ships equipped with spinal mounts, extra hull is about as good as having armor plating or any other hull protection as it adds to your offensive potential as well as survivability.

You can also fill in that extra SU with medical facilities, science labs, and   :wink:  bowling alleys.

Re: hull size conventions?

The way I have been treating it is Hull 1-4 "Escort" Hulls (Gunboats to Frigates) 5-10 "Cruiser" Hulls (Light Cruisers to Pocket Battleships) and 11+ "Capital" Hulls (i.e. Battlecruisers to Battleships)

Re: hull size conventions?

I am necroing this thread because it is important to a discussion we are having in our gaming group. I ran the first play test of our ships (which basically run from 7 to 20 Hull) over the weekend and was SHOCKED at how annoying the big ships were. I have proposed we "micronize" our fleets by halving the ship sized (by SU so a 20 becomes a 12) and scaling down our weapons ranges significantly so we can fit on a standard hotzmat/starmada game board and use the standard scenarios. If anyone has any further comments on why high or low hull scale ships are better I would love to hear them.

My points from our game this weekend were:

1) Big ships are very complicated to run. Our game took almost 5 hours and we got through only 5 turns. The fact that there were 39 fighter flights and 14 capital ships on the table hurt as well.

2) When we hit things damage rarely had an effect. Since there are so many damage boxes before your ship starts to degrade in Engine or Shields, shots felt like they had virtually no effect. Even weapons were so spread out that you would be lucky to tag one battery, we had several instances where a shot would score a 5 or a 6 where those would be blank boxes so have no effect.

3) The board felt really crowded. I personally like the regular sized board as it fits on a kitchen table instead of needing to go down to a games store to play on a big table. But with that many fighters and ships there was barely room to move with out running in to someone else. I think we should micronize and then use the scenarios in the main book and/or write our own.

Basically the big ships took away from the fun factor of the game, there were no dramatic "YOU SUNK MY BATTLESHIP" moments and game play was agonizingly slow.

The others in my group have yet to play test so I am trying not to be too forceful with this until they experience the pain themsleves, but from my point of view Dan is correct, ships should be smaller and more purposeful. Go figure, he designed the game and he knows how it plays. tongue

Re: hull size conventions?

How many big ships vs smaller 'escorting' vessels were you playing with?

Re: hull size conventions?

one fleet had a big carrier, a heavy cruiser, a light cruiser, a destroyer, frigate, and 20 fighters

The other had a battleship, 2 battle cruisers, 2 cruisers, 2 destroyers, 2 frigates and 19 fighters

I was trying to test out as wide an array of the ships as possible so it was weighted toward the high end, but not super heavily. It is not like it was just three battleships going and another three battleships.

Re: hull size conventions?

Cephus,
How many points were each side in this game you played recently? 
When we play on Sundays, down here, we often have had 9,000 points a side.  We usually go thru ten turns and the game takes at most 3 hours.  I think that having massive ammounts of  fighters will slow the game down much more than big ships will... :shock:
When I play, my fleet usually has two battleships of hull size 16 to 20, and cost of from 1100 to 1400.  These ships are accompanied by 3 or 4 DDGs of hull size 4 or 5; destroyers that carry 16 or 32 strikers.  Also, all my ships have "Piercing" on all of their weapons, as do all of the strikers & fighters I use.  As a result, more damage is done in each turn & less shots are wasted.   
Our games seem to go smoothly. big_smile

Re: hull size conventions?

we had 5000 per side

What do you like about playing larger scale games. How many points are those destroyers? I don't see how you are getting to 9000 points a side with that mix of ships. Any info appreciated.

Re: hull size conventions?

Hello again,
The 9,000 point games we play have 2 people on a side, so each of us gets 4500.   I enjoy having Armored-hull ships that have their main battery shoot out to 30, with 2+ to hit.    The bigger BB I played (USS West Virginia) has eight 16 Inch Plasma guns, which are 1/1/5 with Piercing.  The other BB (USS California) has twelve 14 Inch Plasma Guns.  These are 1/1/3 with Piercing.  All of my BB's main battery weapons are range 30 with 2+ to hit.  They are formitable... 8)
The destroyers are either 400 or 800 points each.  I also have 300 pt, gunboats that shoot 1 flight of 8 "Harpoon" strikers.  Each of these do 3 damage and extra hull damage. :!:

Re: hull size conventions?

That too is interesting that you play a slightly smaller game with 2 players per side. Probably makes it easier to manage. We were doing 5K a side with one player each. It was overwhelming. What size mat do you play on? I just ordered a pair of the hotzmats Dan suggested in the book. We played our test game on a single chessex mat which was way too crowded.

Re: hull size conventions?

We play on a Starhex hex-covered cloth by Geo hex.  It measures 54 hexes by 35 hexes.  These hexes are 1 1/2 inches across (c37mm).  We unfold it on a large table, play, then fold it up.  Works well!  Even with my Battleships firing out to 30 hex with their main battery, it takes several turns to get into range which allows for maneuvering before the shooting starts.  Some of my friends enjoy having shorter-ranged, repeating weapons.  This is another reason to have long ranged heavy weapons and to stay @ range...  8)

Re: hull size conventions?

I came across this topic and thought I'd put in some words... The following I took from a data file from Space Empires IV, and am using it as a basis for a plethora of ships I'm designing. (I took the Kilotonnage from the file, divided by 100, and rounded up to the next whole number to get the hull size.)

Scout            Flotilla
Escort            1
Corvette            2
Frigate            3
Destroyer            4
Heavy Destroyer    5
Light Cruiser        6
Cruiser            8
Heavy Cruiser        10
Battle Cruiser        12
Battleship            14
Dreadnought        17
Heavy Dreadnought    20
Baseship            23
Heavy Baseship        26
           
Tiny Carrier        2
Pocket Carrier        5
Light Carrier        8
Carrier            10
Strike Carrier        12
Heavy Carrier        14
Fleet Carrier        22
Super Carrier        27
           
Space Platform        3
Space Station        5
Space Fortress        10
Battle Station        15
War Station        20
Starbase            30

-Christopher

Re: hull size conventions?

I tend to use whatever is the smallest Hull Size that will fit the required equipment. Some of the ships that I convert from other games come out very large;however, I deal with this by making them at a high Tech Level which both makes them smaller and more fragile for their Combat Rating. I have had quite satisfactory games in which the smallest ship had a Combat Rating of more than 5000 and which took less than a couple of hours to play. Also, my House Rules heavily penalize ships of more than Hull 24 by making them easier to hit, take more thrust to turn, and have shields that are easier to penetrate. This both discourages the use of very large ships and keeps the game fun to play.

Re: hull size conventions?

I am in the process of starting a solo VBAM/Starmada AE campaign (lot of rules to sort through, though) and have considered using a system/convention like this:

CT- 1
FG- 2
DD- 3-5
CL- 6-8
CM- 9-11
CA- 12-14
BC- 15-17
BCH- 18-20
BB 21-25
DN 26-30
DNH 31-35
JG 36-40
LN 41-45
BS 46-50
WS 51+

Carriers: Just a classification, a size class 12 ship is still a CA, just with carrier functionality
CVE 3-11
CVS 12-20
CVL 21-30
CVA 31-40
CVF 41-50
*A ship bigger than 50 is still just called a World Ship, even with Carrier functionality. Also note, the convention of just adding a "V" could be used: DDV, CLV, BBV, DNV, etc.

Bases
DEFSat 1-2
CP 3-5
SAMS 6-8
Operations Base 9-11
Mobile Base 12-14
Base Station 15-20
Battle Station 21-30
Sector Base 31-40
Star Base 41-50
Star Fortress 51+

Access to each range for ships and bases would be dependent upon starting tech level. For instance: Interstellar-1 (just achieved FTL capability and can expand from home system) would start out with ship size classes 1,2,3 and 6. They would have the option to further research the DD and CL range (4 and/or 7) as well as the Medium Cruiser range (9)- the ranges (or first size class) must be researched in order but different factions could have, say, a larger CA class capability than others who haven't researched further into it. So their research orders for the period (Per VBAM/Starmada X) might look something like this:
1- DD size class 4
2- CL size class 7
3- CM size class 9 (the largest a faction currently possessing CL's could research)
4- Anti-fighter batteries
5- Scout function (2)

Each range for ships (and bases) has the same maintenance costs. I'm also looking at the possibility of being able to refit ships/bases in the same range. So that a faction that successfully researches, say, BC size class 17 could refit its remaining size class 15 and 16 BC's to a new Size class 17 BC it designs. If it wanted to.

Re: hull size conventions?

In our local campaign we base construction time off of SU. The longer you build, the more you can build. Modified by TL.

Re: hull size conventions?

I too have been thinking smaller might be better, but I was thinking of taking it to the extreme.

1 hull Destroyer or frigate
2 hull Cruisers
3 hull Battleships
4 hull the super ships Carriers Dreadnaughts/Super dreadnaughts.

Some of the advantages, your fleets can be cheaper to buy if you buy the 4 smallest ships from GZG or Brigade games.

You can have more ships on the board.


Your weapon ranges will be more limited and you will have to really think about what arcs to have.


The players will really have to think about what they want to put on a ship.

Just thinking........

Re: hull size conventions?

Here are a few ships made with just a using a hull of 2

(32) Average-class Fed CA

Hull: 2 1                     
Engines: 3 2                     
Shields: 3 2                     
Weapons:
1:X3YZ 2:X3YZ 3:X3YZ 4:X3Y 5:X3Y 6:X3Y

X: Long Range Missle launcher: 4/8/12, 1/5+/1/1
No Range Mods; Minimum Range
[G][G]

Y: Kinetic Cannons: 3/6/9, 1/4+/1/1
[AB][D][D][D][C][C]

Z: Short Range Lazers: 1/2/3, 2/4+/1/1
[AB]
Special: None


(29) Heavy Armored-class Fed CA

Hull: 2 1                     
Engines: 3 2                     
Shields: 4 2                     
Weapons:
1:XY 2:XY 3:XY 4:X 5:X 6:X

X: Heavy Lazer: 3/6/9, 1/4+/1/1
Inv. Range Mods
[AB][AB]

Y: Medium Lazer: 2/4/6, 1/4+/1/1
Inv. Range Mods
[L]

Special: None


(35) Light armored Lite Lazer armed Fed CA

Hull: 2 1                     
Engines: 4 2                     
Shields: 2 1                     
Weapons:
1:4X 2:4X 3:4X 4:4X 5:4X 6:4X

X: Lite Lazer: 2/4/6, 1/4+/1/1
Inv. Range Mods
[AB][AB][AB][AB][AB][AB][AB][AB]

Special: None