Topic: STARFIRE Designs

One, or maybe the first space opera game I've played was Starfire. At its release, I liked a lot the simplicity of the design, but alas, its complexity made it hardly manageable.
But There is a wealth of ship designs, systems and scenarios.
So I will try to design the ships displayed in the v3 and its expansions, mainly.
Of course, I will not try to reproduce exactly how systems and ships behaved, but will try to give each race a flavour. Or hope so.

Marc

Re: STARFIRE Designs

I added Science (50) to the Discovery. After all, it is an exploratory ship.

Marc

Re: STARFIRE Designs

I am interested on why you different arcs for the lasers on ther Discovery.

From my memories of Starfire all weapons had the same arc of "everything but backwards" so I would expect them to also both be [ABCD] like all the other weapons.

Re: STARFIRE Designs

I've let down a bit that subject, but I'm still working on it, especially the weapons. About your questions, you are right, but I didn't want to reproduce exactly Starfire restrictions. I know that weapons should all have the same weapon arc and all be able to shoot anywhere except in the rear, but I wanted to do something else, something more 'realistic'. Otherwise, I feel all ship designs would be more or less the same.
BTW, the Starfire Discovery has only one laser gun. This one has two of them, covering more or less the same arcs, otherwise it would have a lot of empty space
I reworked the Discovery stats and reduced its hull and changed the laser fire arcs.
I should be able to add new things soon.

Marc

Re: STARFIRE Designs

I edited the first message as I modified the way I will do the work.

After having worked a lot on this project, and after much thoughts, I decided not to convert each and every ships as it would have been a daunting task. The Terran would have more than 60 designs, discounting bases and freighters. Not only that, but Starfire allows every ‘race' to use any available systems as they wish. In fact, aside Rigelian, and maybe Gorm, I didn't find any real difference between races ships. No distinctive trait. I would have been dull.

So I decided to reduce the number of ships, usually one for each size. Then to use distinctive racial traits for each race, even if in Starfire this is not really the case.

First of all, I determine the size of each ship category. Easy to do, I divided the starfire hull size by 6, FRU, giving me the following numbers:

Escort ES/Corvet CT 2;
Frigate FG 3;
Destroyer DD/Escort Carrier CVE  5;
Light Cruiser CL/ Small Carrier CVS 8;
Heavy Cruiser CA/Light Carrier CVL  10;
Battlecruiser BC 13; Carrier CV 14; 
Battleship BB/Battle Carrier CVB 16;
Super Dreadnought SD/ Assault Carrier CVA 21;

There are bigger ships than that, but I feel that a 21 hull super dreadnought should be a big enough ship to handle.

Then the engine. I use a base of 6 for all ships, minus 1 for CL/CA, minus for bigger ships, plus 1 for FG or smaller ships, and plus one if using advanced maneuvering.

The shield value will be the sum of both shield and armor divided by 6, FRU.

In the end, the national traits will be the following:

Terran: All ships will have Fire control and anti-fighter batteries, the latter increasing in value according to the ship size. As weapons Terran ships will use  W (a double-mode weapon, firing either as a short range railgun or a long range missile), F (force beam, in essence a very powerful and long-ranged weapon, tearing apart the enemy ships) and occasionnaly P (primary beam, a very narrow beam, able to easily pierce defense but needing time to recycle). Bigger ships will be able to use Rc (capital missile launcher) instead of W, Fc (capital force beam) instead of F, and Pc (capital primary beam) instead of P.

Khanate: According to the Starfire unverse, it seems that Khanate were a bit behind the terran in the arms race. I decided to make their ships more bulky and using less powerful weapons. All ships will have armor plating. They will also have anti-fighter batteries, but in lower numbers. Their weapons will be R (missile launcher), L (laser cannons, good medium range piercing weapons) and P. R are replaced on bigger ships by Rc, P by Pc.

Ophiucci: They have less ships than the previous empires, and makes them more technologically advanced than other races. All of them will have Fire control and stealth. They developed a unique weapon, E (Energy beam, able to skip a lot of systems and killing the most important ones). Their secondary weapon will be the W, upgraded as a Rc for big ships. Their tertiary weapons will be very short ranged missiles, useful against fighters.

Gorm: Their ships benefit from countermeasures and, using special engines, overthrusters, and some anti-fighters batteries. Their weaponry allows them to use mainly W, upgraded to Rc, and F, upgraded to Fc, and occasionnaly N (needle beam, a powerful version of the primary beam).

Last but not least, the Rigelian. They put the emphasis on carriers, contrary to all other races which use them sparsely, if not at all. Their ships will have countermeasures and a better engine value, due to the extensive use of advanced maneuvering. Their main weapons are Wa (quick firing W) and Fc.


The fighter used by all those races deploying them will be in four flavours:

Those equipped with ‘guns' will be treated as fast interceptors. Those with missiles will have a better defense (able to shoot from a longer range, although they still fire from an adjacent hex) Those with rockets (short range missiles) will have dmg 2. Those with laser with piercing.


The carrier capacity can also be used by some ships to carry anti-ship missiles (seekers) but not in a systematical way.

Next step, designing the weapons.

Marc

Re: STARFIRE Designs

Here are how I would simulate the weapons used in Starfire.

Missile launcher : -/7-12/13-18, 1/4+/1/1
No Range Mods, Minimum Range

Railgun: 1-3/4-6/7-9, 1/4+/1/1
Double Range Mods, Extra Hull Damage

Laser Cannon: 1-4/5-8/-, 1/3+/1/1
Carronade, Halves Shields, Double Damage

Force Beam: 1-5/6-9/10-15, 1/3+/1/1
Increased Impact, Piercing

Primary Beam: 1-4/5-8/9-12, 1/2+/1/1
Ignores Shields, No Hull Damage, Slow-Firing

Energy Beam: 1-4/5-8/9-12, 1/3+/1/1
Continuing Damage, No Hull Damage

Capital Missile Launcher: -/9-16/17-24, ¼+/1/2
No Range Mods, Minimum Range, Starship Exclusive

Capital Force Beam: 1-6/7-12/13-18, 1/3+/2/1
Increased Impact, Piercing, Starship Exclusive

Capital Primary Beam: 1-5/6-9/10-15, 1/2+/1/1
Ignores Shields, No Hull Damage, Slow-Firing

Capital Energy Beam: 1-5/6-9/10-15, 1/3+/1/2
Continuing Damage, No Hull Damage, Starship Exclusive

Advanced Missile launcher : -/7-12/13-18, 1/4+/1/1
No Range Mods, Minimum Range, Repeating

Advanced Railgun: 1-3/4-6/7-9, 1/4+/1/1
Double Range Mods, Extra Hull Damage, Repeating

Needle Beam: 1-5/6-9/10-15, 1/3+/1/1
No Hull Damage, Repeating


Fighter ‘gun': 6/11/0/Interceptor 5+ Rof 2(58)

Fighter ‘laser': 6/9/0/Fighter 5+/ piercing (57)

Fighter ‘missile': 6/9/2/Fighter 5+ (58)

Fighter ‘rockets': 6/8/0/Fighter 5+/dmg-2 (59)



Missile, Standard: 6/10/5+ Seekers (15)

Missile, Capital: 4/10/5+ Seekers/ dmg 2 (14)

Missile, ADM: 6/10/5+ Seekers/ No Hull Damage – Piercing (15)

For simplicity sake, all fighters will cost 60 points, and all missiles will cost 15 points.

Marc

Re: STARFIRE Designs

How are you planning on representing XO-racks?

Re: STARFIRE Designs

I'm not sure I will represent them, but if so, it will be as anti-ship missiles carried the same way as fighters. Of course, contrary to Starfire, they can't be destroyed, unless using critical hit rules.

Marc

Re: STARFIRE Designs

What about Point Defense (D, Di, etc)? I recall it played a big part in our ship design.

Re: STARFIRE Designs

As I said, I feel it's impossible to simulate everything, especially if you want it the same way as in the original game. Look at the way drones are simulated in Klingon armada.
Also, Starfire allows each and every race to use exactly the same systems. As I said, if I was to reproduce all ships of each race, not only it would have been a tenuous task, but in the end, it seems that all ships would look like more or less the same. I like the way ships are different from one race to another and similar to other ships of the same race, as in the ISS and Grumm wars booK.
For the D and Di, alas, nothing could really simulate them, as long as the missile launcher cannot be intercepted. I don't know how I could have represented D, except as a reduction of probability of hit.
If someone has an idea, don't hesitate.

I will present my first batch of ships during the following days.

Marc

Re: STARFIRE Designs

Maybe you could give the ships countermeasures if they have at least X D/Di per hull size?

I know it isn't great given that this would also work against lasers, force beams, etc, but the only other option I can see is to make the missile launchers into seekers and make D/Di anti-fighter batteries (or fighter exclusive weapons).

I agree that many of the later ships ended up feeling the same (just lots of missile and anti-missile systems) until the arrival of the Thebans and then the Arachnids and their different weapons/doctrines.

Re: STARFIRE Designs

RobinStirzaker wrote:

Maybe you could give the ships countermeasures if they have at least X D/Di per hull size?

Except, as you say that countermeasures work against anything and look like more the '?' system.

I know it isn't great given that this would also work against lasers, force beams, etc, but the only other option I can see is to make the missile launchers into seekers and make D/Di anti-fighter batteries (or fighter exclusive weapons).

I feel that every way you look, there is something that prevents you to reproduce (almost) exactly the same effects.
I will have the same problem with the 'O' overload dampener that protects the ship only against the enery weapon. Or how to simulate the fact that the primary beam doesn't affect systems that are after the first 10 ones (currently, it's one of the cheapest weapon, whoch is not the case with Starfire, IIRC). Sometimes, I prefer to avoid simulating exactly some systems instead of ending in a dead way.

I agree that many of the later ships ended up feeling the same (just lots of missile and anti-missile systems) until the arrival of the Thebans and then the Arachnids and their different weapons/doctrines.

I have some other expansions but I'm not sure I have the Thebans.
Whatever, although it doesn't follow the starfire way (all race could have the same systems, and can produce an almost infinite number of different ships for the same hull size because it's an arms race, where everyone tries to copy the enemy's superiority), I prefer to make each race particular to avoid the 'I'm Terran and you're Khanate, but essentially we are the same' syndroms.
Also, I don't want to reproduce every ship for every size. One or two ship for each size is enough, IMHO.

Marc

Re: STARFIRE Designs

madpax wrote:

For the D and Di, alas, nothing could really simulate them, as long as the missile launcher cannot be intercepted. I don't know how I could have represented D, except as a reduction of probability of hit.
If someone has an idea, don't hesitate

    You could use the K/E/B shields from the VBAM/ Starmada books.It has been a long time since I played Starfire, but if I recall correctly, Shields only tripped against energy beams, Armor was a more general defense (and the only one that stopped damage from the kinetic weapons found in Alkeda Dawn), and D, Di, & Dx only served as defenses against ballistic weapons.

      You could base the Energy value of the Shields on the number of Starfire shields, the Kinetic value of the Shields on the number of plates of Starfire armor, and the Ballistic value of the shields on the number and rating of D systems present.

        As I do not have my Starfire information where I can find it quickly, I do not know whether dividing by 6 will always suffice to fit these values between 0 & 5. however, you could always try the proposed Extended Shield Ratings if you want to try converting the later modules.

        Re: STARFIRE Designs

        JohnRobert wrote:

        You could use the K/E/B shields from the VBAM/ Starmada books.

        Unfortunately, I don't know anything about VBAM, and I'd like to keep withing Starmada AE parameters.

        It has been a long time since I played Starfire, but if I recall correctly, Shields only tripped against energy beams, Armor was a more general defense

        Some weapons affect both shield and armor, some only the shield (Energy Beam), some only the armor (laser).

        you could always try the proposed Extended Shield Ratings if you want to try converting the later modules.

        I'd like to know about that, but, for consistency purpose, I will keep with the same rules.
        I know I will never reproduce exactly Starfire ships and weapons, but at least for weapons, I will try to keep them as close to Starfire as possible.
        Thanks for the info!

        Marc

        Re: STARFIRE Designs

        As a side note, I modified the fighter values (characteristics and price) and introduced the anti-ship missiles, but alas, the data I have on my USB key are corrupted.I will update them as soon as I can. But, I designed all fighters in order for each flight to cost a bit less than 30, and for missiles to cost less than 15, in order to chose any number of them easily.
        BTW, about carrier capacity, if I had to reproduce the same one as in Starfire, I would have end up with a lot of vacuum inside carriers. Especially when they are unarmed. On the other hand, it makes them very expensive compared to their counterpart.

        Marc

        Re: STARFIRE Designs

        Now their first enemy, the Khanate of Orion. I have revised the laser, making it more powerful but shorter ranged. Note that the Sharno-class is more a fighter transport than a true carrier.

        Re: STARFIRE Designs

        The Rigelians, with a low number of ship type and fosing mainly on carriers.

        Re: STARFIRE Designs

        The last ones, Ophiuchi and Gorms.

        Marc

        Re: STARFIRE Designs

        If everything goes well, I should have the opportunity (at last) to try some of those design.
        Next work; The Theban wars.

        Marc

        Re: STARFIRE Designs

        I played today as I expected, using terran (my opponent) and orion ships, regular 1000 points battle.
        I didn't compare both fleet when I designed them, but I was surprised to see that terran ships where so cheap!
        I deployed two CAs and two DD, whilst my opponent deployed an ES, three FF, two DD, a CA and a BC.
        After a good start, allowing me to kill two small ships, I lost the battle with only a de-clawed (no more weapons) DD remaining (orions are cat-like  lol ).

        I will have another look at the designs to see if I forgot something.

        Marc

        Re: STARFIRE Designs

        After having used another excel file to verify my designs, it appears that the one I sed was (a really tiny bit) flawed. Also, I feel that some ships, mainly the Kanathe ones, are a bit two expensive for their worth. I will have to review them.

        Marc

        Re: STARFIRE Designs

        After much thoughts, trial and errors (sorry for the inconvenience, some designs seemed to be good at first sight  :oops: ), I modified some of the designs, mainly for the Khanate.
        I modified the lasers stats, reduced some ranges, corrected the dual weapon range, etc.
        Here are all the files:

        Re: STARFIRE Designs

        The last ones (for the moment).

        marc

        Re: STARFIRE Designs

        You have the Al-Asfar class Ophiuchi Battleship listed twice.Was this just a redundancy, or did it replace something that you wanted to put there?

        Re: STARFIRE Designs

        Just a redundancy. It should have been there only once.
        Thanks.

        Marc