Topic: official tournament rules for starship construction

It was suggested on another thread that we should have official tournament rules for starship construction.

So I thought a topic on the subject might be in order.

I would suggest
one weapon trait for each weapon Battery
Basic fighters and strikers only, no customized fighter flights.
No expanded, ACC, Firing Arcs, or Ranges.
Limit Ammo in some way.
Limit Tec levels.... Maybe.

Just some suggestions, add or delete as little or as much as you think.

Re: official tournament rules for starship construction

Here is what I had written in the other thread:

I haven't had a chance to try fleet ops, but it looks much harder to abuse than Starmada.  We're currently almost done a campaign, and there has been a big disparity between ship designs.  Based on our experience here is what I'm thinkign of banning for the next session (which in my mind is similar to what would work for a more generic "balanced" setting):

-No tech (lets you put an abusive amount of weapons on a ship)

-None of these weapon traits: Ignore shields, piercing 2&3, increased impact, repeating, continuing damage, increased hits

-Point limits for fighters, strikers, seekers etc (this stops them from getting super powerful but still allows customization - have to trade off - not sure how you would handle dual mode fighters in that environment)

-No 2+ accuracy or ranges above 18 (in most space games I've played weapons either usually take a HUGE penalty for firing at long range OR they have reduced damage over range - on the standard sized map for Starmada with 2+ accuracy and range 24 you can really reach out and "touch" someone very badly on turn 1.  If they don't also have range 24 they are in big trouble)

-No "G" arc (or at the very least replace it with something like the Bow arc from fleet ops - its just too nice a discount for forward firing weapons).

-Don't allow (or reduce) fighter flight launch while performing evasive action - same goes for boarding via teleportation - should be a penalty to hit or something.

-No ammo - people can take slow to simulate reloading

-no starship exclusive (its generally just a 30% reduction in cost for a weapon that you would never bother firing at a fighter)

And this is just something I think would be nice in general:
-It would also be great to allow anti-fighter batteries to fire just prior to the ship being attacked by a fighter flight.  If this makes them more expensive so be it, but its very hard to deal with seekers/strikers.

I'm sure there are others with more suggestions

Re: official tournament rules for starship construction

These all look good...  we also banned Flotillas (though they're much less scary without G arcs) and Halves Shields (which is mathematically exactly the same as Piercing +2, except against Shields 3, where it is slightly inferior).  I'd also argue against banning TL, on principle...  I tended to use it to build 'soapbubble with sledgehammer' Eldar ships worth many VP if you could catch them, and they were pretty nice... but they wilted under a good barrage, and were generally not terrifying like some of the shenanigans I've pulled or seen pulled.  The only reason I kept winning with them was because my opponents kept not figuring out how to fight cloakers; a few more EF guns and I'd've been done for.

Also, I recommend some limit on max engines (~15 or 16, probably, to keep it on par with weapon ranges).  The trouble here is that if you have no weapons, then engines never factor into CRAT.  As a result, if you build a dedicated carrier with no engines, you can fill up all the empty space in the hull with engines and move all over the map.  For bonus points, Evasive Action.

And while trying to do teleboarding from an evading flotilla was fun, it was rather ineffective when I tried it...  not sure evasive boarding needs nerfed.  Capping engines puts a limit on evasive's effectiveness already.

Re: official tournament rules for starship construction

Maybe after a week or so I can take all the suggestions and have the members of the forum vote on what to keep and what stays.

any thoughts?

Re: official tournament rules for starship construction

Nomad wrote:

Also, I recommend some limit on max engines (~15 or 16, probably, to keep it on par with weapon ranges).

This is interesting. I've been hearing from another group lately that they don't see a reason for thrust ratings any higher than 3 or 4.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: official tournament rules for starship construction

cricket wrote:
Nomad wrote:

Also, I recommend some limit on max engines (~15 or 16, probably, to keep it on par with weapon ranges).

This is interesting. I've been hearing from another group lately that they don't see a reason for thrust ratings any higher than 3 or 4.

Yeah, part of that is that we're a bunch of primitive savages who use naval movement here.  Newtonian is too complex for our simple ape brains. tongue  But on the other hand, having a ton of engines to turn into extra evasive maneuver defense is pretty durn nice, regardless of movement system used.

Re: official tournament rules for starship construction

Nomad wrote:

Yeah, part of that is that we're a bunch of primitive savages who use naval movement here.  Newtonian is too complex for our simple ape brains.

I can see where that would make a difference. wink

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: official tournament rules for starship construction

@Nomad

I think the example of your Eldar is fine, but I also suspect you are not breaking that as bad as it could be because you are emulating the Eldar.  My problem with Tech is that it allows you to conveniently break the ship design limits on a whim.  Why even have them if you can just break them because you feel techy?  You can fit ungodly big weapons on a ship with max tech, and if its long range enough your opponent is hosed.

You can still make ships that are light on defense and have more weapons without tech, you just probably have to compromise your weapons a little more than you'd like.

As for half shields - I feel that people should have a better way than piercing 1 to get past 5+ shields - otherwise 5+ shields becomes the new cheese.  Right now nobody in our group will touch half shields because it is slightly worse than piercing 2.  So I was thinking since it isn't as aggressively priced as piercing 2, why not make it the top dog in shield defeating?  Also piercing 2 is kind of broken combined with increased impact (if that stays for example), but half shields isn't. 

-Tim

Re: official tournament rules for starship construction

I would make the point that while tech can allow you to put massive amounts of weapons, engines and shields on a ship (hell, just look at my USK vessels in the Playing with Fire series) [WARNING! SHAMELESS PLUG ALERT!], it also means that ships is fantastically expensive. You can buy an entire fleet of Lekhroihan vessels for the cost of a Revenge or Admiral battleship--making it into what I wanted it to feel like--almost like the Shadow War where large fleets of 'younger races' try to take on a battlecrab and survive.

I wouldn't outlaw some of the weapon traits that have been listed here--I'm a great fan of the repeating trait, and am rapidly starting to see the benefits of the increased hits as well, but I would definitely limit 2+ accuracy, especially for those weapons.

Re: official tournament rules for starship construction

Marauder wrote:

@Nomad

My problem with Tech is that it allows you to conveniently break the ship design limits on a whim. 
-Tim

But using Tech, makes you ships more fragile right?

If you cram enough weapons/systems that could fit into a size 10 hull into a size 5 hull, the combat value stays the same, but your ship dies after 5 hull hits rather then 10.

Sounds like it evens things out a bit.

Re: official tournament rules for starship construction

Inari7 wrote:
Marauder wrote:

@Nomad

My problem with Tech is that it allows you to conveniently break the ship design limits on a whim. 
-Tim

But using Tech, makes you ships more fragile right?

If you cram enough weapons/systems that could fit into a size 10 hull into a size 5 hull, the combat value stays the same, but your ship dies after 5 hull hits rather then 10.

Sounds like it evens things out a bit.

In theory everything is balanced out.  But I think the idea of "tournament rules" is to mitigate design advantage and turn it more into tactics. 

If you use tech to allow you to make a well balanced but powerful and expensive ship its okay.  But you can also make some crazy monsters if that's what you are going for.  The amount of hull doesn't matter if you've packed on enough long range weaponry to cripple your foe before he gets into range.

Admittedly part of the reason I'm against it as I see it as a way to "cheat" on ship design.  You can start designing a ship and if you are short on space at the end you can just bump up the tech to make everything fit.  I honestly think there should be a premium on using tech and not just proportional to the extra stuff, but you should have to pay also for breaking the rules.  I think the converse should be true for low tech as well.  Give them a discount because they have more design constraints.  I would love to see people actually use low-tech. 

-Tim

Re: official tournament rules for starship construction

BTW I do agree in a tournament environment TEC levels should be the same.