Re: New edition of Starmada coming in January!
Long-running joke. Not sure I get it myself, but in the last three generations of the game (AE, X and Compendium) there's been some reference to pillbugs and the fact they may not wheel...
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mj12games.com/forum → Starmada → New edition of Starmada coming in January!
Long-running joke. Not sure I get it myself, but in the last three generations of the game (AE, X and Compendium) there's been some reference to pillbugs and the fact they may not wheel...
They will you know.
If you have a good slope and give a good shove.
Paul
cricket wrote:diddimus wrote:However changing movement is where I'm worried.
It's hard to explain without giving you the whole picture (which will likely happen shortly). However, there's nothing to worry about, IMHO. If you like the current movement system, you'll love the new one -- mainly because it's the same system, just easier to navigate.
That's one point I'm still befuddled when I look at it. easy to understand how to move straight ahead, one turn or u turn, but toher than that...
Marc
I can vouch for the fact that the new maneuver is easy peasy.
Dan can fill you in with better details, but the bottom line is that each game turn you can only do one of three things:
1) Move straight
2) Make one 60 degree turn somewhere along your move
3) Turn up to 180 degrees worth (two or three turns) somewhere along your move.
How fast you're going when you make these turns determines your end speed for the turn.
If you're moving faster than your thrust rating, all you can do is move straight, accelerating or decelerating up to your thrust rating.
If you're moving your thrust rating or slower, you can choose a single 60 degree turn, and an ending speed of from zero to your thrust rating.
If you're moving your thrust or slower, you can choose 180 degrees' worth of turns, with an ending speed equal to your thrust rating minus your current speed.
See?
Easy peasy, lemon squeezy even.
Now I wish I had not bought the rules just a month ago.
I'm having a starmada game twice a month at my gaming club in Lyon (france) if you're interested we can test the new edition.
For those dying for more information (or worried about how this might impact Star Fleet Armada) check out the release notification from ADB's CL #44:
http://www.starfleetgames.com/documents/Starmada%20Ships/CL44-Starmada.pdf
How similar is this to Starmada Fleet Ops?
While I appreciated the simplicity, I felt a bit constrained by this.
Will the variety of weapon traits still exist, even if the specifics have to change?
thanks
andy
Certainly, work on Fleet Ops informed some of what went into this new edition, but I think you'll find it's much closer to SAE than to SFO.
The variety of weapon traits will remain.
I like it.
Can you elude to how the 3 defenses work?
-Tim
I'm having a starmada game twice a month at my gaming club in Lyon (france) if you're interested we can test the new edition.
Too bad Lyons is too far from Paris just to have a game.
Marc
The three forms of defense are:
ECM: Reduces the effective firepower of attacking weapons.
Shields: Deflects incoming fire.
Armor: Absorbs damage that gets past the first two lines of defense.
Aaarrrgghhh, that hurts too mucchhhhhh!!!!
Please, again, agaiiiinnnnnn!!!!
Marc
I'm really looking forward to this!
I'm in Marauder's play group. So while our time is very limited as he mentioned, we will be eagerly scrutinizing the new system.
I love this idea. This gives you much more flexibility in starship defenses when messing in Starmada with the universe tech your trying to mimic.
Count me in for playtest.
The three forms of defense are:
ECM: Reduces the effective firepower of attacking weapons.
Shields: Deflects incoming fire.
Armor: Absorbs damage that gets past the first two lines of defense.
I know one of the things I loved about the Compendium edition (boy that takes me back), was the fact that you had tons of weapons already made and could just choose to build your designs. Phasers were already part of that mix. It made for quick ship building...
For the SFU books, if we bought the current PDF will we get an updated PDF if it really is just a minor speed bump change??
I'd ask the same for the core rulebook but I am pretty sure the answer is no...
The three forms of defense are:
ECM: Reduces the effective firepower of attacking weapons.
Shields: Deflects incoming fire.
Armor: Absorbs damage that gets past the first two lines of defense.
Very nice and well layered to work with one another.
So can you divulge any more game mechanics? You said in some cases it would come down to just one die roll - where now you'd only get down to 2 if the target had 0 shields. Have you done away with the damage roll?
How does ECM work - takes away attack dice or makes it harder to hit? Is it safe to assume weapon banks still have their own accuracy value?
Shields pretty much the same as before?
Is armour ablative (i.e. has hit points) or does it give a fixed save?
-Tim
So can you divulge any more game mechanics? You said in some cases it would come down to just one die roll - where now you'd only get down to 2 if the target had 0 shields. Have you done away with the damage roll?
There is no damage roll on each hit -- instead, "damage checks" are performed at 1/3 and 2/3 hull damage.
How does ECM work - takes away attack dice or makes it harder to hit? Is it safe to assume weapon banks still have their own accuracy value?
ECM removes attack dice. Weapon banks do NOT have a separate ACC value, but traits can have the same effect.
Shields pretty much the same as before?
Yes.
Is armour ablative (i.e. has hit points) or does it give a fixed save?
Armor is "hit points".
Awesome, thanks for the reply Dan.
Do you have any sample ship SSD's you can post?
Do you have any sample ship SSD's you can post?
I second this.
BTW, I'd like to playtest this, if still possible.
marc
Awesome, thanks for the reply Dan.
Do you have any sample ship SSD's you can post?
Here are some that I put together for the NAF (North American Federation).
I used my own form in Word, so I'm fairly sure that the official forms will be much prettier.
Note that some of the ships are now technically "illegal."
The point cost is probably accurate, but you can't have multiple identical firing arcs for the same weapon entry.
Kevin
EDIT: FILE DELETED BY MODERATOR
Very interesting!
I can understand some things, but it seems that fighters have... fire arcs???
Marc
Very interesting!
I can understand some things, but it seems that fighters have... fire arcs???Marc
Very much my reaction... that seems very strange. I speculate that the [Skr] trait might be Seeker (meaning launches independent bits like seeking plasmas), and [Gid] might be Guided, meaning can change course and not just home on one target, maybe? Likewise, Acr is probably Accurate, Rpt Repeating, Exp Expendable maybe, since it only appears on weapons with ammo... Pwr is unclear; it looks like "power", but... what does it mean? Marines appear superficially to resemble the Marines in AE. Also curious about the Scout and Escort traits - those should be interesting.
But those are CV/CVL, not just missile ships, no?
Marc
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