Re: New edition of Starmada coming in January!
Are there Command and Scout traits for ships?
Marc
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Are there Command and Scout traits for ships?
Marc
Are there Command and Scout traits for ships?
Tentatively, yes.
Going back to the whole fighters thing, are fighters still going to be fairly customizable, at least in ways you can distinguish the tough ones from the throwaways, the attackers from the space superiority, and so on? I ask because this looks like the version of Starmada to run Wing Commander/Freespace/Colony Wars games in all other aspects.
Going back to the whole fighters thing, are fighters still going to be fairly customizable
Yes.
Hey Dan, I know this is probably putting the cart way ahead of the horse, but I was wondering if it would be possible to get the S:AE to S:NE conversion process at some point before the game is actually available. I for one would be willing to commit to a pre-order if that is what it would take, and I would think that the converted ship data cards shouldn't give too much away without the context of the rules. I figured I'd ask because I have about a half a billion ships that I can convert over and I wouldn't mind a head start! If not, that's cool too, I'm still an addict and must buy...
Cheers,
Erik
I'm not necessarily opposed to releasing conversion guides before the rules are released -- but I'm not sure they'd be finished until then.
I never had a problem with the amount of dice rolled. It's actually rather satisfying to "open fire" on an enemy ship with a good handful of dice. I'm also a big fan of the old weapon stats, which I personally find easier to understand.
Then again, I'm also intrigued by the added crunch to the defensive stats 8-)
Well, I'm sold, then.
Granted, I'd probably have bought it anyway. I also don't mind the dice buckets- There have been electronic aids for dice rolling since about forever, really.
Guys, believe me, the handfulls of dice are still there.
Or can be there depending on how you design yours ships.
But the nice thing is that now there are occasions where you only have to roll those handfulls one time to resolve combat.
Kevin
I'm not necessarily opposed to releasing conversion guides before the rules are released -- but I'm not sure they'd be finished until then.
I was actually afraid you would say that I appreciate the answer any way. Now stop hanging around the forums and finish the rules!
Cheers,
Erik
What a cruel dilemn... Having no news or having no rules...
Marc
What a cruel dilemn... Having no news or having no rules...
Marc
I would rather have the rules than the news. In fact, I think I would be happier not even knowing that new rules were coming until Dan says "ta-da!" and they magically appear for purchase. After all, you can't pine for something you don't know exists (or will soon at any rate).
Ignorance: the lesser of two weevils!
Cheers,
Erik
I'd still like to know about some things, here and there.
For example, will there be the notion of 'special actions', as can be seen in SAE and SFO (or new ones):
- Silent run
- Jinking
- Emergency acceleration
- Screening
- Extra pivot
- whatever...?
Marc
I just saw the back page in CL44 with the new ship examples. Does this mean that Shield arcs are no longer a factor? I kind of liked being able to target a weakend shield arc...
I'd still like to know about some things, here and there.
- Silent run
- Jinking
I don't think so for either of the above...
- Emergency acceleration
- Screening
I believe so for both of the above...
- Extra pivot
I've been trying to convince the designer on this one, but so far he won't budge.
So my guess is no.
Kevin
For example, will there be the notion of 'special actions', as can be seen in SAE and SFO (or new ones)
There are no "special actions" in SAE... ? -- unless you're referring to the advanced rules for various types of movement (rolls, sideslips, etc.) in which case, yes, those will carry over.
As far as the "special actions" in SFO, those were intended (mainly) to supplant the need for tracking speeds across turns. Since the new version of Starmada will retain this need, the SFO actions would be redundant.
madpax wrote:I'd still like to know about some things, here and there.
- Silent run
- JinkingI don't think so for either of the above...
Perhaps "run silent". I kinda like it.
- Emergency acceleration
- ScreeningI believe so for both of the above...
Depends on what you mean by "screening".
- Extra pivot
I've been trying to convince the designer on this one, but so far he won't budge.
So my guess is no.
The problem with "extra pivot" is that, in a vector-ish movement system, the thrust required to perform this additional turn increases proportionally to the ship's speed... Perhaps something like "Overthrusters (X)" where X is the maximum speed at which a ship may perform an additional turn.
I just saw the back page in CL44 with the new ship examples. Does this mean that Shield arcs are no longer a factor? I kind of liked being able to target a weakend shield arc...
I'm still considering how to retain the "feel" of separate shield arcs without having a different set of damage boxes for each one.
@Dan
Any mod that lets a ship have "better turning" would be much appreciated. What you propose with overthrusters sounds like the trick.
IMHO 6 shield arcs was fine for Star Fleet Battles, as most players controlled only 1 or 2 ships at a time. Once you have to manage half a dozen, its just a pain. I suggest if you want to divide it up you simple do it as 2 sets of shields per ship - fore and aft. That would allow for the tactic of "outflanking" to be there, but keep it as simple as possible. (and it would help with what you do with hellbores too!)
-Tim
Ooooooo...
Looking forward to this.
Like the posted ship displays.
Sigh... you guys are going to be getting more of my $$$.
madpax wrote:For example, will there be the notion of 'special actions', as can be seen in SAE and SFO (or new ones)
There are no "special actions" in SAE... ? -- unless you're referring to the advanced rules for various types of movement (rolls, sideslips, etc.) in which case, yes, those will carry over.
Exact!
Marc
Depends on what you mean by "screening".
Ship A is saying it is screening ship B. Ship B cannot be shot at unless ship A is destroyed. I know a ship is not big enougfh to block LOS to another ship, but you could imagine methods other than simply interposing itself on the path of enemy weapons (ECM, flak, etc.)
As long as you can add tactics and allow the smaller frigate a use other than simple being shot down for nothing.
The problem with "extra pivot" is that, in a vector-ish movement system, the thrust required to perform this additional turn increases proportionally to the ship's speed... Perhaps something like "Overthrusters (X)" where X is the maximum speed at which a ship may perform an additional turn.
Not bad. As long as overthrusters rules are not too complicated to understand and apply.
Marc
kehrer1701 wrote:I just saw the back page in CL44 with the new ship examples. Does this mean that Shield arcs are no longer a factor? I kind of liked being able to target a weakend shield arc...
I'm still considering how to retain the "feel" of separate shield arcs without having a different set of damage boxes for each one.
I think I mentioned this before, but a simple alternative could be to have one Shield track, but have a modifier if the shot is coming through the front or rear hemisphere. +1 to shield rating for forward shields, -1 to shield rating for aft shields. This would seem to simulate the fact that most ships (not all but a great many) in the SFU have higher forward shield numbers than aft.
This could even leave room for simple optional rules for shield reinforcement.
Just my 2 cents.
Erik
How are the revised SFU ship cards going to be distributed? Will purchasers of the originals have to buy them again?
How are the revised SFU ship cards going to be distributed? Will purchasers of the originals have to buy them again?
This is TBD.
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