Re: New edition of Starmada coming in January!
TBD?
Marc
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mj12games.com/forum → Starmada → New edition of Starmada coming in January!
TBD?
Marc
TBD?
Marc
To...
be...
determined.
Ok, thanks.
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.
Anytime a shield arc gets first 'damaged' by an attack in a turn, you add a tick mark to that shield arc. You add bonus dice equal to the number of tick marks times 2 (additive would be awesome).
For Example: A battleship take damage to the front shield facing doing damage and a single tick mark is add to the Forward facing. On the next turn, the same shield arc is hit and the attacker gets to add two dice. That also adds a second tick mark. In the third turn, the same ship is hit in the same arc (my advice is to turn). Since there are two tick marks, you add 4 dice to the attack (and a third tick mark). In the fourth turn, the ship is attack in the forward arc again, three tick marks add 6 dice for the attack to a maximum of 5 tick marks (or 10 dice!)
If you go the additive way, the bonus dice are below:
Number of tick marks:1 2 3 4 5
Number of extra dice: 1 3 6 10 15
Or don't get hit a 6th time is the same arc (tick marks could be per attack and not per turn if you wanted some quick battles)
-Bren
These extra dice that are added to the attack dice are reguardless of the strenght of the firing weapon? So if a BB that rolls 11 dice fires on a ship with "two ticks" it gets 11+4=15 dice. What about a weaker weapon that fires at long range and would only roll one dice. Does it get this: 1+4=5 dice? That seems like it would be too powerful or unbalanced. :shock:
Maybe the maximum number of bonus dice is equal to the half the starting number of attack dice rounded up.
So your examples become:
11 +4 = 15
but only 1 + 1 = 2 dice.
Thoughts?
-Bren
It would seem to make more sense that, if such a system were implemented, it would be based on column shifts, rather than absolute numbers of dice. After all, that's what they are for.
I have played a couple of fights with the faceted shields converted to the new system keeping the six arcs.
Instead of the "hit" shield taking damage, when a damage check takes place and the shields are damaged one or more "layers" are lost (The first across all arcs). Likewise any repair appllies to all. Simple, keeps with new rules. Some have said why bother with different types of the same ship if the stats are almost if not the same?
There is the chance here to add armor so that the Heavy Cruiser can be an Armored Cruiser, thoughts?
Paul
Faceted example:
[attachment=1]FAC1.png[/attachment]
Becomes
[attachment=0]FAC2.png[/attachment]
Hmm... The problem (if any) is the ship display gets a bit big with the dice icons.
Just a thought but why not do shields like weapons?
Shields: [FF0][PP1][SS1][AA2] 4 4 5 5 6 6 0 0
You read it pretty much the same as a weapon and apply damage in the same manner on the damage break point?
A none faceted shield would simply be
Shields: [TT0] 4 4 5 5 6 6 0 0
No need to have optional rules
Sorry I'll go and lie down in a darkened room and repeat 'There must be optional rules. There ......'.
Just a thought but why not do shields like weapons?
Shields: [FF0][PP1][SS1][AA2] 4 4 5 5 6 6 0 0
You read it pretty much the same as a weapon and apply damage in the same manner on the damage break point?
I actually do not hate this idea... although it does mess with the separation of effects between ECM and Shields.
One possible modification would be to do this: SHIELDS (FH+1)(AH-1), which indicates the ship receives a +1 bonus to all shield saves against shots from the front, but a -1 penalty to all shield saves against shots from the rear. (The assumption would be any arc not specified would simply be zero -- thus, no need for (TT0).
Hmm... The problem (if any) is the ship display gets a bit big with the dice icons.
Granted I can only get Four Fed Heavy Cruisers to an A4 page at a perfectly readable (My sight is not that good) size using faceted dice icons.
Whatever happened to "You're the only ship in the quadrant" (everyone else is at the doughnut shop)?
Must have gone the same way as "Star Trekkin" as of TMP.
"Star Trekkin across the universe - now were going backwards,
Finally found reverse"
Paul
One possible modification would be to do this: SHIELDS (FH+1)(AH-1), which indicates the ship receives a +1 bonus to all shield saves against shots from the front, but a -1 penalty to all shield saves against shots from the rear. (The assumption would be any arc not specified would simply be zero -- thus, no need for (TT0).
Do you mean that the ship would have 4 shield zones (front, rear, port, starboard)?
Because this way, with only two zone (front half and rear half) there would be two points of difference between them, and it seems too much.
Otherwise, I like Mike idea, too.
Marc
This idea of having stronger front shields than back shields is interesting, but make an option. :idea:
Some people, such as me prefer to have the shields the same all around, much like the SFB Fed New CL was.
For me, this would be because my ships are designed like WW1 & WW2 warships and have their heaviest firepower in the "c" & "d" arcs, the broadside arcs. Having the front shield stronger than the rear shield would not be useful or good for the ships I design. Make this idea an option, or if it becomes the standard, allow an option for ships to have homonegous shields; the same all around. In WW2 & WW1 BBs were evenly armored, the side armor in the forward part of the ship and the aft part was usually equally strong, the deck armor foward was as strong as the deck armor aft, and the front main gun turrets were just as well armored as the stern turrets.
Dan wrote:
I actually do not hate this idea...
Now I'm a happy man .
I think the idea, which did occur to me as I wrote the response to OldnGrey, needs some tweaking but it is flexible and would allow some very detailed arcs if your universe required them. How Dan chooses to represent 'standard' background ships is of course his design decision but I think we could look at this idea as a way of representing shields from homogenous ones right up to six or even more facings, rather than having just a set number. Before anyone else says it, I think more than 6 shields would far too detailed, I would be happy with forward and rear shields but others might, just might, want more ...., and this system could support all those options.
My original response, by the way, was I liked the idea of crossing of an entire row on a single shield lose but to suggest using plain old numbers as they can be still read when somewhat smaller than the dice icons, cool as the icons are. But if you are the only ship in the quadrant ....
I of course want to play "you're the only Armada in the quadrant" and therefore always looking to reduce the amount of paper shuffling.
Thanks for the christmas prezzy Paul I will have a look at doing some nice ships over this weekend (nothing special happening on Sunday is there????).
Only 9 days to go until January (bet he meant January 32nd... :roll: )
Will there be weapons abilities that Ingore Shields or Ignore Armor?
Will there be weapons abilities that Ingore Shields or Ignore Armor?
Currently, I believe the only weapon ability that bypasses shields (to some degree) is Piercing, and that merely reduces the effectiveness of shields. I don't think there's any ability (currently) that bypasses, or even reduces the effectiveness, of armor.
Kevin
The trouble with "ignores Armor" as a trait is that eventually all new ships will have it and Armor becomes a waste of time.
"Your Battleship, My ignores armor, ignores shields continuing damage weapon just blew it up! Yes I know it was just one shot"
My thought is that it was one of those traits like piercing +3 that can skew a game.
Paul
I have been reading the Design Notes and from my understanding of the rules and how the play will be going. It seems that the new edition abstracts out the ships more. That seems to be making the new edition basically a fleet edition. The ships are no longer ships in that there is a narrative of what happened on the ship. (e.g. My port phaser was knocked out allow the missiles to slam into my port-aft shield) So it is less a tactical game and more just a conflict of a set of ships.
The new rules will be interesting to play larger fleet battles (i.e. 5 to 20 ships or each side). But smaller squadron battles will be less interesting. So even though I think it will be interesting to play. I am not as excited about the new rules than I am about the current rules.
Paul Franz
My original response, by the way, was I liked the idea of crossing of an entire row on a single shield lose but to suggest using plain old numbers as they can be still read when somewhat smaller than the dice icons, cool as the icons are. But if you are the only ship in the quadrant ....
I of course want to play "you're the only Armada in the quadrant" and therefore always looking to reduce the amount of paper shuffling.
I have tried playing a few ships from B&K using "lose a row per shield loss" but with Three rows, as usual protecting against Kinetic, Energy or Ballistic weapons and I think that works too.
The dice icons (per the book) could easily be changed to numbers.
Thanks for the christmas prezzy Paul I will have a look at doing some nice ships over this weekend (nothing special happening on Sunday is there????).
You're welcome, don't forget it is a true type font so it can be used in just about anything not just spreadsheets.
Paul
I am glad that the Starmada 2012 edition will Not have weapon traits that ignore shields or armor; Excellent!!!!!
I agree that Piercing +3 was a bit excessive. Considering the high cost of Level 5 shields and the relatively low cost of Piercing +3, it made shields much less useful. My friends and I have banned Piercing +3 and Ignores Shields. Deleting these two along with Repeating and Strikers & Seekers has made for better games of SAE for us.
For those who like the SAE version, and want to use it for ships in one-on-one or other small battles, keep on using it! For those who like a smoother system for larger battles, use this New one (Starmada Task Force Edition).
:idea: I wonder if the ship designer program could allow for the design of ships of both editions in the same program. The ship design program could have, in addition to the ship designing section, a part that translated the ship design into Starmada SAE ships and another part that shows the design in the newer Starmada STFE version. That way the same ships can be used for a small battle, and as part of a larger task force. Would this be practictal?
I am glad that the Starmada 2012 edition will Not have weapon traits that ignore shields or armor; Excellent!!!!!
I'm not glad at all. It would remove some Starfire weapons like Energy Beam (Ignore armor), Laser (ignore Shield) and Primary beam (ignore both).
The problem is mainly that some combinations can be too much. We had that in S AE. I never tried them, but when you combine repeating, a very good ACC, and some other things, you can obtain some hideous weapons. And that's just an example.
But some traits can be very useful whilst being not too powerful, as long as you don't try an awful ciombination. That's one of the reasons I don't play with designs created just for one game, but more with designs created from a background (SFU, Starfire, etc.)
:idea: I wonder if the ship designer program could allow for the design of ships of both editions in the same program. The ship design program could have, in addition to the ship designing section, a part that translated the ship design into Starmada SAE ships and another part that shows the design in the newer Starmada STFE version. That way the same ships can be used for a small battle, and as part of a larger task force. Would this be practictal?
It seems like a good idea. After all, it was done for SFO, and S TFE ships can be adapted from S AE designs, AFAIK.
Marc
It seems that the new edition abstracts out the ships more. That seems to be making the new edition basically a fleet edition. The ships are no longer ships in that there is a narrative of what happened on the ship. (e.g. My port phaser was knocked out allow the missiles to slam into my port-aft shield) So it is less a tactical game and more just a conflict of a set of ships.
I may be wrong, but I believe I have addressed each individual concern about "overly abstract" changes in the new edition, and demonstrated that they don't represent nearly as significant a change as some seem to fear. That being said, Starmada has never really been intended to simulate ship-vs-ship duels.
I'm aware there will be some who are disappointed in the direction being taken -- that's inevitable. All I can do is continue to develop the game that I want to play, and hope that others come along for the ride. On the other hand, I would hope people will give the benefit of the doubt; and if you don't like the new rules, dislike them for what they are, not what you fear they might be.
On the other hand, I would hope people will give the benefit of the doubt; and if you don't like the new rules, dislike them for what they are, not what you fear they might be.
I think this is a consequence of giving us tidbits, hints and snippets of the new rules. Someone can, and will always find something they dislike about any rule set, but when you can only see parts without the context of the whole, I think the problem is magnified. I understand that you are truly trying to keep everyone informed, and probably trying to drum up a bit of interest, but sometimes, ignorance is bliss...
we don't know what what is coming, we don't complain as much about what we think it is going to be
I plan to wait until getting the rules to start complaining!
Cheers,
Erik
For my part, I can bless a bit less of dice rolling. The annoying part will be surely that the weapon description as we saw it is much too abstract, but maybe it's what has to be given to have a quicker game.
I don't know what could be the solution, aside a graphic sample of that ship. Maybe something could be worked out.
Marc
madpax wrote about there being no ignore shields, ignore armore:
"I'm not glad at all. It would remove some Starfire weapons like Energy Beam (Ignore armor), Laser (ignore Shield) and Primary beam (ignore both)."
I used to play Starfire long ago. Energy beam damage can be delt with using overload dampeners that absorb some of the damage. To deal with laser beam hits, especially from fighters, ther was Laser-reflect armor that halved laser damage. I think that these would overly complicate this new Edition of Starmada. If you like these, the SAE version of the game is still ligit and these Starfire-type weapons can be used there.
The Weapon Abilities "Extra Hull Ability" and "Catastrofic Damage" would still be valad, but extra hull damage would now be the same as Double Damage...
I am excited about this new edition and really look forward to it. My friends and I play with each player on a side having 2500 or even 3000 points. It is fun, but sometimes the game boggs down a little from all of the dice rolling. My ships have weapons that are 1/3+/1/1,2,3,4,or5 with Piercing or Starship exclusive on some of them. This reduces the amount of dice I need to roll and makes my ships easier to play.
The new system looks great. I look forward to playing it. I am sure that most will like it once you see how it works.
My friends down here in S. Fla are playing Starmada on Monday Dec 26th at Noon at Gaming Glenn's excellent store near Fort Lauderdale.
PS: I just got out of the pool and am enjoying a S. Florida vacation...
Cheers
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