Topic: Starmada Nova Comments

So here's a thread for comments/feedback that is not strictly errata!

First off - game looks amazing.  Can't wait to get some lead on the table and try out the new system.  The game overall looks a lot less abusable than Admiralty with all options used.

My only little concern right now is regarding sequential combat and fighters.  Overall fighters seem to have about the right power level - so its not the fighters themselves I'm concerned about - its the crazy initiative sinking you can do if you have a whole bunch of fighters accompanied by a small number of very heavy hitting ships.   I could see cases where it would be very easy to outnumber your opponent 3:1 and then get to fire with the majority of your fleet's firepower in the first fire phase you get.

Cricket I know in one of the previews you showed you had added a phrase that if you (due to serious outnumbering) were able to move/fire more than one ship at a time your opponent got to select one of the ships.  That would really help against something like the above situation.

My other thought is that you only allow ships that have a target in range to participate in the combat phase - so cloaked ships and fighters/other ships that don't have eligible targets can't contribute to initiative sinking.

-Tim

Re: Starmada Nova Comments

Marauder wrote:

Cricket I know in one of the previews you showed you had added a phrase that if you (due to serious outnumbering) were able to move/fire more than one ship at a time your opponent got to select one of the ships.  That would really help against something like the above situation.

Agreed; I was surprised that that didn't appear in the rules, as it seemed a decent idea (though there were weird breakpoints at 2:1 vs 2:1 - 1).

Re: Starmada Nova Comments

I, too, am generally pleased with the changes. There are optional rules aplenty to modify them to suit most any need. So far, unless I've missed something, the only thing I feel like was missing was customization rules for fighters/fighter flights and drones - I think I'll miss the old system here more than anywhere else.

Also, while we do have Piercing for reducing the effectiveness of Shields, there's no equivalent to reduce the effectiveness of armor or ECM (except the ECCM optional rules, but that's not a weapon feature). I'd also like to see the equivalent of the old Ignores Shields, and Ignores Armor would be useful for modeling meson weapons from Traveller, but would have to be a pretty darned high multiplier, I think, to be allowed.

Re: Starmada Nova Comments

Nomad wrote:

Agreed; I was surprised that that didn't appear in the rules, as it seemed a decent idea (though there were weird breakpoints at 2:1 vs 2:1 - 1).

That was something I threw into a late draft, but it really had no playtesting behind it. I think it's easy enough to implement without being part of the actual rules if players think it would be useful.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

jwpacker wrote:

So far, unless I've missed something, the only thing I feel like was missing was customization rules for fighters/fighter flights and drones - I think I'll miss the old system here more than anywhere else.

I was hoping the fighter traits would suffice -- are there things the old system did that the six traits on p.15 don't cover?

Also, while we do have Piercing for reducing the effectiveness of Shields, there's no equivalent to reduce the effectiveness of armor or ECM (except the ECCM optional rules, but that's not a weapon feature). I'd also like to see the equivalent of the old Ignores Shields, and Ignores Armor would be useful for modeling meson weapons from Traveller, but would have to be a pretty darned high multiplier, I think, to be allowed.

I was toying with the inclusion of a "halves armor" kinda thing, where every hit checks off two armor boxes...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

jwpacker wrote:

I, too, am generally pleased with the changes. There are optional rules aplenty to modify them to suit most any need. So far, unless I've missed something, the only thing I feel like was missing was customization rules for fighters/fighter flights and drones - I think I'll miss the old system here more than anywhere else.

Also, while we do have Piercing for reducing the effectiveness of Shields, there's no equivalent to reduce the effectiveness of armor or ECM (except the ECCM optional rules, but that's not a weapon feature). I'd also like to see the equivalent of the old Ignores Shields, and Ignores Armor would be useful for modeling meson weapons from Traveller, but would have to be a pretty darned high multiplier, I think, to be allowed.

The fighter customization is pretty limited, yeah...  just the six traits on the bottom of page 15 / top of page 16.  A lot of the cheese in AE, though, was from killer strikers, which relied heavily on being able to combine lots of small craft traits and speed 15, so this seems a reasonable reaction.  It's easier to expand systems by adding traits than it is to go "Hey guys, we goofed on X-trait, don't use it."

Well, Fire Control helps against ECM, and Catastrophic certainly seems like a valid counter to Armor...  tongue.  Also, one viable 'weapon level' counter to ECM is to increase the Base Attack Strength of the weapon; if you double it, then you effectively ignore two levels of ECM.  And extra hits against un-ECM'd targets to boot!

As for Ignores...  frankly, they're one of the things I'm happiest didn't make it into Nova.  The extra shieldbreaking traits in the Rules Annex were one of the places AE went really wrong - they rendered shields basically an inviable defense, especially when put on fast strikers or high-Acc weapons, which moved the game even more towards a quick-draw style of combat ("Whoever shoots first wins").  The increased variety and availability of defenses in Nova (and lack of easy, total-circumvention counters like Ignores) suggests that perhaps one of the design goals was to move away from that type of gameplay.

Re: Starmada Nova Comments

I too would like to see some weapon trait counters to ECM and armour, but I agree with Nomad that the "ignore this" traits really messed up SAE for our group.  Say a weapon trait against ECM that could either  half their ECM rating - like the sound of an armour defeater too (say half damage rounded down to armour and the rest onto hull).

I like the fighters as they are - and I'm definitely okay if more "subtle" type traits get added in the future (I think the list is definitely fine for the core rules).  Killer strikers also were a bit problem for our group.  I think the Nova limitations keep it under control.  If things ever get out of hand with drones one solution might be to look at using different modifiers for drone traits than for fighter traits - because since drones die after they attack they should have to pay proportionatly more for offensive traits and less for defensive traits.

It would be nice to have a "damage systems" type weapon trait and "command" ship trait.

-Tim

Re: Starmada Nova Comments

cricket wrote:
jwpacker wrote:

So far, unless I've missed something, the only thing I feel like was missing was customization rules for fighters/fighter flights and drones - I think I'll miss the old system here more than anywhere else.

I was hoping the fighter traits would suffice -- are there things the old system did that the six traits on p.15 don't cover?

More than anything for me, granularity. I liked being able to have flights of a single drone or enormous packs of fighters, and to have a finder grain on damage to those large flights. Not sure why, exactly, but it was a favorite of mine when it came to creating ships and fleets. But then, I'm also the first guy to pounce on drone-firing ships in SFB.

Also, while we do have Piercing for reducing the effectiveness of Shields, there's no equivalent to reduce the effectiveness of armor or ECM (except the ECCM optional rules, but that's not a weapon feature). I'd also like to see the equivalent of the old Ignores Shields, and Ignores Armor would be useful for modeling meson weapons from Traveller, but would have to be a pretty darned high multiplier, I think, to be allowed.

I was toying with the inclusion of a "halves armor" kinda thing, where every hit checks off two armor boxes...

This solution is helpful in keeping armor from being seen as too powerful compared to shields or ECM, which have counters. But neither this, nor Nomad and Marauder's ideas really do what I was thinking of. Every one of them winds up damaging the armor, while what I'm looking for is an attack that simply does damage to the hull without taking armor into account at all. And I don't want to make it better against armor by means of increasing the BAS, or you're basically saying "It's better against ECM because it's better against anything!" which seems to be missing the spirit of the discussion. smile

None of these are deal-breakers by any means. Just some optional rules to consider for the future, and to debate what one can do with what we already have. Hell, I've yet to field a single Nova ship yet, so I can't honestly tell you anything about how it'll play out!

Re: Starmada Nova Comments

jwpacker wrote:

Every one of them winds up damaging the armor, while what I'm looking for is an attack that simply does damage to the hull without taking armor into account at all.

Would this not cause the same problems as "ignores shields" did in SAE?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

cricket wrote:
jwpacker wrote:

Every one of them winds up damaging the armor, while what I'm looking for is an attack that simply does damage to the hull without taking armor into account at all.

Would this not cause the same problems as "ignores shields" did in SAE?

Not if, in your particular universe, ships tended towards a mix of shields, armor and ECM as defenses, opposed to only one or two of them. A ship hit with an "Ignores Armor" weapon might not be hit due to superior ECM, or deflect that attack with their shields. And ships with superior shields or ECM, but lacking Armor at all, wouldn't be unduly impacted even if it did get through. (Edited to add: this was why I disliked the "shields can mean any sort of defense..." line from SAE - I wanted that level of control over what defenses stopped what...)

On a related tangent, I know there's no way to do it - the math would contain too many variables - but it would be lovely if one could make defenses more effective against particular kinds of attacks (Shields on a 4-6, 3-6 versus lasers, 5-6 versus particle beams, for example). But that's going to have to be done on an individual game universe basis, I suspect, if at all.

Re: Starmada Nova Comments

jwpacker wrote:

On a related tangent, I know there's no way to do it - the math would contain too many variables - but it would be lovely if one could make defenses more effective against particular kinds of attacks (Shields on a 4-6, 3-6 versus lasers, 5-6 versus particle beams, for example). But that's going to have to be done on an individual game universe basis, I suspect, if at all.

This is not unlike the shields used in the Starmada X/VBAM book where a ship has three shield strengths and each is used to defend against attack by Kinetic, Energy or Ballistic weapons. I tried this in Nova to see if it would work using an avarage of the three for calculating the cost and making a note in the weapon name for the type of attack it makes, obviously Lasers get an [E].
Then when hit by a laser the "E shield" save is used. When shields take damage it is to all three at the same time (treated as one for taking damage).

Paul

Re: Starmada Nova Comments

Marauder wrote:

My only little concern right now is regarding sequential combat and fighters.  Overall fighters seem to have about the right power level - so its not the fighters themselves I'm concerned about - its the crazy initiative sinking you can do if you have a whole bunch of fighters accompanied by a small number of very heavy hitting ships.   I could see cases where it would be very easy to outnumber your opponent 3:1 and then get to fire with the majority of your fleet's firepower in the first fire phase you get.

This is why our group has basically done away with the official rules for fighters.
We've decided to use the "Seeker" trait on a weapon that's representing fighters.
It works for us, and keeps the number of maneuvering elements manageable.

Marauder wrote:

My other thought is that you only allow ships that have a target in range to participate in the combat phase - so cloaked ships and fighters/other ships that don't have eligible targets can't contribute to initiative sinking.
-Tim

On thinking about this, why would you select a ship in the Combat Phase if it has no targets?
Unless I'm missing something, that seems like it'd be a wasted pick.
Kevin

Re: Starmada Nova Comments

underling wrote:

On thinking about this, why would you select a ship in the Combat Phase if it has no targets?
Unless I'm missing something, that seems like it'd be a wasted pick.
Kevin

It's less about that than saying "I have nineteen ships and fighter flights on the board. Only three of them are in range to shoot, and they're the monster behemoths. They will all go first, destroying as many enemies as possible, and the other sixteen will 'go' afterwards..."

Given that interpretation, I agree - it makes sense to only include ships that have a legitimate target, even if the target is just a seeking weapon targeted on another ship.

Re: Starmada Nova Comments

OldnGrey wrote:
jwpacker wrote:

On a related tangent, I know there's no way to do it - the math would contain too many variables - but it would be lovely if one could make defenses more effective against particular kinds of attacks (Shields on a 4-6, 3-6 versus lasers, 5-6 versus particle beams, for example). But that's going to have to be done on an individual game universe basis, I suspect, if at all.

This is not unlike the shields used in the Starmada X/VBAM book where a ship has three shield strengths and each is used to defend against attack by Kinetic, Energy or Ballistic weapons. I tried this in Nova to see if it would work using an avarage of the three for calculating the cost and making a note in the weapon name for the type of attack it makes, obviously Lasers get an [E].
Then when hit by a laser the "E shield" save is used. When shields take damage it is to all three at the same time (treated as one for taking damage).

You'll calling upon history with the game that I lack. I'll have to see if I can lay hands on a copy of X and see how adaptable that is, because it sounds like an elegant solution to what I thought would be a thorny problem. I guess it only really gets nuts if you are trying to balance fleets and one of them only uses kinetic attacks, and the other has shields against all three types...

Re: Starmada Nova Comments

This sounds like it will make the game more complicated.  Even in StarFleetBattles, which was Very Complicated, shields protected a ship from all types of attacks.  Starmada needs to keep shields like.  But to accomodate those who like the more complicated version of shields, the three types, perhaps these could be an optional rule...

Re: Starmada Nova Comments

BeowulfJB wrote:

This sounds like it will make the game more complicated.  Even in StarFleetBattles, which was Very Complicated, shields protected a ship from all types of attacks.  Starmada needs to keep shields like.  But to accomodate those who like the more complicated version of shields, the three types, perhaps these could be an optional rule...

First, yes, every rule I propose should be optional, or a house rule.

Second, SFB was more complicated in that it had faceted defenses, which the Nova edition lacks (currently) so there's a give and take...

Re: Starmada Nova Comments

The great thing about the way the stuff works in this edition is a ton of mods can be added in a bolt-on fashion. For example you could shift the shields up or down a column based upon weapon type. You could also shift the weapons dice up\down to create resistance type armor instead of ablative.

Re: Starmada Nova Comments

BeowulfJB wrote:

This sounds like it will make the game more complicated.  Even in StarFleetBattles, which was Very Complicated, shields protected a ship from all types of attacks.  Starmada needs to keep shields like.  But to accomodate those who like the more complicated version of shields, the three types, perhaps these could be an optional rule...

Not really complicated, you just need to know the type of Attack the weapon makes to determine which save number is used. This was setting specific for the Starmada X /VBAM crossover book.
A ship for this setting could look like this (updated from an SAE design I used).Note the Porcupine has a [B] but not a Ballistic trait, think all range torpedo with a BOOM finish. smile

Paul
[attachment=0]BK Terran Catfish Mk3.png[/attachment]

Re: Starmada Nova Comments

Have decided to get a new calculator for this, just hope its got the ability to do differing log functions, otherwise I'm going high-tech races for SNE (high shields and ECM, no armour).

Just as confirmation, having no armour boxes will result in 0 being added to the defence score for purposes of determining SUs/DRat, correct?

Re: Starmada Nova Comments

murtalianconfederacy wrote:

Just as confirmation, having no armour boxes will result in 0 being added to the defence score for purposes of determining SUs/DRat, correct?

Yes.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

Good, at least I understood something from the rulebook...:)

Re: Starmada Nova Comments

murtalianconfederacy wrote:

Good, at least I understood something from the rulebook...:)

Another tool for you to use - the chart on pg.45, of all the Armor/Hull pairings? Note the patterns there. If you multiply the hull by X, and the armor by X, you'll see the same value appear. Thus the value at Armor1/Hull3 is repeated at Armor2/Hull6, Armor3/Hull9, etc. So if you want an armor multiplier for a Hull 30 ship, with Armor 12, find the value for a Hull 15 ship with Armor 6 and it'll be the same.

You might be able to use that to extrapolate out on the chart and avoid too much reliance on the unnatural log functions on your calculator.

Re: Starmada Nova Comments

True--however, I've got my new calculator and I was able to, after five minutes, replicate the example given in the book. Okay, £16 might be a lot for a calculator, but at least I can have vessels with armour boxes now, and won't be reliant on using internet log calculators...:)

Re: Starmada Nova Comments

jwpacker wrote:
cricket wrote:
jwpacker wrote:

Every one of them winds up damaging the armor, while what I'm looking for is an attack that simply does damage to the hull without taking armor into account at all.

Would this not cause the same problems as "ignores shields" did in SAE?

Not if, in your particular universe, ships tended towards a mix of shields, armor and ECM as defenses, opposed to only one or two of them. A ship hit with an "Ignores Armor" weapon might not be hit due to superior ECM, or deflect that attack with their shields. And ships with superior shields or ECM, but lacking Armor at all, wouldn't be unduly impacted even if it did get through. (Edited to add: this was why I disliked the "shields can mean any sort of defense..." line from SAE - I wanted that level of control over what defenses stopped what...)

On a related note, although I didn't use "ignore shield" traits I did like the varying piercing traits.  I was planning on giving most of my B5 ships either 1 or 2 shields to represent interceptors and then give all the laser weapons piercing+2 to ignore them.  However piercing has now changed!  I can't now ignore even the lowest level of shields! 

I'm probably going to still do this but it just won't feel as good as it could have.

Re: Starmada Nova Comments

The pdf file is in B&W. Will the 'real' rules be in full colour inside? tongue

Marc