Re: Starmada Nova Comments

Its a bit late, but I'm starting to share the concerns voiced by some about weapons in the forward arc being 'larger' in terms of SU than aft arcs. I can understand the intent to force more 'normal' arcs rather than having all-forward weapons, and also understand that a side-effect would be to penalise the hordes of small ships with a single G arc ship-killer, but it doesn't make sense. Why would a weapon take up more space just because its firing forward?

I think having a constant SU modifier and instead transporting the SU arc modifier over to ORat calculations would make more sense--if you want to have a ship with four forward-facing weapons, fine, but its going to cost more than a equivalent ship with two forward, one port and one starboard weapons.

Re: Starmada Nova Comments

One thing about cloaked ships. To avoid the situation where a cloaked ship moves first, or at least before opposing ships, and thus knowing where it goes, cloaked ships should move last, regardless of initiative and number of ships for both sides.
After all, non-cloaked ships shouldn't take advantage of cloaked ship movements as they can't see it in the first place.

Marc

Re: Starmada Nova Comments

murtalianconfederacy wrote:

Its a bit late, but I'm starting to share the concerns voiced by some about weapons in the forward arc being 'larger' in terms of SU than aft arcs.

I don't understand the problem, to be honest. Or, rather, I do UNDERSTAND it, I just don't agree it's worth changing.

However, the bigger concern is feasibility. The modifier is applied at the SU stage because the SU cost is a primary factor in the ORAT calculation. Applying arc modifiers at the ORAT stage would require recalculating from scratch.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

madpax wrote:

cloaked ships should move last, regardless of initiative and number of ships for both sides.

That's a good point.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

I used to play Star Fleet Battles and in that game cloaking did not include "hidden" movement unless an additional 33% was paid for the ship.  So I'm not opposed to any of:

1) Cloaked ships move at the same time as non-cloaked and everyone knows where they are
2) Cloaked ships get to move after but are visible to prevent ships from "reacting" to their movement
3) Cloaked ship movement is hidden

I just think that the "price" of a cloaking system should be reflected in the advantages it confers.  The other thing that needs to be worked out is if the cloaked ship gets detected and if that changes when they get moved (in the case of 2 or 3 above).

Given that you cannot attack a fully cloaked ship (unlike SFB), it makes me wonder how much reacting to their movement really matters.

-Tim

Re: Starmada Nova Comments

Marauder wrote:

Given that you cannot attack a fully cloaked ship (unlike SFB), it makes me wonder how much reacting to their movement really matters.

-Tim

To be in better position next turn?
of course, that cloaked ship moves last apply only if they are not detected.

Marc

Re: Starmada Nova Comments

Bought and read, ready for my two cents.
I love it!
In general, it eliminates the four main issues I had with SAE:
1) the "cascading dice/multiple rolling" aspect of resolving weapons fire
2) the lack of any sort of ablative defense
3) the rather unintuitive method of determining movement
4) and the way tech levels are handled.

I can really see the influence SFO had on this edition.  My kudos to everyone involved in designing/testing it. 

If I may ask, and I apologize if its a bit premature, but what kind of support/sourcebooks can we expect for this edition?

Re: Starmada Nova Comments

cricket wrote:

I don't understand the problem, to be honest. Or, rather, I do UNDERSTAND it, I just don't agree it's worth changing.

However, the bigger concern is feasibility. The modifier is applied at the SU stage because the SU cost is a primary factor in the ORAT calculation. Applying arc modifiers at the ORAT stage would require recalculating from scratch.

My only problem with it was that I plan to use a movement system that involves separate heading and facing, where I could fly a ship around much of the game with it's tail facing the enemy if I wanted to work at it.

I decided just to live with unbalanced arc costs. It's not really that important since I'm translating existing designs from another game system.

Re: Starmada Nova Comments

bpolitte wrote:

My only problem with it was that I plan to use a movement system that involves separate heading and facing, where I could fly a ship around much of the game with it's tail facing the enemy if I wanted to work at it.

But that's the point. You have to work at it in order to keep your tail facing the enemy (unless it's a "stern chase" scenario).

Really, I see two options at this point:

1) Leave the rules as-is.

2) Revert to "balanced" arcs.

I don't want to have a separate set of modifiers that apply only to the ORAT.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

My Eldar ships had narrow front arcs in SAE.  I knew I was getting a super good deal from that.  I will take the more expensive front arc in Nova as a welcome challenge.

Re: Starmada Nova Comments

I'm not great at math. Would making hits on 4,5,6 instead of 5,6 and doubling the hull/armor on the ship display screw with the balance?

I ask because sometimes even rolling a lot of dice can feel like it has extremely disappointing results with only 5s and 6s hitting.

Re: Starmada Nova Comments

Ozymandias wrote:

I'm not great at math. Would making hits on 4,5,6 instead of 5,6 and doubling the hull/armor on the ship display screw with the balance?

Yes. You'd have to increase the hull/armor by 50%.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

But that increase would mean no real effect on gameplay other than perceived reliability on weapons?

Re: Starmada Nova Comments

Ozymandias wrote:

But that increase would mean no real effect on gameplay other than perceived reliability on weapons?

Yes. In theory. On average. YMMV. Etc.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

Cool. smile

Re: Starmada Nova Comments

cricket wrote:
Ozymandias wrote:

But that increase would mean no real effect on gameplay other than perceived reliability on weapons?

Yes. In theory. On average. YMMV. Etc.

Well, until you start trying to use weapons with Accurate...

Also, any chance we could get a Bourbaki Basin for Nova?  Have BFG conversions, want to post, not sure where to tongue.

Re: Starmada Nova Comments

Nomad wrote:

Also, any chance we could get a Bourbaki Basin for Nova?  Have BFG conversions, want to post, not sure where to tongue.

Actually, the Drydock is meant to serve as a "Bourbaki Basin"... Everyone can see everyone else's designs.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

Quick question after a skim of the rules:

Why would I ever design a weapon battery with more than one bank, thus incurring the the complication of firing arc modifiers? (By the way these modifiers are mentioned early in the rules but not explained until much later.)

Is there any limitation on the number of batteries I can have? Or any fixed battery cost I missed?


Related question: Page 10 states that a target must be designated for each bank, but I believe this should be battery?

Re: Starmada Nova Comments

I'm afraid I'm a Starmada newbie, so forgive me if this is an obvious question, but pg. 13 seems to take pains to distinguish between boxes and icons, so can I take the rules at their word that a shield class 6 vessel will never have more than the first two (shield) boxes crossed out due to damage? (The last ICON is in the third box, with no icons in boxes 4 & 5.)  It seems a little odd to me that ships can never have their shields totally knocked down due to damage, given the ubiquity of this kind of thing in most space opera fiction, though I have no problem with it from a game play perspective.

FWIW this is the only rule so far that has appeared unclear to me - which seems a pretty good testament to the author(s) writing skills. (Well, apart from the stuff addressed in the errata posts already.  Also the ship design section didn't really fall into place until I'd performed a practice design of my own.)

I look forward to the release of the final draft.  If (as I assume) this includes blank ship data sheets, I'd vote for including dedicated space on them for movement plotting, even if this is no longer an 'official - standard' game mechanic.

Re: Starmada Nova Comments

BarkingMonkey wrote:

can I take the rules at their word that a shield class 6 vessel will never have more than the first two (shield) boxes crossed out due to damage? (The last ICON is in the third box, with no icons in boxes 4 & 5.)

I believe the rules are saying you can only check off 4 boxes (2 damage checks of 2 each), and thus would always have one box left. However, in this case the shields would no longer have any effect.

Re: Starmada Nova Comments

For shields, each box is an "icon", even if they are empty. Someone please add this to the errata topic.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

Naevius wrote:

Why would I ever design a weapon battery with more than one bank, thus incurring the the complication of firing arc modifiers? (By the way these modifiers are mentioned early in the rules but not explained until much later.)

The intent of the rules is to group all like weapons into a single battery. You could make every bank into a separate battery, but I don't know that you gain much by doing so.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

Does it seem right that I can make a size 3 ship, with 8 thrust, and give it an FR1 Exp 1-2-3 weapon that rolls 189 dice at medium range, and 267 dice at close?

Removing expendable takes me from 0 space remaining to -628

Seems more than a little ridiculous?

.2x multiplier on expendable seems like way too much. It's like assuming that the average ship will last 5 turns of fire without weapon damage, without being destroyed, and with a target to fire at, because that's what it'd take to make expendable not the best choice always.

Re: Starmada Nova Comments

Ridiculous? Perhaps.

New? No.

If anything, we've cut down on prospective firepower of little guys like that. In The Admiralty Edition, a hull 2, engines 8 ship with five RNG 3, ROF 5, ACC 5+, IMP 5, DMG 5 weapons and an ammo of 5 is functionally equivalent to a Nova ship of hull 3, thrust 8, with a range-3 weapon possessing the Expendable trait and 394 dice in the first column -- and it has 19 SUs left over.

Remember, the 20% factor only applies to space costs -- the ORAT incurs an additional modifier based on the ship's size; for the smallest ships, this means only a 50% discount for expendable weapons.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada Nova Comments

Hmm. You might have a bug in the drydock, or I might be misunderstanding you.

If I build a HS3 Thrust 8 ship and give it FR1 1-2-3 Exp I can fit 268 BAS on there. It has 57 combat rating.

Same ship without Exp has 53 BAS and a combat rating of 36.

You get roughly 5x the dice for 63% more combat rating.