Topic: Command trait
I regret there is no such trait. It would be easy to modelize (+1 to initiative) and would necessary for many universe. Is there some to have it for the finished rules?
Marc
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mj12games.com/forum → Starmada → Command trait
I regret there is no such trait. It would be easy to modelize (+1 to initiative) and would necessary for many universe. Is there some to have it for the finished rules?
Marc
Finished rules? I always thought that the current rules of Nova ARE finished? Or did I just pay for a beta?
They're almost complete, IIRC
You have for the finished rules but you have downloaded the beta one. And there will be some slight mods.
Marc
Finished rules? I always thought that the current rules of Nova ARE finished? Or did I just pay for a beta?
As stated on the order page:
"Pre-order customers will receive a download link for a 'beta' release of the rulebook in PDF format. Once hard copies ship in early April, pre-order customers will receive an updated electronic copy as well."
Although "beta" is probably a misnomer; I anticipate few (if any) substantive changes to the rules between now and the formal release -- but as noted on the errata topic, there are some typographic and editing errors that need to be fixed.
And what about the command trait?
Marc
My wish list also includes command! I also think if you can make any changes you really need an anti armour won trait to balance it with shields. An anti ECM would be nice too but we could get by with firecontrol and eccm.
-Tim
I ended up removing "Command" from the rules because it just doesn't have much of an impact. In a game like Fleet Ops, where the initiative roll gives you the choice of moving all your ships last or attacking with all your ships first, it's clearly helpful. But with the alternating activation in Starmada, it's not as important. Also, it completely loses its usefulness if using Simultaneous Play (p.30).
Command is an interesting ability, although it's kind of hard to (reliably) point cost.
We gave the Eldar good command levels in our playtesting, and it definitely helped win the initiative rolls the majority of the time.
We were never quite sure that we had it point costed appropriately, though.
Kevin
I also think if you can make any changes you really need an anti armour won trait to balance it with shields.
I've been reluctant to add an anti-armor trait because "armor" isn't supposed to represent iron plates bolted onto the exterior of the ship, but instead reinforcement of the ship's entire structure. Thus, it's hard for me to envision a weapon that could "bypass" it...
Marauder wrote:I also think if you can make any changes you really need an anti armour won trait to balance it with shields.
I've been reluctant to add an anti-armor trait because "armor" isn't supposed to represent iron plates bolted onto the exterior of the ship, but instead reinforcement of the ship's entire structure. Thus, it's hard for me to envision a weapon that could "bypass" it...
Not to mention the fact that once you start adding stuff that bypasses this or bypasses that, you start eliminating effects that points have been paid for, and you start breaking the game.
cricket wrote:Marauder wrote:I also think if you can make any changes you really need an anti armour won trait to balance it with shields.
I've been reluctant to add an anti-armor trait because "armor" isn't supposed to represent iron plates bolted onto the exterior of the ship, but instead reinforcement of the ship's entire structure. Thus, it's hard for me to envision a weapon that could "bypass" it...
Not to mention the fact that once you start adding stuff that bypasses this or bypasses that, you start eliminating effects that points have been paid for, and you start breaking the game.
Agreed. This happened in ACTA. You end up with races who are great against another and not so against others. E.g. if you have lots of armour piercing weapons as a "racial trait" and your opponent has armour then great, but if not you've just wasted a huge amount of points.
I've been reluctant to add an anti-armor trait because "armor" isn't supposed to represent iron plates bolted onto the exterior of the ship, but instead reinforcement of the ship's entire structure. Thus, it's hard for me to envision a weapon that could "bypass" it...
But "armour" could be in my universe big plates bolted onto a ship - or "armour" could be ablative shields in another universe - in both cases I'm sure you could envision a weapon that was superior against them. If in a setting it is just "reinforced Hull" then in that setting the anti-armour trait could be left out.
I think its a bit of a balance issue - not in friendly play but if you are playing a a semi-competative environment shields are not looking so attractive as they can be countered by "piercing" whereas armour can't be countered - that is unless catastrophic is rolled after getting through shields - in which case its kind of anti-armour because ECM and shields would just be much better at "preventing" the damage... or is it, my head hurts...
I think command is still good an fluffy. Getting the first shot off, does mean a lot, even if its only one ship. You can easily have a ship worth 40% of your fleet and getting to go with it first could mean you make it or break it. Our group actually implemented command into SAE based on what you did for SFO, but we halved the cost because of the alternating activation thing.
-Tim
I ended up removing "Command" from the rules because it just doesn't have much of an impact. In a game like Fleet Ops, where the initiative roll gives you the choice of moving all your ships last or attacking with all your ships first, it's clearly helpful. But with the alternating activation in Starmada, it's not as important. Also, it completely loses its usefulness if using Simultaneous Play (p.30).
Could you make have a hybrid? Morph the Simultaneous play option into Simultaneous movement, but keep initiative-based system for firing. Players move without foreknowledge of their opponents move, but fire in an alternating manner, making initiative useful, and therefore command? Just a stupid thought probably.
Erik
I'd still prefer to have "Command" do something else -- since many players will likely stick with the simultaneous play option.
I don't. I've already used initiative before SNE was released.
Also I can't bear a federation CC having nothing to do with command...
Seriously, you could add it as an option.
Marc
I'd still prefer to have "Command" do something else -- since many players will likely stick with the simultaneous play option.
What about using Command to modify fleet points in a manner sumilar to Morale? Higher command rating, more points available? Jus' a thought.
Erik
Edit: As I thought about this it makes less sense than what initially popped into my head. Carry on.
Edit: As I thought about this it makes less sense than what initially popped into my head. Carry on.
Yeah, it's actually kinda the reverse of what you might expect... a fleet with higher command should probably have LESS points to spend...
And everybody would use it and negate the command effect.
marc
Maybe use it as a way to co-ordinate fire across the fleet? If three/four units are targeting a single ship, shift one band to the left, six/eight units two bands, ten/sixteen units three bands etc. Could make long-range task-force firepower somewhat useful if some people don't like initiative-based systems (like me)
However, if there is a 'morphing' of the two options for a third option, I'd be happier if a initiative-based movement, simultaneous combat, were used instead of the other way round. But, that said, I'm gonna be using simultaneous all the way...:)
Maybe use it as a way to co-ordinate fire across the fleet?
Not a bad idea... <puts on thinking cap>
What would I use Command for?
1 point per command choice (ticked off as used) to use for:-
1) Add 1 to an initiative roll. "Having the Captain aboard could save our lives""We come in peace, Shoot to kill - FIRST!"
or
2) Add 1 to a turns available thrust. "I need more speed mr Scott"
or
3) Add 1 to a repair dice throw. "Get those systems back up Mr O'Brien"
Besides I do have a nice icon
[attachment=0]Command Icon.png[/attachment]
Paul
Just spitballing... As long as you have "X" levels of Command (with "X" based on your fleet's point total) you get a +1 to all attack modifiers...
Just spitballing... As long as you have "X" levels of Command (with "X" based on your fleet's point total) you get a +1 to all attack modifiers...
Would'nt that upset the balance of power? Oh no, I must be stuck in Trek mode.
How about adding to my previous list.
4) +1 modifier to weapons for one turn. "Mr Sulu target the cruiser"
Fixed cost per Command point, this is a way to show crew experience. A fixed maximum of points that can be used per turn?
Paul
Just spitballing... As long as you have "X" levels of Command (with "X" based on your fleet's point total) you get a +1 to all attack modifiers...
Hmm, maybe that could work...
You could link it to the number of Command levels across the fleet by saying X ships get a +1 to all attack modifiers, to make having additional command units more useful than just redundancy...
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