Topic: Anything new coming down the pipeline for Nova?
Can we expect any new supplements for Nova that arent SFU related? I know that thats where the money is, but as a person that just ksnt really interested in the SFU, I felt compelled to ask.
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mj12games.com/forum → Starmada → Anything new coming down the pipeline for Nova?
Can we expect any new supplements for Nova that arent SFU related? I know that thats where the money is, but as a person that just ksnt really interested in the SFU, I felt compelled to ask.
There are no concrete plans, no. Some half-heated irons in the fire, but nothing I'd like to confirm at this time.
Part of it is that I'm not sure what to do... Suggestions are welcome.
If I hadn't spent the last two-three weeks doing a supplement, I'd have suggested that we could have done a supplement based along those lines (a naval/land/aerial supplement). However, as I've completed the design process and need only a few days to tie everything together, as well as the fact that I've based it on a Culture-like Orbital to justify some of the handwaves I made to put aerial vessels in the setting, I doubt that'll work...
Would you be looking for contributions of established work, or collaborations between a few or many of us?
I'd like to see a series of supplements that showcase and even enhance the flexibility of the system by introducing a few homebrew settings with very different motiffs. So maybe like a hard sci-fi setting set during a colonial war between Earth and the inner worlds against the belters and the Jovian moons. Maybe you could introduce new rules for limited delta-vee, solar flares as in-game events, intership computer hacking as a new form of attack, etc.
Then you could do a full-on space opera supplement with rules for psionic crews, unobtanium shielding, warp missiles, and other such implausibilities.
One other thing I'd really like is a set campaign system for linking multiple scenerios together into a branching narrative. If there is a single official campaign system you could even run organized events, allow player groups to register to different factions and then the results of the various tournament events help guide the development of the game world.
Hello everyone,
I have an idea that I was pondering before SNE came out; we could call it S:A&NE
I used to play Full-Thrust until I found a copy of Starmada-Compendium nearly a decade ago. This is why I often refer to the reductions in firepower and rolling for weapons, engines, etc. as making Threshold Checks.
I was wondering if a combination of SAE & SNE could be made. The Weapons would be designed with mounts, etc as in SAE. For shields, there would be the numbers as in the Drake notation. Shields of strength five would be written like this: 5 4 3 2 1. Thrust four would be done in the same way, 4 3 2 1 with Drake Notation. The hull & armor would be done as in SNE.
When the ship losses its first 1/3 of it hit points a threshold/damage check would be made. A roll of 5 or 6 destroys A weapo- mount; for a ship's engines & shields, roll a # of dice equal to the level/strength. Each 5 or 6 lowers the level by one. For each piece of equipment, use the same procedure.
Here is one of my SAE designs converted to SA&NE
(601) USS New Mexico
Hull: 6 5 4 3 2 1 * 6 5 4 3 2 1 * 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: 4 3 2 1
X: "14 Inch Plasma Cannon" 6/12/18, 1/3+/1/4
Piercing +2; Starship-exclusive
[ABCD][ABCD][CDEF][CDEF]
Y: "5 Inch Laser Cannon" 3/6/9, 1/3+/1/1
[ABCD][HIJK][HIJK][HIJK][HIJK][HIJK][HIJK][CDEF]
Special: Hyperdrive; Armor Plating; Fire Control; Marines (4); Teleporters (4); Cargo (84) 8-)
I would obviously triple the hull and add lotsa armor. The (601) is the SAE cost, with SAE hull, etc.
But lets look at as it is now. After losing 1/3 of the hull points, six points of damage, we make a threshold check and a 5 or 6 destroys an engine or shield.
I would roll four dice for engines, & four for shields. (0ne roll of 5 or 6 for shields would reduce the shields to 3 while three bad engine rolls would reduce engines/thrust to 1...)
There are four "X" weapons, roll four dice. There are eight "Y" weapons, roll eight dice. The ship-owner determines exactly which [mount] is destroyed in a battery.
Roll one dice each for hyperdrive, then FC, then four dice for Marines & teleporters.
The same idea for the second 1/3 of hull lost would be done, but a roll of 4,5, or 6 would mean the loss of the item. Use the repair rules for SAE, and movement rules for SNE. One minor change for weapons is to move the to-hit number to first place. The NM's 14 Inch Plasma Cannon would become 3+/1/1/4.
I think that this blend would give us the best of both systems.
What does everyone else think?
Cheers,
Steven
Some ideas on that:
1.) An Anniversary or special edition of Starmada
2.) A PDF that includes all errata and additions to the different versions of each product (where you add info into each revision).
3.) Set books (each one book, containing all the rules and ships): SFU, All NOVA product, All X products, Adm. stuff, etc.
4.) Maybe a book of just ships from all the products combined with another product that has all the rules.
5.) The "super compendium" a product that contains everything in one..all the different editions and products.
6.) A super detailed starship construction book: has premade modules, hulls, etc..and types of weapons already designed out.
7.) It would be great if someone had the B5 license again..
Oh I have a whole laundry list of things Id like to see. New weapon traits, new ship traits, new rules options, some kind of campaign system, random scenario generator, perhaps some implementation of "heroic" crew members.
I'd like to see a series of supplements that showcase and even enhance the flexibility of the system by introducing a few homebrew settings with very different motiffs. So maybe like a hard sci-fi setting set during a colonial war between Earth and the inner worlds against the belters and the Jovian moons. Maybe you could introduce new rules for limited delta-vee, solar flares as in-game events, intership computer hacking as a new form of attack, etc.
Then you could do a full-on space opera supplement with rules for psionic crews, unobtanium shielding, warp missiles, and other such implausibilities.
One other thing I'd really like is a set campaign system for linking multiple scenerios together into a branching narrative. If there is a single official campaign system you could even run organized events, allow player groups to register to different factions and then the results of the various tournament events help guide the development of the game world.
I wasn't going to publicly post this yet as it's kind of an ongoing project, but I've created something along the lines of what you describe:
Warfleet: New Era (the website is very much a work in progress, forgive the occasional references to "old" data that was copied from the previous website).
I've constructed LEGO models of all of the starships, which will also be used to create the box-models for play. Basic starships descriptions are here
So far I'm working on shield and damage allocation modifications. Their are shield arcs that have different strengths, with the ability to destroy shields in specific arcs. It's also possible to make targeted attacks and completely disable ship subsystems like engines and weapons without destroying the ship. As boarding is possible in the Warfleet universe (and some scenarios revolve around boarding a ship) I'm looking into modifying the Starmada system so it can be used to perform boarding actions. I've also toyed with the idea of planetary ground combat.
Not all the fiction I've written is up on the website yet. I have a lengthy piece written on the use of Auxiliary Cruisers (armed merchant raiders) during the War of Independence, which goes into a lot more detail on hyperspace travel, how transfer of goods works from deep-space freighters to local supply ships, and why (and how) piracy is so rampant.
I've divided the technology levels into 4 distinct levels: Pre-war, Early-War, Late-War, and Post-War. Briefly:
Pre-War: Involves technology and starships that entered service prior to the war of 2272. These include older ships and older weapons. This is the most common technology base for civilian craft. Newer "pre war" ships are still quite effective against earl-war tech. The oldest pre-war ships generally don't even use laser technology, and are hopelessly outclassed.
Early-War: Ships and technology available in the 2272-2275 (ish) timeframe. The majority of military ships available in Warfleet fall into this category. Even ships in this timeframe gradually improve, and a ship design from 2275 will likely outperform a ship from 2272.
Late-War: This is where we start to see some more interesting technology -drastically improved ECM/ECCM capabilities, better shielding, more maneuverable ships, and some new experimental technologies like Light Attack Craft (very, very small starships that are carried by a tender. The closest my fiction gets to fighters/bombers).
Post-War: Introduction of new designs of ships and new weapons, particularly as a result of research done in the Aldebaran system: FLAK cannons, proton beam cannons, more deadly Light Attack Craft, etc. Ships of the post-war era are distinctly more powerful. Still trying to figure this one out; SAE had weapon options that would work well for the beam cannons I had planned.. SNE not so much.
Sorry, kind of went off on a long description there. I'm hoping to create a completely unique universe that, while it uses Starmada as a base, very much has it's own unique feel, both in fiction and in gameplay.
Once of my biggest complaints about Nova while working on this fiction is the lack of a way to track ammunition expenditure. In my initial draft nearly all of the ships relied heavily on ballistic and ordinance weapons. I could add a system in to do it, but I'm a numbertard so balancing it would be very difficult.
Will there be a "Borders of Madness" release in whatever century ADB releases it?
Have you considered a land based Starmada addition? Rules for terrain, potential urban combat, etc.
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