Topic: Questions

Been getting back into Starmada here after a long break. Have been tinkering around with a campaign/source book idea, but found I had some questions after re-reading the rules.

1) Fighters/Drones and +2 Attack Modifier: Is it even possible for them to get a +2? I know they can get a +1 with Strong.

2) Drone attack range: Wanted to clarify this. Do drones have to enter the target hex, or do they attack at range 1 like fighters? I think the former makes more sense.

3) +1 and +2 Attack Modifiers for Marines, Mines, and Probes: How do they get these modifiers? I've looked and I can't see where they get positive modifiers. Negative yes, but not positive.

And for the non-rules questions:
4) Any more rules for modifying Fighters/Drones? It's got to be the one thing I really miss from Admiralty Edition.

5) I'm curious how some folks design weapons for Nova. Part of me thinks design them in AE then convert (helps that I have a spreadsheet to do it as well), part thinks just use nice round numbers. I guess in AE I can better 'visualise' what I expect the weapon to do.

Re: Questions

1) yes--attacking a ship with Directional Defences where their defences are weaker--for example, attacking a ship with Directional Defences (FF) in the SAE C/D/E/F arcs, or attacking a ship with Directional Defences (PS) in the SAE A/B/E/F arcs. Those arcs give a one-left shift to the attack dice, so a Strong fighter flight attacking in those arcs would receive a +2 modifier.

2) I'm not an expert here, but I believe it's the latter (from numerous times I've seen cricket rule on fighter attacks, they've always attacked at range 1, and I can't see why SNE drones are any different). Of course, along comes someone to tell me I'm wrong...:)

3) I'm not sure exactly--I'd have to consult my copy to give my answer...

4) Unfortunately, I think the current rules make it unlikely. I could see additional multipliers to expand the three choices (i.e., somewhere around a x0.6-0.65 for a Very Slow, a Very Weak or a Very Fragile fighter), but for actual customisation, I think you're unlikely to see the ability to install a Double Damage weapon on a fighter flight, for example.

Maybe we could have those additional 'levels' for fighters and a fighter conversion process that allows anyone to convert a SAE fighter to a SNE fighter? I'm not sure if it's possible, but it could be interesting...

5) Apart from the early conversions, I now exclusively design weapons in SNE. Mostly it's a case of using integers for the BAS, but for flotillas I tinker with the BAS for smaller weapons to get roughly similar SU figures for them--hence, for example, my current setting had a flotilla-based weapon with a curious BAS of 0.668 (as it gave me a SU figure almost exactly the same as another weapon).

One of the main issues I've got with SNE is that I liked designing really low-tech ships, such as my Assyria Six setting. For quite a few weapons I used non-piercing modifiers to show how bad they were. Of course, nowadays I can't do that, and the ability to depict the Grome or Hurr of a particular setting is slightly diminished.

:idea: I know this won't really work (as I've only had this idea for a couple of minutes) but how about a range of negative weapon traits that can model really low-tech weapons? The second has been lifted from SX and the first is simply an extension of the current system but the third is a new addition:

1) Inaccurate: Weapons only hit on a roll of 6. Multiplier x0.5?
2) Must Re-Roll PEN Dice: Must pass the PEN roll twice for damage to count. Multiplier (not got an idea, but the SX version was x0.3. Of course, with there being three defence systems, maybe this should be a x0.5?)
3) Unreliable: After the attack has succeeded, roll a d6. If the roll is a 5-6, the weapon 'fizzles out'--no damage occurs. Multiplier--again, no concrete idea, but maybe a x0.5?

Yeah, maybe not, but my mind refuses to let go of an idea and I might as well let it into the world to see it get ripped to shreds...

Re: Questions

1} As above
2) As above
3) Marines and Probes are treated as weapons and have ranges attacking ships with Directional Defences.
The +2 on mines, ya got me thar! Copy/Paste?
4) Only Piercing so far.
5) Use the shipyard converter to give an idea of what it would be in SAE and use the Nova figure.
If I really like a ship I use the AE shipyard first and then convert it to Nova (getting the SFO figure along the way).

Paul

Re: Questions

*smacks forehead* Ah, directional damage. How did I miss that?  :oops:

Found another question, as I was looking over the mine rules. Why doesn't diffuse and scatter affect fighters, drones, and seekers (but oddly enough affects mines)? Damage effects not affecting them makes sense, but why not those range modifiers - guided still affects the dice.

As for fighter traits, I've been mucking around with some numbers for additional traits:

Accurate        x1.37
Double Damage    x1.64
Repeating        x1.24
Triple Damage    x2.24
Volatile        x2.84

I've also thought about the Expendable trait (x0.41) - makes for a torpedo-bomber idea that shoots then has to return to the carrier to reload, with the limitation that it can't bring the cost of the fighter below 25 (before normal (official/book) modifiers are applied).

But I think I'm ready to start laying the "technical" framework for my universe. Just have to decide on a couple of key points now: size of hex/length of turn, and the hardest one for any universe: warp points/wormholes/ect or FTL.

Edit: Actually, as I think and try to crunch numbers in an OCD manner at 0130 at night, just how big is a hex in Starmada? Using rough numbers, and assuming that the Earth is your average Size 1 planet (3 hex diameter), that makes a hex ~4200 km long, and 1 point of thrust/speed being ~1.4% the speed of light, with a turn being 1 second of time. Does this seem right?

**Note: My fixation with fighters might have something do do with me currently reading the Starfire series again.  tongue

Re: Questions

Ah, the Starfire series is always a thing that can give you ideas (hell, I came up with the warp point rules last year). The Lost Fleet also helped me with my Eternal Quest setting, so if you haven't read them, they might be an interesting read for you.

As for the Diffuse/Scatter vs Mines, it could be explained thus: for fighters, seekers and drones, you're attacking a fixed position (i.e., you need to hit a specific area of space--where the fighter is), but for mines you're attacking an area of probability (mines could be anywhere in that area of space). The first option means you need precision, whereas the second requires volume of fire.

(yeah, not a very good rationalisation--I've had four-five hours of bad sleep and no coffee yet, so my brain is currently operating at ooh, about 40% efficiency, I reckon)