Topic: Questions about ship design and gameplay
Hello,
My friends and I have been playing Starmada off and on for a couple of years, and I wanted to see if anyone else has had the troubles that we have had and could offer some solutions.
1) The way hyperdrives are figured into space calculations, you can add as many hyperdrives as you want to a ship, for free, and you get as many Q hits as you want out of this, for no cost, since the only cost for hyperdrives is a 10% reduction in SUs for the first one.
A similar problem arises when using the shockwave special equipment. Both its offensive rating and its space units depend on the shield rating. This means, if you aren't using shields (such as on some small ships my friends and I have designed) you can have infinite Q buffers again.
2) The combination of Re-roll To-Hit Dice/Repeating/Inverted Range Modifiers, or really just Re-roll To-Hit Dice/Repeating. The Inverted Range Modifiers was for use during the phase in which my friend used stealth generators on all his ships.
When these weapons are 2 ROF, 1 PEN, 1DMG,3+ To-Hit, anything in short range (or normal range with the IRM/Stealth combo) hits on everything but a 1. Then it repeats. If you manage to roll a 1, you get to try again due to the Re-roll To-Hit. You have to roll two 1's in a row before it stops hitting. When these weapons are expendable, they cost about 25 su at tech level 0. You can have 5 on a hull 4 ship with 7 engines and pds. Each ship, when all the weapons are fired together, results in an average of 300-400 penetration dice. Too powerful for a hull 4 ship. Slap a cloaking device and range based ROF instead of IRM, and you can sneak up on ships and do triple the damage of the other ship.
Has anyone come up with a counter to this weapon? Decoys help a bit, but it is still insanely powerful.
I think I have more questions, but I have to go for now, so I'll add them in later.
Thanks for your time,
shift