Topic: Some Florida Gamers & I returned to Starmada Compendium.

Hello everyone!

Happy New Year!
My friends and I who play Starmada up here in North Florida and down in South Florida have returned to the Starmada Compendium version of this awesome game.   There are several reasons for this change.

I personally like the way Long Range Sensors work in the Compendium.  I prefer extending the long range as opposed to just extending middle range. The maximum range of weapons being 24 instead of 18 allows for more maneuvering.  This also allows the Energy Lance with its reversed range modifiers to be combined with the LRS.   I also missed the Antimatter beams and the Disrupters.  Their unpredictable results depending on if you hit hull or weapons/shields is a lot of fun!   Meson beams and Needle beams are also enjoyable.  The way that most of size weapons in each "category" of 1,2, & 3 "space" cost and use the same amount of SUs is simplier and very useful.  This allows us to change, for example, Disrupters for Particle beams or Anitmattter beams for Mass Drivers between games without having to go home, redesign on PC, and then reprint.   Similiarly, Fusion torpedoes can be replaced with Pulse lasers, or a Resonance Cannon, etc.  Same options with changing size 1 weapons.    smile

I think that the Game mechanics of the Starmada Compendium are much smoother.  The games moves along much quicker.   For example, combining the hull and engines is great.  In Starmada X, any rolls to fix the "b" battery have to be shared with the engine repairs.  This makes "a" & "c" batteries more fixable than "b".  Also slow ships will run outta engines b4 hull most of the time.  This won't happen in the 'Compendium till near the end.

Also in The 'Compendium rules, Armored Batteries, Reinforced Hull and the Redundant Shielding are handled much simpler, and are more user-friendly.  Just mark off a weapon, hull or shield every other hit on them.  It is much quicker than rolling a die6 for each hit on weapon, hull, and/or shield.  Having to do that extra roll all the time boggs the game down some.

Unfortunately, in the Starmada "X" system, there are too many "cheesy" combinations of 3 weapon enhancements made into expendable to defend against.  I can give details of the ones I created later... (!)    One thing I do like from Starmada "X" is the way it presents Point Defense systems

I realize that much creative thought and play-testing went into making Starmada "X and I am impressed with it.  But my friends and I feel that the game is heading into excessive, unessary complexity; such as having to have specific shield types to defend against either ballistic, energy, etc. weapons.   Even overly-complex StarFleetBattles does not do that...

My friends and I played 4 games using the many weapons and special equipment in the Compendium.  It was more enjoyable than our Starmada "X" games had become, went much more smoothly & was more playable.    smile

I hope no one is offended by this and am curious if any other Starmada players are using the 'Compendium rules..

PS:  Please keep the Starmada Compendium ship designer web site functional   smile  smile  smile

Steven Gilchrist
Jacksonville, Florida, USA

Re: Some Florida Gamers & I returned to Starmada Compendium.

BeowulfJB wrote:

Unfortunately, in the Starmada "X" system, there are too many "cheesy" combinations of 3 weapon enhancements made into expendable to defend against.  I can give details of the ones I created later... (!)

The use of the Expendable weapons rule is entirely optional, as is screening and the like. So you could certainly opt not to use it, if expendable weapon abuse was the major problem you were encountering.

BeowulfJB wrote:

I realize that much creative thought and play-testing went into making Starmada "X and I am impressed with it.  But my friends and I feel that the game is heading into excessive, unessary complexity; such as having to have specific shield types to defend against either ballistic, energy, etc. weapons.

...and that isn't necessarily even a mainline SX optional rule; it was something that VBAM Games introduced in the Starmada Edition VBAM book because it was desirable to break the three out to make things mash up with the VBAM background. So you can't fault SX on that one, since it is about as optional as you can get!

As for even SFB not having specific shield types, that is more of a setting issue -- just as the VBAM B/K setting kind of required them to get the right mix of values for what the universe is based around. But you certainly don't have to play with them, and the concept isn't a core component of the SX game system.

BeowulfJB wrote:

My friends and I played 4 games using the many weapons and special equipment in the Compendium.  It was more enjoyable than our Starmada "X" games had become, went much more smoothly & was more playable.    smile

I know I have read several of your battle reports before, but what do you and your friends see to be the biggest problem with Starmada X? I have never played the Compendium version, but have read through it a few times. I see some elements of the old rules that I think are interesting, but it all seems to come off as being nowhere near as streamlined and versatile as Starmada X is.

I will come right out and admit, however, that I use Starmada X as much as a "tech widget" for my VBAM campaigns as anything else. I really like the game, but most of what I do is tinker and play around creating new designs for campaigns. I create far more ships than I fight battles, and I have the advantage of having a very limited opponent pool (1-2) so that my direct exposure to the powergamer crowd is extremely limited.

The most important thing though is that you guys have fun. To that end, I wish you many a good battle using your preferred system. We all look forward to hearing the tales of battles hard fought! smile

-Tyrel

Re: Some Florida Gamers & I returned to Starmada Compendium.

I'm one of those Florida gamers that played against Steve, and even was on his side once, over the holidays.   I pretty much agree with his assessments of using the Compendium rules over the X rules.  We debated whether to try the Compendium rules or making some houserules and use the X rules; we chose the Compendium.  One house rule for X we thought about was limiting weapons to one option.    I also disagree on the value of some of those options in X (i.e., Repeating is too cheap.  Let's see, the Compendium's repeating weapon, Pulse Laser, is a size 3 weapon and can shoot at fighters while the extra hull weapon, Mass Driver, is a size 2 weapon and cannot shoot at fighters.  Now, in X, the Repeating option has a 2.4 multiplier while the Extra Hull damage option has a 3.0 multiplier; both can shoot at fighters.  Hmm, I smell a pay off from the Repeating weapons arms dealer  :wink:  Edit: and what makes Repeating even more offensive (sic) is the change for Long Range Sensors special equipment.  At long range in the Compendium the modifier for long range still exists; while in X with LRS it does not.  And this is NOT reflected in the Repeating weapons cost and it very much should).

I've modified my version of the SXCA spreadsheet (v2.61 base version) and switched it over for the Compendium.  So far my numbers for ship designs match with the website, except when TL mods are altered.  Then my spreadsheet tends to be a point or two higher in CR and use up an extra SU or two.  This could be due to rounding.  Are numbers rounded in the middle of the equations or only at the very end?  Also, I made the SSDs similar to my modified X-rules SSDs.

Also, it seems that the TL mods for special equipment do apply to everything except the hyperdrive (as it should); and not at all to the Interdictor Field and as far as I know it should.  Should the ruling about what equipment is modified by TL apply to the Compendium rules as well?

Re: Some Florida Gamers & I returned to Starmada Compendium.

Some other thoughts while I was rereading the posts...

I like the damage allocation from X better. I like that you can get Q hits and what weapon batteries are hit.  I even powergamed and put in several Laser Cannons (fighter defense, you know  :wink:) to be taken as weapons hits before hitting my main batteries for the Compendium battles.  Not that it mattered much, Mr. Mass Driver-armed fleet destroyed my main warship and barely scratched weapons and shields.

I prefer the amount of repair rolls from the Compendium; in that there are fewer rolls.

It there any problem using the X-damage allocation method with the Compendium rules?

(Now, if a certain person would remove the now-unofficial Teleporters from his ship designs so he can't take those as cheesy Q hits... :roll: ).

Re: Some Florida Gamers & I returned to Starmada Compendium.

BeowulfJB wrote:

I realize that much creative thought and play-testing went into making Starmada "X and I am impressed with it.  But my friends and I feel that the game is heading into excessive, unessary complexity; such as having to have specific shield types to defend against either ballistic, energy, etc. weapons.   Even overly-complex StarFleetBattles does not do that...
[...]
I hope no one is offended by this and am curious if any other Starmada players are using the 'Compendium rules..

Nope, no offense taken. But I do want to clarify that you're not meant to take all of the options in Starmada X as gospel. The point is to pick and choose what you want in your gaming group, and discard the stuff you don't. Heck, even I've never played with ALL of the options and additional rules... wink

So, if you don't want the K/E/B distinction, then ignore it. Think some of the weapon combos are too "cheesy"? Then don't use them.

The reason why Starmada has grown to the point where I'm not even sure what to do with it anymore is that people have been making suggestions and playtesting it for over 12 years -- that's a lot of history! But each of those suggestions is coming from a particular perspective of what space gaming "should" be -- and if you agree with even 50% of those perspectives, well, you're a very open-minded gamer. smile

Point is, Starmada is not intended to be a game where every possible ship creation is "tournament legal" against every other -- nothing wrong with that sort of game, but it's a different animal than Starmada.

At the same time, I'm glad to hear that the Compendium holds up well -- after all, it's nearly five years old.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Some Florida Gamers & I returned to Starmada Compendium.

GamingGlen wrote:

It there any problem using the X-damage allocation method with the Compendium rules?

None at all.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Some Florida Gamers & I returned to Starmada Compendium.

um,

LRS with inverted range modifiers in the compendium is about as broken a combinations you can get.

How do you counter that combo?

Re: Some Florida Gamers & I returned to Starmada Compendium.

jimbeau wrote:

um,

LRS with inverted range modifiers in the compendium is about as broken a combinations you can get.

How do you counter that combo?

Skill - pure, unmitigated, God -Given Skill......

..and a dash of luck.
:-)

..feeling a bit wankerish this evening.
big_smile

Re: Some Florida Gamers & I returned to Starmada Compendium.

Are we talking Compendium LRS+IRM, or X?

If X, then the simple answer is that it is essentially redundancy. With Compendium, however...brrr

Go for Cloak? Get within the medium range and problem solved.

Re: Some Florida Gamers & I returned to Starmada Compendium.

The part where it says "in the compendium" wasn't enough for you?

big_smile

Re: Some Florida Gamers & I returned to Starmada Compendium.

jimbeau wrote:

um,

LRS with inverted range modifiers in the compendium is about as broken a combinations you can get.

Oh my, yes.  Multiple spinal mounts with LRS and TDAR weren't much fun to be on the receiving end of, either.  Compendium was fun at the time, but in hindsight it had some real balance issues.  The change to LRS was one of the best things X did...

Re: Some Florida Gamers & I returned to Starmada Compendium.

Now that we are using the Starmada Compendium rules, dealing with InvertedRangeModifiers & LRS is a challenge.   I suggest several ideas.   One is to have fighters screen your ships until you get into middle range.  Also, while doing that, strengthen the facing shield and move forward.  Hopefully, you can go forward faster than your opponent can retreat!   I use reinforced hull on all my designs so I can use Emergency Thrust once or twice to get into range(if you have 0rganic Hull, even better!!.  Finally there is the use of of ECM or cloaking devices.   
     Gaming Glenn used this combination effectively against ships of mine that had Mass Drivers as maie weapons.  He won, but it was a somewhat close game.  He is a great player and caught me by surprise:  Good job my friend.   smile 
     But wait till March... (!)  smile  smile  smile
Steven Gilchrist
Jacksonville, Florida, USA

Re: Some Florida Gamers & I returned to Starmada Compendium.

Hello everyone
    I have a question for the Starmada designers.   I really like the way the Point Defense System works in the "X" version of Starmada compared to the way it works in the 'Compendium..  I was wondering if using the PDS in Compendium designs as it is used in the "X" version would be the same point value.  If not, what would be the difference or the modifier to use the PDS in Starmada Compendium games as it is used in the "X" version?   
    Sometimes my fertile imagination just won't stop...

Steven Gilchrist, Jacksonville, Florida, USA

Re: Some Florida Gamers & I returned to Starmada Compendium.

jimbeau wrote:

The part where it says "in the compendium" wasn't enough for you?

big_smile

No, it wasn't...:D

Seriously, I just glanced at the post, saw LRS+IRM, then saw broken combination, and wanted to know which one it was.

Re: Some Florida Gamers & I returned to Starmada Compendium.

hundvig wrote:
jimbeau wrote:

um,

LRS with inverted range modifiers in the compendium is about as broken a combinations you can get.

Oh my, yes.  Multiple spinal mounts with LRS and TDAR weren't much fun to be on the receiving end of, either.  Compendium was fun at the time, but in hindsight it had some real balance issues.  The change to LRS was one of the best things X did...

Stealth Generator and LRS... that is a combo that is deadly.
Mix in the IRM and eat opponents for lunch. Over and over.

My biggest problem today is that I trained Jimbeau fighting against me with that mix and now that I don't use it he walks through anything I put against him....  tongue

Re: Some Florida Gamers & I returned to Starmada Compendium.

You mean that I, the uncheesiest of them all, found the cheesy broken combo?  Me?  Oh well, me bad.   :twisted:   Guess I'll have to retire that design.

I prefer the LRS in the Compendium over the LRS in X.  LRS in X means there are 2 ranges in effect, short and long-ranged medium.  About the only time long range matters is fighting someone with the Stealth Generator.  And, SG is just as broken in X as IRM is in the Compendium; I prefer the 50% increase to range for the SG.

Re: Some Florida Gamers & I returned to Starmada Compendium.

I prefer the way LRS works in X, actually. LRS in X means that you don't get an insanely long range over your opponent, and means that its more about weapons layout.

But, now you mention it, Stealth does seem a little broken in X.

Re: Some Florida Gamers & I returned to Starmada Compendium.

murtalianconfederacy wrote:

I prefer the way LRS works in X, actually. LRS in X means that you don't get an insanely long range over your opponent, and means that its more about weapons layout.

"insanely"?   An extra 6 inches at maximum?   :?

Oh, that's right, you people like speed 2 ships, and think speed 3 is blazingly fast.   :shock:   No wonder the optional tactic of Evasive Action is never used.  Let's see, -1 for long range, -1 for EA, that's -2.  So let them get one shot at long range (okay, with EA they might get 2).  Oh yeah, 1-3 movement points gets you -0 EA mod.

You do realize that YOU can put LRS in your ship, also.

I never design a ship with less than a speed of 4.

There's more to ship design than weapon layouts.

Re: Some Florida Gamers & I returned to Starmada Compendium.

BeowulfJB wrote:

I was wondering if using the PDS in Compendium designs as it is used in the "X" version would be the same point value.  If not, what would be the difference or the modifier to use the PDS in Starmada Compendium games as it is used in the "X" version?

Yes. PDS eliminates 50% of the damage a ship takes, so the multiplier is x2.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Some Florida Gamers & I returned to Starmada Compendium.

GamingGlen wrote:
murtalianconfederacy wrote:

I prefer the way LRS works in X, actually. LRS in X means that you don't get an insanely long range over your opponent, and means that its more about weapons layout.

"insanely"?   An extra 6 inches at maximum?   :?

Oh, that's right, you people like speed 2 ships, and think speed 3 is blazingly fast.   :shock:   No wonder the optional tactic of Evasive Action is never used.  Let's see, -1 for long range, -1 for EA, that's -2.  So let them get one shot at long range (okay, with EA they might get 2).  Oh yeah, 1-3 movement points gets you -0 EA mod.

You do realize that YOU can put LRS in your ship, also.

I never design a ship with less than a speed of 4.

There's more to ship design than weapon layouts.

How much have you actually played with the old version of LRS, pray tell?  It doubles the long range bracket on your spinal mounts, too.  And if your ship speeds are similar, your maximum closure rate against an enemy who's backing away is about half your speed, or pretty much nothing if you're using evasive or he's got his guns pointed aft.  Odds are your speeds won't be similar, since the classic Compendium LRS user is a small, fast ship with multiple spinals, often pointing to the rear...and against those, you'll never get in range to shoot back with anything but your own LRS-spinals.

The combo is obvious, and boring as all get-out after a repetition or two.  There are good reasons why X changed LRS.

Now, if they'll just do something about Stealth...  smile

Re: Some Florida Gamers & I returned to Starmada Compendium.

GamingGlen wrote:
murtalianconfederacy wrote:

I prefer the way LRS works in X, actually. LRS in X means that you don't get an insanely long range over your opponent, and means that its more about weapons layout.

"insanely"?   An extra 6 inches at maximum?   :?

Oh, that's right, you people like speed 2 ships, and think speed 3 is blazingly fast.   :shock:   No wonder the optional tactic of Evasive Action is never used.  Let's see, -1 for long range, -1 for EA, that's -2.  So let them get one shot at long range (okay, with EA they might get 2).  Oh yeah, 1-3 movement points gets you -0 EA mod.

You do realize that YOU can put LRS in your ship, also.

I never design a ship with less than a speed of 4.

There's more to ship design than weapon layouts.

Weapon layout is important. It defines the battle you're going to fight. If you have wide arcs you can go for slower ships, because guess what? It doesn't matter how fast your enemy is going, if he is still in your arc you can nail him. Narrow arcs? Then go for speed, and maybe overthrusters. As I go for weapons in AC/BD arcs, it means you're going to have to endure at least one, possibly two, maybe even three turns in my arcs before you can get to the rear. And I always design ships for the fleet battle, so Im going to bring some lighter ships to the battle anyway.

Re: Some Florida Gamers & I returned to Starmada Compendium.

Let's not get touchy here, it is just a game after all big_smile

Re: Some Florida Gamers & I returned to Starmada Compendium.

Hello everyone,

My friends and I played a 3,000 points per side Starmada Compendium game on Sunday 1/6.  It was an interesting game.  My opponents had mostly mass 15 to 20 ships with reinforced hull, and for weapons, lotsa fusion torpedoes & Mezon beams.  Incredibly, these huge (&rare<LOL>) ships had 4 or 5 reinforced ionic shields and were speed 10 to 12(!)  There were also 60 fighters on the other side also.

My mass 12 & 11ships have regular shields, long range sensors, armor plating & reinforced hull were speed 5.  They are armed with Energy Lances, blasters, and laser cannons.  those on my side were armed similarly to our opponents.  These ships are reprints of ships I played over a 18 months ago, just a little smaller because:  "ships with more than 12 hull points should be quite rare" 

The game was interesting.  The other side did not close to close range, but stayed at long range.  They fired first at my ally and destroyed on of his big ships.  My three smaller, slower ships had target practice with their energy lances.  Not to near the end of the game did one of the other side's ships close with my ships.  By that time, their fleet was ravaged, and many fighters destroyed by my ships sniping at with their Laser Cannons.  It was fun watching the other side try to figure out what to do; they never really did.  Also my slower ships had more firepower for their cost.

This game was wild & fun, It was as enjoyable as the games we played for a year back in 2004 when I first found a copy of Starmada Compendium at Gaming Glenn's store.  We are gonna play again here in Jacksonville in two weeks.  I definitely like the smoother game mechanics and the longer ranges that we were able to have, as well as the 'Compendium's interesting weapons.  smile  smile  smile

Steven Gilchrist; Jacksonville, Fla, USA.

Re: Some Florida Gamers & I returned to Starmada Compendium.

Hmm,
I've found that by not taking LRS' I can have beefier engines and longer ranged weapons on my ships. This seems to offset the "to hit" advantage that my opponent has.
  LRS' take up a large amount of space units. So it still seems like a fair trade off whether or not you take LRS'.
Roy

Re: Some Florida Gamers & I returned to Starmada Compendium.

Hello everyone,

Last Sunday, I added battle satellites to a couple of my ships.  I like the added firepower and the added anti-aircraft capability they add.  (In the Starmada compendium, only a few weapons can fire at fighters; extra AA is an asset).  I have noticed that rules  to modify drones in a similar way as modifying fighters have been made.  I was wondering if the various fighter modifications, along with their extra cost, could be used to modify battle satellites?   Although most of my slow ships have a speed of 5, it would be great to have faster batt-satts to keep up with my speed 6 or speed 7 ships, even if they cost more...   Perhaps if the "assault" version was available, it could fire as a T2, banked laser cannon.  Any thoughts from the creators of this awesome game?

Steven Gilchrist; Jacksonville, Fla, USA

PS:  We play again on Sunday @ Sanctuary game store  here  in Jacksonville @ 2pm.  All are welcome  smile