Re: SIMS (a home-brew movement system for Starmada)

Marcus Smythe wrote:

May a ship both accelereate and decelerate in the same round?

No. Accel/Decel in this system is a question of "how many hexes as I moving, total, this round? Not "how fast am I moving as I pass through this hex?"

Marcus Smythe wrote:

Let us assume two ships, each with 6 MP and a current velocity of 3.  Neither turned on the previous round, so they may turn freely as their first movement.

Both see 'something awful' dead ahead, and want to get as far away from it as possible.

By retaining its current speed, Ship 1 may turn 1 starboard (2 MP), move forward 1, turn 1 starboard (2MP) move forward 1, turn a final time to starboard (2MP) and drift forward that last hex.  Its pulled a 180*, is 2 hexrows over from where it started, one hexrow 'behind' where it started, and headed away from 'something awful'

Ship 2, cunningly, goes slow to go fast.  He declerates by 1 (curring his velocity to 2 and his turn cost by 1).  He then makes the same series of moves and starboard turns as his cousin, while at speed 2.  After his last turn, he uses his 3 remaining MPs to floor it, ending up on the same hexrow and heading as ship 1, but 2 hexes further away from 'something awful'

Possible as you see it?

Nope.

Marcus Smythe wrote:

*edit*
And in SIMS, may a ship 'decelerate' beyond speed 0, such that it has a negative velocity (IE, is in reverse, not a realspace 'negative' velocity, which would be.. very strange)

I have not made a ruling yet on allowing for reverse movement just yet. I, personally think it is alright... but I get nightmares on Kaufman Retrograde games of Star Fleet Battles... smile

Re: SIMS (a home-brew movement system for Starmada)

While I have my own concerns with retrograde as well, especially as we have the chance in SMX to design ships with a range advantage that a retrograding fed fleet could only dream of...

If we dont allow retrograde, then people will (logically) simply mount long range rear-firing weapons... and then well see more fighting in reverse, because the ships will have no choice.

That said, retrograde issues, like picard manuver issues, are solved by having a fixed map....  but boy, fixed maps in space bug me alot...

Re: SIMS (a home-brew movement system for Starmada)

Marcus Smythe wrote:

but boy, fixed maps in space bug me alot...

We solved that one by building a bigger map... smile

Re: SIMS (a home-brew movement system for Starmada)

Now I remember why my instincts led me there: it's correct Newtonian movement. The delta-v required to get from move N hexes/turn heading north to N hexes/turn heading 60 degrees east of north is N.

Re: SIMS (a home-brew movement system for Starmada)

Again: I have no trouble with the idea of "Turn Cost = Velocity" if you allow for slightly larger engines in Starmada by changing that "3" int eh formula to "2" -- do that, and the idea of "Turn Cost = Velocity" is about right for me.

Re: SIMS (a home-brew movement system for Starmada)

have you tried SIMS with admiral version?

Re: SIMS (a home-brew movement system for Starmada)

runescience wrote:

have you tried SIMS with admiral version?

I believe that it was discussed within the Admiralty. You might try it, and see if you prefer it.

Re: SIMS (a home-brew movement system for Starmada)

thedugan wrote:
runescience wrote:

have you tried SIMS with admiral version?

I believe that it was discussed within the Admiralty. You might try it, and see if you prefer it.

Huh, missed that massive movement thread about the standard system....

I'm not getting around to everything, I got the weekend off, but:

wife + kids + Christmas = less computer time for dad

big_smile

Re: SIMS (a home-brew movement system for Starmada)

thedugan wrote:
thedugan wrote:
runescience wrote:

have you tried SIMS with admiral version?

I believe that it was discussed within the Admiralty. You might try it, and see if you prefer it.

Huh, missed that massive movement thread about the standard system....

I'm not getting around to everything, I got the weekend off, but:

wife + kids + Christmas = less computer time for dad

big_smile

I'm makin the most of while I can.  After tomorrow...my phone and internet are transferred over to the new house...which I won't get to move into until after the 27th now thanks to the underwriters takin their time last week.

This was probably the second most discussed issue amongst the Admiralty.

Re: SIMS (a home-brew movement system for Starmada)

From what I could discern, it appeared to be a misunderstanding, and a re-write of the rules to improve understanding would fix that....

Sorry to hear that you're not going to be in the new house by Christmas, I won't be getting a new recliner before then either. We haven't found one that matches the couch....
big_smile

Re: SIMS (a home-brew movement system for Starmada)

I suggest the following reasons as to why one shouldn't fret about movement:

1.)  Scale has no relevance (as in, one hex doesn't equal 10,000km, and one turn doesn't equal one second).

2.)  The game wasn't designed to be realistic; this is why I left SFB/StarFire for it.

3.) It's nicely modular.

4.) It plays very well with SFB/SF counters on a standard black hex-grid map.

Re: SIMS (a home-brew movement system for Starmada)

cricket wrote:

1) Remember that Starmada is played under artificial constraints -- i.e., the game board itself. Any ship that accelerates to the point where it can move from maximum weapons range to point-blank in a single move will end up flying off the opposite edge of the board, thus being "destroyed" itself.

I hate fix maps for space ship combat as space does not have borders.  I refuse to play such games or with such rules; we have always used floating maps in space ship combat games I've played, including Starmada.  Never had a problem doing so.  What I would have problems with is "being boxed into a corner" when playing a space ship combat game.

I've played Full Thrust and have seen speeds of 45+ (sometimes with my own ships).  We had to semi-abstract some ship locations "off the map" by noting direction (perpendicular to the map edge) and distance from the miniature sitting on the edge of the table.  This has worked fine.  But speeds of 20+ were rare, and even then I rarely moved off the current playing area or had to float the map.  So I'd worry less about high speeds or map edges and get the movement system right.  I wouldn't even bother with a maximum speed; IMO, even 300 is too slow for light speed.

The boom and zoom method might just be how space combat might be fought realistically.  That might not be as much fun for gaming, though.

Re: SIMS (a home-brew movement system for Starmada)

Einser II wrote:

2.)  The game wasn't designed to be realistic; this is why I left SFB/StarFire for it.

Realistic?   SFB/Starfire?    REALISTIC?   

lol  lol  lol  lol  lol  lol  lol  lol

Re: SIMS (a home-brew movement system for Starmada)

GamingGlen wrote:
Einser II wrote:

2.)  The game wasn't designed to be realistic; this is why I left SFB/StarFire for it.

Realistic?   SFB/Starfire?    REALISTIC?   

lol  lol  lol  lol  lol  lol  lol  lol

I think his point is that they PROFESS to attempt to address realism - and I think that we both agree they failed miserably. Starfire is - clunky's a good word - way too top heavy once you get to the more detailed parts. The base game is okay.

SFB is okay for duels, but once again, the added systems make it virtually  unplayable for me. YMMV....

Fleets in SFB took us 2-4 hours for a single turn.

Starmada does not attempt to make nice with the intricate details of ship design, but concentrates on the EFFECTS that the weapons and systems have in the game.


....and I think that's his point.
smile

Re: SIMS (a home-brew movement system for Starmada)

Thank you, sir, because that was exactly my point.  My current gaming situation doesn't allow for floating gameboards, vectored movement, or anything else that might lead to a game longer than three hours (my opponent is married, and has both a toddler and a newborn).  This, again, is why I went to Starmada; I simply don't have 12 hours to engage an aggressor-and no one should feel the game lacking if they don't, either.