Re: Special Equipment Ideas

cricket wrote:

One function of the damage track is to ensure that 50% of the ship's "stuff" is gone at the time the final hull point is lost. So, you would need to also modify the damage track calculations as per rule A.3.1.

Yea, I was wondering how that tied in big_smile Thanks for the insight Dan. I'll modify my spreadsheet to reflect the effect that changing number of Hs on the damage track will have on the other systems.

Re: Special Equipment Ideas

Still, the ComRat hit looks appropriate doesn't it?

Re: Special Equipment Ideas

japridemor wrote:

Still, the ComRat hit looks appropriate doesn't it?

Your modifiers are correct -- but I'm not sure why it isn't changing the DRat appropriately... :?:

i.e., going from normal to strong should increase the DRat by 50%, but you have it going from 62.4 to 78.6 or an increase of only 26%...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Special Equipment Ideas

cricket wrote:

Your modifiers are correct -- but I'm not sure why it isn't changing the DRat appropriately... :?:

i.e., going from normal to strong should increase the DRat by 50%, but you have it going from 62.4 to 78.6 or an increase of only 26%...

Due to the non multiplicative items in the design. The Security Teams and such only add to the DRat not multiply. So the multiplication hits and then the adding. I guess I should have had a more simple design but I wanted to put some Q hits on the damage track.

Re: Special Equipment Ideas

japridemor wrote:

Due to the non multiplicative items in the design. The Security Teams and such only add to the DRat not multiply. So the multiplication hits and then the adding.

Uh... yeah. I knew that. I was just seeing if YOU knew why it was coming up wrong.

Yeah, that's it.

big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Special Equipment Ideas

cricket wrote:

Uh... yeah. I knew that. I was just seeing if YOU knew why it was coming up wrong.
Yeah, that's it.
big_smile

:oops: Argh. Don't say wrong!  I am taking your quotes as Starmada gospel so if you say wrong them I'll scratch this whole idea.  big_smile

Re: Special Equipment Ideas

japridemor wrote:

:oops: Argh. Don't say wrong!  I am taking your quotes as Starmada gospel so if you say wrong them I'll scratch this whole idea.  big_smile

As well you should.

More people should take my word as Gospel. It would save a lot of time.

But in this case, I had failed to see what effect the additive equipment would have on the DRat -- so if anyone was "wrong" it was me. Your approach seems sound; but I would wait until playtesting results before passing final judgment.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Special Equipment Ideas

cricket wrote:

More people should take my word as Gospel. It would save a lot of time.

Notice, however, that I said STARMADA gospel. Not "I have some nice land in South Florida to sell you" gospel or "the check is in the mail" gospel. :wink:

Re: Special Equipment Ideas

out of intrest japridemor, have you made a spreadsheet that uses your various mods? they seem very intresting esp. the range of ship designs that you can make.

Re: Special Equipment Ideas

Similar to the generational equipment mentioned previously, I can see the same principles applied to a range of other special equipment, were there interest.

Anti-Fighter Batteries
Armored Gun Batteries
Decoy
Redundant Engines*
Redundant Shielding

It would be nice to blow away attacking fighters on a 1-3 but it would be a pretty big system and jack up your DRat by a significant amount. Or have your weapons shrug off tons of damage.

Re: Special Equipment Ideas

Tachyon Detection and Ranging ( X )

The tachyon detection & ranging (TDAR) system uses faster-than-light particles to fix a target's position far more accurately than traditional starship sensors. During the End Phase of each turn, a ship equipped with TDAR ( X ) can make a single roll against one enemy starship to which the acting ship has line of sight (TDAR cannot be used on fighters); on a roll of 7 - X or higher, a lock has been achieved.

TDAR ( X )    Lock-on    SU Cost    ORat    DRat
1        6+    2%    -    x1.2
2        5+    5%    -    x1.5
3        4+    10%    -    x2.0
4        3+    20%    -    x3.0
5        2+    50%    -    x6.0

SU Cost: + (10 x ( 6 / ( 6 – X ) – 1 )%
ORat: -
DRat: x (6 / ( 6 – X ))
Hit?: Yes

Note: The current Tachyon Detection and Ranging system is equivalent to Tachyon Detection and Ranging (2) which gives:

SU Cost: + (10 x ( 6 / ( 6 – 2 ) – 1 )% or +5%
ORat: -
Drat: x (6 / ( 6 – 2)) or x1.5
Hit?: Yes

This is consistent with the current rules.

Re: Special Equipment Ideas

I could also see Decoys and PDS being restricted to one specific attack type. That is if you are using the K/E/B Defenses. So you could mount some Decoy, Ballistic (2) that have a 33% chance of stopping ballistic attacks but don't work agains energy or kinetic attacks. The specific defenses are calculated as 1/3 the standard ones.

Re: Special Equipment Ideas

Many starship designers, not content to rely on friendly fighters to protect their starships from enemy fighters, have chosen to equip their designs with anti-fighter batteries ( AFB ), tiny weapons which can only attack at extremely close quarters.

Whenever a fighter flight attacks a starship equipped with AFB ( X ), it loses a fighter on a roll of X or less, just as if it were attacking another fighter flight..

SU Cost: + (10 x ( 6 / ( 5 – X ) – 1 )%
ORat: -
Drat: x (6 / ( 6 – X ))
Hit?: No

Note: The current Anti-Fighter Batteries is equivalent to Anti-Fighter Batteries (1) which gives:

SU Cost: + (10 x ( 6 / ( 5 – 1 ) – 1 )% or +5%
ORat: -
Drat: x (6 / ( 6 – 1 )) or x1.2
Hit?: No

This is consistent with the current rules.

Re: Special Equipment Ideas

All these special equipment ideas kinda died out with the release of SAE hunh?

Re: Special Equipment Ideas

It is interesting to see the ideas though...:)

Re: Special Equipment Ideas

I like the ide of Armored Batteries.  They would make a die roll of "6" have no effect.  The Starmada Compenduim had these Armored Batteries and they worked well. 8-)