
"Attack Vector Tactical meets Starmada?" Topic
9 Posts
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| nvdoyle | 29 Jul 2009 7:39 p.m. PST |
While I prefer a simpler, less realistic game than AV:T, I do like the realism that it brings to the table. I'd like to adapt some of that to the most recent Starmada rules, the Admiralty Edition. Mostly what I'm looking for is how the weapons relate to each other; what makes a laser different from a coilgun from a homing missile, etc. – both in hitting and damaging the target and in how they're defended against. How would you all go about adapting that 'feel'? |
| Toaster | 29 Jul 2009 7:57 p.m. PST |
Play Squadron Strike perhaps? I haven't or either of the others being a FT junkie but from what the blurb says it should be about spot on. Robert |
| Inari7 | 29 Jul 2009 9:53 p.m. PST |
I would also suggest Squadron Strike, it sound like what you are looking for. |
| Mutant Q | 29 Jul 2009 11:10 p.m. PST |
Another vote for Squadron Strike. |
| tnjrp | 29 Jul 2009 11:37 p.m. PST |
Yep, SS does have some of that Starmada feel with some (but not all) of the added "realism" of AV:T. Definitely much easier to go with that (it's a full service type of game, even has an extensive campaign system) than to start modding Starmada, tho I suppose Dan & the lot over at MJ12 games site would be happy to help if you proposed some sort of "ultra-realistic/ detailed" version over on their forums. |
| mj12games | 30 Jul 2009 7:33 a.m. PST |
I certainly wouldn't want to dissuade anyone from trying Squadron Strike -- it seems like a fun game in its own right. But, as the original question was about how to get the "feel" of AV:T weapons in Starmada, I guess I have to ask: What is missing from the existing Starmada weapon design rules? We're always looking to expand/adapt/accommodate different player styles
Perhaps you should bring the question up at the MJ12 forums: mj12games.com/forum |
| nvdoyle | 30 Jul 2009 9:01 a.m. PST |
"What is missing from the existing Starmada weapon design rules?" Nothing, as far as I can tell – they're quite comprehensive. What I'm looking for is how to use the extant Starmada rules to get the 'feel' of the AV:T weapons. I'll hop on over to the MJ12 forums and ask there, too. |
| IrrationalDesigns | 30 Jul 2009 3:45 p.m. PST |
Well, beyond their obvious damage effects, coilguns and missiles are mostly used in AV:T to coerce the target into maneuvering the way the attacker wants the target to – usually in such a way as to put the target right in the attacker's laser sweet spot. For that to work well, you kind of need multiple move/fire impulses per turn, so that the target has time to respond to incoming shells and missiles. |
| Inari7 | 31 Jul 2009 12:05 p.m. PST |
Then maybe Starmada using Starfleet Battles movement system using lots of drones? |
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