SNE Flotillas

The Universal Game of Starship Combat
murtalianconfederacy
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SNE Flotillas

Postby murtalianconfederacy » Tue Mar 04, 2014 9:54 am

After a few months, I've decided to put together a single document regarding flotillas, including some of the latest ideas I've had. Feedback is not only welcome, but encouraged, specifically with regards to the Understrength/Half-Flotillas and Combat-Basing DEFSATs. I had considered making it a 'beta' release, but decided against it.
Attachments
Flotillas in Starmada Nova Edition 040314.pdf
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BeowulfJB
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Re: SNE Flotillas

Postby BeowulfJB » Wed Mar 05, 2014 12:05 pm

I just downloaded these rules and will look them over later. But it looks interesting. 8-)
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Re: SNE Flotillas

Postby OldnGrey » Sun Mar 09, 2014 1:51 pm

I have a question, or two.
Since each hit on a Flotilla destroys 83SU (Hull3 / 3) how would you represent the loss of ships?
Each hit destroys 13 Ultralights? (and a bit)
How do you calculate the firepower at each point of loss?
Do you have a mock up of how to display a Flotilla?

Just to be getting on with.

Paul

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Re: SNE Flotillas

Postby murtalianconfederacy » Mon Mar 10, 2014 8:46 am

Ah, okay...

Because flotillas are/were an attempt to give people a feeling of commanding smaller ships without too many new rules, they were designed to slot in easily to the existing rules. Each flotilla is in effect a hull 3 vessel, so they are represented by a Hull 3 vessel and are designed as a Hull 3 vessel--the only differences are:

1) Flotillas should generally have a 'hull strength' one level above their corresponding ships--thus if the standard ship types have neither Fragile nor Reinforced Systems, the flotilla would normally have Reinforced Systems. This is to represent that while some units got hit, they might have been less combat-effective units

2) Flotillas have a TL of 1 above their corresponding ships (to give the flotilla more space to work with)

3) After the flotilla-wide SUs have been calculated, each flotilla unit gets an allocation that they may fill with weapons, fixed-SU equipment, or even (though I haven't done this, I've considered it) additional thrust, defences or escort/scout ability.

I hope this clarifies matters. If not, then quite a few of my supplements (which has several examples of flotillas) might help...;) [SHAMELESS PLUG DETECTED]
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OldnGrey
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Re: SNE Flotillas

Postby OldnGrey » Mon Mar 10, 2014 12:13 pm

No this is a shameless plug! :shock:
Shameless Plug.png
Shameless Plug.png (3.39 KiB) Viewed 1694 times

:lol: :lol:

Paul

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Re: SNE Flotillas

Postby murtalianconfederacy » Tue Mar 11, 2014 8:12 am

You're right. I stand corrected :D
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Re: SNE Flotillas

Postby MRCAcct » Mon Jun 30, 2014 1:29 am

Just curious, having read your rules (and planning on trying to use them in an upcoming setting I'm working on), how do you think your rules will work with tech levels other than the standard +2/-2 range? For example, in my setting I'm using a +3/-3 range (using the old AE formula for tech levels).

murtalianconfederacy
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Re: SNE Flotillas

Postby murtalianconfederacy » Mon Jun 30, 2014 7:53 am

They should work quite well--however, I limited it to the SNE tech levels because of the way I operate now (i.e., inputting the designs into OldnGrey's shipyard, copying and pasting it into a notepad file until I eventually write-up the document) and because his shipyard TLs range from -2 to +2, that's what I work with...:)

I would think, though, that -3 for the lower-hulled vessels would result in a vessel 'armed' with a tractor beam or a single probe--when I was designing vessels in SX (where the -3 TL was initially introduced as an unofficial expansion of the canon TLs, I think) I found that a vessel with -3 in engines, shields, weapons and equipment was slow, poorly-protected and barely armed. Perfect for the VBAM games I was playing (it represented early space-faring race's ships very well when confronted with even low-interstellar ships) but maybe not fun to actually set down in a Starmada game.
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OldnGrey
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Re: SNE Flotillas

Postby OldnGrey » Mon Jun 30, 2014 9:55 am

If I may, Tech levels -2 to +2 are as per the AE core rules (a default level range) but you can change the "Tech Range" as per Expanded Tech Levels (which just stretches the 0.5 to 2.0 modifier over greater levels) also as per core rules.
Example in the book is -5 to +5 but the shipyard will go finer up to -10 to +10.
Choice is at C1 on the tables sheet.

Paul

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Re: SNE Flotillas

Postby murtalianconfederacy » Tue Jul 01, 2014 7:14 am

:oops:

I never used those expanded rules--rather, I used the SX rules instead, where a -3 TL incurred a 280% modifier and a +3 TL incurred a 35% modifier. For me, personally, that made it easier to do designs for VBAM, and it made sense (for me, personally) to stick to those TLs in SAE.

Note: nested brackets ahoy!

Now knowing which TL range I'm supposed to be answering the question with (thanks Paul ;) ) I can't see any major problems *at the moment*. I'll have to do a bit of calcs to see what you should multiply the base SUs by (should be just (100/SAE Tech Level Modifier) rounded to the nearest 1-10% (so the TL for +1 in SAE, which was 0.71 [again, I modified it to the SX value of 0.7] would make it 100/0.71=~140.8 rounded to 140)) and see if you've got enough levels between them to have noticeable improvements...
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