Regeneration

The Universal Game of Starship Combat
MRCAcct
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Regeneration

Postby MRCAcct » Tue Nov 28, 2017 6:13 am

Just wondering if/when we'll get rules and costs for this?

Also wondering if some of the older traits will ever reappear too:
    Increased Impact
    Range-Based ROF and DMG
    Variable IMP and DMG
    Flotillas (though I think the AE rules should work)
    Ammo (for SFB-like Drone Racks)
    Escort
    Fragile/Reinforced Systems

murtalianconfederacy
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Re: Regeneration

Postby murtalianconfederacy » Tue Nov 28, 2017 12:01 pm

I second this, although what I'd really like to see is the Ship/Fighter-Exclusive traits (mainly because I've kinda gotten too attached to the idea of a weapon that is death incarnate to fighters but is only moderately effective, if that, to ships).

Regarding flotillas (one of the things I really really want alongside IncImpact....):

I worked out that a new method of construction for Flotillas is required rather than my preferred 'slot SAE construction rules into SUE' because the SAE rules creates...interesting numbers when generating a true-to-the-formulae conversion from the SAE construction rules to the SUE construction rules:

Flotilla In SUE
SUs: 62
Engine Factor: 3 (2.25)
Shield Factor: 6 (5.5)


This means that, in theory, a flotilla with nothing but engines would be slower than a hull-1 vessel with nothing but engines (engine-20 to engine-25, IICC). Dropping the EF to 2 would give the speed advantage back to the flotilla unit.

Defensively, the flotilla gains more from the hull-1 vessel compared to the SAE version: a hull-1 vessel had to give up a quarter of the space for some form of defence, while the flotilla had to give up three-eighths. Now, both are less than a tenth, but whereas the SUE hull-1 can get almost 3x the defensive value of a SAE hull-1 vessel [worked out by dividing (SAE ShF/SAE SU) by (SUE ShF/SUE SU)], the hypothetical SUE flotilla unit gets 3.875x the defensive value.

I'd suggest bumping the SF up to 7, where it still has an advantage but not nearly as much. Or, maybe, go for:

SUs: 64
Engine Factor: 2
Shield Factor: 8


Bumping the SUs to 64 makes it 'look' nicer as a number, as well as being half a hull-1 vessel. EF being 2 gives them a slight speed advantage over hull-1, while SF being 8 makes it much closer to the hull-1's defensive value. And, for me at least, a 64/2/8 looks nicer.

Of course, there may already be flotilla rules in the works, and they may (indeed, quite likely do) look nothing like this, but that's my thoughts on the matter (once I actually started thinking about them instead of off-handedly musing about them)
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mj12games
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Re: Regeneration

Postby mj12games » Tue Nov 28, 2017 3:28 pm

MRCAcct wrote:Just wondering if/when we'll get rules and costs for this?

Not sure when it will be "official", but you can't go too far wrong pricing it out as a Cloaking Device.
Daniel Kast
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Garydee
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Re: Regeneration

Postby Garydee » Fri Jan 05, 2018 11:56 pm

If we do bring back variable damage I think it should be nerfed. Having it increase damage by 2x or 3x is probably too much. Instead of 2x or 3x let it do just do 2 or 3 points.

Conor Mitchell
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Re: Regeneration

Postby Conor Mitchell » Thu Jan 18, 2018 9:39 am

Garydee wrote:If we do bring back variable damage here I think it should be nerfed. Having it increase damage by 2x or 3x is probably too much. Instead of 2x or 3x let it do just do 2 or 3 points.


Great idea!

BeowulfJB
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Re: Regeneration

Postby BeowulfJB » Sat Mar 10, 2018 8:41 pm

Regeneration is intriguing. Would it only regenerate lost hull or would it also regenerate lost Armor (screens) also?
Would the procedure be to roll a dice for each hull (& armor?) lost and the lost box regenerates on a roll of 5 or 6?
Darn the Fusion Torpedoes; full speed ahead!
Victory is blasting hostile ships to space junk before they blast you into space junk...

GamingGlen
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Re: Regeneration

Postby GamingGlen » Tue Mar 13, 2018 5:31 pm

I added Regeneration to my version of the spreadsheet with a cost equal to the Cloaking Device. I designed one ship with it, a Borg cube (more on that later).

One idea I had for how to use Regen is when you roll for Damage Control/Repairs, the 1s, 2s, and 3s fix Hull and when all Hull is fixed then fixes Screens. Regen also removes the limit of only one of each system that can be fixed per turn.

The Borg Cube. 14,000 CRAT. Yes, 14 THOUSAND. I stared at that a bit. I took off the Countermeasures-2 (in the shows others didn't seem to have much trouble hitting a Cube) and CRAT came down to about 9500, then took off the Ionized Hull which brought CRAT down to about 8500. That is a bit more manageable.

Some stats: 50 Hull, Shields-4, Engines-6, 50 Screens in each defensive arc, Fire Control-2, Anti-Fighter Batteries, Regeneration, 20 Tractor Beams, 28 Marines ("You will be assimilated.").

The main weapon: range 18, 1x2+/2/4 Knt; Mdl
I put one in each arc, one arc only. Later I thought it would be better to cut the IMP down to 1 and put 2 weapons in each arc (CRAT ~9000). That is still subject to change. By then it was 2:something in the morning after spending hours redesigning Star Trek themed ships, again.

BeowulfJB
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Re: Regeneration

Postby BeowulfJB » Tue Mar 13, 2018 11:44 pm

Hi Glen,
Your Borg Cube sounds great, and formidable. It would be great to play against it next week.
Cheers
Darn the Fusion Torpedoes; full speed ahead!

Victory is blasting hostile ships to space junk before they blast you into space junk...


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