Switch Theme:

[STAW] Should there me power (as in power distribution) in STAW?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Fixture of Dakka




While the game does play a bit different from X-wing, I feel the Flight Path System works really well for Star Trek. I just think it needs a bit more. Power. As in Power Distribution to shields, weapons, speed etc. How many times does Kirk say to Scotty he needs more power, or La Forge is rerouting power to other systems. Not sure how it can be done for Attack wing, but maybe adding the weapons and shields will be the power rating (can't take credit for this, saw someone else mention it but forgot who and where.) If you want to go your max speed, you take 2 power away or 1 power away. Want to use all your attacks and shields, then you can't move as fast or be as nimble.

Once combat has started and damage taken, maybe take some of your fire power away to get those shields back on. Or maybe forgo your shooting so you can move faster.

What do you think? Just curious if you would like it or glad it's not in the game.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in us
Regular Dakkanaut





No, no, a thousand times no. There are enough tokens floating around during a game that folks don't always keep track of now. Adding even just one more for every ship will only bog the game down more. Besides, there are plenty of cards and abilities that represent those moments. If you like the extra detail of power allocation there's always Federation commander or SFB.

This message was edited 2 times. Last update was at 2014/09/13 05:18:37


 
   
Made in us
Stubborn Prosecutor





USA

I have to agree with Sarcastro on this one. There are elements in the game that represent power distribution, Scotty (TOS), Nevek, Data, Gul Denar. I think what draws a lot of people to games like this and X-Wing are the relrelatively simple rules to play their favorite franchises. I don't think it would be good for the game to muddy up the works with something else.

It's time to go full Skeletor  
   
Made in us
Abel





Washington State

The simplicity of this game is what attracts a lot of players. Adding more complex elements to it would deepen the game play, sure, but along with that complex game play would be added more record keeping and tokens. It would slow the game down, and in some instances, take the play away from the table and onto the side board where all your cards are at. What I mean is, and it's kind of an issue now, is that it's not so important what is going on in the play area, but what cards and abilities you have off the play area.

As others have said, there are a lot of tokens in the game now. Consider a ship could have a Cloak token, scan token, evade token, a blue target lock, and a red target lock. That's five tokens next to a ship... and it seems to happen a lot in my meta.

It's an interesting idea for sure, but really, if you want that kind of complexity, then look into Fed Commander or Star Fleet Battles (hope you like fractions! LOL).

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Decrepit Dakkanaut






Omadon's Realm

Part of what's been turning me off 40k lately (well, since the end of 5th and beginning of 6th) was an overabundance of paperwork and fiddly rules getting in the way of fluid play.

Part of what attracts me to this system is it's relative ease to learn and play, further as I'll be learning alongside my wife, who was entirely put off 40k by the minutiae.

So a no vote from me.



 
   
Made in gb
Fixture of Dakka







I believe the game you might be more looking for is Starfleet Battles.




Have fun...


In all seriousness, I enjoyed the computer game version of it, Starfleet Command. Though I've never seen the actual game played, I imagine it would take a year to do....

This message was edited 1 time. Last update was at 2014/09/13 18:04:30


 
   
Made in gb
Decrepit Dakkanaut






Mostly, on my phone.

I wouldn't necessarily object to being able to (say) disable a shield to.discard an auxiliary power token. It would be risk/reward resource management that wouldn't require any.new tokening. Rather warmahordes.

Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."

Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven.  
   
Made in ca
Fixture of Dakka




Star Fleet battles does takes years .

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in us
Abel





Washington State

 Compel wrote:
I believe the game you might be more looking for is Starfleet Battles.




Have fun...


In all seriousness, I enjoyed the computer game version of it, Starfleet Command. Though I've never seen the actual game played, I imagine it would take a year to do....


I did play it. Anything past 1-2 ships would take all afternoon. The game was micro-management at it's best. You would count up how many Warp Boxes, impulse engines, Auxiliary Power Boxes, and Battery Boxes (if you decided to use them). Then, you would start subtracting from that- Life Support, Shields, Sensors, transporters, launching shuttle craft, etc. Then, you would have to calculate how fast you wanted to move- the game was played on a Hex Mat, and IIRC, it was pretty much a 1 power = 1 hex, and depending on how fast you were moving would define how many 60 degree turns you could make and when. Oh, and there was acceleration and deceleration. You couldn't change your acceleration by more then 2 modes between turns? Something like that. The play area was a hex map- a 2'x3' sheet of hexes, and you would typically string two of them together for a 4'x6' play area. Everything was represented by a cardboard 'chit' or token/counter the size of a hex.

Each turn was divided up into a series of impulses- typically 32, though sometimes you could play 16, or even 8 if you were doing the Early War with only sub-light engines (no Warp Power). Sometimes, though, when you stepped up to the Advanced Cruisers, the so-called 'X-Ships', you would have to use 64 impulses. Looking at the SSD for this X-ship, if I used 20 points for power, I'd be using turn mode 5, or for every five hexes I moved, I could turn one hex facing. This SSD is lacking the arcs on the weapons, but if you look close, you will see on the diagram PH-1 FH, which was a Phaser 1, that had the Forward Half arc. on the sides are PH-1's with LS and RS. Get it? Heavy weapons required power to "Charge Up". A Photon required two turns, but things like Plasma Torpedoes required multiple turns and the damage would be based on the total energy spent. More on that in a second. Photon's required at least 2 turns, and could then be held with a "holding charge" or Overloaded, in which case they had to be fired or "ejected" and the energy lost. PH-1's were the standard ship armament. PH-2's were a "Poor Man's Phaser" and found on Destroyers, Frigates, Q-ships. PH-3 were a self defense phasor that you could use to shoot at incoming objects (like drones and torpedoes). PH-4's were mounted on Star Bases and big, big ships, like Dreadnaughts. Damage was a d6, then you looked at the hex range between ships, and the target ship would take that much damage on it's shields. If the shields on a facing were down, then they were all internals and you would roll on a special hit location chart that also had critical hits. You would mark off what ever boxes the chart told you, and Bad Things would happen as a system was destroyed.

Everything depended on how you allocated your energy. Forget Life Support and your crew dies. Forget to raise shields and, well, you have what they called "running shields" which were basically nothing. Forget to allocate power to a particular phaser bank and you wouldn't be able to fire that phaser.

There were two ways to play the game. One was to pre-plot all your movement writing down each hex you would move into, and when you would turn, shoot weapons, etc. during the 32 impulse turn. I.e.; I could look at my "Planner" and see on Impulse 18, I'd move from hex #654 to #554, turn 1 hex face to the left facing "north", and fire my bow PH-1 at any targets (I wouldn't have to fire the phaser, but the energy was still expended and lost).

The other, more popular version, was a more "free form" style without each impulses plotted, and as long as you met the turn restriction for your ship, you could turn when you wanted to. You could fire when you wanted to as well- as long as you allocated the energy. Then there were shuttle craft- Drone boats, Wild Weasels, Bombers, transporters (in case your transporter was down and you wanted to move crew from one ship to another, or everyone had boarding parties...). There were also Drones (basically, ICBM's that could be ship guided, self guided, etc), Plasma Torpedoes that would follow you around on the board as you maneuvered until they hit- and yeah, it was possible to out-run a plasma torp (and always funny when you did it).

Races and common traits:
Feds, Phasers/Photons, lots of shields, very poor maneuverability but excellent fire arcs, excellent energy management
Kilingon- Phasers/Disruptors, weak shields, but built like bricks, extremely maneuverable, best fire arcs in the game (FX, RX, FRA, LRA, RRA- BOOYAH!). Weak energy management.
Romulans- Phasers, Plasma Torps, cloaking (so very poor shields even when up). Cloaking was a pain in the ass... don't make me try to explain it. Basically, it took all your power, you would phase in and phase out, etc. etc. Very poor energy management
Kizinti- Tiger people, phasers, disruptors, and DRONES. OMG, SO MANY DRONES... ok everywhere else.
Lyran- Lion people, hate the Kzinti and vice versa. Phasers, Disruptors, and the ESG- Expanding Sphere Generator- think a shield that could do damage if you hit it. Ships where much like Klingons otherwise.
Gorn- Phasers, "Quick firing" Plasma, poor shields, brick ships, poor maneuverability, ok arcs, more energy then they knew what to do with.
Hydrans- Phasers, Disruptors, drones, and shuttles/fighters. Like, every Hydra ship was a mini-carrier of so many shuttlecraft/fighters...

I won't list the rest and their abilities, but there was the Intersteller Concordiam (think an anti- Federation from the far side of the Galaxy), WYN (refugees from a Kzinti/Klingon war), Lyran Democratic Republic (best ships in the game IMHO), Tholians, and the Andromedians. Oh boy, those guys... no shields, but instead, they would convert any energy shot at them, then use it. They had a VERY interesting play style totally different from any other race.

Anyways, typical game was between two ships, and would take about 2 hours. More ships, more time. I remember doing a fleet action once- 6 players, about 50 ships on each side, six hex maps taped together. We played in a friends basement, all weekend, and the next weekend, and the next weekend, until his daughter messed up the table. We all said "ah, man! That sucks..." but inwardly we all jumped for glee.

A note about the rulebook- it read like a technical manual, and was about 200 pages (basic game). If you used ALL the rules and addendum, it was about 800 pages. Incredibly detailed game, with rules that covered EVERYTHING. And I mean EVERYTHING. And if you ever had a question, you could write to Amarillo Design Bureau, they would answer the question, or add an addendum to the rules giving you credit for it and releasing it during the next quarter (they had quarterly updates to the game).

The only bad thing about the game was the two dimensionality- there was only an X and Y axis, no Z (thank God, I'd hate to even thing about how hard that would have been to play...).

So yeah, that was Star Fleet Battles. Still around if you want to play it.

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
 
Forum Index » Other Sci-Fi Miniatures Games
Go to: