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Want to playtest Starship Captain?
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LuckyHastur
110 Posts
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April 8, 2020 - 1:13 am

Alright, I made a cursory glance at the rules, and how damage works is making my head spin. Perhaps because it is late, but let me work this out and ask some questions.

So when you take a hit, your opponent rolls damage. That increase a track in the corner. Then, when all damage has been assigned that turn, depending on where your damage marker is on that track, you take 1-3 Structure Damage. That all makes sense to me.

But how does this Section damage work? Do you take damage equal to the Structure damage you took? In addition, the rules say high level section can absorb damage equal to it’s level, but still gets destroyed? What I think that means is a Level 3 Section can take up to 3 damage as just 1 destroyed section, but I’m not sure. (I could just be stupid though.)

Other Questions

It appears there are 2 rulings of Nimbleness in the rulebook. One states higher is better, and one says the reverse. Presumably the former is correct, given how the initiative system works. Is that correct?

There is a reference to Damage Control, which doesn’t appear at all on any of the Test Cruisers. I’m assuming that the rules were dropped, so do you just use the Engineering as stated or did those change too? 

Is there a difference in the Ready Boxes on the Humans’ Plasma Torpedoes and the Medekus’ Thunderclap? There is no reference but one has ‘R’ in the box and one has ‘R1’. 

WARNING, Wish Fulfillment Requests Ahead, SKIP TO FINAL PARAGRAPH TO AVOID ANNOYANCE!

Any plans for a Pilot/Commander cards for ship, unique characters that offer bonuses when staffed on certain ships? X-Wing and other games like it in Fantasy Flight’s catalog seem to be only games that do that, which is a shame because I think it injects a lot of personality to the ships knowing Shoots McKraken is on the plasma cannons or whatever. (There’s also the obvious modifications to ships or having special systems swapping out normal ones, but that’s less interesting in my opinion.) 

While on wish fulfillment, what about stats for Space monsters? Using them as terrain or even player controlled for certain scenarios. (Plus a scenario book would be cool… Not that I’m not going to make my own. ;^) )

 

I think that’s all my gripes. Otherwise, it looks cool! If I had access to a printer, i’d be all over it right now, but I’ll need to manually copy them when I get time. I do think it might need some condensation of the rules, the rulebook seems a bit scattered. I like the look of the maneuverability of the ships, and the powering of different systems makes it feel like you’re a real sci-fi commander! (I guarantee one person I play this with will yell “Divert power to main thrusters!”) Plus the Hyperspace universe is cool and more of it is always welcome in my gaming collection. Hopefully the RPG is still on track so I have an excuse to use the minis more.

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gilbertguillen
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April 8, 2020 - 9:49 am

Sandy 

 

Can you clarify\explain a little more detailed the Initiative???

THe way I understand ex:

Once you choose the speed IF any tied, roll for initiative, but lets say that all have different speed values, who goes first??? who has the higher or lower initiative?? got confused here is none choose the same speed value

As well, what is the range for firing???

NOTE: as this is open testing will be OK to public share the JSON file??

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LuckyHastur
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April 8, 2020 - 11:33 am

I think it goes like this:
1) You choose speed every round, using the die and paying with thrusters. Higher speeds have a higher initiative.
2) If any ships are going the same speed, you roll 1d10 and add the Nimbleness rating of the ship. Again, highest roll has higher initiative.
3) The ships with the lowest initiative fly and shoot first.

So basically Speed is initiative, and Nimbleness is a tie-breaker.

As for range, it depends on the weapon. Some weapons (Bolt Weapons/Disruptors) have a to-hit roll, and the number you roll is the number of spaces away you can fire the weapon. Others (Beam Weapons/Blasters) just have damage, which is rolled when you attack. Then you reduce the damage rolled by 1 per space away your target is. 

Basically, the die you roll is an indicator of range. So if you roll a D6, it can hit a maximum of 6 spaces away. 

There are also Impact Weapons, which you move separately and when they hit another ship they deal damage, but that’s not in the playtest so you can ignore them.

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Sandy Petersen
211 Posts
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April 8, 2020 - 2:04 pm

maybe we should do a skype meeting together – gilbert, LuckyHastur, and me and I can explain the rules as clearly as possible. I realize the unfinished state of the rules makes it not perfect. But here are some bits for you to know: 

1) How does this Section damage work? YOu take damage to your ship’s systems equal to the total damage that was incoming. This is in ADDITION to any Structure damage. Example: if you take 11 damage, you will lose 11 damage to your ship systems, plus lose 2 Structure.

2) a high level section can absorb damage equal to its level. So if you took 11 damage, you could apply 3 of that damage to an Engineering III section, leaving 8 more to use up. BUT if you apply only 1 or 2 damage to that Engineering III, it’s still destroyed. So don’t do that. 

3) “It appears there are 2 rulings of Nimbleness in the rulebook. One states higher is better, and one says the reverse. Presumably the former is correct, given how the initiative system works. Is that correct?” Sandy – Higher Nimble is better. It changed a few weeks back and I guess I didn’t catch all the incidences. 

4) Damage Control is gone from the game. Use Engineering as stated – roll 1d10 + charged Engineering sections, and if you beat a “10” you can spend 1 or more sections to repair.

5) There is no difference in the ready boxes between the Humans and the Mendeku. Sorry about any unclarity as this is a work in progress.  

OTHER INFORMATION

I have already written rules for Elite Crew members, and there is even crew advancement over the course of the campaign. So you might have a Chief Engineer Level 1, who grows to a Chief Engineer level 2 over the course of his adventures. 

I have already written rules for several space monsters too. They are designed for solo or co-op scenarios – the monsters work by automatic systems.  

HOW TO DETERMINE INITIATIVE

1) You choose speed every round, using the die and paying with thrusters. Higher speeds have higher initiative. 
2) If any ships are going the same speed, you roll 1d10 and add the Nimbleness rating of the ship. Again, highest roll has higher initiative.
3) The ships with the lowest initiative fly and shoot first.

So basically Speed is initiative, and Nimbleness is a tie-breaker. Hastur has this absolutely correct. 

HOW TO INFLICT DAMAGE

Beam Weapons – just roll the damage dice. Subtract 1 from the damage (per section) for each hex of range. EXAMPLE: a Human Cruiser is firing all three of its Forward Blaster IIs at an enemy 4 hexes away. So it rolls 3d8, subtracting 4 from each die separately (minimum 0 on a die). He rolls 1, 5, and 7. The “1” does nothing. The “5” inflicts 1 damage. The “7” inflicts 3 damage, so the target ship takes a total of 3 damage on its screen. 

Bolt Weapons – first make a to-hit roll per section, which must EXCEED the distance to the target. If you hit, then you do full damage, whatever that is. EXAMPLE: a Glazaqtoq cruiser is firing its Port Disruptor I battery (5 sections) at an enemy 7 hexes away. He has a to-hit roll of 2d6 per section. Each section that his to-hit roll is 8+ inflicts 1 damage on the target. 

Impact Weapons – wait for later. But basically they just inflict their damage – no range attenuation, and no to-hit roll.

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gilbertguillen
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April 8, 2020 - 2:19 pm

Thanks Sandy, explains a lot

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Sandy Petersen
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April 8, 2020 - 2:22 pm

so you see there is no “range” exactly assigned to a weapon. Just its chance to hit or damage goes down with range. 

 

Three examples of impact weapons – the Thoth’s Torpedo drones, the Fungi Tendrils, and the Urumak Claw. The Urumak also has Atomic Breath, but that’s a beam weapon. 

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LuckyHastur
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April 8, 2020 - 2:48 pm

It appears that most assumptions I made were correct. It seems like most of the out-dated rules are in the latter half of the rulebook, after the Bridge Display section of the document.

Do you add the dice together on a to-hit roll?

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gilbertguillen
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April 8, 2020 - 2:52 pm

if using Automata Cruiser can I combine the usage of a turbine with the regular Dynamo to charge again a command, defense or weapon system?? as they have 5 max

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LuckyHastur
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April 8, 2020 - 3:05 pm

I think so. The Turbines are just Dynamos that have specific systems they can be used on.

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Sandy Petersen
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April 8, 2020 - 3:17 pm

Yes the turbines are just extra power but must be used inside its system group. 

 

How to do a to-hit roll. You roll for each section separately. If it calls for multiple dice, you DO add them together. Example: a Disruptor I rolls 2d6 for its to-hit roll, so you’ll roll 2d6 and add them together. 

I have some more “advanced” aliens who roll multiple damage dice for a beam weapon – in these cases, you add the dice together for that section, then subtract range.

 

Basically assume that each section of a weapon fires “independently”. So if you have a battery of five Disruptor Is, they each roll to-hit and inflict damage separately. 

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LuckyHastur
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April 8, 2020 - 4:02 pm

Hey Sandy, ever heard of a game called Talon?

It’s a space dog-fighting game that use dry erase tiles for ships, and it’s tied to another 4X game called Space Empires: 4X. You can actually combine the two games and resolve all combat in Space Empires: 4X with a game of Talon, in case you want to quadruple the length of the game.

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Sandy Petersen
211 Posts
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April 8, 2020 - 5:01 pm

I have not played Talon. Starship Captain is more based off the old Star Fleet Battles games, which in turn derive from Lou Zocchi’s Alien Space clear back in the 1960s

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Sandy Petersen
211 Posts
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April 8, 2020 - 5:03 pm

Gilbert – in the game as it stands, we use a Speed Die to mark our initiative. 

In TTS, it might be better to instead have a hand of 6 cards, numbered 0-5, and then just pick the card with the speed you want to move at? What do you guys think? 

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LuckyHastur
110 Posts
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April 8, 2020 - 5:08 pm

Cards would be easier to conceal and reveal than a die.

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Sandy Petersen
211 Posts
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April 8, 2020 - 6:07 pm

the published game will still use a die, because it’s pretty easy to conceal and reveal, plus I can use a big 50mm die for fun. But on TTS I agree it should be cards. 

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LuckyHastur
110 Posts
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April 8, 2020 - 6:18 pm

So are we to assume all of the HS races will be in SC? (Minus the Space Cats because they don’t have ships.) If so, do they all just have Corvettes, Destroyers, Cruisers, and Super Ships when applicable, or are there going to be new ships not in HS?

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gilbertguillen
35 Posts
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April 8, 2020 - 10:27 pm

So first game, 2 tiles, 1 Cruiser each, Glazaqtoq vs Yithian.

 

At first may seems like many rules, but sticking to simple rulings (no using the reverse move, full stop, etc) its simpler, HOWEVER I find that repairing felt almost impossible, having Engineering 1, you need a 10 out of a D10 to  repair a point, with 2 or 3 its not that much better as per cost. As well If I don’t beat the needed roll for repairs do I lose the Engineering point?? no right??

I want to see a game with more ships, seen how that goes, felt really nice and unique kind of game, more gaming as people start joining for games on TTS 😛 want to see how you are going to make AI for solo play 😛

And yes I did a 6 deck of cards numbered 0-5 Capture.JPGImage Enlarger
Now we need you and a few people and make a 4 player game 😛

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Sandy Petersen
211 Posts
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April 9, 2020 - 10:49 am

In answer to Hastur – yes all the races are already worked up and of course need testing. All four “standard” ships are in the game, as well as the space monsters. Not every unit is completely worked out yet. Not sure how to do Startropolis for instance.

 

Gilbert – If you fail the Engineering roll you do NOT lose the engineering points. They stay there for next turn. I am perfectly willing to discover that Engineering is too hard and maybe it can be adjusted. That’s why the playtesting. Also to clarify if the roll succeeds you can choose to use only part of the engineering points, saving some for later. 

testing – Let me know when and where you plan the TTS session and I can be there. 

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gilbertguillen
35 Posts
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April 9, 2020 - 2:12 pm

I can anytime sandy, what a bout today 7central???

 

As well when we will see more ships 😛

 

In regards the Engineering, how about adding all level charged + a D10 and exceed 10?? is a very minor change and allows and easier way to repair??

 

Example: Mendeku

Engineering III

Is at level 2, so 1+2= 3 + the D10 requires and 8 instead of a 9, If it charges level 3 would be 6 adding all 3 plus the D10 making that repair a little easier, just thinking 😛 after a single game 😛

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gilbertguillen
35 Posts
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April 9, 2020 - 1:54 pm

I can any time from today and tomorrow 😛

anyone wants to do a game today??? TTS? lets say 7pm central???? I can earlier if needed

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