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Messages - Caplin

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16
Starfire Rules / Re: 3e Unified Rules
« on: March 25, 2017, 05:35:00 PM »
Thanks, Steve. I've emailed Marvin in hopes of arranging something. :)

17
Starfire Rules / 3e Unified Rules
« on: March 25, 2017, 12:06:16 PM »
Hi All,

I'm just wondering whether anything ever came of the 3E unified rules beyond the tantalizing bits in the uTM? I realize the development was stopped at some point, but was hoping, perhaps, that some way might be found to release them now that SDS has been selling 3E itself for a while. The UTM has new sections on communications, survey and a few other things, and I was wondering how those integrated into the whole of the rules.

I've been enjoying a new game with SFA for a while, and would love to have an easier rules reference as compared to the mishmash of 3E material that exists now.

18
Starfire Rules / Detecting Courier Drones
« on: February 26, 2017, 11:54:38 AM »
Hi All,

i'm rereading my copy of 3rd Revised, in hopes of playing a campaign, and was slightly confused by the detection of courier drones.

According to the table in 4.05, you can only detect them in the proper sys hex with long-range sensors, and never without. Does this imply that most drones are launched with a planetary target? If I can't see them from a ship, I imagine I can't pick them up.

I find the sensor ranges without XR, in general, to be quite restrictive. I imagine this was intentional.

Thanks for any info :)

19
Starfire Rules / Re: Abstracting Starfire Combat
« on: February 24, 2017, 08:36:05 PM »
Thanks so much for remembering, John. :)

I haven't looked at either Aurora or Starfire for a while, but find  my interest rekindled in both. THere's really nothing comparable in accessible gaming, so I take what enjoyment I can.

20
SA Questions / Where SA LEaves Off
« on: February 24, 2017, 06:21:02 PM »
Related to my post on abstracting combat, I'd like to get a better understanding of where the help from SA leaves off and where I need to bust out the notional map and counters.

I imagine this might happen in a few cases, such as exploring an unknown warp point which leads to a new NPR. There is a "Fleet Interactions," window in SA, but I'm not quite sure how much it presents for me.

I've been reading the 3rd Revised rules this afternoon, and they spend a lot of time talking about the different timescales at which things could happen. I imagine SA doesn't help much with things below the system scale.

If I were abstractly fighting a battle, it's probably reasonable to only really focus on the tactical scale. I imagine system and interception scale movement could largely be glossed over, if units have a chance of encountering one another. It's at times like this I wish I had a tactile hex map :)

Any thoughts from folks who have used SA extensively would be appreciated. :)

21
Starfire Rules / Re: Abstracting Starfire Combat
« on: February 24, 2017, 12:12:56 PM »
Hi Steve,

Thanks for your thoughts. I haven't ever tried blind chess, but suspect I'd be pretty bad at it. :) I guess it's just a practice issue.

Speaking of practice, I wonder about good "intro," scenarios to try and get used to abstract combat before trying to game out something unwieldy of my own devising. I recently bought Stars at War from the SDS, and wonder if that's a good place to  start.

I'm inclined towards the role-playing approach, and since it would be a solo campaign I'm the only person who'd have to be satisfied with the results.

By the way, thanks for both Aurora and SFA. They share a lot of accessibility, and I appreciate that. I hope the upcoming C# version of the former won't end up losing that feature.

22
Starfire Rules / Abstracting Starfire Combat
« on: February 23, 2017, 02:49:56 PM »
Hi All,

I seem to go through phases as regards SF, being very interested in it and making an effort, only to hit a wall of some sort and retire in confusion. I'm back to interest for the moment.

One of the problems I run into is that hex maps are difficult to deal with as a blind person. Starfire Assistant is a great tool for the strategic book keeping, but I'm not quite sure how to game out tactical battles.

Cralis,  on the SDS board, suggested I might try abstracting combat, so that it was a matter of linear ranges instead of counting hexes. This would be similar to the way some tabletop RPGs deal with combat.

I was wondering if anybody had any advice on doing this? Note that I've already tried Vassal and other electronic board solutions, and haven't found one which is workable yet.

The most obvious disadvantage of abstraction like this is that facing loses its meaning. You can't very well shoot at an enemy's blindspot with only two directions.

I'm not sure what the SFA battle resolver is capable of, maybe this would be beneficial in avoiding the need to set things up on a map?

Thanks for any thoughts :)

23
SA Questions / Re: Status of tactical map
« on: September 13, 2015, 11:38:27 AM »
Thanks, John. That isn't precisely what I wanted to hear, butI appreciate it.

Nothing became of the computer game, as far as I'm aware. I'll have to look for an accessible hex board program. My hopes aren't very high, I've been trying to find such a thing for quite a while.

24
SA Questions / Status of tactical map
« on: September 12, 2015, 01:17:50 PM »
Hi All,

So I'm wondering about the status of the tactical map window. It's dawning on me that I won't be able to make much more progress with SF unless I can find a solution to dealing with stuff below the strategic level.

Something like a Braille hex map is impractical, but computer support ought to make this theoretically doable. I had a spreadsheet at one point which was basically a conversion of the ISF system map, but have since lost it.

The tactical window claims to still be under construction. Granted, I can't read the map, per se, but the controls for maneuvering ships, firing, etc seem to be accessible.
Any ideas would be appreciated. Even something like a first contact situation seems to require at least a bit of lower-level movement.

25
SA Questions / Re: Constructing individual missiles
« on: September 11, 2015, 09:23:22 PM »

26
SA Questions / Re: Constructing individual missiles
« on: September 11, 2015, 03:13:31 PM »
Okay, so I'm at TL2. :) With that, I'm able to get courier drones and DSB-N.

Do I need to do anything special to emplace them? I'm a bit worried the map is going to be inaccessible with my screen reader. It looks like they would be handled with the System Items window, but I'm not sure. Is this abstract too? I'm guessing sending messages via CD is.

27
SA Questions / Re: Constructing individual missiles
« on: September 10, 2015, 02:06:31 PM »
Thanks. That clarifies nicely. Colliers are going to be my next design project, whenever I feel more awake. I appreciate your help and patience with a newbie.

28
SA Questions / Re: Constructing individual missiles
« on: September 10, 2015, 10:10:41 AM »
You first have to design the design.  Then use the design to create a class.  Then you set up the magazine for that class.  Then you build a ship.  When the ship completes there will be a "magazine loadout" created in the construction facitility (using Planetary industry) that will add the missiles to the magazine.

This seemed to work properly. I'm not sure I follow the rest, though.
As long as the ship is in a system with a small or larger population, missiles will automatically be reloaded? I think where I'm getting confused is the "generic build order." Do I need to actually do anything, or will the shipyard automatically schedule the load out and ship it via the CFN?

29
SA Questions / Constructing individual missiles
« on: September 10, 2015, 07:04:12 AM »
Hi All,

So I decided to start a game with missile tracking enabled. I am having trouble figuring out how to construct individual missiles, however. The "Construct buoy/munition," task in the Shipyard Complex window doesn't seem to work, as it expects me to select a small  craft.
I've assigned preferred loadouts to the classes in question, but have yet to build a ship of the class. Is that required first?
I could probably just use the "Load ships," button to handle this automatically, but somehow I feel like that's cheating. I feel as though I'm missing something obvious.

Granted, I could just use the missile fund. I'd rather try and get this working first though.

30
SA Questions / Re: Class VS Design
« on: September 07, 2015, 12:39:17 AM »
I suppose that makes sense. I'll just get used to it playing solo I guess. :)

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