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5 years ago  ::  Apr 17, 2008 - 10:17AM #1
Felindar
Date Joined: Oct 30, 2006
Posts: 105
What do you guys tink is a good cost advantage for a space station. I figure it can't move so that has to be worth someting. I guess it depnds on if it can spin, to spread out damageor bring other weapons to bear. I like the idea of having quadrents for the larger space stations. I just made a couple of astaroid bases and cleaned up my large one I made for Battle fleet gothic.





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5 years ago  ::  Apr 17, 2008 - 10:31AM #2
Guardian_A
Date Joined: Jul 19, 2007
Posts: 1,575
Depending on how you want to use it there are a lot of things you can do. You can give it Fighter Launch or some kind of fleet bonus (Communications Array, better weapons, armor, command counter, etc.)

I like how the asteroid bases turned out. They look great.
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5 years ago  ::  Apr 17, 2008 - 10:41AM #3
StevenO
Date Joined: Apr 9, 2004
Posts: 14,092
In SSB movement is often worthless anyway for larger ships so there wouldn't be any kind of "cost advantage" for being immobile. As a station your DEF should be the same in all arcs anyway and broadside/spine should likewise be meaningless both of which make moving unimportant.
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5 years ago  ::  Apr 17, 2008 - 11:19AM #4
Guardian_A
Date Joined: Jul 19, 2007
Posts: 1,575
I find movement to be important most of the time both for defenseve reasons and fighter placement. I usually take a few points off of the total for that reason. Often when I play spacestations I will give them a point or two of Point Defense to represent defensive weapons. I agree that the defense should either be the same on every side or very similar. Sometimes there will be a more vulnerable portion to justify a lower defense.
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5 years ago  ::  May 08, 2008 - 1:48AM #5
Horakhti
Date Joined: Feb 21, 2008
Posts: 29
I wouldn't completely rule out movement for space stations. The Death Stars could move, and they are essentially space stations. I would think its stats would be similar to the current class one ships and also be a class 1 ship.

I think space stations would be the best possible addition for class 1 ships. Most would have fighter launch. They would have point defense systems, and so be class 2 or 1 ships. I wouldn't see them as having spine or broadside batterys. I wouldn't see them as having front armor values different than the sides. It might have a vulnerable rear, to simulate a vulnerable top or bottom though.
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5 years ago  ::  May 08, 2008 - 8:10AM #6
Guardian_A
Date Joined: Jul 19, 2007
Posts: 1,575
There are two ways that I have used the death star. The first is by using the planet on the map to represent the Death Star in which case I figure that the battle moves with the station. The second is by using the DS Tile I put together a while back where I move the station one square every 3 rounds. I also consider the Superlaser to be a front arc only weapon. As for the weak spot, I have seen it done where class 3 & 4 ships that get roll 20 for damage get an instant kill against the DS.

Many space stations would have a fighter launch due to their military nature. The Death Stars had swarms of them, the Golans had some too. (I have printable versions of the Golans with my "Printable starships & stats" thread if you want to take a look.)

Got myself thinding about the old Death Star Trench Map, I'm going to have to look that one up again. That way I can transfer adjacent class 2 & 3 ships to it for trench runs.
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5 years ago  ::  May 24, 2008 - 5:29PM #7
Felindar
Date Joined: Oct 30, 2006
Posts: 105
I have been Busssssssyy for the last few weeks, and am finaly geting caught up. I have ranges and space terrain, so movement is big for me it gives the game a diffrent twist to be shure.

Do you guys think the calculator would work for a non-mobile object.
I was thinking chop of 1/4 the points for a class 1 1/3 for a class 2 1/2 for a class 3 and 2/3 for a class 1. the larger ships have longer ranges for me and I figure someting like a fighter that can not move is basicly a mine and easaly destroyed.

Pete.
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5 years ago  ::  Jun 04, 2008 - 2:11PM #8
blefuscu
Date Joined: Jun 1, 2005
Posts: 41
How about repair abilities for ships adjacent?
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5 years ago  ::  Jun 05, 2008 - 2:44AM #9
Horakhti
Date Joined: Feb 21, 2008
Posts: 29
Repairing would be a good ability. They have a similar ability in the Axis and Alliies war at Sea. The Nordmark can remove a point of damage if both ships are in the same sector (adjacent in Star Wars) and they do nothing that turn then on a 5+ on a d6 a damage point is removed.

I can't recall if it's once per game or just once per turn. But it wouldn't be outside the realm of possiblity to repair ships.

Other possiblities would be that it could extend its shields to adjacent crafts or increase fighters attacks like the rebel medium transport.
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