Author Topic: Star Fleet Universe  (Read 131950 times)

Weirdo

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Re: Star Fleet Universe
« Reply #360 on: 01 May 2013, 09:34:37 »
Not bad! I love how sharp you got all the details. O0 My only advice for them would be some very faint washes and/or drybrushing, just enough to make the details 'pop', and make the minis look like half-mile-long starships instead of 2-inch-long models of metal and plastic.
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billclo

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Re: Star Fleet Universe
« Reply #361 on: 01 May 2013, 11:48:21 »
Not bad! I love how sharp you got all the details. O0 My only advice for them would be some very faint washes and/or drybrushing, just enough to make the details 'pop', and make the minis look like half-mile-long starships instead of 2-inch-long models of metal and plastic.

Some of them do have drybrushing, like the purple Kzintis, the raised details on the D5/F5W.  I have had little luck with washes.

I do use some Nuln Oil to darken up the spaces between the wing panels on the D5/D5W hulls, with some Necron Compound to lighten the top of the panels up, along with some on various parts of the those ships.  The ships painted blue-grey, I haven't done any drybrushing/washes.

Notsonoble

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Re: Star Fleet Universe
« Reply #362 on: 16 May 2013, 09:20:09 »
Quote
Self:  Meltrans are already culture shocked, except their response is to squeal like high school girls at a boy band concert and discharge energy weapons in random directions.
Weirdo: Sounds like the proper reaction to a Macross Cannon to me.
Quote from: Weirdo
And of course if even a single Constitution had shown up onscreen for even a single second, you would have been able to hear the mass squeeing from orbit.

StCptMara

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Re: Star Fleet Universe
« Reply #363 on: 16 May 2013, 10:25:35 »
What the hell ADB?

That reads like a really bad late April Fool's joke. Well....so much for my thinking about getting into ACTA:SFU,
since, apaprently, it is a dead project according the ADB.
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Notsonoble

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Re: Star Fleet Universe
« Reply #364 on: 16 May 2013, 10:47:11 »
Matt at mongoose just posted a "don't give up yet!" Post in the same thread. We'll see in a few days I guess.
Quote
Self:  Meltrans are already culture shocked, except their response is to squeal like high school girls at a boy band concert and discharge energy weapons in random directions.
Weirdo: Sounds like the proper reaction to a Macross Cannon to me.
Quote from: Weirdo
And of course if even a single Constitution had shown up onscreen for even a single second, you would have been able to hear the mass squeeing from orbit.

MadCapellan

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Re: Star Fleet Universe
« Reply #365 on: 16 May 2013, 13:47:57 »
Personally, I don't really understand why ADB seems to think they need to have this many rulesets for their universe, anyway. They've already got the highly detailed Star Fleet Battles and the relatively fast play Federation Commander in-house.  Additional rule-sets just dilute the fan base, as there's little to no incentive to follow and buy product for them all. If ADB wanted to maintain such tight control of product development, they should have never licensed the property out in the first place.

I really love Star Fleet Battles, but the fandom is already highly compartmentalized.

Do you play Star Fleet Battles or Federation Commander?

Basic or Advanced Rules?

(alternatively, Fleet scale or Squadron scale?)

Do you allow fighters or do you hate them?

Do you play Omega or will you not touch it?

Do you allow Federation PFs?

Generally speaking, each of these questions isn't just a simple preference, but defines how and with whom each player plays the game.  Adding an additional rules set into the mix is just a further schism to have.  When you compartmentalize your fan base to the point that only a fraction of your players are purchasing each new product, its a recipe for disaster.

Notsonoble

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Re: Star Fleet Universe
« Reply #366 on: 16 May 2013, 13:56:59 »
Personally, I don't really understand why ADB seems to think they need to have this many rulesets for their universe, anyway. They've already got the highly detailed Star Fleet Battles and the relatively fast play Federation Commander in-house.  Additional rule-sets just dilute the fan base, as there's little to no incentive to follow and buy product for them all. If ADB wanted to maintain such tight control of product development, they should have never licensed the property out in the first place.

I really love Star Fleet Battles, but the fandom is already highly compartmentalized.

Do you play Star Fleet Battles or Federation Commander?

Basic or Advanced Rules?

(alternatively, Fleet scale or Squadron scale?)

Do you allow fighters or do you hate them?

Do you play Omega or will you not touch it?

Do you allow Federation PFs?

Generally speaking, each of these questions isn't just a simple preference, but defines how and with whom each player plays the game.  Adding an additional rules set into the mix is just a further schism to have.  When you compartmentalize your fan base to the point that only a fraction of your players are purchasing each new product, its a recipe for disaster.

The only sane thing I've seen ADB do is offer their print books loose and 3-hole punched. I was hoping ACTA:SF would be a good thing, and in a lot of ways I like it still (and while I enjoyed all my attempts at SFB, none of my co-players did so ACTA was my hope for having players in my area with mutual interest. I'd also just talked the local brick and mortar into carrying a few books & minis next quarter. Now what?

So I totally agree. If they're going to start another line of games, they really should look to creating something original. SFU is all they do... perhaps they should look at doing something fresh instead of rehashing materiel in sillier and sillier ways. If they want to do a simple board game that's fine. Grab a few fresh minds and take the board games in a new direction. Don't start ANOTHER set of SFU projects.
« Last Edit: 16 May 2013, 14:02:05 by Notsonoble »
Quote
Self:  Meltrans are already culture shocked, except their response is to squeal like high school girls at a boy band concert and discharge energy weapons in random directions.
Weirdo: Sounds like the proper reaction to a Macross Cannon to me.
Quote from: Weirdo
And of course if even a single Constitution had shown up onscreen for even a single second, you would have been able to hear the mass squeeing from orbit.

Nerroth

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Re: Star Fleet Universe
« Reply #367 on: 20 May 2013, 17:53:42 »
From what I've seen so far (and note that I have no degree of authority on this, I'm just stating my own observation here), if one were to draw a Venn diagram of the broader SFU fandom with circles representing the respective player bases of each game system, the amount of overlap wouldn't be all that high.

While there are those who buy the books (and miniatures) from this or that joint venture, the point seems to be more to try and offer the SFU as a setting to player groups who are already into their chosen game engine. Those who, otherwise, wouldn't bother with anything ADB directly.

In the case of A Call to Arms: Star Fleet, there was a pre-existing fanbase for that game engine; some of those who had been around for the days when Mongoose still held the Babylon 5 licence, and others who may have gotten involved with ACtA:Noble Armada (which itself exists due to an outside licence agreement; this one with Holistic Designs, the creators of Fading Suns and the original Noble Armada game system). Many of those players will not touch SFB, and would consider FC as not being fleet-level-ey enough for their tastes. Or perhaps they prefer to play in a hexless environment (which both SFB and FC can support, but which rarely end up being used in practice).

Despite the hiccups which have dogged the relationship between Mongoose and ADB to this point, neither side is ready to throw in the towel as of yet; and now that Jean Sexton is now safely settled in Amarillo (after a move which saw SVC and SPP drive from Texas to North Carolina and back), things should get moving more quickly once the Origins rush is done and dusted. (In particular, one hopes that Traveller Pime Directive will get through the home stretch in the not too distant future.)


But it should be moted that some of these side-moves have offered benefits for more than just the new game systems or groups. Starline 2500, despite the glitches, has been a game-changer in terms of the quality and quantity of minis available for any of the SFU tactical combat games; though you may need to put them on hex based instead of Mongoose's flight stands in order to make best use of them. Also, the key element holding up PD: Traveller, the deck plan requirement (from Mongoose, not from ADB; none of the other editions of PD have anything like this issue) has the side bonus of compelling the creation of what, in many cases, are the first deck plans ever created for several Star Fleet Universe starships.

And when it comes to moving into something "new", I agree; I want to see more modules digging deeper into the Omega Octant and the Lesser Magellanic Cloud. I want the Triangulum Galaxy to finally get formally published. I even want to see what kind of info there will be for the M81 Galaxy, once the Tholian sourcebook for Prime Directive (which will chart the rise and fall of the Tholian Will back in the home galaxy, as well as the Holdfast's struggle for survival in the Milky Way). And, yes, I would like to see the X2 era post-Y205 to be fleshed out, and for the big bad Xorkaelian threat to be made "real" in a proper set of modules.

But all of this will take time.

What I am hoping, however, is that the joint venture with Mongoose (once it truly "beds down" and proves it'll be on for the long haul) will make these kind of ideas that much more effective. Imagine an X2 era in which the ship designs can be done in Starline 2500, where one could push the envelope in terms of what can be done for the "TV empires" without risking the Wrath of Paramount/CBS. Or, for that matter, what the Early Years ships might look at some point, if ACtA:SF ever went back in time to the W- and Y-eras. Or how settings which may never be done for Starline 2400, like Omega or the LMC, might finally get a chance at being reprroduced in miniature form should Mongoose decide to expand beyond the Alpha Octant (once they have caught up with the likes of FC, that is).

But in the meantime, if Module X2 finally gets up and running, or if another Omega or LMC module is done, or if I finally manage to get some of my own outside efforts* to work on non-Alpha conversion projects into FC to the point where they can become a proper thing, that would show how, despite the side-stepping into new game systems, the SFU hasn't run out of new tricks just yet.


*I wrote the rules aspect of the FC Omega Playtest Rulebook, though I have to thank Rick Smith for the graphical aspects of that file. I also have rules on file attempting to convert the Magellanic empires into the same game system, but those aren't public just yet. I have my fingers crossed that there will be some sort of way forward for both settings, but it's up to ADB to see what, if anything, may happen next.
« Last Edit: 20 May 2013, 17:57:16 by Nerroth »

MadCapellan

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Re: Star Fleet Universe
« Reply #368 on: 20 May 2013, 20:44:46 »
I think you've hit the nail on the head, though, Nerroth:  ACTASF targets a market outside of the established Star Fleet Battles fanbase, but it and projects of its ilk suffer from diminishing returns because most folks interested un the Star Fleet Universe play the classic game or Federation Commander, and only a small number of people out there liked the universe but hated the rules so much that they wouldn't buy it and adapt it into what they wanted.  Each time you split the fan base, you lower the number of customers buying each respective product.  Small companies in niche markets need to focus on a "big tent" approach whenever possible.

Nerroth

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Re: Star Fleet Universe
« Reply #369 on: 20 May 2013, 22:16:05 »
Well, when FC first came out, ADB were concerned that it might have cannibalized some of SFB's sales. It turned out that FC helped increase sales of SFB, leaving both games with enough of a player base to sustain themselves, while allowign for cross-pollination rather than cannibalism.

Whether or not the same sort of thing is happening with ACtA:SF is another matter, but I'd be very surprised if it wasn't something being watched carefully by ADB themselves.


But I think there's a line between expanding a franchise in new ways and thinning it out too much. Even Catalyst will be running a grand experiment with the "Year of Shadowrun", with things like Crossfire, Hostile Takeover, and Sprawl Gangers looking to offer non-RPG points of entry into the Sixth World. Of course CGL are hoping each will be a success, but do they not constitute a risk?

And more importantly, does it being a risk therefore mean that it's not worth taking?


ADB's joint ventures will stand or fall depending on how well they do in their own right, and how they affect each company involved. And while you may be proven right in the long run, I would sooner choose to believe that there's hope for the enterprise (without an Enterprise) yet.

StCptMara

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Re: Star Fleet Universe
« Reply #370 on: 20 May 2013, 23:42:25 »
I have never played SFB, despite having the core box. Why? Because, frankly, in my group we have
no-one who knows the rules, and SFB is....intimidatingly complex rules wise. I have tried to go through
the Cadet Rules, but, somewhere along the way, I always end up getting lost.

I got a chance to watch a demo ACtA:SF at GenCon last year, and it seemed a much easier game to learn.
I just have not been able to get a starter set for it...
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MadCapellan

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Re: Star Fleet Universe
« Reply #371 on: 21 May 2013, 01:34:16 »
Ironically, the base rules for Star Fleet Battles aren't all that complex.  The complexity of Star Fleet Battles is the depth of the strategy and the number of available options one can take each impulse, and the interactions of all said options.

If you do nothing but fly around and fire off your phasers and heavy weapons, the game is actually pretty darn simple.


StCptMara

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Re: Star Fleet Universe
« Reply #372 on: 21 May 2013, 01:55:49 »
Ironically, the base rules for Star Fleet Battles aren't all that complex.  The complexity of Star Fleet Battles is the depth of the strategy and the number of available options one can take each impulse, and the interactions of all said options.

If you do nothing but fly around and fire off your phasers and heavy weapons, the game is actually pretty darn simple.

Yes, but that is where the issue in learning it comes from: learning how to do everything, because, frankly, you are
not going to have fun if you are just moving around and shooting. (Also..the impulse system is something that I,
personally, find working it from how it is written confusing...)
"Victory or Debt!"- The Battlecry of Mercenaries everywhere

"Greetings, Mechwarrior! You have been recruited by the Star League to defend the frontier against---Oops, wrong universe" - Unknown SLDF Recruiter

Reality and Battletech go hand in hand like a drug induced hallucination and engineering a fusion reactor ;-)

Nerroth

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Re: Star Fleet Universe
« Reply #373 on: 03 July 2013, 21:58:37 »
Things have been a bit quiet release-wise for ADB so far this year; the only nee product they were able to bring to Origins was Captain's Log #47. But, things should pick up again for this half of the year, not least since it looks like SFB Module C6 may be out in another month or two.

(There's a free supplemental file for CL47 on e23, which explains some of the reasons why things have gone this way, and how ADB's time at Origins went.)


There was one thing I wanted to ask those of you already into the SFU, or perhaps those who have thought of trying it someday.

One of the defining aspects of the universe has been the heritage of the "TV empires"; those which stem directly from the on-screen source material, or whose roles in this universe were initially shaped by data published in Franz Joseph's Star Fleet Technical Manual. And even now, the Federation and Klingons are the two most popular empires, matching their status as regional superpowers in their corner of the galaxy.

But, for my part, the real interest in the SFU is with the "native" empires and species; those which were created for this universe, some of whom kept at varying degrees of distance from the "TV empires" than others.

I suppose you could count three of those powers, the Lyrans, Hydrans, and ISC, as being more "famous" due to their inclusion in the first two-and-a-half Starfleet Command PC games.  But there are others, like the Paravians and Carnivons who were around back in the SFB Y-modules (and who will re-surface in "what-if" form in Module C6), or the various non-Alpha settings in the broader SFU (such as the Omega Octant, the Lesser Magellanic Cloud, and the Triangulum Galaxy) which represent the farthest shores which the setting has branched out towards over the past decade and more.

For my part, it's in settings like Omega, the LMC and M33 where my personal interest shines through the most. Not just in tems of technology (though there are various weapons and other systems that are distinct for each region), but mostly in how each allows for a different set of narratives to what you see in the Alpha Octant. But not everyone who is into the SFU shares my enthusiasm for these areas of space, for various reasons. Which is fair enough, of course.


So, I wanted to ask: Of those of you who like the SFU already, do any of the non-Alpha settings interest you; or, perhaps, could they be something you might like to look into? And for those of you who aren't into the setting who have considered trying it out, would you be open to seeing what some of these alternate regions of space have to offer; or would your main focus be on the local neighbourhood instead?


(As a point of disclosure, I have been trying to get some of these non-Alpha settings into games other than SFB. But I don't work for ADB, and I was asking this out of personal interest, not as part of some nefarious scheme or anything.)
« Last Edit: 03 July 2013, 22:15:52 by Nerroth »

Meow Liao

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Re: Star Fleet Universe
« Reply #374 on: 04 July 2013, 01:12:18 »
Right now, on a scale of 1-10, my interest in the other areas would be a 1.   :-\  That is, if I got a hold of a copy of the material, I would skim through it and see what is there.  Maybe that would build up some interest, but I don't expect that to happen.  Once you move away from the core empires, it just starts this repetitive course of making up new empires.  Each new empire (A, B, C...) needs new tech (T, U, V...) to distinguish it from every other empire.  Piles of SSDs for each new empire so they have all of the ship types.  (For the record, I am not complaining about too many SSDs.  I have at least 2 copies printed of every SSD through R10.)  New firing charts for every new weapon.  How many ways of converting ship energy to weapon damage do we need?  And let's not forget the new rules.  NM1.2.13  The effects of a marklar interacting with a marklar.  Multiply that rule for every new marklar they make, and...sigh.  I simply don't have an interest in this form of development.  But this course keeps the company alive, so I hope they do well. 

Lately, I have been working on plans for a merchant/privateer campaign set during the general war era.  I used macromedia fireworks to draw all of the different freighter sections available (bridges, pods, ducktails, engines).  It seems I need to get R11 for new stuff.  Once the players design their ships, I can put together the custom SSDs.  I might use some 4-pocket sheet protectors with 3x5 cards so they can easily shift pods between scenarios.  The galactic map will be closer to ST:RPG's map with the Tholians moved north of the Gorn.  That way I can have the Triangle area, and we don't have to deal with Tholians. 

Meow Liao


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MadCapellan

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Re: Star Fleet Universe
« Reply #375 on: 04 July 2013, 01:25:23 »
I own most of the stuff for Omega, does that count?

I think I need more background to be attached to any particular factions.  Since the grand-sum of fluff most of the non-Alpha Sector factions have recieved was less than a full page, it's hard to get particularly excited about them.

Nerroth

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Re: Star Fleet Universe
« Reply #376 on: 04 July 2013, 10:29:24 »
Right now, on a scale of 1-10, my interest in the other areas would be a 1.   :-\  That is, if I got a hold of a copy of the material, I would skim through it and see what is there.  Maybe that would build up some interest, but I don't expect that to happen.  Once you move away from the core empires, it just starts this repetitive course of making up new empires.  Each new empire (A, B, C...) needs new tech (T, U, V...) to distinguish it from every other empire.  Piles of SSDs for each new empire so they have all of the ship types.  (For the record, I am not complaining about too many SSDs.  I have at least 2 copies printed of every SSD through R10.)  New firing charts for every new weapon.  How many ways of converting ship energy to weapon damage do we need?  And let's not forget the new rules.  NM1.2.13  The effects of a marklar interacting with a marklar.  Multiply that rule for every new marklar they make, and...sigh.  I simply don't have an interest in this form of development.  But this course keeps the company alive, so I hope they do well.

I can understand the issue of rules creep, but in some cases the empires in non-Alpha parts of the universe are intended to either offer less clutter (in terms of atttrition units or seeking weapons) or to allow for tactical options (and restrictions) which are not available in the Alpha Octant proper.


For example, SFB Module C5 introduces five factions from the Lesser Magellanic Cloud, the island galaxy which the Andromedans conquered as part of their grand campaign against the Milky Way (and which served as the target destination for Operation Unity). There's a setting page for the LMC on ADB's website, but I'm not sure if it would be okay for me to post a link to it. (After certain events, I'm somewhat reluctant to risk getting in more trouble, even though that page is not a "storefront" page.)

Of the five fleets in that module, two of them (the Uthiki and Jumokians) are minor powers with only a few ship types each. (The squid-like Uthiki get singled out for extermination for the Andromedans, though no-one is quite sure why. The reptilian Jumokians use miniature pod mounts on their pirate warships, which helps them get around their limited hull numbers to a certain degree.) Only the three "Magellanic Powers" (the Baduvai, Eneen, and Maghadim) have more fleshed-out fleets (with line and support ships, bases, etc), but even they share a certain set of common technologies that make them distinctly "LMC" powers rather than galactic ones.

All five fleets use a common set of shielding (which is multi-layered, with 60-degree outer shields over a pair of less useful inner shields) and primary weapons (warp-tuned lasers, which cannot be down-fired and are less effective against plasma than standard phasers). But on the other hand, all but one of the known LMC heavy weapons are direct-fire, so there's no need to worry about stacks of drones or whatnot; the closest thing to a drone is a mass driver missile, which is fired like a direct-fire weapon you get to try and shoot down before it impacts. (The Eneen have a weak plasma type they use as a "keep away" weapon.) And attrition units only appear very late in the timeline (during the Andromedan occupation), and are few in number. The lemur-like Eneen have one or two "casual fighters" they sometimes took, but didn't bother with a "true" carrier; the insectoid Maghadim were able to field carriers, but with certain limitations; while the giant quadruped Baduvai were physically incapable of operating a fighter, so went instead with a weak (from an Alpha perspective) PF.

And then there's the map on which these empires are set up on (until the Andros ruin the party). The LMC map is smaller than those of the Alpha or Omega Octants, so the economies for each power are more limited. This obliges the local fleets to use destroyers and frigates as their line ships in place of cruisers. (The multi-layer shield rules help counteract this to a certain extent.) Geographically, it has a central core region with higher-than-average stellar densities per hex, walled off from the rest of the Cloud by a WYN-like radiation shell. Around the Core is a ring of provinces with "normal" stellar densities, that also includes the three-hex Yrol Nebula (whose locals are fairly isolationist and have yet to be published for SFB). Around those is a set of "Fringe" hexes, where the stellar densities are much lower, and resources much harder to come by. (Beyond the Fringe is the Chomak cluster, whose inhabitants haven't been published for SFB either.)

The politics and conflicts of the Cloud were shaped by these divisions. The Maghadim, feeling trapped behind the Core radiation walls, were desperate to break out into the "open" space beyond it (when their rival Hives are trying to kill each other). Most of the ring of "normal" hexes was held by the Baduvai and Eneen, with a pair of "neutral" provinces acting as a buffer to the "north-west". The Baduvai and Eneen alternated between tussling with each other for dominance over the "outside" ring of space, and co-operating in order to keep the Maghadim from securing a limb-ing in the Neutral Worlds (which were the primary beach-head the Maghadim used to try and escape the confines of the Core region). And the Jumokians, forced into exile by the Eneen conquest of their home world, use the Fringe region as their primary staging area to launch pirate raids and suchlike against the Eneen (and later the Baduvai). The Uthiki had their own province on the Baduvai side of the Cloud, but were mostly an LDR-esque minor power until hit by the Andromedans.

And there are even a handful of Jindarian caravans (from Module F1) out in the LMC, mostly keeping to themselves, but who ended up offering the key to the Magellanics' survival. When the Jumokians were driven into exile, the Jindarians showed them how to build asteroid shipyards, a capability the Jumokians themselves would offer to the Magellanic Powers once they in turn were forced into exile by the Andromedan conquest. These asteroid yards helped keep the exiles alive long enough to try and start re-claiming their occupied planets after the Andromedans were defeated in Operation Unity.


I guess the above ended up being a tad longer than I was hoping for, but I guess the point I was trying to get at is that the non-Alpha settings are not there just to be "more of the same" (in terms of being an excuse to add this weapon or that support system). They are meant to allow for a new set of options on the tabletop, but also a different kind of arena to to campaigning or role-playing in.

(I could go into similar introductions to Omega and Triangulum, in case anyone was interested.)

Quote
Lately, I have been working on plans for a merchant/privateer campaign set during the general war era.  I used macromedia fireworks to draw all of the different freighter sections available (bridges, pods, ducktails, engines).  It seems I need to get R11 for new stuff.  Once the players design their ships, I can put together the custom SSDs.  I might use some 4-pocket sheet protectors with 3x5 cards so they can easily shift pods between scenarios.  The galactic map will be closer to ST:RPG's map with the Tholians moved north of the Gorn.  That way I can have the Triangle area, and we don't have to deal with Tholians.

R11 and R12 have their uses. Of the two, R11 is more useful in terms of helping to organise campaigns, since it has a lot of support units included there.

I own most of the stuff for Omega, does that count?

Which Omega modules do you have so far?

Quote
I think I need more background to be attached to any particular factions.  Since the grand-sum of fluff most of the non-Alpha Sector factions have recieved was less than a full page, it's hard to get particularly excited about them.

I guess part of the problem is one of visibility, both in terms of background and in presentation.

People may have a general sense of what to expect with the "TV empires", or perhaps with the likes of the Lyrans and Hydrans (courtesy of SFC). But without an introduction as to what exactly it is that these other settings actually do, it might be harder to be aware of it (or want to consider it).

When I was working on the ruleset for the FC Omega Playtest Rulebook, I tried to be careful in terms of how much information to present to the reader. Since a number of people reading that file would be looking at Omega for the first time, I tried to focus on a smaller sub-set of factions, and ones which are on the more "normal" scale in terms of how they build and operate their ships.

For Omega in particular, I tried to make a point of using the Federal Republic of Aurora as a "bridge" faction. The Republic got its start when a Federation colony was transplanted to the Omega Octant in Y130. Once there, they found themselves able to build ships based on the "Terran" hulls (CL and POL) they had on hand. (Later arrivals from Klingon, Lyran, and ISC space helped add to the mix.) So you have what starts as a Fed-like faction (where the Terran hulls became the norm rather than the "saucer-and-nacelle" ships in Star Fleet) and which gradually evolves into its own thing as it matures in its new and often-hostile environment.

In time, I'm hoping that more new developments for the non-Alpha settings (such as more Omega modules for SFB, or a new phase of advancement for the Omega project in FC) might help make these settings more readily accessible to newcomers, and perhaps show off some of the reasons why I find them so appealing.

Of course, some new fiction set in those regions might help, too.
« Last Edit: 04 July 2013, 10:45:48 by Nerroth »

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Re: Star Fleet Universe
« Reply #377 on: 04 July 2013, 11:25:51 »
Which Omega modules do you have so far?

O1-3 & 5


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Re: Star Fleet Universe
« Reply #378 on: 04 July 2013, 13:00:58 »
O1-3 & 5

Noted. (Module Omega 4 might or might not be worth getting at some point, depending on whether any of the four empires in there are of interest to you.)


Have you thought of taking a look at the Omega Master Rulebook? There was an update to the OMRB in 2011, so it now has the rules and R-sections from all five modules included; plus a bunch of scenarios and tactical primers culled from issues of Captain's Log. I had a print copy of the original 2007 edition, but got the 2011 update on e23, and I find it a very useful resource.

Plus, since it has the rules and ships from Module Omega 4, you would only need to order the countersheet and SSD book as spare parts, were you so inclined. (Or you'd at least get a sense of whether or not you wanted to bother with those empires in particular.)


EDIT: Unfortunately, it seems that Star Fleet Squadron Strike isn't going to happen. Ad Astra posted this on their Google+ blog:

Quote
The Star Fleet Squadron Strike project has been canceled by Steve Cole.  He has made a counter proposal, for which we thank him. 

It does not meet our needs at this time.

It is not our company policy to discuss the reasons for dismissed proposals in public forums.

The counter-proposal was a hybrid game which would have incorporated elements from both Federation Commander and Squadron Strike.

ADB's own statement:

Quote
Joint Venture with ADB, Inc. and Ad Astra Will Not Move Forward

Due to design differences between Squadron Strike and Star Fleet Battles, as well as differing company goals and needs, the proposed joint venture between ADB and Ad Astra will not move forward. ADB wishes Ken the best as he continues his labor of love with Squadron Strike. Our company goal is to expand our game lines to include a wider audience who want to play games with fewer rules and more "toys" and to enhance our financial status. We believe our design time is best spent elsewhere.
« Last Edit: 05 July 2013, 18:05:28 by Nerroth »

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Re: Star Fleet Universe
« Reply #379 on: 06 July 2013, 00:40:31 »
Okay, so I've been out of this thread for a while.

I picked up A Call To Arms: Star Fleet earlier in the year, and I'm only now coming to read up on the rules and prepare for a gaming session to schedule at some point in the future.

I'm curious about new products that might have been released by the publisher since ACTA:SF -- aside from the miniature ranges for the various fleets. What other rule books [if any] should I purchase?
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Re: Star Fleet Universe
« Reply #380 on: 06 July 2013, 09:27:30 »
I guess my attempt at introducing the LMC empires above has been less than successful...

Okay, so I've been out of this thread for a while.

I picked up A Call To Arms: Star Fleet earlier in the year, and I'm only now coming to read up on the rules and prepare for a gaming session to schedule at some point in the future.

I'm curious about new products that might have been released by the publisher since ACTA:SF -- aside from the miniature ranges for the various fleets. What other rule books [if any] should I purchase?

There are two ways I can answer that question.

The first is to refer to the various playtest materials and errata updates which have surfaced since the first book was printed. There is an errata file on Mongoose's product page for ACtA:SF dated to the 16th of May 2012, which might be worth getting a hold of. Also, there is a single issue of the A Call to Arms Journal on DriveThruRPG, as well as two Fleet Update files on Mongoose's own site, which include a series of playtest rules which may or may not be included in future published modules. (One of the playtest rules, for alternate drone options, has been declared dead on arrival by ADB.)

The second is to note that, at this point, the timetable for future expansions (or for the long-awaited PDF release, and second printing, of the first book) is less than clear. ADB have expresssed a number of misgivings as to how the game system works at present, even taking the various errata updates into consideration. There may be a need to revisit some of the concepts of the game (not least how to handle seeking weapons, which has been an awkward question from the outset) before ADB gives the go-ahead for things to move forward again.

One could argue that the teething troubles with ACtA:SF has shaped how ADB approaches such joint ventures going forward. When the Starmada deal was done, Majestic 12 had a bit more leeway in terms of how it "re-imagined" tactical starship combat in the SFu for both the Admiralty and Nova editions of their game system. But after the problems which surfaced with trying to make the A Call to Arms engine to properly represent the way the universe works (an effort with a much higher profile than the Starmada adaptations), other attempts at establishing joint ventures (such as the recently-collapsed Squadron Strike efforts) have had a far more hands-on approach in terms of ensuring such compliance.

So, long story short, I don't know when things are going to get settled for ACtA:SF, but it seems that both companies are still committed to doing so and getting the show back on the road, rather than allow what happened with ADB and AD Astra to happen here.
« Last Edit: 06 July 2013, 09:31:43 by Nerroth »

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Re: Star Fleet Universe
« Reply #381 on: 07 July 2013, 08:34:37 »
A fellow poster on another forum managed to find this piece of info buried in the latest Judge Dredd Kickstarter update:

Quote
Our other ranges are moving elsewhere too (Victory at Sea is already being produced in the UK - and actually has some new releases coming out today - and we are making final arrangements for Star Fleet & Noble Armada to go to another facility). Given the low production rate of our US facility and (especially) the poor service that has been conducted this year for our US and Canadian backers, we have made the decision to close the place down. This means we will have no permanent presence in the US any more, but that everything can now be directly controlled by us here in the UK.

It will be interesting to see how much of a change this re-location will mean for the Starline 2500 product range going forward. (Or for its stablemaate in ACtA:NA, for that matter.)

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Re: Star Fleet Universe
« Reply #382 on: 07 July 2013, 09:43:02 »
Much appreciative of your insight on ACtA:SF, Nerroth. Thank you.

So, given what you've said in reply to my query, would you recommend that I, perhaps, temporarily reinvest my interest and financial means into re-familiarising myself with the other SFB game systems that are still currently available? At least for the time being... until the problems with Mongoose's SF initiative are resolved.
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Re: Star Fleet Universe
« Reply #383 on: 08 July 2013, 12:12:48 »
Before making a decision, I'd give it a couple of days. I imagine the announcement about the re-location of the Starline 2500's production site will go live soon, and ADB seem to be quite confident about the move (though they are keeping what they know of the details firmly under wraps until the Big RevealTM).

Hopefully, by that time, at least one of the three big holdups will have been sorted out. The second (regarding the rules for ACtA:SF itself) will hopefully not drag on for too much longer, while the third (getting Traveller: Prime Directive up and running) is now getting back on track courtesy of one of its chief developers now being settled in Amarillo from her former home in North Carolina.

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Re: Star Fleet Universe
« Reply #384 on: 08 July 2013, 17:52:39 »
I have never played SFB, despite having the core box. Why? Because, frankly, in my group we have
no-one who knows the rules, and SFB is....intimidatingly complex rules wise. I have tried to go through
the Cadet Rules, but, somewhere along the way, I always end up getting lost.

SFB is actually a pretty simple game. Many times over the years I've taught new players the core 95% of the rules they'll ever use in under 15 minutes, and this was in a group where we used every rule in every book on a weekly basis.

The daunting size of the rulebook comes not from complexity, but from exactness. It spends a page explaining a simple one sentence concept because it covers every possible interaction in order to remove any ambiguity. I'm an old time grognard and while I've had rules arguments in many older games, I've never had one in SFB that wasn't solved in seconds by someone pointing out the subsection which covered it. The few that arose weren't caused by a dispute over the rule's intent, but by someone having forgotten a specific case which was explicitly explained by the book.

I'd recommend starting out with just the Basic Rulebook, and playing a classic Federation vs Klingon using tournament ships. You can get those from the downloads section of the SFB site.

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Re: Star Fleet Universe
« Reply #385 on: 21 July 2013, 21:20:36 »
Over on the ADB BBS, there is a discussion thread for an upcoming volume called Away Team Log, which will act as a once-off compilation of various fiction works and historical background pieces from the last dozen or more issues of Captain's Log. The goal is to make this collection of articles easier to access for Prime Directive roleplayers, or for those who haven't been collecting those CL issues quite so thoroughly.

The final list is still being hammered out, but it looks set to be a fairly solid collection of SFU fiction works at this point.

(ATL's main focus will be on the "TV empires", so some stories and background articles for more SFU-native groups may have to wait for the time being, if only due to there not being enough room for them all to fit in a single compilation volume. There is talk of there one day being a PD-oriented print magazine to be called Final Frontier, but whether any of the CL articles which miss the cut for ATL would be candidates for that publication remains to be seen.)
« Last Edit: 21 July 2013, 21:24:27 by Nerroth »

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Re: Star Fleet Universe
« Reply #386 on: 14 September 2013, 17:06:07 »
Star Fleet Battles: Module C6 is (finally) going on sale later this month, and a new preview of the cover art now shows a glimpse of the writeup on the back cover.

Interesting how in this universe, the "wolves" have green counters, while the "birds" have red ones.


In the longer term, this may not be the only time when the Paravians are paired with a wolf-like species in a future product. One of the proposed "new empire" mpdules for the Omega Octant in SFB would offer the Paravians of Omega alongside the lupine Vulpa and Nucians (who are ethnically the same species as the Vulpa).
« Last Edit: 14 September 2013, 17:09:25 by Nerroth »

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Re: Star Fleet Universe
« Reply #387 on: 14 September 2013, 21:24:45 »
Who the heck are those races anyway?
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Re: Star Fleet Universe
« Reply #388 on: 14 September 2013, 22:06:26 »
Both the Paravians and Carnivons were first introduced to the setting in SFB Module Y1. In both cases, they were factions that existed in the Early Years, but for one reason or another became extinct in the Alpha Octant prior to the "modern" era. (The Paravians later became a power over in the Omega Octant, while it has been suggested - but not confirmed - that a set of Carnivon exiles may have found a new home over in the Sargasso Storm octant of the Milky Way.)

Module C6 is supposed to show a set of "what-ifs", in which either or both species would have gone on to have maintained a place for themselves in Alpha into the General War era. In the case of the Carnivons, they will either be shown to have an "on-map" empire between the Lyrans and Kzintis, or have an option in which they would have been the ones to set up shop in the WYN Cluster. For the Paravians, they will have two options: one where they are driven "off-map" and continue to act as raiders, or another where they would stay and establish thesmelves as a regular empire, as previewed in Mapsheet P. (There'll be a similar mapsheet showing where the Carnivons might have secured their own "modern" empire in C6, but that map - which is said to add new hexes that will extend into the "top-left" edge of the Federation and Empire map - has not been previewed online.)

The Paravians have agile ships which use the quantum wave torpedo, a plasma-like weapon that fires every turn. However, their ships usually have a problem where their turn mode suffers in either direction if one or both of their side warp engines are destroyed. The Carnivons have disruptor cannons, which are like bigger disruptors that arm over two turns, as well as heel nippers (used to disrupt an enemy ship's warp movement) and death bolts (which are sort of like double-sized drones).
« Last Edit: 14 September 2013, 22:13:58 by Nerroth »

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Re: Star Fleet Universe
« Reply #389 on: 14 September 2013, 22:32:57 »
Thanks Nerroth!

I played SFB back in the '80's but I didn't remember these two races.
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