Archive through April 03, 2018

Star Fleet Universe Discussion Board: Star Fleet Battles: Norm's Genesis Galaxies Workshop - The Genesis Project: Archive through April 03, 2018
By Norman Dizon (Normandizon) on Sunday, March 18, 2018 - 12:51 pm: Edit

Hi Jeff. That sounds like a really awesome attempt and a whole lot of fun. Sorry it did not work out in the end.

I think that part of the problem was that you were using existing units and rules and trying to make them into something they were not. They were designed for something else. This is just my opinion (observation), no offense (or harsh tones) intended.

My take with Troll is a little different. I have the advantage of rewriting rules, adding rules, and creating SSD's from scratch for the sole purpose of fulfilling the Design Paradigm for Troll. For example, I don't have to use a Monitor (an existing SFB unit). I can simply create an SSD for a Troll with its own special rules. The same goes for all the little "units" that the Troll can crush with ease. I don't have to use existing units (fighters, booster packs, asteroids, ground base weapons, stringray drones) to represent these units, I can create SSD's with their own special rules for each unit type.

Troll is going to be a lot of fun to work on. And as you noted in your comments, it doesn't really matter if it works out in the end. What matters is the fun that you had trying to work on it. :)

By Norman Dizon (Normandizon) on Thursday, March 22, 2018 - 01:02 pm: Edit

GENESIS TOP GUN - EXTRA CREDIT
THE BEST OF THE BEST. BUT SOMETIMES THE BEST ISN'T ENOUGH. THEY WANT...


EXTRA CREDIT!

Link to previous Tactics Discussions


McGilliere stared at a brilliant Cadet who wanted even more than her classroom setting. She was a beautiful Civilian Contractor who taught at Genesis Top Gun, so lovely she has caused more than one cadet to stutter while responding to her question in class. But behind that beauty was a calculating intelligence, a tactician few could best in battle, and an encyclopedic mind full of every known strategy in existence.

“So Cadet, you want to go above and beyond the performance of the other Cadets? Are you prepared for my question?”

The eager Cadet was jelly under her gaze. He was quaking with nervousness. A response sputtered out his mouth, "Y...y....yes,....Maam!"

"Very well," McGilliere said as she slowly crossed her legs in front of the Cadet. The Cadet's eyes enlarged slightly. A bead of sweat dribbled down his forehead.

"If you were the Captain of a Mauler, describe to me what tactics you would use on the battlefield."

"To be honest, Maam, your question is open-ended and vague. But perhaps that was your intent..." BigBadWolf said, locking eyes with the beautiful McGilliere. She sat quietly waiting for his response. "Very well. First of all, it would depend on the type of Mauler. Not all Maulers are the same. The Romulan Falcon Mauler, for example, relies solely on the Mauler for its weapon. It is a one-trip pony, a ship religated to a single purpose: close on the enemy target and blast it at close range. Of course, the Romulan Falcon Mauler also has a Cloak which helps it to attain its goal, but Cloaks are an entirely different subject, one which you did not ask about in your question."

McGilliere tapped her long fingernails on the desk impatiently.

"Comparatively, the Romulan KRM Mauler Cruiser boasts 3 Phaser-1's and 4 Phaser-2's, in addition to its Mauler. Plus it has more Warp and a better Turn Mode than the Romulan Falcon Mauler. All of this means that the Romulan KRM Mauler has more versatility in terms of available tactics on the battlefield. It does not have to rely solely on its Mauler. But the enemy ship has to always be wary of the fact that the Romulan KRM Mauler Cruiser possesses a Mauler which could blast him at any moment."

"Consider the Romulan Sparrowhawk-F Mauler Cruiser. In addition to its Mauler, the Romulan Sparrowhawk-F Mauler Cruiser is also equipped with 3 Phaser-1's, 4 Phaser-3's, and a Plasma-G. Coupled with an excellent turn mode, the Romulan Sparrowhawk-F Mauler Cruiser has plently of available options when engaging an enemy vessel. Clearly, the Romulan Sparrowhawk-F Mauler Cruiser does not have to rely on its Mauler alone."

"As we both know, both the Romulan KRM Mauler Cruiser and the Romulan Sparrowhawk-F Mauler Cruiser possess Cloaks."

"The Klingon MD5 War Cruiser Mauler is armed with 2 Phaser-1's, 2 Phaser-2's, 4 Phaser-3s and two Anti-Drones. Here we have yet another example of a starship armed with Mauler technology that differs from the Romulan Falcon Mauler. The additional weaponry of the Klingon MD5 War Cruiser lends to its adaptability in combat."

"In terms of the Mauler itself, we are looking at an extremely inefficient weapon. In order to double the points put into it, the Mauler must hit the target at a range of 0-1. In order to break even, the Mauler must fire at a range of 2-5. And at its widest breadth, the Mauler will only score half damage at range 6-10. Add to this poor energy-to-damage ratio, a heavily restricted firing arc, and one has to wonder why the Mauler was developed in the first place."

"However, there is more to the Mauler than meets the eye. The key here is Reserve Power. This is the feature that I would take advantage of most if I were Captain of a Mauler. No one said that a Mauler must simply close and fire. Most starships only have 4 Batteries. Imagine the tactical possibilities with over 20 Batteries. Many Captains fail to realize this, thinking only of the excess Batteries as power for the Mauler. In truth, the advantage of all that extra Reserve Power is tremendous. Just off the top of my head, I can think of shield reinforcement, acceleration, electronic counter measures, electronic counter-counter measures, tractor beam power, arming shuttles, high energy turns, and damage control. I'm sure there are more."

"Another advantage of the Mauler is that it can fire repeatedly during the turn. While you do have to discharge in groups of Batteries at a time, there is no rule indicating you have to fire everything at once. In other words, you don't have to blow your whole wad in a single, climactic thrust."

McGilliere raised one eyebrow.

"Of course, Maulers will automatically hit their target, unless their aim is purposely being jammed. This fact is important when comparing the Mauler to other heavy weapons that can potentially miss their target with a bad to-hit roll."

"Lastly, and perhaps most importantly, the Mauler is capable of inflicting much more damage in a single impulse than any other weapon. An overloaded photon torpedo can score 16 points of damage. An overloaded disruptor bolt can cause 10 points of damage. But consider 20 points of energy in a Mauler. At range 0-1, that is 40 points of damage. And some Maulers can generate even more than 20 points of energy in a single moment. That kind of damage output is something that cannot be ignored."

"But there are other essential considerations when it comes to being Captain of a Mauler. You must always be aware of Shock and the possible impact to your starship. A Mauler Captain must carefully track his Reserve Power and especially note the amount of turns to recharge the Batteries. When incorporating Warp Energy, the Captain must be prepared for the damage that will occur to the Warp Engines. And one on one duels with Maulers are completely different from fleet engagements involving Maulers. Obviously, in fleet warfare, the Mauler has a better chance of achieving its objective since it has other ship types to coordinate with."

"Finally, there is the task of the Mauler Captain to reach optimum firing position. There is no way around this. In order for a Mauler to be effective, it must close on its target. Countless Maulers have been shot down trying to do this. This is where finesse, skill, and experience come in. The restricted firing arc and close range requirement make Maulers unique ships to Captain into battle. Personally, I would use Tractor Beams to hold my opponent tight while I get my ship into firing position."

“An impressive response, Cadet,” McGilliere said, while studying the Cadet from under her lightweight glasses. She provocatively flipped her hair from one shoulder to the other. “You have earned your Extra Credit! But it won't be valid unless you provide supporting documentation. I want your 50 Page Analysis detailing these tactics, with Footnotes, on my desk by tomorrow at 0400 hours.”

“You are Dismissed, Top Gun Cadet.”

By Norman Dizon (Normandizon) on Thursday, March 22, 2018 - 07:31 pm: Edit

SAFINA NUH - STARDATE 03.22.18
THE REFORGING

Link to previous Safina Nuh logs

SHIELDS FAILING!!!

Agent One felt his body stretching beyond belief. The entire bridge around him distorted. The bridge crew turned into flowers, then marbles, then ants, and then monsters. Pain mixed with Love, Light with Dark. Infinite possibilities coalesced into a single point in time. It was a journey to the brink of madness. And then one step beyond.

Agent One forced himself to wake up. He had passed out in his Captain's chair. He was still groggy, his eyelids heavy. But he had to be strong for his crew. Agent One stared at the View Screen. It was filled with stars floating contently in space. But not his stars. The stars of the past.

"Status Report!" Agent One said in a loud, firm voice. The Bridge Crew slowly stirred and took their posts. Within moments, there was a reply.

"The galaxy is shattered," the Intelligence Officer reported after studying the galactic sensors. "Every empire is a mere fraction of their former self. Over half of them will die out in the near future due to economic collapse. They simply cannot sustain themselves. There are signs of fractures to the integrity of space throughout the sector. These empires have destroyed themselves with their constant warring."

Everything is exactly as we were told, Agent One thought to himself. It's a miracle we arrived here in one piece. Now, in order to save the future, I have to repair the past.

Agent One pushed a button on his Captain's chair to tie into Engineering. "Engineering, what is the status of the Temporal Drive?"

"Not good, Agent One," the Chief Engineer responded with a disheartened voice. "The ship took quite a beating. The Temporal Drive will be offline for at least a week while I conduct repairs. I'm putting together a detailed report of all the other systems that suffered damage as well. Try not to get us into anything too deep for now, alright?"

Agent One smiled inwardly. The Chief can always hope. But that doesn't mean I have to comply. The mission simply cannot wait.

"Ahead, Warp Factor One," Agent One ordered the Helmsman. "Let's take it slow and easy. Continuous scans of the surrounding region. Although History tells us one thing, the Past will reveal another. We need to map the area ourselves."

The Safina Nuh slowly moved forward through the ancient region of space that was suddenly new again. She was like a cybernetic dragon slowly prowling through the slopes of prehistory.

Agent One's determined eyes glowed white with light. His feathered wings stretched out wide. His thoughts settled on what must be done.

Well, Humpty Dumpty, I was there when you were first put together. I gave up part of my essence to breathe life into you. And I marveled at what you achieved throughout your lifetime. Now, you've fallen and your fragile body has broken into pieces. The task falls on me to achieve the impossible.

Agent One smiled to himself.

I have to put you back together again.

By Norman Dizon (Normandizon) on Saturday, March 24, 2018 - 04:52 pm: Edit

SAFINA NUH - STARDATE 03.24.18
THE REFORGING

Link to previous Safina Nuh logs

AND SO THE SAFINA NUH APPEARED IN THE PAST, LIKE A BRIGHT NORTHERN STAR FOR OTHERS TO FOLLOW...

Slow moving tendrils gently grasped the laser chisel as the words were burned onto a wooden tablet. This was only the first wooden tablet...many, many more would follow. For it was essential that the Quest of the Safina Nuh be thoroughly documented. The future will want to examine the account, perhaps to judge, perhaps for evidence, or perhaps to learn. Whatever the reason, a Chronicle must be kept, one that was precise, complete, and filled with explanations for why they did what they did.

The task falls to me, Sieversii thought, and keeping a Record is not only my duty, but my honor. After all, we are keepers of information, keepers of time, keepers of actions, and keepers of events. Yes, I could voice record everything into the computer, but this way is so much more traditional, so much more reliable, and so much more satisfying. This is our Way, so I will follow it.

The small wooden ball slowly rolled to one side, putting the wooden tablet in a safe location. Nestled within its many branches were four baby mammals resembling anteaters. Each of them fell asleep while sucking on the life giving sap that ran through Sieversii. Sieversii was very careful not to wake them. There are some that would call their symbiotic relationship something like a master and a slave, or like parasites that were ignored by the host. But it was nothing like that. Mark, John, Matthew, and Luke were a part of Sieversii. And Sieversii was a part of them. Neither could exist without the other. Although in separate bodies, they were One.

Will I meet my other brethren? Sieversii wondered. There is no doubt we will need to make contact with the rest of my kind in this time period. They will be younger versions of their future selves, with many experiences they have not even lived through yet. And what of me? I am still young, only at the beginning of my long life. I am still small enough to roll through the corridors of the Safina Nuh. But the time will come, one day, when I will no longer fit in here due to my expanding size. When that day comes, I will need a new ship, one built specifically around my growing body.

And what of Agent One?
Sieversii thought. He is an honorable man, full of compassion. I trust him with this journey. But at times, he can be emotional, sometimes overly so. That is why I must always be present to balance his thoughts. My kind have always been procrastinators. Often times, delaying things allows decisions to be examined more carefully, preventing rash actions. Everything can be ignored until we ignore it tomorrow.

Suddenly a loud beep from the Intercom broke the silence of Sieversii's thoughts. Luckily, the four caretaker "children" did not wake up. Sieversii reached out with a single slender vine and pushed the button on the Intercom to answer.

"Yes?"

"Agent Two, please report to the Bridge," Agent One commanded. "We are getting some strange sensor readings. I would like my Science Officer to take a look at them. Your thoughts would be greatly welcomed."

"I'm on my way, Agent One," Sieversii replied before shutting off the Intercom. The wooden ball moved its branches, revealing an open patch where its four young caretakers were sleeping. They were so small and innocent, just like Sieversii.

"It's time to wake, little ones. We have a job to do. Come, let's head to the Bridge together."

"We have our own History to write."

By Norman Dizon (Normandizon) on Sunday, March 25, 2018 - 04:22 pm: Edit

SAFINA NUH - STARDATE 03.25.18
THE REFORGING

Link to previous Safina Nuh logs


CUT THE CHATTER, BOMBUS TWO!!

The four yellow and black starcraft hugged tightly to one another. They were meters apart, a position only top aces could maintain. Suddenly, the fuzzy fighters broke off from one another, spinning wildly in circles. Then they cut their engines, snapped around 180 degrees, and raced back towards each other. As each of the four fighters passed within inches of each other in a cross pattern, a loud battlecry could be heard:

WWWHHHAAAAAAHHOOOOOOOOOOOOHHHHHH!!!!!!!

Then a psionic voice spoke in each of the pilot's minds.

Alright flyboys. Enough showing off. Report back to the Hangar Bay immediately.

Moments later, each of the fighters landed slowly in the Hangar Bay of the Safina Nuh. Four pilots climbed out of the starcraft. Each of them quickly lined up and stood at attention. They removed their helmets, revealing colorful humanoid bumblebees.

Two figures walked in front of them, carefully inspecting them. One was a female bumblebee who was larger than all of the pilots. She was Commander Babbitty. On her fuzzy insectine face, a serious, stern face was framed.

Beside her stood Agent One. He was clad in his standard attire, a solid black Captain's uniform with a white insignia showing prominantly on the left side over his heart. It was the Omega symbol, the last letter of the greek alphabet. Agent One's angelic white wings were tucked in neatly behind his back.

"Agent One, you already know each member of Bombus Squadron," Commander Babbitty stated, motioning towards her pilots with one of her forelegs. "They are Wedge, Biggs, Porkins, and Dak. Each of them took on human names in tribute to past ace pilots. I wanted to personally assure you that they are ready for action at any moment. You saw the skill level demonstrated by their top notch flying. While the fighters are away from the ship, I stay in telepathatic contact with each pilot. We are all mentally linked to each other."

Agent One stared at each of the pilots. He smiled to himself. They were so young, just like himself...ages ago. A strong smell drifted into Agent One's nose. It was the smell of honey. The whole hangar bay was covered with the substance. Agent One couldn't help but to notice the small hexagonal structures that appeared here and there as well.

"Pilots, how are your Barbs performing for you?" Agent One asked the young bumblebees.

"Excellent, Agent One, Sir!" Dak responded while saluting with his insect foreleg. "We had a minor issue with balancing the energy flow in one of the fighters, but it's corrected now. They each fly like an arrow soaring through the air. And we're more than ready to take on any enemy you throw at us. I feel like I can take on the Whole Sector myself!"

Let's hope it doesn't come to that, Agent One thought to himself, imagining three of the four Barbs burning in flames. Let's hope it doesn't come to that.

"Well, Commander Babbitty, it looks as though you have everything well in control here," Agent One said as he turned towards the female bumblebee in charge. "I just thought I would check in. I have no doubt that I will need to call on Bombus Squadron in the near future. Please continue your drills and send me regular reports. Let me know if you need anything at all. "

"Yes, Sir!" Commander Babbitty said as she stood at attention. Her antennae stood up straight while her transparent wings vibrated slightly. She stared at Agent One through her compound eyes.

Agent One paused to look around the Hangar Bay. "Oh, and Commander Babbitty?" Agent One added as he turned to leave. "Remember to take the time to occasionally leave the Hanger Bay and your Barbs. I want all of you to integrate with the rest of the crew as much as possible. That is an order. There are dark times ahead. You know what the History logs warn us about. There is only one way for the Safina Nuh to make it through the upcoming difficult times."

Commander Babbitty and the four fighter Pilots stared at Agent One, listening intently. Agent One smiled as he spoke the answer. His eyes glowed momentarily with white light.

"As a Family."

By Norman Dizon (Normandizon) on Sunday, March 25, 2018 - 11:12 pm: Edit

GENESIS DESIGN
GHOST TORPEDOES

Link to the Geist CA Playtest Ship

Ghost Torpedoes are the primary armament of the Geist. The Geist is a new empire to be playtested against Omega Sector starships. If the Geist CA passes playtesting, it will be placed in Antim, the galaxy that will house empires built with the Omega Sector Design Paradigm.

For the Ghost Torpedoes, I wanted a weapon that was in-between a seeking weapon and a direct-fire weapon. This goal is similar to Hyperdrones, except that I wanted to achieve the same effect with plasmas rather than drones. The weapon would need to move fast, faster than a plasma, but not as fast as a direct-fire weapon. It would also be possible to shoot at the seeking weapon, but with greatly diminished effect.

The Heavy Ghost Torpedo, therefore, is modeled after a plasma torpedo, but with modifications. In order to simulate its speed (as a slow direct-fire weapon), the Heavy Ghost Torpedo was given the Skip Warp movement utilized by the Nicozians. This has some interesting tactical applications, as the Heavy Ghost Torpedo moves at Speed 64, but can actually skip over physical obstacles (like web or asteriods). However, when calculating damage, the Heavy Ghost Torpedo uses the total number of hexes moved, so its fast movement does not serve to extend the damage in any way. Other modifications include improved ECM, ECCM, and a greater resistance to phaser damage (3:1).

But these advantages cannot be given freely, or else balance would be severely compromised. So the damage inflicted by a Heavy Ghost Torpedo was scaled back, making it more in line with the output of an Overloaded Photon Torpedo. Additionally, the power requirements for a Heavy Ghost Torpedo are slightly more than an Overloaded Photon Torpedo, but spread out over 3 turns. There is a direct-fire application for the Heavy Ghost Torpedo, but this damage too has been greatly reduced.

To compliment the Heavy Ghost Torpedoes, the Light Ghost Torpedo was developed. The Light Ghost Torpedo is similar to the Heavy Ghost Torpedo, but arms in only 2 turns and scores less damage. The Light Ghost Torpedo is more vulnerable to damage, unlike the Heavy Ghost Torpedo which is very difficult to reduce in warhead strength. The Light Ghost Torpedo scores even less direct-fire damage than the Heavy Ghost Torpedo.

Both the Heavy and Light Ghost Torpedo can produce Pseudo Torpedoes, but only one type (Real or Pseudo) can be armed in the launch tube at any given moment. This means that if your intent is to fool the opponent with a Pseudo Ghost Torpedo, you have to give up a Real Ghost Torpedo to do it. Furthermore, both the Heavy and Light Ghost Torpedo can be distracted by a Wild Weasel, something which is not possible against traditional direct-fire weapons.

Given the wild technology of Ghost Torpedoes, it was clear that the Geist would not fit in with starships modeled after Alpha Sector Design Philosophy. However, the Geist would be perfectly at home with other Omega Sector style empires which possess radically different technologies.

In summary, the Geist CA possesses a 3-turn heavy seeking weapon which is extremely difficult to damage as it moves at super speed. It also possesses a 2-turn light seeking weapon which serves to further throw off the opponent's defensive timing. Add to this a pair of Phantom Shields, which provides protection for 8 impulses at a time, Wide Phasers, and a cool Background regarding a Crew of Ghosts, and the result is the Geist CA Playtest SSD.

Is it a Plasma Ship? Is it a Direct-Fire Ship? Or is the Geist CA something else, something that will require completely new tactics in order to be victorious on the battlefield?

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:43 am: Edit

REPRISE
Link to Reprise

Over the years, there have been many Star Fleet Battles websites that have come and gone. Some of these websites featured empires with new technology that was creative, interesting, and tactically unique. It is a shame that these empires are no longer available for play. Reprise seeks to provide an alternative solution.

In the galaxy known as Reprise, former empires and former technology that was previously available on now-vanished websites will once again become accessible. However, in order to avoid any copyright concerns, each empire, along with its technology, will need to be rewritten so that it is substantially different from its original form. The SSD will also need to be recreated, so that it looks completely different from the original SSD. Still, there should be a hint of the original form, something that is familiar because the basic essence of the empire has been preserved.

Another design aspect of Reprise is Balance between the empires. This is going to be a difficult task. Many of the creative empires that have been published on the internet through various websites have had little to no regard for Balance. I don't want Reprise to follow this pattern (becoming a Mish-Mash Galaxy). When each empire is redesigned, therefore, I will be very mindful to how Balanced the empire and its technology is, especially in regards to other existing Reprise empires.

Reprise will be an intriguing and challenging endeavor to work on.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:45 am: Edit

EQUINOX
Link to Equinox

Equinox is a new galaxy whose design paradigm features heavy cruisers which are the equivalent of middle years cruisers. Middle years starships have been previewed in a few different SFB publications.

There are a couple of design goals that are important to note. The first is that Equinox heavy cruiser (middle years) will have to be more substantial that early years starships (2 heavy weapons, 24 warp), but less substantial than general war starships (4 heavy weapons, 30 warp). Equinox heavy cruisers should also be slighter better than Omega heavy cruisers (4 heavy weapons, 26 warp), but this may not always the case.

Equinox heavy cruisers will be based roughly on the Kzinti Middle Years Cruiser presented in Captain's Log #50. The Kzinti Middle Years Cruiser has 2 Disruptors (2 Heavy Weapons), 4 Drones (4 Secondary Heavy Weapons, some of which might need to be converted to Heavy Weapons for other empires), 3 PH-1's, 8 PH-3's (which can be converted to PH-1's for other empires, 1 PH-1 for 2 PH-3's), 28 Warp, MC=1, and Shields 24/22/22/22/22/22. This gives me a template to use when designing Equinox heavy cruisers. Of course, I will need to keep in mind the design goals in regards to Early Years cruisers, General War cruisers, and Omega cruisers.

Will Equinox heavy cruisers use Alpha Sector technology? Omega Sector technology? A mixture of both? Or perhaps Magellanic? Or maybe Equinox heavy cruisers will need all-new technology?

And will Equinox empires have solid borders and a stable galaxy? Or will the empires be constantly at war with ever-shifting borders?

We will have to see...

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:46 am: Edit

THE LOGISTICS SECTOR
Link to Logistics Sector

The Logistics Sector is a new galaxy that focuses specifically on Tugs, Pods, and Cargo. Over time, many different kinds of tugs (and pods) have been published for the various empires of Star Fleet Battles. Instead of presenting tugs as simply another ship type or a means to fulfill a strategic operation, the Logistics Sector will feature tugs working in capacities far beyond what is normally seen.

The Logistics Sector will draw inspiration from the many tugs (and pods) that have been showcased in Captain's Log and the R-Modules. In particular, the Logistics Sector will look at how the Bolosco from the Omega Sector handles pods, and possibly the Iridani (and their Modules). A primary design element for the Logistics Sector will come from the Theater Transport Ships (Mini-Tugs) published in Captain's Log #29.

In the Logistics Sector, we will see all kinds of Tugs and Pods, ranging in size from Battleships down to Frigates and smaller. There will also be ship types other than Tugs, but each of these will have some kind of function to transport cargo. Even in battle, the ships of the Logistics Sector will rely on Pods to enhance their combat capabilities.

Balance is still a design concern, even with the many Pods that will become available. The Pods will provide versatility in operations, but should not allow one empire to be overly powerful over another.

But what the Logistics Sector do to go beyond mere Tugs and Pods? Can there, perhaps, be Tugs that can handle 3-4 Pods or even more? Is it possible to have Pods larger than what we have seen or smaller than the smallest published Pod? Can the Pods somehow connect once they reach their destination to form something larger? What kinds of New Pods can be developed? And in what new ways can Pods be used for Wartime Functions?

The Logistics Sector will need some kind of rationale for why the starships of each empire developed almost exclusively into Tugs and Pods. My initial thoughts are that there are precious resources in the Logistics Sector, that, for one reason or another, need to be constantly transported here and there. Additionally, there will most likely be some kind of terrain that pervades the Logistics Sector which needs to be overcome by Tugs and Pods. When coming up with the explanation, there must be an advantage for the empires to utilize Tugs and Pods versus other types of ships (Heavy Cruisers and so forth). The justification for Tugs and Pods could also tie into the Manufacturing capabilities (which may be limited in some fashion) of each empire in the Logistics Sector.

More to come on the Logistics Sector as it is developed...

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:49 am: Edit

THE HYBRID OCTANT
Link to the Hybrid Octant

The Hybrid Octant of CelestialFellowshipofGalaxies.Com is not to be confused with the Hybrid Galaxy of GenesisGalaxies.Com. The outdated Hybrid Galaxy was a mixture of different types of technology. The Hybrid Octant is based on the Federation Hybrid Cruisers presented in Captain's Log #18 (which were simulator opponents inspired by Hydran Hybrid Starships).

In Captain's Log #18, we can see that the Fed Hybrid Dreadnought carries 12 Fighters. The Fed Hybrid Heavy Cruiser carries 8 Fighters. The Fed New Hybrid Light Cruiser carries 6 Fighters. And the Fed Hybrid Frigate carries 2 Fighters. These designs will form the template used for starships in the Hybrid Octant. Of course, the Hydrans will also be heavily used for reference when designing the starships of the Hybrid Octant (and their Fighters).

In the Hybrid Octant, nearly every ship will carry Fighters. But there are other questions that need to be answered.

What will be the function of PF's in the Hybrid Octant? Will there be any (full) Carriers in the Hybrid Octant? Will the Hybrid Octant use Alpha/Omega technology or something completely new? What will the Fighters be like in the Hybrid Octant? How do the Fighters in the Hybrid Octant differ from Alpha and Omega Fighters? After the base ship classes have been designed, in what new directions can the technology of the Hybrid Octant be taken?

I believe that it is possible to create the Hybrid Octant with Balance, if the designs are carefully crafted. For example, if Hybrid Frigates carry 2 Fighters, then it should be possible to playtest them against each other (2 Fighters vs 2 Fighters) to check for Balance. The same applies (meaning they can be successfully playtested for Balance) to all the ship types (DN/CC/CA/DD/FG), assuming they all carry the same amount of Fighters. Even if not all Fighters are created equal (because empire technology varies from one to another), one can still examine the results of playtest battles to see how balanced the Fighters (and the ships) are against one another.

The Hybrid Octant (and all of its Fighters) awaits.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:52 am: Edit

T-SYS
Link to T-Sys

The Quantum Transporters presented in Omega Module 4 are sufficient enough to produce an entire galaxy utilizing this unique form of movement. That galaxy will be named T-Sys. It should be noted that Micro Galaxy #5 is already stated to use Quantum Transporters, Transporter Links, Transporter-Collector Beams, Transporter-Emitter Missiles, and Ceramic-Composite Armor. While T-Sys will make use of Quantum Transporters and Transporter Links, it will feature starships using standard (Phasers, Direct-Fire Weapons, Drones, Plasmas) weaponry. Additionally, empires in T-Sys will operate standard Shields, not Ceramic-Composite Armor.

Why proceed with T-Sys? Because I believe there are new tactics to be explored due to the unique Quantum Transporter movement system. Yes, the Ryn use Quantum Transporters as well, but their tactics are intertwined with their unique weaponry. Micro Galaxy #5 takes the Ryn Base Idea and expands it a little bit further. T-Sys will basically replace Warp with Quantum Transporter movement, but will try to keep everything else the same.

Of course, each empire in T-Sys will need to be developed individually to make sure it is unique (both in terms of background and tactics). I'm sure there will be new technology along the way as well. The heavy cruisers of T-Sys will probably be smaller than standard heavy cruisers, just because I prefer smaller ships at the moment.

Of paramount importance in T-Sys is Balance. Not only do I want ships in T-Sys to be Balanced against one another, but I want the galaxy to be Balanced as well. This means stable borders, a "neutral zone", and an ever-increasing arms race. Since I am only replacing Warp with Quantum Transporters, it shouldn't be impossible to achieve Balance in T-Sys.

Once the base empires and their technology in T-Sys have been worked out, the fun can begin. By this I mean, how does the Quantum Transporter technology allow new technologies to emerge? As we see in the Alpha Sector, Warp Drive has advanced in different ways as time progressed. So it should be in T-Sys. But how will Quantum Transporter technology advance? What new tactics will become possible due to this evolving technology? These questions and their answers are the reason that T-Sys was created in the first place.

Activate Transporters!

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:53 am: Edit

STARDUEL
Link to Starduel

The original working title for this galaxy was Starship Wars. After some thought, I changed it to Starduel. Starduel is inspired by an 80's boardgame in which weaponized cars battle each other on highways. But it is not the setting of this old boardgame that interests me, it is the manner in which the cars are constructed.

The primary goal for Starduel is to achieve Balance through a set of Construction Rules for Starships. The standard rules for BPV are to be set aside in Starduel, in favor of a different way of building starships. In Starduel, there will be a variety of hulls that apply to all empires (frigate, destroyer, light cruiser, heavy cruiser, command cruiser, dreadnought, battleship). Each of these hulls can accomodate a certain amount of Warp, Power, Heavy Weapons, Shields, and Phasers. There may be some kind of point system to be used, but I would rather just use a system where you "fill in the slots." The idea here is that if all empires are using the same templates with the same construction limitations, then there should be Balance between them.

I remember seeing a set of rules for SFB starship construction in the past, but I am sure that my intentions with Starduel are quite different from it. So there really is no need to reference that document or make comparisons to it.

To make Starduel completely different, I am going to completely rewrite the weapons, devices, and systems. This will allow me to create more Balance between them, which is going to be necessary to make the Construction Set work. Of course, Starduel will still use the Star Fleet Battles Engine, which means there will be an Impulse Chart, DAC, Energy Allocation, Direct-Fire Weapons, Seeking Weapons, and so forth.

I would imagine that tactics in Starduel will end up very much like standard SFB, since the components will be essentially based on Star Fleet Battles. But there may be minor variations that may occur, or unexpected strategies that slowly reveal themselves. We will have to see. Tactics must follow after the Construction Set is completed, not before.

"That'll teach him not to Tailgate!!"

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:55 am: Edit

WILD WEST
Link to Wild West

The Wild West focuses on the Gunfighter Frigates presented in Captain's Log #28 (SSJ2). The rationale described in Captain's Log #28 indicates that not only were the Gunfighter Frigates limited in their duties, but they were just as vulnerable as standard frigates during fleet battles (making their firepower useless). But what if this were not the case? The Wild West seeks to correct this aspect, making Gunfighter Frigates feasible once again.

In the Wild West, heavy cruisers as we know it were never developed. Gunfighter Frigates were the standard, with larger ships being the rare exception. What makes the Wild West unique is that, for whatever reason, every empire in the Wild West agreed to solve disputes by a single, distinct method. One Gunfighter Frigate from one empire would engage a lone Gunfighter Frigate from another empire in a single Duel. The winner of the engagement would win the dispute for its empire. Winning consisted of destroying the enemy ship, inflicting more damage overall, or forcing the enemy ship to disengage. Note that the enemy Gunfighter Frigate need not be destroyed, they can simply surrender (resign) and yield the battle.

For the first 3/4 of the Wild West Timeline, this will be the case. Other ship types will be built infrequently, especially anything larger than a Gunfighter Frigate. There will be variants of Gunfighter Frigates, which will take on other roles that are needed for each empire. However, after 3/4 of the Wild West Timeline, a catalyst will occur that will throw the Wild West into chaos. After years and years of stockpiling and growing their fleets, the empires of the Wild West will engage in all-out war with one another. This is started by one empire doing the unthinkable: attacking a bordering empire with entire fleets of starships. Horrified that their long-held traditions had been broken, every other empire responded in kind, unleashing their massive fleets on a galaxy-wide scale. The Wild West Timeline will end with the Gunfighter Frigate being made obsolete due to the emergence of Fleet Warfare.

"Ah said, Draw, Pahdnah!!"

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:57 am: Edit

THE ELDER GODS
Link to the Elder Gods

The Elder Gods is a galaxy waging a desperate, almost unwinnable war against alien deities. The galaxy of the Elder Gods started out very much like the galaxy described in the Early Years. There was much exploration and technology that was still being developed. Until the coming a madman named Baron Von P'etrick'ayon.

Baron Von P'etrick'ayon sought to bring back the Elder Gods that were described in the ancient, demonic Codexicon. After performing a forbidden ritual which is too horrific to describe in detail, Baron Von P'etrick'ayon sacrificed his soul to open a Gateway in space that had been closed for countless millenia. Through the space Gateway entered the Elder Gods, ancient beings of untold power, including the Great K'TULIU, the THING THAT SHOULD NOT BE!!!!

The empires in the galaxy waged war against the K'TULIU and the Elder Gods, but they were no match for them. K'TULIU and the Elder Gods laughed as they easily crushed fleets of starships at a time. It seemed as if all hope was lost, until a being appeared, one who offered hope to the scattered empires that remained.

It was said that the Elder Gods were defeated and imprisoned long, long ago by ancient Empires of Light. Although these empires are long gone, they left a way to access their power in case the Elder Gods should ever return to wreak havoc upon the galaxy. By learning this forbidden knowledge, it would be possible to refit existing starships so that they could defeat the Elder Gods and perhaps, K'TULIU itself!!

Will the fragmented empires be successful in retrieving the lost knowledge of the Empires of Light? Or will the entire galaxy be driven insane at the mere sight of the Great K'TULIU?!?

SHOG'YOG!! FRO'O'LIN'BOG!! KA'YIN'TORIN'GGARAGHON!! P'ETRICK'AYON LIVES!
SHOG'YOG!! FRO'O'LIN'BOG!! KA'YIN'TORIN'GGARAGHON!! P'ETRICK'AYON LIVES!!!

P'ETRICK'AYON LIVES!!!!!!!!!

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 05:59 am: Edit

THE ANARCHIST BROOD
Link to the Anarchist Brood

The Anarchist Brood will be based on the many Brothers of the Anarchist designs that have been published throughout the years. Honestly, these designs never connected with me, because they simply seemed to be captured ships with tech-sloshed weapons. You are basically putting one empire's unique weapons on another empire's hull. I didn't really see any new tactics there.

But then I came across the Klingon Eastern Marches Fleet Variants from Captain's Log #49. There was something about these Disruptor-Armed Early Years Romulan Ships that inspired me. I'm not exactly sure why. But something inside me told me that there was a galaxy that could be built upon this idea.

One essential goal for the Anarchist Brood is for the new designs (whatever they turn out to be) to produce New Tactics. If this does not happen, there really is no point in developing the Anarchist Brood. Something new must come from this galaxy, something that previously did not exist. The Anarchist Brood cannot simply be tech-sloshing technology onto different hulls.

How to achieve this (meaning the New Tactics)? I'm not sure. I believe that I will have to add something unique to the galaxy, perhaps some new technology, weapons, or rules. We will have to see. I need to give it more thought.

One last note, clearly the ships of the Anarchist Brood are not "captured ships" as typically defined in the Alpha Sector.

More on the Anarchist Brood as it develops.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:00 am: Edit

OLD ERA
Link to the Old Era

The Old Era seeks to translate a popular universe into something playable with the Star Fleet Battles Engine. This will not be an easy task. Many of the mechanics handled in this popular universe are vastly different than the mechanics of Star Fleet Battles. For example, a single snub fighter with a well-placed shot might be able to completely destroy a starbase built with a vulnerable weakness.

Honestly, the Old Era does not really motivate me to work on it. But there is this lingering thought, something in the back of my mind, that tells me to give it a try. I am not sure why. I would never have attempted it years ago.

My initial thoughts are that the Old Era will be full of larger starships which carry squadrons of fighters. These fighters dogfight with other fighters, perhaps in more detail than is shown in SFB rules. There are also bombers, which can hurt a target more than a snub fighter. The larger starships engage each other with lasers and other weaponry, but these are not one-shot weapons. They fire repeatedly, possibly doing incremental damage over the course of the battle. Shields (replaced by Deflector Screens) do not function like in Star Fleet Battles and will have to carefully examined. Instead of Warp, starships use Hyperdrive to get to one location from another throughout the galaxy. Of course, this popular galaxy has much more detail than described in this single paragraph, but these are the basics upon which the Old Era can be built.

There will also be Knights and Anti-Knights, a type of "Legendary" person that empires can have at their service. These beings can perform extraordinary tasks far beyond what a normal crew person can do.

Robot companions of different sizes also enhance combat abilities in different ways.

We will see what happens with the Old Era. The key is to make the galaxy "playable" in Star Fleet Battles terms. If this can be done, there is a plethora of source material to build the galaxy upon. If the basic core ideas of the Old Era are not "playable" using the Star Fleet Battles Engine, then the galaxy will never develop past the early design stage.

"THIS WILL BE A DAY LONG REMEMBERED."

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:02 am: Edit

THE POCKET CLOUD
Link to the Pocket Cloud

The Pocket Cloud is inspired by the Pocket Battleships presented in Captain's Log #18. These Pocket Battleships will become the norm in the Pocket Cloud, replacing heavy cruisers.

Beyond that, there isn't really any other information on the Pocket Cloud yet. This is simply an introduction to establish the intent and design goal of the Pocket Cloud. I doubt that the Pocket Battleships of the Pocket Cloud will carry Fighters.

More on the Pocket Cloud as it is developed.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:03 am: Edit

SECTOR HDW
Link to Sector HDW

Sector HDW is inspired by the Heavy War Destroyers presented in Module R6. These Heavy War Destroyers will become the norm in the Sector HDW, replacing heavy cruisers.


A key design feature for the Heavy War Destroyers of Sector HDW is how they can be configured for different missions. Per Module R6, not only do Heavy War Destroyers have different Power Options (G33.2), but they also possess Optional Weapons (G33.1) and Non-Weapon Options (G33.3). This modularity alone provides enough material to build a galaxy upon, especially when applied to a multitude of empires.

Beyond that, there isn't really any other information on Sector HDW yet. This is simply an introduction to establish the intent and design goal of the Sector HDW.

More on the Sector HDW as it is developed.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:05 am: Edit

SECTOR HCW
Link to Sector HCW

Sector HCW is inspired by the Heavy War Cruisers presented in Captain's Log #30. These Heavy War Cruisers will become the norm in Sector HCW, replacing heavy cruisers.

One key design feature of Sector HCW is the attachment of smaller engines to war cruiser designs. If you look closely at the Romulan Gryphonhawk Medium Cruiser, the Lyran Jaguar Heavy War Cruiser, the Kzinti Heavy Medium Cruiser, and the Gorn New Heavy Destroyer showcased in Captain's Log #30, you can see the various smaller components that were attached to the larger hulls. The goal in Sector HCW is to see how far this idea can be taken, in particular with other ship types (both larger and smaller than a CW). Some of the designs may work out. Some may not.

Another source of inspiration for Sector HCW will be the Collared Klingon designs shown in Captain's Log #50. Still another source is the Lyran Pallets from Module R11. It will be interesting to explore all these possibilities. A secondary goal for Sector HCW is to examine the new tactics that will emerge from these new designs.

Beyond that, there isn't really any other information on Sector HCW yet. This is simply an introduction to establish the intent and design goal of Sector HCW.

More on Sector HCW as it is developed.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:07 am: Edit

THE SCOUT SECTOR
Link to the Scout Sector

The Scout Sector, as it is named, focuses primarily on Scout Functions. The first design goal for the Scout Sector is to break up the normal Scout Functions into individual abilities which will be handled by unique ship types. For example, Lending ECM or ECCM would be handled by one ship type while Controlling Seeking Weapons would be handled by another ship type. This will change the dynamic of fleet battles. Instead of just one Scout, fleets can be composed of several of these different ship types, sometimes with more than one ship of the same type (for example, three ships types all with the Controlling Seeking Weapons function)!

The second design goal for the Scout Sector is to look at how these broken down Scout Functions can be applied to ships that normally are not Scouts. Over the course of time, we have seen many published designs which incorporate Special Sensors into their design (like the Federation Galactic Survey Cruiser). The Scout Sector will take this idea one step further, because each of the Scout Functions has been individualized.

The third design goal for the Scout Sector is to introduce New Scout Functions. This will not be an easy task, because Balance can easily be thrown off by doing this. However, I don't think it is impossible. It must make sense (in terms of the Scout Sector Design Paradigm), create new tactics in battle, and be playtested thoroughly. If it works, the Scout Sector could have more to offer than traditional SFB Scouts.

I am not keen on the idea of Special Sensors being blinded, but I will take a good look at the concept and see if it fits in with my vision of the Scout Sector. There might be another way to penalize the ship instead of blinding the Special Sensors.

More on the Scout Sector as it develops.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:08 am: Edit

ARCH-ALPHA
Link to Arch-Alpha

Arch-Alpha is a new galaxy that draws from many sources to create its design paradigm. The original working title for this galaxy was Alpha Plus, but it was renamed to Arch-Alpha.

Starships in Arch-Alpha will be more powerful than general war starships, but not quite as powerful as X-Ships. As always, the goal is to create New Tactics by creating ships with an all new design scheme. For this purpose, Arch-Alpha will incorporate material from Module R107, Module E5, Module R10, Module F2, Module C5, Module C4, Module C3A, Module C3, Module R6, Module X1R, Module J2, the Omega Modules, and more.

As Arch-Alpha is a mirror for the Alpha Sector, it will feature stable borders, a neutral zone, and an ever-increasing arms race. There will also be other kinds of "terrain" and "obstacles" on the map. For Arch-Alpha, I would like to introduce a multitude of new technology, most of which will be failed experiments.

There will be remnants of the "Past Age", which will be general war level starships that are still functional. These old vessels will belong to empires that no longer exist for various reasons. However, the existence of these outdated starships will still play an important role in the balance of the galaxy, as each empire scrambles to obtain them to boost their fleet numbers.

An all-powerful enemy will attack all of Arch-Alpha, just like the Andromedans did in the Alpha Sector. But this enemy will be very different, something akin to the Juggernaut. This means fewer invading ships, but each one can devastate a fleet by itself. They may carry PF's or Fighters en mass. As the Andromedans utilized technology that was extra-galactic in nature and completely different from Alpha Sector technology, so I want these powerful invaders to have unique, foreign technology as well. This means the all-powerful enemy empire cannot utilize any of the technologies that were used for the Arch-Alpha design paradigm.

Arch-Alpha should be challenging and rewarding to work on. A key goal is to ensure there is Balance between each empire in Arch-Alpha. This will be difficult due to the many different technologies that will be combined to fulfill the Arch-Alpha design paradigm. It should be possible as long as all the empires have access to the same technology (except their heavy weapons and devices) when creating their starships.

More on Arch-Alpha as it develops.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:09 am: Edit

THE FIRST GALAXY
Link to the First Galaxy

The First Galaxy is a galaxy unlike any other. Eons before Time Began, sentient beings began exploring the cosmos for the first time. These were the First Empires. And they belonged to the First Galaxy.

When designing the First Galaxy, there is one primary aspect that I want to prevalent. I want the First Galaxy to be different from everything else. This will not be an easy task considering everything that has been published for Star Fleet Battles (Alpha, Omega, and more), and all of the Genesis Galaxies (which is extremely numerous). Still, for a galaxy that is supposed to have been there at the Start of Everything, I believe that this goal is not only appropriate, but achievable.

Will the First Galaxy use Warp? No.
Will the First Galaxy use Phasers? No.
Will the First Galaxy use Shields? No.
Will the First Galaxy have Humans? No.

So what then will the First Galaxy entail? While the above will not be used, First Galaxy technology may certainly be similar. At present, I want First Galaxy technology to be highly organic in nature, with possibly organic starships. Whatever the starships of the First Galaxy turn out to be, they must be compatible with the Star Fleet Battles Engine (DAC, Impulse Chart, Energy Allocation, etc.). First Galaxy starships will, of course, have to be playtested against one another.

Furthermore, the First Galaxy does not necessarily need to be powerful. In fact, First Galaxy technology may turn out to be Early Years technology or earlier. Perhaps the technology of the First Galaxy was new for its time, but very outdated by today's standards.

I am in no rush to complete the First Galaxy. It will take time for ideas to form in my mind that will make the First Galaxy work properly. Until then, this introduction serves to detail my design goals for the First Galaxy.

More on the First Galaxy as it develops.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 06:11 am: Edit

OPUS
Link to Opus

Opus is going to be my most highly prized work (in my mind) for Star Fleet Battles. The other being the galaxy known as Avant-Garde. While Avant-Garde seeks to demonstrate my personal vision for the Alpha and Omega Sectors (both of which are grand in scale), Opus will keep things small but take them to a new level altogether.

The goal for Opus is to make Star Fleet Battles better. This is a very difficult task, considering that the system is nearly perfect. And of course, "better", is open to interpretation. It is really an opinion, and everyone has a different one. Still, Opus will be my "opinion" as to what a better Star Fleet Battles system would look like. In a way, it is the "SFB 2.0" that I have long imagined.

It is important to note that "better" does not mean "more powerful." Opus certainly is not X1 or X2. That is not its goal. "Better" means to present more options in battle to make the game more tactically rewarding for the Captain of the starship (or starships). But how to accomplish this task?

At present, I foresee Opus have 5-6 empires max. These empires would be very similar to the Federation (2-Turn Direct-Fire Heavy Weapons), Klingons (1-Turn Direct-Fire Weapons with Drones), Kzintis (Drones with 1-Turn Direct-Fire Weapons), Romulans (Plasmas, Cloaking Device), and Gorns (Plasmas, PH-1's). Essentially the empires presented in the Basic Set. These empires (in my opinion) form the core of what Star Fleet Battles is about. Opus should do the same, but take options and tactics to an all-new level (without going down the path of X-Technology).

Opus is a long term project that will not be completed in a day. Rather, it is a Capstone that will be created long after I have finished many of the other galaxies (which are many). The experience of starship design and galaxy design are critical. I will need that experience to properly create Opus. I don't believe that I am ready for that at present (although I do have a few ideas).

One day Opus will come into being. And I hope to be proud once that day occurs. Until then, Opus will always exist in the back of mind, slowly growing like an egg that will, one day, be ready to crack open.

By Norman Dizon (Normandizon) on Saturday, March 31, 2018 - 04:01 pm: Edit

GENESIS DESIGN
GEIST FURTHER THOUGHTS

Link to the Geist CA SSD

The Geist CA has been playtested against several Omega empires and continues to do so. During this time, various ideas have come up in conversation. These are obvious (and in-obvious) variants for the starships of the Geist Haunthood.

There was a suggestion to create a 1-Turn Ghost Torpedo which would hit similar to a Disruptor. This idea intrigued me and I almost decided to do it. But part of the intent behind the design of the Ghost Torpedoes is that they take several turns to arm. The Heavy Ghost Torpedoes are based on the Plasma Torpedo, which takes 3 turns to arm. The Light Ghost Torpedoes are a simple by-product of the Heavy Ghost Torpedo, one which armed faster at a cost of doing less damage. A 1-Turn Ghost Torpedo doesn't really fit in with this design intent, so I was forced to discard the idea.

Another idea was to create a "Torpedo Cruiser" by replacing the 4 PW-1's that are FA with 2 Light Ghost Torpedoes, one of which would be LP and the other which would be RP. I think this is reasonable and the variant seems interesting to me. It could have new tactical possibilities as well.

Someone else suggested to create a "Phaser Cruiser" (or Fire Support Cruiser) by replacing the 2 Side Light Ghost Torpedoes with 4 PW-1's (2 PW-1's on each side). Again, this sounded fine to me, with curious possiblities. Having more Range-of-Effect Weapons instead of Super Fast Seeking Weapons is an interesting exchange. And it doesn't throw off the Balance of the Geist CA.

One curious thought was to replace the 2 Heavy Ghost Torpedoes with 2 more Light Ghost Torpedoes. This seemed odd to me, giving up more damage for a quicker arming sequence. If done, the ship would have 4 Light Ghost Torpedoes that could all fire every other turn (or 2 every turn). I am unsure what to call this intriguing variant. Someone said "Suppression Cruiser", but that didn't sit well with me.

Then there was discussion about the Phantom Shields. The Wraith Shield allows the Phantom Shield to cover 3 Arcs at once, instead of just 1 Arc. The penalty (for Balance) is either a diminished effect or a higher arming cost. This sounded reasonable to me. The Specter Shield lasts longer than 8 impulses, but at a higher arming cost. The Specter Shield still only covers 1 Arc. This was fine as well. Neither suggestion was X-Technology or imbalancing. They were just variant technologies. Perhaps these devices were prototypes that were not built in great numbers by the Geist Haunthood.

A Geist Fast Cruiser was brought up, but it's way too early for such as design. The Geist CA should complete playtesting before that is even considered.

And then Fighters came up. I hadn't even thought of Carriers, as the focus of playtesting was the Heavy Cruiser. The "Skeleton" Fighter would carry a single PW-1. The "Mummy" Fighter would carry 1 Light Ghost Torpedo with limited range. The "Ghoul" Fighter would carry 1 Light Ghost Torpedo and 1 PW-1. Since Geist Carriers would not be designed until further in the future, I will save these ideas for a later date.

Lastly, there was the idea for a Geist "Phantom Cruiser." This proposal replaced all 4 Ghost Torpedoes (2 Light and 2 Heavy) with 4 more Phantom Shields. That would turn the Geist CA into a Phaser Boat with a whopping 6 Phantom Shields! I'm not sure why a cruiser would need so many Phantom Shields, but then I thought of the possibilities in fleet battles. So this creative variant will be dubbed the "Defense Cruiser."

These are far more variants than I would have ever come up with for the Geist CA. Thanks goes to the Playtesters for bringing them up after they flew the Geist CA into battle. All of these SSD's will appear in the future for the Geist Haunthood.

By Norman Dizon (Normandizon) on Tuesday, April 03, 2018 - 06:33 pm: Edit

GENESIS DESIGN
REPRISE

Link to Reprise

I pulled out some old SSD's from websites long forgotten. It appears as though Reprise is going to be more challenging than I thought. Many of the original designs are greatly Out of Balance. All of the ships were designed with an Alpha Sector Design Paradigm.

Some of the weapons have wild energy to damage ratios. Some are reasonable at 1:2. But others range from 1:3 to 1:5! One heavy weapon scored up to 25 points of damage at close range. And the heavy cruiser carried four of them! That is 100 points of damage with direct-fire weapons.

Still other weapons were far too accurate at long range. Some were just too powerful. One device could easily destroy multiple Fighters and Drones in one big blast.

Some of the Backgrounds were really bland. Other empires simply did not have a Background, only a SSD.

And then there is the Power Curve. Some of the Cruisers had from 32-38 Power. That is fine. But other designs featured more Power, one with even as much as 48! (for a heavy cruiser)

Clearly, all of these aspects will need to be redesigned. I am not sure why Balance was not a consideration at the time, but I will have to implement it now. As most of these designs were originally made to fit in with the Alpha Sector, it will be best to playtest the updated designs against Alpha Sector CA's.

Administrator's Control Panel -- Board Moderators Only
Administer Page | Delete Conversation | Close Conversation | Move Conversation