SFU Unity

The Universal Game of Starship Combat
Blacklancer99
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Re: SFU Unity

Postby Blacklancer99 » Sun Aug 20, 2017 10:50 am

I got the rules yesterday and I would like to echo the thought that the rules seem a bit scattered throughout the SFU section making it a bit more difficult to find/reference.

I like some of the stuff that is apparently SFU exclusive and like others I am a bit disappointed that there is no construction/cost info. I think it would be nice to integrate things into the rules rather than apparently saying "well these are specific to this one setting so the ships from this setting are balanced...but you can't really use in other settings because they are possibly unbalanced " or something to that effect. To me it undermines the Universal nature of the design system to have clusters of setting specific rules. For example, I think there are many settings that could benefit from the inclusion of the power management rules, and I think the Tight Turns/Wide Turns trait are a more elegant option for altering maneuverability than Graded Turns

I know that I can include anything I want from the SFU stuff in my designs and in the games, but I would just rather see them a official, cross-genre options.

Thanks for continuing to make a game I like and support the players the way you do!
Erik
Facts are stubborn things, but statistics are more pliable.
Mark Twain.

MRCAcct
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Re: SFU Unity

Postby MRCAcct » Mon Aug 21, 2017 4:51 am

Okay, having run almost all the ships through the DryDock, I've come to the following conclusions:

All new traits basically cost nothing. ADDs, PPs, Engine ratings, turns...everything but the Plasma Torp Evp trait ('cause there's no plasma ships to calculate). No effect on the combat rating at all.

There's obviously some sort of negative modifier on the Klingon and Kzinti Drone Racks; I'm guessing to account for the Rack-specific rules. Though it doesn't seem to apply to Federation Racks.

I'm going to fish out my old SFB sheets and see if I can't get a rough conversion guide going.

Blacklancer99
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Re: SFU Unity

Postby Blacklancer99 » Mon Aug 21, 2017 1:40 pm

Just spitballing but thinking Fed racks "cost more" because of the defensive mode---though it shows up in the K&K racks as a lower cost rather than an increase on the Feds.
Erik
Facts are stubborn things, but statistics are more pliable.
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mikeaxe1066
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Re: SFU Unity

Postby mikeaxe1066 » Tue Aug 22, 2017 7:12 am

And of course it's the evp trait I want!
I realise there are no Romulans yet to back engineer the factors but I have always loved the Romulus Torpedo since I first saw the Original TV series in the Sixties (ooops). I have added it to nearly all my homemade backgrounds. I hope dan will add it to the main rules.

mj12games
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Re: SFU Unity

Postby mj12games » Tue Aug 22, 2017 10:00 pm

Evp has a 0.7 multiplier.

However, it is correct that for the most part the SFU-specific traits have no impact on the combat rating. I felt that they were mainly "fluff" rather than substantive changes to the manner in which the ships operate; e.g. SFU ships have to account for power, but for the most part they have enough power to do what they want. Further, since ALL ships in that universe have to deal with it, there is no inherent advantage or disadvantage.

At least, that was my thinking. YMMV.
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MRCAcct
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Re: SFU Unity

Postby MRCAcct » Thu Aug 24, 2017 10:25 pm

Okay. So I spent the 40 minutes it took me to build a spreadsheet and crunch a lot of numbers. The conclusion I've sadly come to at this point is that there is no discernable straight way to convert from SFB/FC to SFB Unity. :( Stuff like weapons and traits seem to be really straight forward; but Hull, Engines, and Screens (along with EPR) just don't follow any set ratios. (And I tried combinations of things, believe me.)

Now, I don't know of this accidental or by design because ADB has set down rules to MJ12 about conversions.

The good news is that for those of us with scores of source material, designing variants is relatively simple, it should be as simple as playing with the weapons loadouts.

Also, for those who do want to try the Plasma Torps; the following quick converstions are:
Romulan KR - As Klingon D7 except: drop Phaser-2 LW & RW, Disruptors, Drone Racks, and Anti-Drone; Change Weapons to 11-9-7-5-3; Add Plasma-S Torpedo LP & RP (1); CRAT 200
Romulan K5R - As Klingon F5 except: drop Disruptors, Drone Racks, and Anti-Drone; Change Weapons to 8-6-3; Add Plasma-F Torpedo LP & RP (1); CRAT 135
Romulan K7R - As Klingon D7 except: change Phaser-2 LW & RW to Phaser 1, Phaser-2 now (2), Phaser-1 now (3); remove Disruptors, Drone Racks, and Anti-Drone; Change Weapons to 16-13-10-7-4; Add Plasma-S Torpedo LP & RP (1); Add Plasma-F Torpedo LP & RP (1); CRAT 220
Romulan K9R - As Klingon C8 except: change Phaser-1 to 2FX, 3LLF, 3RRF, 2LLR, 2RRR (6), remove Phaser-2, Phaser-3, Disruptors, Drone Racks, and Anti-Drone; Change Weapons to 20-18-16-14-12-9-7-5-3; Add Plasma-S Torpedo LP & RP (1); Add Plasma-F Torpedo LP & RP (1); Add Plasma-R Torpedo FA (1); CRAT 335

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Re: SFU Unity

Postby bekosh » Fri Sep 01, 2017 1:58 pm

This is what I've come up with so far for converting SFB to unity.

Unity Hull: From the SFB SSD take the total number of boxes in the ship outline, add the excess damage boxes and divide by 10. There are only 2 ships that this doesn't work for and they are only off by 1 hull. (D7 comes out at 10 instead of 9. Large Freighter is 8 instead of 9.)

Unity Engines: Take the total power for the SSD, subtract the arming cost of all weapons, divide by the move cost, and then divide by 3.33. For ships with move cost of .33 add 2 to the final total. This works for about 70% of the ships.

Unity EPR: Looks like it maps straight to the SFB Move Cost.
MC EPR
1.5 6
1 4
0.75 3
0.66 3
0.5 2
0.33 1
0 1

Unity Screens: Fore and Aft match to shields 1 & 4, total shield boxes divided by 3.33. Starboard and Port add shields 2 & 3 or 5 & 6 and divide by 6.66. This works for about 70% of the shields.

Clearly there are some factors that I am missing in the Engines and Screen calculations. But most of the numbers are only off by 1. The exceptions are the Front screens on the Burke FF, low by 2 (5 instead of 7), & Texas CL low by 3 (5 instead of 8. I think this is because the armor was added to the front shield.). Also the Engines of the FD7 Swiftsword calculate high by 2 (8 instead of 6. I think the 6 should have been a 7 like the other Fast cruisers.).
Paul
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mj12games
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Re: SFU Unity

Postby mj12games » Fri Sep 01, 2017 3:50 pm

MRCAcct wrote:The conclusion I've sadly come to at this point is that there is no discernable straight way to convert from SFB/FC to SFB Unity. :( Stuff like weapons and traits seem to be really straight forward; but Hull, Engines, and Screens (along with EPR) just don't follow any set ratios. (And I tried combinations of things, believe me.)

Actually, they do. ;)

All conversions are based off of Federation Commander:

* Hull is equal to the total number of FC damage boxes divided by 10.
* Front shields are equal to 30% of FC Shield #1.
* Port/Starboard shields are equal to 30% of the lower of FC Shields #2 and #3.
* Aft shields are equal to 30% of FC Shield #4.
* EPR is 4 times the FC movement cost.

Starmada engine ratings are a little more complicated. They are based off of how much power is left for movement in FC after all weapons have been powered. This number is divided by the EPR to obtain the engine rating.
Daniel Kast
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bekosh
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Re: SFU Unity

Postby bekosh » Fri Sep 01, 2017 4:02 pm

mj12games wrote:All conversions are based off of Federation Commander:

And there's the missing factor why my numbers don't always work out. I was using the regular SFB ships and they are a little different than FC. :lol:
Paul
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Re: SFU Unity

Postby mj12games » Mon Sep 11, 2017 4:33 pm

Daniel Kast
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