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Re: SFU Unity

Posted: Sun Apr 23, 2017 4:51 pm
by mj12games
The SFU conversions are all based upon Federation Commander, not Star Fleet Battles. FC does not have Scouts, so there are no immediate plans to replicate them in Starmada.

(That's not a "no", just a "not yet".)

Re: SFU Unity

Posted: Fri Apr 28, 2017 5:19 pm
by futabachan
Eventually, I'd love to see non-FC things show up in SFU SUE: Scouts, non-Hydran carriers, possibly even PFs. Starmada feels like you could use F&E as a campaign system for it (which is way too time-intensive to do in SFB), and filling in the gaps for at least the unexpanded base game would be nice.

Re: SFU Unity

Posted: Fri Apr 28, 2017 5:28 pm
by KDLadage
futabachan wrote:Eventually, I'd love to see non-FC things show up in SFU SUE: Scouts, non-Hydran carriers, possibly even PFs. Starmada feels like you could use F&E as a campaign system for it (which is way too time-intensive to do in SFB), and filling in the gaps for at least the unexpanded base game would be nice.

Yes. That right there.

Re: SFU Unity

Posted: Fri Apr 28, 2017 5:33 pm
by mj12games
FWIW, here's the final ship list for the updated Klingon Armada. Shouldn't be any surprises in here.

Re: SFU Unity

Posted: Sat Jun 03, 2017 4:25 am
by MRCAcct
mj12games wrote:Preview of the "Weapons" tab on the Starmada Drydock construction tool.


I was looking at this again and noticed a couple of things that don't quite make sense:

Plasma F & Plasma G - for the PP requirements (which I'm assuming is a new SFU specific rule) it doesn't make sense for the Plasma G to cost less than the Plasma F; the F is the weaker torpedo.

Plasma F DMG - doesn't appear to be consistent. ROF 2 DMG 3 is rather on par with the Plasma G ROF 3 DMG 2 (okay, the math might suggest that the G is slightly stronger). ROF 2 DMG 2 perhaps?

I know that this is kinda late in the game, but at least you're not done any Plasma ships yet.

Also, was wondering why Phasers weren't Range-Based ROF (AE)/Diffuse (NE)/Scatter (Unity, logical progression?).

Re: SFU Unity

Posted: Tue Jun 13, 2017 6:39 pm
by ericphillips
mj12games wrote:Preview of the "Weapons" tab on the Starmada Drydock construction tool.


On first glance, IMO, shouldn't the PH-3 have the pinpoint trait?

Re: SFU Unity

Posted: Wed Jun 14, 2017 7:50 pm
by mj12games
MRCAcct wrote:Plasma F & Plasma G - for the PP requirements (which I'm assuming is a new SFU specific rule) it doesn't make sense for the Plasma G to cost less than the Plasma F; the F is the weaker torpedo.

PP costs are the "extra" power required at the time of firing. I am assuming ships are automatically providing the non-firing-turn power as needed. Thus, the G-torp (2-2-3) requires 1 extra PP, while the F-torp (1-1-3) requires 2.

Plasma F DMG - doesn't appear to be consistent. ROF 2 DMG 3 is rather on par with the Plasma G ROF 3 DMG 2 (okay, the math might suggest that the G is slightly stronger). ROF 2 DMG 2 perhaps?

The ROF dictates how many turns the torp is on the board, as the Evaporating (Evp) trait removes one marker per turn. Both the G- and F-torps begin with the same damage potential, but the F-torp is weakened more quickly.

Also, was wondering why Phasers weren't Range-Based ROF (AE)/Diffuse (NE)/Scatter (Unity, logical progression?).

Because phasers were way too powerful at close range in those previous editions.

Re: SFU Unity

Posted: Wed Jun 14, 2017 7:52 pm
by mj12games
ericphillips wrote:On first glance, IMO, shouldn't the PH-3 have the pinpoint trait?

In previous editions, Phaser-3s had the pinpoint trait to reflect their anti-drone role. However, now all phasers now have the Defensive (Dfn) trait.

Re: SFU Unity

Posted: Thu Jun 15, 2017 12:32 am
by MRCAcct
mj12games wrote:PP costs are the "extra" power required at the time of firing. I am assuming ships are automatically providing the non-firing-turn power as needed. Thus, the G-torp (2-2-3) requires 1 extra PP, while the F-torp (1-1-3) requires 2.


*drags up almost forgotten SFB rules, grabs math degree just to be safe* Ah yes, now I see your logic in this.

The ROF dictates how many turns the torp is on the board, as the Evaporating (Evp) trait removes one marker per turn. Both the G- and F-torps begin with the same damage potential, but the F-torp is weakened more quickly.


Ah, so that's what Evp is. I thought it was Enveloping; things make more sense now.

Because phasers were way too powerful at close range in those previous editions.


Fair enough. Still, I (personally) think that Phasers could have been changed a little, namely making the Ph-2 ACC 4+ say? (Dunno about the FC background, but I recall that in the SFB background the real difference between the Ph-2 and the Ph-1 was more an issue of fire control than power; same mount, same power requirements [except for the Andros].) And/or maybe making the Ph-1/2/3 Ranges 12/9/3 or 9/9/3 (with Ph-2 definitely being ACC 4+, or diffuse maybe).

Then again, I'm a rules lawyer with a bad literal streak. :)

Re: SFU Unity

Posted: Thu Jun 15, 2017 1:42 pm
by mj12games
Yes, the Phaser-2 could be range 9 with ACC 4+ and still generally fit the SFB/FC damage curve, but I opted for range 6 and 3+ for consistency (all phasers 3+, 9/6/3 ranges).