Page 1 of 1

Starmada Unity Conversion Notes

Posted: Sun Apr 16, 2017 7:40 pm
by MRCAcct
So, the one thing I noticed in Unity was that there wasn't a straight up set of conversion notes/rules as there have been in previous editions. My first crack at this will be Admiralty to Unity. (Because what I normally do is convert older ships to the new version as a way to get a feel for the ship design process.) I'm also going to look at X to Unity and Nova to Unity as well down the line.

For the most part, the notes in X.1 actually allow for a pretty seamless conversion to Unity. Things that I feel could be added are:

Weapon Traits
Double Damage - Double original DMG value

Halves Shields - this is tricky; right now I'm inclined to look at the setting as a whole, then apply Pr1 or Pr2 as seems appropriate (ie a setting where Shield ratings are typically high would warrant a Pr2, or if the Halves Shields weapons are on larger ships, they'd get Pr2, smaller ships would get a Pr1

Increased Hits - Use the C.3 Multi-Weapon Mount rule based on the original ACC value; 6+ = 1 mount, 5+ = 2 mounts, 4+ = 3 mounts, 3+ =4 mounts, 2+ = 5 mounts

Increased Impact - as a fudge, using same process as Increased Hits

Range-Based ROF/DMG - as a simple fudge I'm using Scatter as with Range-Based IMP; if IMP is greater than 1 I'm increasing ROF bu the old IMP value

Variable ROF/IMP/DMG - Change Variable to Volatile and 1/2 number of mounts

Starship Traits
Boarding Pods and Teleporters - Like the Nova conversion, just ignore; now a part of Marines.

Cloaking Device - This I've found does not convert well at all, on a math basis. AE cloak was a flat 10% of space units, while in Unity it doesn't hit 10% until around Hull Size 18, below that it's more than 10%, and after that it decreases. So a small ship with a cloak (like some of the Boer ships from Hammer and Claw) loses a disproportional amount of space in a straight conversion. My solution would be to give either: 2 levels of Stealth or 1 level of Stealth and 1 level of Countermeasures to simulate the cloaking instead. (not the best, but all my other attempts to keep a cloak on a small ship pretty much resulted in gutting the ship until it didn't resemble the original anymore.)

Point Defense - This one bothered me. I'm settling on Anti-Fighter Batteries as it's the best fit (basically they are countermeasures for fighters in AE, and normal countermeasures don't affect fighters).

Regeneration - Would function the same as other versions, there's just no cost for it yet.

Screens - I'm still experimenting with right now. My first attempt is to turn them into Unity Directional Screens. A work in progress at the moment. Might try Directional Shields. Right now more of a "convert the rest of the ship and use remaining hull space for it" fix.

Always open to thoughts, suggestions. Nothing I say should be considered official unless Dan says it is.

EDIT:

I completely forgot about converting Seeker Flights to Unity Seeker weapons.

Range/MA - Subtract 3 from Flight Speed (dunno, little to go on at the moment)
ROF - Flight Size
ACC - Flight Attack
IMP - 1 or IMP trait of flight
DMG - 1 or DMG trait of flight
Traits - as per weapon traits

Re: Starmada Unity Conversion Notes

Posted: Sun Apr 16, 2017 8:14 pm
by mj12games
MRCAcct wrote:So, the one thing I noticed in Unity was that there wasn't a straight up set of conversion notes/rules as there have been in previous editions.

I didn't think it was strictly necessary, what with the backwards compatibility rules.

Halves Shields - this is tricky; right now I'm inclined to look at the setting as a whole, then apply Pr1 or Pr2 as seems appropriate (ie a setting where Shield ratings are typically high would warrant a Pr2, or if the Halves Shields weapons are on larger ships, they'd get Pr2, smaller ships would get a Pr1

The reason "Halves Shields" didn't make the cut is that there is no difference between it and Piercing +2 except at a shield rating of 3. I'd default to Pr2 when converting.

Increased Hits - Use the C.3 Multi-Weapon Mount rule based on the original ACC value; 6+ = 1 mount, 5+ = 2 mounts, 4+ = 3 mounts, 3+ =4 mounts, 2+ = 5 mounts

Not a bad idea. Another option is to multiply ROF by a value based on ACC:

6+ = x1; 5+ = x1.5; 4+ = x2.0; 3+ = x2.5; 2+ = x3

Or, just double the ROF.

Increased Impact - as a fudge, using same process as Increased Hits

This is more difficult, since the effectiveness of Increased Impact depends upon the target's shield rating.

I'd just double the IMP.

Cloaking Device - This I've found does not convert well at all, on a math basis. AE cloak was a flat 10% of space units, while in Unity it doesn't hit 10% until around Hull Size 18, below that it's more than 10%, and after that it decreases. So a small ship with a cloak (like some of the Boer ships from Hammer and Claw) loses a disproportional amount of space in a straight conversion. My solution would be to give either: 2 levels of Stealth or 1 level of Stealth and 1 level of Countermeasures to simulate the cloaking instead. (not the best, but all my other attempts to keep a cloak on a small ship pretty much resulted in gutting the ship until it didn't resemble the original anymore.)

All of the equipment space costs are based on the median Engine/Shield Factors, which are 8.33% and 4.17% of total space, respectively. Thus, a cloaking device requires 2.4x the shield factor, or a median of 10%.

I felt small ships previously had too easy of a time accessing advanced tech. If you want a more accurate conversion, I would suggest using TLs.

Screens - I'm still experimenting with right now. My first attempt is to turn them into Unity Directional Screens.

You mean Admiralty screens? Why would you not convert them as directional shields?

Re: Starmada Unity Conversion Notes

Posted: Sun Apr 16, 2017 9:27 pm
by MRCAcct
Thanks Dan. There's a reason my attempts at game design have failed - I'm too much of a rules lawyer. :) Too much math, too much analysing, not enough flexibility in my brain.

With regards to Admiralty Screens - Yes, Directional Shields would make more sense. I'm redoing the Grumms right now (the first victims of my experiments) and found that there was a lot of extra space left over; so I decided to add some Unity Screens/Armor (non directional) both to fill up space and to "in theory" make up for the flexibility that the old Screens would have afforded.

I could always post a sampling of my C&H conversions as long as I'm not stepping on any toes.

Re: Starmada Unity Conversion Notes

Posted: Mon Apr 17, 2017 9:04 am
by murtalianconfederacy
I must admit, in one way it is a relief not to have conversion rules. Looking at the number of AE and NE conversions I'd have to do.../shudders. Especially with the first dawn of a bleedin' cold that announced itself with a throat that felt like, contrary to my belief, instead of having a nice chicken dinner, what I'd actually ingested was razors and barbed wire with an acid sauce. My first setting in UE may take a while to pan out, is what I'm saying...:)

One thing I do miss is the IncIMP and IncHits weapon abilities, mainly the latter. I think for settings with my latest weapon favorite, I'm going to house-rule and say Multi-Weapon Mounts with Fire-Linked do indeed hit with all their might, so I can simply design one 'beam cannon' and have up to four of them in a single Assault Beam Cannon. That, or move the IMP stat to the ROF stat for the 'sweeper' mode and have a number of beam cannons like in AE.

Re: Starmada Unity Conversion Notes

Posted: Mon Apr 17, 2017 1:35 pm
by mj12games
Obviously, you're free to house-rule anything you want. However, allowing fire-linked to auto-hit all weapons in a multi-weapon mount would unbalance the point costs.

Re: Starmada Unity Conversion Notes

Posted: Tue Apr 18, 2017 8:55 am
by murtalianconfederacy
Yeah, I think I'll just have to accept I'll have several weapons on the spreadsheet in place of the one I had planned on. This cold has really knocked me for six...