Starmada Unity Conversion Notes

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MRCAcct
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Starmada Unity Conversion Notes

Postby MRCAcct » Sun Apr 16, 2017 7:40 pm

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

mj12games
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Re: Starmada Unity Conversion Notes

Postby mj12games » Sun Apr 16, 2017 8:14 pm

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?
Daniel Kast
Majestic Twelve Games
www.mj12games.com

MRCAcct
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Re: Starmada Unity Conversion Notes

Postby MRCAcct » Sun Apr 16, 2017 9:27 pm

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.

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Re: Starmada Unity Conversion Notes

Postby murtalianconfederacy » Mon Apr 17, 2017 9:04 am

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.
Staff Door at my local Waterstones:

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:) :)

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Re: Starmada Unity Conversion Notes

Postby mj12games » Mon Apr 17, 2017 1:35 pm

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.
Daniel Kast
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Re: Starmada Unity Conversion Notes

Postby murtalianconfederacy » Tue Apr 18, 2017 8:55 am

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...
Staff Door at my local Waterstones:

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Re: Starmada Unity Conversion Notes

Postby futabachan » Fri Apr 28, 2017 5:44 pm

I see rules for compatibility with AE and Nova. Is there a one-step way to get Fleet Ops stats out of a Unity ship, or do you have to do a two-step conversion?

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Re: Starmada Unity Conversion Notes

Postby mj12games » Fri Apr 28, 2017 6:36 pm

At the moment, there is no direct conversion from Unity to Fleet Ops. I do have tentative plans for an update to Fleet Ops, however.
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