26

(27 replies, posted in Starmada)

Looks good. I'm trying to modify the drydock (1.04b is what I currently have) to reflect the changes. I can post what I've gotten so far (only SHIP1, TABLES, DISPLAY, and WEAPONS have been changed at this point) if people want to experiment and let me know if I've missed anything.

27

(1 replies, posted in Starmada Unity)

Inspired by the release of ADB's "A Call to Arms Christmas Ship Roster Pack" on DTRPG, I did a little hunting and found/converted all the ships from that book into Starmada stats. Enjoy! I also included a bonus "Valentian" Ship I found as well, fit the theme. big_smile

(Dan/ADB note: All of these ships/stats I found online, on the ADB or DTRPG wesbite, which were all free of charge.)

**EDITED** See below for updated stats.

28

(46 replies, posted in News)

Been mucking around with this a bit more. I'm a big fan of Drake notation, and it's what I record all my ships in, so I'm hoping that'll be  implemented soon. The DISPLAY tab, when I go to select "1" from the filter in Column Y, makes (for me) an unholy mess of the sheet, specifically the weapons listing in Columns TUVW - just stretches and garbles it to death.

Not a big fan of the limited "weapon slots". The old sheet has 6 weapons with 6 arc slots each; max of 36 "weapon slots", where as the new one only has 12 at the moment.

Looking at the new weapon calcs, I'm not understanding the purpose of the MIN functions in Column I of WEAPONS; they'll always return a value of 1 as written, no matter what is entered into the cells.

And having gotten several sheets of scrap paper and hand written the new range formulas down, I think I understand most of it. And while it's great to have Range-based ROF/IMP/DMG as an option again, I find I much prefer the "old" method for weapons - range-based traits being a simple multiplier. So, will "old" calculations still be acceptable for those of us who don't want this much complexity?

29

(9 replies, posted in Starmada)

I noticed that you didn't mention one weapon trait:

Rp6

I'm guessing that it's repeating but only on a 6 and not 5-6 as normal?

30

(46 replies, posted in News)

Ah. Massive changes would relate to those changes in weapons and calculations, which made no sense to me at the time. I'm guessing that the calcs for weapons are different now.

I'll be honest, I'm quite happy with the old Drydock and old range traits. smile If I could get some pointers on how to add the new Equipment Traits to the old Drydock I'd be just as happy.

Not a big fan of the new layout, but then again I live and die by Drake Notation so...

Also, wondering about some of these new traits I see. Are we going to get explanations of them soon I hope?

31

(46 replies, posted in News)

Having looked at this (and sadly failed to figure out how to use it properly) I'm wondering why the massive changes? I don't see range traits anymore. Looking at this makes me feel like there's massive changes coming to the rules...

Also, noticed that there are a bunch of new traits (outside of the SFB ones I could identify). Will we be getting rules to go with them?

The Planet Killer and Juggernaut should still be available on the SFB website as free downloads for Admiralty and Nova. Don't know if they were ever converted over to Unity though.

Been so long since I last played SFB, don't know if the Amoeba and Dragon would convert over though.

Well I recently got my hands on a copy of this old gem, and after looking at it decided it was worth trying to convert. 7 Spreadsheets later I was ready to build the ships. I decided to stick to combat worthy ships; there's some Assault Ship, Scouts, and Monitors that I'll finish off later if there's interest.

I tried to stay true to the source material - meaning if weapons were in a bank I designed them as a battery in Unity rules. This mostly affects the Federation phaser banks. The only major tweak I made were Romulan Plasma Torpedoes - I made them Slow instead of potentially being able to fire every round in the source material.

If anyone is interested I'll post my more complete conversion notes.

**I apologize for the zip file, but it won't let me upload txt files for some reason.

34

(2 replies, posted in Starmada)

Was having a thought the other day about an older conversation here about min-maxing, and I thought about non-piercing weapons again and thought a slight rules addendum might be in order...

Non-Peircing (NPr) weapons...
... (add to end of section, or before last paragraph; alternatively this could be reworded and placed in 4.3 The Impact Roll)
Against a target without shields (either by design or as the result of damage), treat the target as having a shield rating of one (1).

I think this closes a tiny loophole that allows some min-maxing to be exploited. I mean, really, what's the penalty (size and cost wise) if you're facing an opponent without a shield rating; NPr suddenly becomes extra SUs (a benefit) with no associated penalty (third paragraph of 4.3 says that with no or zero rating, no IMP roll is made).

35

(4 replies, posted in Starmada)

I recall something called CyberBoard. I think it was used for PBEM, but if I remember (it's been a while) I think it could be used as a substitute board.

36

(14 replies, posted in Starmada)

Well, my spreadsheet (of all non-carrier & PFT craft) is tentatively done. I can't say completely done because I'm lacking concrete rules (read: power requirements and weapon stats) for the following items:

1) Hellbores (assuming 3 per turn)
2) Fusion (2 per turn)
3) ESG (Pay when used)
4) PPD (4 per turn?)
5) ISC rear Plasma-F (constantly charging them kills their power curves; I was thinking Expendable, no power to arm, 2PP to fire as normal?)
6) Ion Cannon (2 per turn)
7) Ion Pulse Generators

Also, I haven't done the LDR (minor power, too similar to the Lyrans), or Andromedans (need some major rule clarifications there). Orion and WYN option mounts have been left open too; there's a lot of choices for them. Dunno how FC rules handles them - I mean the Orion's weapons really are determined by their operating areas. I also didn't bother to calculate a Cargo value for anything, nor did I assume that Tugs were hauling Cargo Pods (though I could fix that).

The big question becomes posting my spreadsheets is can I? It calculates the stats for ships, but lacks any of the weapons loadouts; just Hull, Engine, Screens, EPR, and Traits/Equipment.

Also wondering (if I can post it) if people would like to see stats for carriers and PFs/PFTs?

37

(3 replies, posted in Starmada)

landorl68 wrote:

Can you give weapon traits to fighters in Unity?

Nope. I think the idea (and correct me if I'm wrong Dan) was to simplify fighters; Starmada is a game about ship to ship combat.

If you want to keep fighter flights the same size, you could always adjust the cost of the fighter flights variants (F.4) as follows:

4 fighters to 6 fighters = 1.5*SU, ORAT, and DRAT values
5 fighters to 6 fighters = 1.2*SU, ORAT, and DRAT values
7 fighters to 6 fighters = 0.857142...*SU, ORAT, and DRAT values

This is a quick math fix though. For balance purposes I think that you'd have to look at each variant separately.

Alternatively, if you want to focus on fighter-level battles, you could always draw up each fighter as an individual ship...

38

(14 replies, posted in Starmada)

mj12games wrote:

Regarding Distant Armada: all of the heavy lifting is done.

You are a god amongst men. Also, my spreadsheet* is fairly well done for basically all the SFB (not FC) books I own; just need to confirm power costs of certain things (ESG, Vuldar Ion Pulse Generator, Jindarian weapons etc). I know I'm using SFB material, but I recall that FC just doesn't use all the different varieties of ships; I just don't know which ones to use so I calculate them all in the spreadsheet.

The Seahawk does appear to be too slow; then again, a move of 8 is fast enough, don't you think?

A hold over from my days as a SFB player, where the motto was "Speed is Life." smile

The Snipe is correct:

Makes much more sense. I was afraid that you were going to say that Batteries were considered power, which would wreck the power calculations for everything. smile

*spreadsheet meaning one that calculates Hull, Engines, Screens, and all the other values, and notes like Tight Turn, ADD, etc; not SSDs.

39

(14 replies, posted in Starmada)

So as I work on the conversions I've discovered something that might be/is a glaring error.

To recap this part of the conversion, you add up all power generated by a ship, subtract out costs of powering weapons (Phasers 1/ea (Ph1/Ph2) or .5/ea (Ph3), Photons, Disruptors, Particle Cannons & Shield Crackers 2/ea*), divide by Engine Power Ratio, and you have the Engine rating. Plasma Torpedo costing seems to be in error though...

Plasma-F Torpedoes (the weakest standard torpedo) in SFB need 1+1+3 energy (or, 1 point per turn plus 2 more on the turn of firing). For conversion purposes, seems to require 2 points of power per launcher for calculations.

Plasma-G Torpedoes in SFB need 2+2+3 energy (or, 2 points per turn plus 1 more on the turn of firing). For conversion purposes, seems to require 3 points of power per launcher for calculations.

Plasma-S Torpedoes in SFB need 2+2+4 energy (or, 2 points per turn plus 2 more on the turn of firing). For conversion purposes, seems to require 2 points of power per launcher for calculations.

Plasma-R Torpedoes in SFB need 2+2+5 energy (or, 2 points per turn plus 3 more on the turn of firing). For conversion purposes, seems to require 3 points of power per launcher for calculations.

Plasma-F, G, and R torpedoes appear to be costed (conversion wise) incorrectly. Plasma Fs should require 1 energy/ea, Plasma Gs and Rs 2 energy ea. This would make them consistent with other power requirements.

**While this doesn't seem to affect the Romulans much, the Seahawk frigate should have an Engine of 10, and the Snipe Frigate should have an Engine of 2(?!), which is odd because it lists it as having Engine of 4; it also means that it has to come to a complete stop to fire one of it's two (TWO!) Plasma F torps. Dan, is this a fudge to make the Snipe playable?

**For the Gorn, I get a Hull 11 for the Battle Cruiser and Command Cruiser (book says 10), Hull 6 for the Battle Destroyer (book is 8), Hull 8 and Engine 7 for the Heavy Destroyer (book is 6 and 6), Hull 6 for the Destroyer (book is 5), and Engine 10 for the frigate (book is 9).

*Also, Particle Cannons are supposed to fire twice per turn, but only have a ROF 1?

40

(14 replies, posted in Starmada)

cnuzzi wrote:

Any word on when Distant Armada Unity is coming?

Or, for those of us with scads of SFB material, could we get preview stats for the rest of the weapons (Hydran, ISC, Andromedan, Vuldar)?

I'll concede that specific rules for Hydran Hellbores, Lyran ESG and Andro Panels will have to wait, but as long as there's no specific PP requirements for power/speed purposes (ie ESGs and Panels don't automatically require power), I can finish up my master spreadsheet where I'm building base stats for all the ships I have available. [Hull, Shields, Engines, EPR, etc.; all those fiddly things that require math.]

I'm hoping to upload it - will give folks enough to start conversions, you'd still need the SSDs to actually convert them.

Spacedock on YouTube just released this:

Types of Sci-Fi Warship (Frigate, Destroyer etc.)
https://www.youtube.com/watch?v=jHbxdbiMopg

mj12games wrote:

Ah, for the days when I capped starship designs at hull size 10...

Now I'm trying to recall, didn't you once make a comment regarding size-creep during the Nova days?

Finally found my current (Unity) guidelines I'd made a while ago:

Escorts (Corvette, Frigate, Destroyer) 2-8
Cruiser (Light, Heavy, and Battle) 9-15
Capital (Battleship, Dreadnought, Super Dreadnought) 16-24
Super Capital (Monitors +) 25+

This allows for some overlap - a Heavy Frigate might be the same size as a Light Destroyer for example. And not everyone might have a Size 5 Frigate for example. Or use Frigates at all.

Now, I was basing them a bit on the StarFire order of categories. (Their actual order of ships, smallest to largest is: Explorer, Escort, Corvette, FF, DD, CL, CA, BC, BB, Super Dreadnought (yes, Dreadnought is missing), and Monitor.)

Another set I have is: Gunboat (1), Corvette (2), FF (4), DD (7), CL (10), Medium Cruiser (12), CA (14), BC (16), BB (21), DN (27).

I've also experimented with size categories from other games; Star Fleet Battles (though the variants and lack of concrete sizes made that a nightmare in spreadsheeting), Star Empires 2 (or 3 or 4?), even the old Alternity Warships supplement.

The other complicating factor is that SU in any version of Starmada isn't linear. A Size 6 ship is ~7.88x bigger than a Size 1 ship. A Size 10 is 15.63x.

And the end of the day I think the consensus (well, me and mj12 anyways) is pick something, go with it. Everyone's going to have different opinions. Which is why I settled for the 3 class ranges rather than break it down further. Though it might make for a nice suggestion* in the yet-unnamed Unity Supplement we're all dreaming of. smile

*Dan, I don't care if you use it or not, all I ask is that if you do you simply credit me by name/alias for the idea (and don't be like another gaming company who took my forum posts, published them, and denied I ever made them).

44

(14 replies, posted in Starmada)

cnuzzi wrote:

(and there WILL be fighters when the Hydrans come to Unity  big_smile )

Yes, but the SFU* Plasma-races were never anywhere near the Hydrans (well, there was the ISC's attempt to pacify the whole galaxy...).

Also, since drones are simply warp-speed nuclear missiles, it makes sense that plasma-using races would have developed them long before they even thought of plasma torps.

You'd think so, but that's not what happened in the SFU. The Plasma-races (Gorn, Romulan, ISC) never developed drones. The Steves specifically said so, and they're never wrong.**

...Then again, the Vuldar never existed, and suddenly they were there the entire time.

*SFU = Star Fleet Battles Universe; ADB's proprietary (also sole, absolute, fascistly controlled) version of what happened.
**Note: I might be a slightly disgruntled (and ripped off) former ADB fan.

Oh, I remember asking a similar question once. In fact, it was here:

http://www.mj12games.com/forum/viewtopi … 887#p30887

While I do typically settle for a size-based approach (which is where 90-odd% of the gaming community seems to), there are other theories. Babylon 5 for example (The Omega Destroyer for example!), Star Trek, Star Wars.

I tried Wikipedia once for help, came away with a headache.

I'd ultimately say that it's a personal choice. murtalianconfederacy's supplements might give you some inspiration.

46

(14 replies, posted in Starmada)

Can't help noticing that the Plasma-Armed Base Stations have drones. I thought the Plasma-Ds were replaced by Phaser-3s, not drone racks.

47

(2 replies, posted in Starmada)

I would say the former, the flight scores a hit and one fighter is destroyed. All damage in Starmada is 'simultaneous' . And besides, why are you rolling two dice in order? All examples I've seen are fighters rolling all dice as a single flight. ie: A full flight of 4 Assault Fighters rolls 8 dice all at once, not 4 then four.

If it were a single Assault fighter, then I'd still say roll 2 dice. You get a 1 and a 6, fighter does it's point of damage and gets nuked as well.

If you had a single Assault fighter going up against 2 non-Heavy fighters, and the two fighters both rolled 1s, 5.4 states that you'd only get to kill 1 opposing fighter with your Assault fighter. Against Heavy fighters you'd still only get to 'kill' one, but that one still gets it's 50% chance to ignore the 'kill'.

48

(5 replies, posted in Starmada)

My thoughts (from a still-recovering SFB* player):

1) Any way to damage the mauler? The weapon itself can't be damaged (it's like a spinal mount built around the ship) but it's powered by a network of batteries (and tied to the engines I believe), and those can be damaged. (If my memory of SFB Maulers is correct.) Would it be possible to tie the mauler damage rating into Hull or Engines perhaps?

2) Not liking the double strength if not fired the previous turn. Again, they were powered by a network of batteries. Batteries need to be recharged. And there were ALOT of batteries on maulers. Firing the mauler at full strength was good for cracking a shield, then you had to get the heck out of dodge and recharge the batteries, and to do that meant standing still or crawling along to recharge the batteries with the engine power (think maulers had 2x to 3x battery capacity to energy generation), which in SFB was not good.

3) SFB had rules for "shock" for maulers (and the odd other overgunned ship). This kept them from firing too often, lest their own weapon shook them to pieces.

I guess I think they're kind of overpowered for Starmada-based rules. Would depend on their cost (as we're not really relying on SU to limit SFB ships), and a way to damage/disable the mauler (again, it's the network of batteries, not the weapon itself).

*Please not the SFB player, not FC. Never played it, so don't know if rules on maulers were changed.

49

(12 replies, posted in Starmada)

I've been biting my tongue, but I gotta reply.

Your argument makes perfect mathematical sense, save for (what I feel are) two flaws:
1) You assume a normal distribution of dice rolls. If rolling dice in the thousands, then yes, makes sense. Rolling them a handful or less at a time, and my decades of gaming proved to me that dice are notoriously un-normal distribution. (Rolling 20x 6s in one roll one time disabused me of that notion, along with the time I rolled 1-20, sequentially, one at a time, on that d20...)

2) You're min-maxing. I said in another post that while it's perfectly 'legal', it's not really with the spirit of the game. When I design ships for my settings (when I find the time) I pick tech based on the setting, and use that, math be darned. For example, when designing warring races, and one doesn't use shields, I don't set up their enemies with all Non-Piercing weapons and give them a ~30% firepower increase.

I've always felt that Starmada (in it's many forms) was about the game, not the math. (Though let's face it, there's much math involved. Thanks Daniel!)

50

(8 replies, posted in Starmada Unity)

Garydee wrote:

Btw, how did you get Drydock to recognize a 6 on the Heavy Polaron Beams' Impact stat?

I used my amazing Excel-fu skills to remove the limits.  big_smile