Oh, the Orion CA lacks the thrust, weapon, shield and ECM ratings.
Drat. Should be Thrust 4, ECM 1, Shields 4
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Oh, the Orion CA lacks the thrust, weapon, shield and ECM ratings.
Drat. Should be Thrust 4, ECM 1, Shields 4
I've revamped the Super-Dreadnought. Didn't realize I'd built it at a +1 Tech. It's now:
CRAT 1647
Hull 38, Armor 19, Thrust 2, ECM 1, Shield 3.
Spinal Particle Cannon 2xFR, 1xFPR, 1xFSR, (BAS 1.3, Rng 24, Triple Dmg, Slow)
Triple Heavy Particle Cannon 4xFF, 3xFP. 3xFS, 2xAP, 2xAS, (BAS 3.17, Rng 15, Double Damage, Slow)
Twin Heavy Laser Cannon 3xFF, 2xFP. 2xFS, (BAS 3.81, Rng 18, Piercing, Slow)
Long Range Anti-Ship Torpedo 3xFF, 2xFP. 2xFS, 1xAP, 1xAS, (BAS 1.5, Rng 24, Guided, Seeker)
Phalanx CIWS 3xTT, 3xTT, 3xTT, 3xTT, 3xTT, (BAS 2.25, Rng 3, Pinpoint)
Directional Defense (FF), Fire Control, Reinforced Systems, Marines 12, Fighters 4
The "super dreadnought" is way too big for my tastes, but to each his own.
Maybe a little big, but they fit with the background (still working on it). Basically humans are split into two camps; the very militaristic Enclave and the Colonial Forces who opposed the unilateral rule of the Enclave. Got a few small alien races that have banded together (sorta like a Leauge of Non-Aligned Worlds, only they got together to protect themselves from the 'strange' Humans who were bent on wrecking up the neighbourhood).
Also got a marauding AI race and high-tech extra-galactic invaders.
Just got to get it all in between school now.
Just the start of an idea I've had for a setting. The basics ships of the first race I worked on. Any thoughts, comments?
So, I've been working on a dedicated weapon conversion spreadsheet, partly just to practice my Excel skills, partly because I personally find it easier to think of weapons in AE and convert them to Nova.
But I've hit a touch of a snag with dual range-mod weapons. Namely, when you have two 'exclusive ones' (according to the table on pg 47), which one takes priority:
Diffuse & Focused
Scatter & Telescopic
I see a lot of the following ship classes being used, but was wondering how people would actually define them in terms of what they're supposed to do, not so much as a general size. (Though I'm listing them in their approximate size rankings). ie: What makes a Frigate different from a Corvette; from a Destroyer?
Corvette
Frigate
Destroyer
Cruiser (general)
--Light Cruiser
--Heavy Cruiser
--Battle Cruiser
Battleship
Dreadnought
Monitor
Escort Carrier (while the Carrier part is self explanatory, 'Escort' don't seem as clear to me)
Last one.
Third batch.
Second batch.
Here's the ships I've converted from Starmada-X Brigade. I've included all the ones from the book as well as the additional ones from the website.
I made a couple of additions for the "A" and "B" fire arcs, calling them "FPR" and "FSR" respectively, as well as "ABCE" and "ABDF", called "FPH" and "FSH".
So, I've decided to kill time by converting the ships from S-X Brigade over to Nova. It's been easy going doing the weapons (built a spreadsheet to convert from AE to Nova; converting from X to AE is relatively simple). But when doing the ships I've run into a couple of issues.
1) Hull sizes. Some ships I end up having to increase the hull to accommodate everything. Should I be doing that, or should I be using tech levels to increase the available spaces? Also, for hulls with excess spaces, should I be decreasing them?
2) Spinal Mounts. This I'm having a hard time converting. For example: The CDSU Longzi Dreadnought has a S-X Spinal Mount equipment. Converting that to AE I get a RNG 27, ROF 1, ACC 5+, IMP 1, DMG 12 [G] weapon. Now the range I can change to 24 or 30, but how should I convert the DMG 12?
3) Drones. There's a couple of CDSU ships that mount an impressive amount of Drones. Effectively converting from S-X to Nova means doubling the amount of S-X Drones. GOing from 20 to 40 drones seems a touch excessive in my mind...
4) Armor. Armor Plating and Armored Gun Batteries both convert to Armor Plating in AE, which converts to 1/3 Hull in armor in Nova. When ships have both, should I do 2/3 Hull in Armor, or should I maybe do normal armor and reinforced systems?
5) Battle Satellites. These simply don't convert to Nova. Should I drop them, or convert them into fighters or drones?
I'll likely be adding more as I convert more ships. I might even post them if the Powers That Be okays it.
Had a quick look, looks sound. Couple of points:
1) Guessing you're converting from B5Wars. Consider giving the Lasers and such on ones like the Hyperion, Nova, and Omega either a FR arc, or maybe even insert A and B firing arcs into OnG's Spreadsheet.
2) Any way you'd post the weapon BAS you used?
Cheers.
Actually, I don't know if the conversions work out really good. The Kussians are horribly 'overweight' - and some of their weapons converted really overpowered:
Rapid Fire Pulse Laser; Range 9, BAS 18.54, Accurate
Series II Laser Cannon; Range 9, BAS 16.12, Accurate, Double Damage
Warlord Lance; Range 18, BAS 5.77, Guided, Accurate, Double Damage
Correction: All their ships came in overweight. And overgunned. Even if I cleared out the tech levels.
Before I go posting my conversions here, because it is previously published materials, I want to make sure it is all right to publish my conversions.
Cheers.
Question that I can't find the answer to right now. Converting SAE Hammer and Claw to Nova stats, and there's a lot of fighters that are outside the norm (ie not the standard 50 cost, size 6 flights that the base conversion rules cover). Anyone have any thoughts on how to convert these to Nova-level flights? Right now I'm thinking summing the sizes of all flights, dividing by 3, and using that as the number of flights. Thoughts?
Cheers.
madpax:
The equation for speed would be nice. Was looking at using the Maximum Acceleration for the ships, but that was giving me a lot of 3s and 4s.
I was looking at using 1/2 shuttles (never been a factor in combat for Star Trek) and tractor beams based on hull size (1 for LCV/MCV, 2 for HCV/CAP, 3 for EU, there's only 1 tractor beam per ship on the SSDs).
Shields I was also looking at doing based on hull size (LCV=6, MCV = 5, HCV = 4, CAP = 3, EU/Base = 2) and maybe tweaking as needed.
I'm also tinkering with modifying the BAS based on weapon modes. ie: A Heavy Phaser in Raking Mode is going to score multiple hits as opposed to single large damage (in SAE terms, it'd be an IMP 3 DMG 1 weapon, compared to a Standard mode Disruptor which would be an IMP 1 DMG 3 weapon).
You asked for my madness:
Range (non-ballistic weapons) is based on Range Penalty (for Excel I converted it into a fraction):
-2/hex = 3
-1/hex = 6
-2/3 hex = 9
-1/2 hex = 12
-1/3 hex = 15
"Mega" = 18 (this was a tweak)
Range (ballistic weapons) is based on max range - I took the max range and divided it by 10 to get a 1/x fraction and applied a similar formula:
-2/hex = 6
-1/hex = 9
-2/3 hex = 12
-1/2 hex = 15
-1/3 hex = 18
-1/5 hex = 24
-1/6 hex = 30
For BAS I simply calculated Average damage (it worked better than max damage) and applied traits as follows:
Weapons with a ROF of 1/2 or better: Avg Dmg * ROF (fraction) / 10.75 [10.75 was chosen to give the Medium Phaser a BAS of 1, and was my baseline]. For Antimatter-type weapons (namely Photons) I took the max damage they could inflict.
Slower Weapons: Avg Dmg * 2 * ROF (fraction) / 10.75, given Slow Trait.
Avg. Damage > 31: Double Damage
Avg. Damage > 47: Triple Damage
Catastrophic was given to Son'a Isolytic Torpedo, Romulan Singularity Torpedo, and Borg Laser Slicer (Dual Mode)
Dual Mode Weapons were created for: Heavy Phaser, Dual Phaser, "Advanced" Photon Torpedoes (ones that can hold multiple shots), Borg Laser Slicer, and one or two others I can't recall at the moment. For the Photons I simply multiplied their single shot dmg by the amount they could hold, recalculated, and added Slow. For the others, I recalculated BAS and damage traits based on the new damage and ROF for the alternate modes [will give examples at end].
Other Traits was a little more work:
Accurate: Averaged the first two FC numbers, anything with a 4 or better.
Diffuse: Gave to all Plasma-type weapons and Pulse-mode weapons (was thinking scatter for Pulse, but felt Diffuse waas better).
Guided: Gave to all Ballistic weapons; if a weapon was Guided and Diffuse, Diffuse won.
Piercing: Anything that ignored shields.
Pinpoint: Any "Light" weapon with a Ftr FC bonus of +3 or better
Proximity: Only gave to Son'a Isolytic Torpedo and Malon Spacial Charge.
Repeating: Only gave to Federation Improved Pulse Phaser Cannon and Romulan Disruption Repeater.
The various Weapon Modes were largely ignored as I had a difficult time translating them into modifiers (I had an easier time translating them in SAE).
Dual Mode Examples:
Heavy Phaser (I), Rng 15, BAS 1.99, Accurate, Double Damage, Slow
Heavy Phaser (II), Rng 15, BAS 1, Accurate
Borg Laser Slicer(I), Rng 15, BAS 3.95, Accurate, Triple Damage
Borg Laser Slicer(II), Rng 15, BAS 7.17, Accurate, Catastrophic, Slow
Advanced Photon Torpedo (I), Rng 24, BAS 1.4, Guided
Advanced Photon Torpedo (II), Rng 24, BAS 2.76, Guided, Slow
Here's my take on the same weapons. I made a spreadsheet, stuck in weapon values, and played with it for a bit. I decided that the Medium Phaser was my baseline @ BAS 1 and worked from there.
Point Defense Phaser, Rng 3, BAS 0.51
Light Phaser, Rng 6, BAS 0.88, Pinpoint
Medium Phaser, Rng 12, BAS 1
Intermediate Phaser, Rng 12, BAS 0.6
Early Photon Torpedo, Rng 18, BAS 0.74, Guided
Light Photon Torpedo, Rng 18, BAS 0.93, Guided
Photon Torpedo, Rng 24, BAS 1.40, Guided
I've pretty much converted all the weapons, and can either post a whole whack of them or explain the method to my madness.
Cheers.
So I'm starting to convert the Star Trek SSDs I have in B5Wars format to Starmada. However, looking to get some input on some things:
Hull Size: Was thinking of basing it on ramming factor/fudging to fit everything.
Thrust: Was going to take maximum acceleration.
ECM: Tough to say. Was thinking a point or two if there was a high EW score.
Shields: Was thinking basing it on shield rating.
Armor: Tough to say also. Again, thinking of giving some based on hull Armor ratings.
Traits: Fire Control - Was thinking of giving non-scout ships with a high EW rating this. Overthrusters - for Agile ships. Stealth (5) for the Scimitar.
Other thoughts?
I was wondering if folks still make weapons in S:AE stats and then convert them, or if they're making weapons from scratch?
If you're making them from scratch, is there any sort of logic to how you assign a BAS?
Cheers.
mj12games.com/forum → Posts by MRCAcct
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