Topic: Ship stats in KA and RA

Hi guys,
I've been messing with starmada for some time but just today I received my copies of Klingon and Romulan Armada. I have noticed the discussions about converting the 'minor races' and with a view to creating my own ship conversions, I tested the Federation CA and Klingon D7. While the shields seemed straight forward, the results for hull and engines don't seem to match up with the books. In Starmada the KA/RA hulls are too small to hold all the equipment CA = 10 and D7 = 9. I could see the 'generic' starmada construction could be ignored for a more direct conversion, but the hulls do not seem to match those in Starfleet Battles either, CA = 16 D7=11.  Also within Star Fleet battles the CA and D7 have similar speeds/power but different speeds in KA/RA. It could be I'm using out-of date SFU stuff, some of it is 25 years old (does anyone remember the zip-log bag from Taskforce games?)
Is there a recognized conversion from SFU to starmada? I want to get into Hydran hellbores and Lyran ESGs etc. not worry about hull sizes sad

Mike P.

Re: Ship stats in KA and RA

Hi Mike. I noticed the same thing when I started trying to do my own conversions as well. The SFU to Starmada Conversion is a bit "fudged" in KA and RA. The intent of the designer was to make sure the ships had the right feel rather than having an exact point for point conversion. If you plug the designs from KA or RA into the shipyard or Ship builder spreadsheets you'll find oddities in CRs and especially in SUs. If you wanted to be consistent across all the races from the SFU I would suggest doing your own conversion using the rules/weapons from KA & RA. In the end you will have to adjust a lot of designs, and you will see which ones are just flat out "broken", but they should all play nice together. I would also recommend possibly "downsizing" the SFB designs to fleet scale from FC (a simple explanation of this is available on ADBs site). I have played around with this, and it seems to work a little better for Starmada. Since Starmada is a more fleet oriented game anyway I was actually surprised that the FC Fleet Scale wasn't used as a baseline (although some of the small ships do get very small).
Anyway, I hope through my rambling I have actually managed to help, somehow.
Cheers,
Erik

Re: Ship stats in KA and RA

Yea I think you are right about re-converting  Erik. As I host the games this shouldn't cause a problem with somebody turning up with 'official' ships.
As far as FC conversions, I stopped playing SFU about 15 years ago, just after I finally realized I would never be able to play fleet actions (Yea I know they are not meant for that), and went of to do other stuff. So I don't have the latest versions like FC. Having KA/RA might just get me back into SFU but then I do a lot of historical wargaming now and locally there are only have 24 hrs in the day lol .

Mike P.

Re: Ship stats in KA and RA

mikeaxe wrote:

Yea I think you are right about re-converting  Erik. As I host the games this shouldn't cause a problem with somebody turning up with 'official' ships.
As far as FC conversions, I stopped playing SFU about 15 years ago, just after I finally realized I would never be able to play fleet actions (Yea I know they are not meant for that), and went of to do other stuff. So I don't have the latest versions like FC. Having KA/RA might just get me back into SFU but then I do a lot of historical wargaming now and locally there are only have 24 hrs in the day lol .

Mike P.

The Fleet Scale from Federation Commander basically halves everything on the SFB sheet, therefore making it possible to play a lot more ships at once (fewer rolls, fewer numbers of systems, ships go "BOOM" faster). I think that if you want to play big fleets it might be worth a look. Personally, I have played around with simply reducing the number of weapons from the SFB designs by half (rounding up) when doing conversions to Starmada, as without power constraints teh Starmada versions seem a bit "overgunned". Overall, the ships have much less crunch power and fights should last a little longer. Considering most of the games I have played have been more around squadron sized rather than fleet sized, that is fine with me.
Erik

Re: Ship stats in KA and RA

mikeaxe wrote:

While the shields seemed straight forward, the results for hull and engines don't seem to match up with the books. In Starmada the KA/RA hulls are too small to hold all the equipment CA = 10 and D7 = 9. I could see the 'generic' starmada construction could be ignored for a more direct conversion, but the hulls do not seem to match those in Starfleet Battles either, CA = 16 D7=11.  Also within Star Fleet battles the CA and D7 have similar speeds/power but different speeds in KA/RA.

I would say that the difference in hull size is derived from the resilience of both ships. IIRC, the fed CA was able to ditch a bit more hits than a D7. But the D7 was more maneuverable, hence the better speed.
I need to play again using KA ships, but during my first play (plagued with rules mistakes), it seems that ships are much too powerful at short range.

Marc

Re: Ship stats in KA and RA

KLA and RMA are based off the Federation Commander game and are not a direct port of SFB (if I remember my discussion with Dan back in June 09).

Further, in my own humble opinion, the problem lies in SFB. I enjoy SFB. But  Starmada is internally consistent in ship construction, while SFB is not. As Cole said way back in 1979, it's a little hard to create a real-world battle simulation off a 100+ hours of television film and a few blueprints by an architect. As far as I know, SFB never had a published design system, so shoehorning more and more weapons  and systems into the same basic hull became a way of life (in real-world navies the term is "squeezing too many quarts into a pint pot"). Steve Cole himself mentioned in early designer's notes that he liked smaller ships with more weapons and that's the way SFB headed.

In SFB, turning a D6 into a carrier D6CV involved removing two phaser 2s and adding 6 shuttle bays. No SU calcs, just a fiat. (Does a phaser 2 installation REALLY consume the same volume as three shuttle bays? How about a Phaser 1? And if a Phaser 3 can fit on a shuttle craft leaving room for 8 people, a rest room, galley, and transporter...why does it  consume even one system box on the SSD of a 500 meter long starship and take a half power point to fire? And just why is a Phaser 4 restricted to starbases? Because it's too big? But 14 phaser 1s and 8 disruptors have no trouble fitting on the GomperStomper dreadnought?)

Want a Constellation-class command cruiser? Well, add a couple flag bridges, couple all-arc phaser 1s, and bang, you're done. There  was no real consideration how you fit all this extra stuff into the same size hull. I guess they took out the swimming pools and discos (swimming pools were actually mentioned in the original Designer's Edition (tongue in cheek, I'm sure)).

Anyway, since Starmada (and Full Thrust to a lesser extent) starts with the concept that Things consume Space, and Things' functionality is proportional to Space consumed, you're bound to have some misalignment with SFB's "wishlist" ship design.

I'm not sure why Dan felt it necessary to "fudge" the ratings for the Starfleet ships. I'm guessing essential Starmada calcs ended up having the core "cruisers" (Fed CA, D7) being very unbalanced while SFB maintains they are roughly equal. Anyone tried making a Fed CA vs a Klingon D7 using plain vanilla Starmada construction rules?

Re: Ship stats in KA and RA

Couple things to note:

1) The basic Starmada limit on space units is an effort to retain some amount of consistency and "realism" in construction. It can be ignored so long as the combat rating is computed appropriately (q.v. tech levels). This is what has been done with KLA/RMA, in order to ensure that ships have all the stuff they are supposed to have.

2) In SFB/FC, "hull" boxes are not an accurate reflection of the size of a ship -- all of the boxes on the SSD contribute to overall mass.

3) I did not "fudge" anything. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ship stats in KA and RA

Okay, you didn't "fudge"-you applied "undocumented" tech levels. smile

And there was this post from somebody named "cricket" back in Oct09
"...Yes, the values are "wrong", and yes, it's frustrating to those of you trying to recreate the ships on your own -- ..."

This cricket dude seemed to imply that we unwashed masses couldn't reproduce the KLA combat values using the essential Starmada construction rules, where Tech Level is an option, not a core rule.

So I assumed Dan had to shoehorn some calcs.

So far as SBF/FC SSD boxes not directly relating to Starmada SUs, I understand that. SFB gave the player predesigned ships and "rolling your own" was not part of the game system. I consider that ability to design your own ships in Starmada to be a HUGE advantage for the Starmada game system.  And now I can, with some "rationality", refit my Fed CA with a Type R Plasma torp while trying to figure out what equipment to ditch. And for that, Dan, I thank you.

Is there somewhere online the actual Shipbuilder spreadsheets that you used to work up the SFU ships?

Re: Ship stats in KA and RA

I've been thinking (if you were wondering what that funny noise was) about this and have a few observations.
1 Players all want to have their favorite ship/race NOW.
2 Mj12games and Amarillo need to sell us stuff. So they are not going to let us have the internal calculations.

This leaves us players with three options
1. Reverse engineer the calculations if we can (which harms Mj12games and Amarillo)
2. Create our own 'correct' ships using starmada build rules (which apart form agreed weapon types puts us back to before KLA and RMA were produced.
3. Unlike Dan we can 'fudge' it, I have looked at the designs already produced and suggest that we use the following 'fudge' to produce provisional designs. I have tried a few and they seem to be close to official ships and it would give us a common design philosophy to share ship designs until Official designs are created, that have not been fudged  smile .

So here goes.

Shields: (Total of each facet /10 )rounded up
Hull: (Total of Armour and hull boxes)*2/3 rounded up
Military Engines
Hull/Engine
1 -4 = 7
5-6 = 6
7-14 = 5
15-20 = 4
25+ = 3
Adjust engine factor by 
+1 if Klingon hull 10 or less or New or War designs
-1 if Kzinti hull 10 or less

I think Gorn may need a +1 engine and possibly Hydran -1 but have not done the 'research' yet.

To calculate Civilian engines
(Hull+10% Cargo)        Engine
1-3 = 10
4-5  = 7
6-7  = 6
8-9  = 5
10-11 =  4
12-13 = 3
14-15 = 2
16-17 = 1
This method was developed for Starship Captain so someone will need to convert again to FC. It also does not produce 'legal' ships but as we are converting not designing this can be ignored as in KLA/RMA. The designs of existing KLA and RMA ships that I have done come out with a Combat Rating within 10% of official KLA/RMA stats.

Mike P.

Re: Ship stats in KA and RA

I don't think there's a reason for starting to fudge. Using the calculators available in the "files" section of this forum I get points values very close to those in KA when I type in the ships. The combat values are only off by a few points, hardly anything that would upset the balance of the game (5-6 points deviation on a 300 point ship is not really a problem at all)

Re: Ship stats in KA and RA

vejlin wrote:

I don't think there's a reason for starting to fudge. Using the calculators available in the "files" section of this forum I get points values very close to those in KA when I type in the ships. The combat values are only off by a few points, hardly anything that would upset the balance of the game (5-6 points deviation on a 300 point ship is not really a problem at all)

The combat points are close, but the SUs are way off. This is not a problem when you are doing conversions with a "set" formula or structure to work from. I suppose that's fine if you want to convert ships but if ,GASP, you want to build your own designs for the SFU it becomes much more problematic because you essentially have NO rules. One of the best things about Starmada is the solid construction mechanic at its core. Personally, I would rather have seen Trek ships that conform to that structure rather than FC ships shoe-horned into the starmada game rules. That is probably because I am constantly tinkering with designs, and the compromises and decisions to make things like refits and variants fit with an existing designs constraints is more fun (to me) than an arbitrary process that the FC/SFB stuff represents. As Cricket points out, the conversion is designed to work in its own pocket universe so to speak, because the points are balanced against other SFU ships, so as far as published material, that's fine. I guess I just need to lighten up  wink
Erik

Re: Ship stats in KA and RA

mj12srwstlouis wrote:

And there was this post from somebody named "cricket" back in Oct09
"...Yes, the values are "wrong", and yes, it's frustrating to those of you trying to recreate the ships on your own -- ..."

This wasn't an admission that I fudged any CR values -- it was related to an error I made when computing the ships for Klingon Armada.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ship stats in KA and RA

Vejin:
I am using the ship builder spreadsheet from the FILES section and the points are close. If fact Cricket has explained most of the differences. But how do you workout the hull engine and shields for any new ships you might want to add from SFU?

Erik:
If you want to create a 'true' starmada version of the SFU you are right, the SU are way off, but so are the KLA and RMA ships. KLA and RMA are a conversion of an existing system(pocket universe) and the method I have suggested is to allow the addition and sharing, with some consistency, of the odd favorite ship/race before they are published, not to re-invent it.
Whether the design choices made in converting SFU to KLA and RMA are the ones we would have made, is I think another thread (which I would be quite happy to join). My goal here is to allow the creation of ships which can play happily with the KLA/RMA ones.

Mike P.

Re: Ship stats in KA and RA

My goal here is to allow the creation of ships which can play happily with the KLA/RMA ones.

Ok, I see that. Sorry to rant all over your thread  wink  I guess KA & RA represent a departure from the "norm" of Starmada where the system trumps the setting and I have let that get under my skin.

Whether the design choices made in converting SFU to KLA and RMA are the ones we would have made, is I think another thread

True.

Re: Ship stats in KA and RA

cricket wrote:
mj12srwstlouis wrote:

And there was this post from somebody named "cricket" back in Oct09
"...Yes, the values are "wrong", and yes, it's frustrating to those of you trying to recreate the ships on your own -- ..."

This wasn't an admission that I fudged any CR values -- it was related to an error I made when computing the ships for Klingon Armada.

So the points values in KA are wrong and the ones calculated with f.ex OldnGrey's shipbuilder are correct?

Re: Ship stats in KA and RA

vejlin wrote:

So the points values in KA are wrong and the ones calculated with f.ex OldnGrey's shipbuilder are correct?

http://www.mj12games.com/forum/viewtopic.php?f=2&t=2187

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ship stats in KA and RA

cool thanks!