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Posted (edited)

Okay, here I am... about to reveal the secrets of converting units from the D20 format into EAW Stat Format.

 

So, first here's some examples of D20 Stats, only those stats that are used as basis for changing things in EAW are displayed.

 

KDY Imperial I

Speed: 3

Maneuverability: -4

Shield Points: 300 DR30

Hull Points: 700 DR30

 

Incom T-65B X-wing

Speed: 10

Maneuverability: +6

Shield Points: 30 DR5

Hull Points: 120 DR5

 

Okay... I use some basic calculations to create the stats for EAW.

 

For Capital Ships:

 

Maximum Speed= D20 Max Speed X 0.4

Maximum Thrust, Rate of Turn, Rate of Roll = D20 Max Speed X 0.1 X (D20 Manueverability + 4)

Shield Points and Tactical Health = D20 Points x D20 DR Value

 

For Starfighters:

 

Maximum Speed = D20 Max Speed X 0.4

Minimum Speed = D20 Max Speed X 0.1

Maximum Thrust, Rate of Turn, Rate of Roll = D20 Max Speed X 0.1 X D20 Manueverability

Shield Points and Tactical Health = D20 Points

Edited by Stellar_Magic

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Posted

Maximum and minimum recharge / reload stats for starship weapons.  Maximum reload / recharge reflect the amount of time for a completely untrained and undrilled crew.  Whereas Minimum reload / recharge time is reflective of a Legendary crew.

 

Turbolaser Battery:

180 - 3 seconds

 

Laser Battery:

60 - 1 second

 

Ion Battery:

180 - 3 seconds

 

Proton Torpedo Tubes:

600 - 10 seconds

 

Concussion Missile Tubes:

600 - 10 seconds

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  • 3 weeks later...
Posted

using the stats u showed for the xwing i made an example to see if i understood it right - tell me if i did, cause if so i wanna help ya guys ;D

 

Incom T-65B X-wing

Speed: 10

Maneuverability: +6

Shield Points: 30 DR5

Hull Points: 120 DR5

 

4.0

1

2.4

2.4

2.4

30

120

Posted
ive done xwing/awing/ywing now just wondering how im supposed to do buildings like starbases, currently an xwings proton torps will completely take out starbase lv 1's shields.
Posted
I've actually got the space unit changes mostly done, your stats are close to mine, but I did some changes to the gameconstants xml that help alleviate the different problems.  I'll release an internal beta pretty soon.

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Posted

Percentages work fine, and I'm mostly done with the ground units as well.  The only thing I've got left for an internal beta is adjusting the hero units to the new stats.  I had a lot of fun last night playing skirmish as the empire.  The battle lasted an hour.  Before that I kept tweaking the alliance stats so that the T-2B wasn't as devestating as it was when I first switched the stats.  I will say this, alliance infantry s**k.  Of course its cause they're just armed with semiautomatic blaster pistols (DH-17s) with a maximum range of 120 meters.  Imperial stormtroopers can just stand back out of range and fire their full auto E-11s at 300 meters.

 

You really get a sense that even untrained the Imperial Stormtroopers can kick serious rebel a**.

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Posted

heh to be expected i think we need to add something...not in the rules to give that guerilla hit and run style fighting that the rebels use!

 

it was fun obliverating space stations on my xwings

 

1 xwing took out spacestation lvl 1's shields in 1 run :P

 

although thats cause the dmg they do is like 100 units or 120 for missiles while nothing else had been modded :P

 

i think im gonna try how many isd's i can take out with 25 xwings

 

PS: read your PM's!

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