Eve Universe Conversion for EOTE

By fasteraubert, in Star Wars: Edge of the Empire RPG

Hi everyone. Recently joined the forums and thought I'd get some opinions of the work I did last year on a EOTE to EVE ONLINE ship conversion formula set and also updated ship combat rules.

Now to preface these I would just like to say that EOTE is a wonderful storytelling system, I really enjoy it, but I feel its balance starts to fall apart with higher level characters with higher dice pools and especially in ship combat where things seem to turn into rocket tag quite quickly. A creative knowledgeable DM can do wonders to make ship combats feel fun, challenging, exciting, etc without it turning into rocket tag but raw... its rocket tag... go first with a Torpedo/missile or linked/ autofire weapon and kill them all on turn one before they go or they basically do the same to you. I also didn't like how speed / comparative speed didn't have much of an impact on combat so I developed an updated set of rules for that as well. In my experience silhouette 3 ships gets 1 shot'ed by basically anything all the time and every player in all 4 games I've been in or DMed for all consider it a death sentence to enter space combat in a star-fighter even if they have a fully modded one and they themselves have (as an example) 2 ranks in defensive driving and tricky target. On the other side of the spectrum big ships slugging it out with each other also doesn't work because the offense is generally much stronger than the defense and it is so very easy for most of the shots to hit at long ranges. Most big ships seem to be able to kill a copy of themselves in combat at long range in about 1 round of turbo laser fire. And finally as both an economist and longtime eve player the lack of balance between star-ships by cost was literally driving me nuts. There are many examples of "best" ships for each size and also for each cost bracket with others varying drastically by these two parameters.

So my goals with this work was to 1) balance out space combat so that "RAW" and not just DM caveat it worked better and specifically made smaller/faster ships harder to kill for larger slower ships 2) establish a "baseline stat set" for ships cost by effectiveness and size 3) balance out mods a little more while also offering more things to do in combat for the non pilot/gunners and mods to give those people more options for "EWAR" in combat.

AND THEN ... I got inspired to do a ship conversion between EVE and EOTE so I could run a game in the eve universe using EOTE rules (and the modified ship combat rules I worked on) and got wildly sidetracked away from the initial goals and they all remained kind of half done. I've run about 10 sessions of this EVE game so far with a "dark matter" type story of capsuleers who lost their memories in an accident and have to uncover their pasts (while dealing with missions they have already accepted/been paid for, old enemies, etc. )

Anyway here are links to the google docs where I have everything atm. I would love questions, comments, criticisms, critiques, and queries on all subjects related to this.

Distance/ Speed/ electronic warfare reqs/ critical hit tables
https://docs.google.com/spreadsheets/d/1ZuNjf3iJApB87NgDJND68S9TpiIZl1230IDrTlQ3Gxc/edit?usp=sharing

Weapons/Electronic Warfare + Modules/ Ship Conversion Rules (and baseline)/ and Eve Ship Skill bonuses conversion

https://docs.google.com/spreadsheets/d/1J0g0jBWlI5E5eT3ZPXQewtTfzrFvntm8SGYeVY5zkSQ/edit?usp=sharing



Based on the lack of responses I think I probably should have named this something different lol. Perhaps "More Realistic and Balanced Ship Combat Rules". This is mostly an additive ship combat rule-set not an EVE conversion and that is what I wanted the comments on to help me with balance/additional ideas.

In case anyone actually does care about the EVE part other than ships or just wants a new campaign idea here is the Obsidian portal site for the game with a somewhat entertaining adventure log.

https://secondchances.obsidianportal.com/wikis/main-page

Edited by fasteraubert

I've not got round to reading your ship rules as yet but have just checked out your adventure logs & they're great!

I'm glad you enjoyed it. The player of Myrr Corta is highly entertaining and a somewhat serious roleplayer. He wrote all of Myrr's logs and I appended them to the front of the adventure log notes. Were 1+ more of those behind updating atm - games have been a little more infrequent due to scheduling conflicts. Each of those logs was 3-5 actual game sessions to finish a "mission" so we have a log per mission. Most of the players have played Eve Online at some point and are also big star wars fans who have played with the EOTE system before so its been a great mesh. The players have especially loved drones - all the advantages of a starfighter without the inherent death sentence of actually engaging in combat while inside one. Actually makes the Willpower attribute a little more worthwhile as well since Will/Drone skill are what determine your checks and the Y's determine how many you can control at once.

Hey Fasteraubert,

I'm a long-time EVE player (lowsec Minmatar faction warfare and anti-pirate for most of my time), and look forward to reading your conversions. Question, though, given EotE's focus on humanoid interaction (vs. ship combat): curious why you wouldn't look at clones! I think the "Players as Immortals" would be very awesome.

I think you're right: EVE does offer incredibly cool opportunities for conversion (minus the Force, of course -- although you could work Jovians into the mix there).

Hey Fasteraubert,

I'm a long-time EVE player (lowsec Minmatar faction warfare and anti-pirate for most of my time), and look forward to reading your conversions. Question, though, given EotE's focus on humanoid interaction (vs. ship combat): curious why you wouldn't look at clones! I think the "Players as Immortals" would be very awesome.

I think you're right: EVE does offer incredibly cool opportunities for conversion (minus the Force, of course -- although you could work Jovians into the mix there).

(I was mostly a null sec Provi block carebear but I did alot of medium fleet pvp) Good point. Basically while ship combat is very common in my game for every ship combat so far we have had 2-3 ground combats. Often at the same time actually - with 10 rounds of ground combat and turn of ship combat being equivalent. Action in ship combat is 6 full rounds and a Movement in ship combat is 4. You can only take 2 strain for a bonus maneuver if you have spent all 10 full rounds in the 1 turn of ship combat. And yeah no force. So fly ship in, kill off a few guard ships, board a big ship or station, take it over in ground combat while some of the crew makes repairs / uses drones / fights off reinforcements. Complete objective - pile back into the ship - take off - align and warp away. But yeah if anyone died I had a whole host of "respawn" on X station/ X ship / X cargobox things prepared for each player. I did some rudimentary setups for what it takes to turn into a capsuleer - basically the equivalent in EVE of a star wars rookie turning into a jedi knight right? 100k credits for a clone, a friendly factions station to store it in, kinda dithered between having a ~ 200XP earned requirement or making Capsuleer Specialization that gives a clone at the end.

I'll try to add all of that to the online material / the obsidian portal. To date its all in handwritten notes in a folder ... somewhere or another. I also have stats for each race - basically everyone is human with 2 str/ 2 agi but then mental stats differ and different skills/talents to start for each.