Paul
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Post by Paul on Apr 19, 2011 17:56:42 GMT -6
Geoff you are a douche bag for putting this idea in my head today. Now I can't get it out and I've been writing up rules since I got home. ;D
The game idea would be very similar to axis and allies. I've come up with pretty cool ideas expect how combat would work. My thoughts were that you would build ships like you do in the game and with the use of technology your ships would get better. The original plan started off where each point of technology would buy a point of Shield, Attack, Movement, Other (colonize, mining, etc). The player would then design their ships based off their level of technology. For example the starting "tiny" ship would have a tech rating of 5. An example scout would be: Shield (S) | 00 | Logistics (L) | 03 | Attack (A) | 00 | Movement (M) | 01 | Weapon Range (R) | 00 | Other (O) | 00 | Combat Movement (C) | 01 |
1+1+3=5 The 5 represents the production cost of that ship. You need to spend 5 production points to build one of these ships. SLAMROC
With Dan's help I think I have a working combat system. Defense score = Size + Shield Rating Size | Bonus | Logistic Value | - | - | - | Tiny | 05 + SR | 1 | Small | 10 + SR | 2 | Medium | 15 + SR | 3 | Large | 20 + SR | 4 | Huge | 25 + SR | 5 |
The size # in this table is also the maximum emplacement points. The logistic value is the # of ships that can stack together. For example a small 2 and a medium 3 stack for 5. Most games have a max stack of 5 but that can be increased through technology.
Attack Bonus = Size + Attack Rating Size | Bonus | - | - | Tiny | 1d10 + AR | Small | 2d10 + AR | Medium | 3d10 + AR | Large | 4d10 + AR | Huge | 5d10 + AR |
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Paul
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Post by Paul on Apr 20, 2011 14:15:47 GMT -6
Available Technologies: Shields (S) Life Support (L) Galaxy Movement Weapons (A) Ship Movement (M) AKA initiative Weapons Range (R) Others: (O) Ship combat movement (C) Building Upgrades Colonization Ship Logistics Espionage
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dan
Star Wars GM
Posts: 587
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Post by dan on Apr 20, 2011 15:44:02 GMT -6
Another Update Attachments:
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dan
Star Wars GM
Posts: 587
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Post by dan on Apr 20, 2011 15:45:08 GMT -6
Another Updated Fleet Sheet Attachments:
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dan
Star Wars GM
Posts: 587
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Post by dan on Apr 20, 2011 16:06:29 GMT -6
Updated Planet Sheet with Civ info. Attachments:
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Post by peaceofwar on Apr 20, 2011 17:53:22 GMT -6
Geoff you are a douche bag for putting this idea in my head today. Now I can't get it out and I've been writing up rules since I got home. [/table][/quote] LOL I have had this idea in my head a while glad I spread the chaos ;-) looks like a fun idea. doing the NPC's will be interesting part of the game, along with the technology tree. I would recommend a simple large sheet of paper with various "Stars" / planets / resource points for station building. We could also have a standard list of planets for use with it. might be able to have either A: a standard map for all games... or B: Random dotted maps, with randomly placed number/letter combos like 1SN = super nova, 2NSP = Normal sun planet - and have already made up standard sheets for each of those solutions (the maps would be unique but we would know somewhere on the map is a "earth" just bouncing a few more ideas
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Paul
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Post by Paul on Apr 20, 2011 18:26:17 GMT -6
Upgrading technology:
Shields: Shields represent the ships ability to take damage. To make things less complicated there will not be a system for hull points. Once your shields are out, your ship is destroyed. The starting level for shields is zero. To increase to shield level one the player needs to spend ten science points, for level two, twenty science points are needed and so on. Shield level 1 represents the amount of emplacement points that the shields will take up on your ship. When you raise your shield level to level two then you gain one extra shield rating and only take up one emplacement point for your ship. This extra shield rating does increase the overall rating of the ship’s production cost. For example a civilization with a shield level of three would be able to create a shield rating of 3 at the cost of one emplacement point. And so on… The exact same system is used for ship movement and ship weapons.
Ship movement is used to determine the order at which a ship goes in combat. If the numbers are exact then each ship or group goes at the same time. In essence the ships could destroy each other at the same time.
Life support is the amount of spaces a ship can move on the galaxy map. The starting level is one and to increase to level two, twenty science points are required. To reach level three the player will need forty science points, and eighty for level four etcetera. Unlike other upgrades life support upgrades don’t reduce the amount of emplacement points. The level of the technology is the amount of emplacement points the technology takes up.
Weapons range is the amount of squares away a ship can shoot on the combat map. The starting level is zero which means a ship can only attack another ship that is in an adjacent square. Weapons Range one costs twenty five science points and range two costs fifty and so on. The same rules apply for weapons range as life support in regards to emplacement points.
Combat movement is the amount of squares a ship can move during combat. The same rules apply as weapons range but a civilization starts at technology level one.
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dan
Star Wars GM
Posts: 587
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Post by dan on May 3, 2011 14:24:19 GMT -6
Updated Sheets in a Rar. Attachments:
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Paul
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Post by Paul on May 3, 2011 17:19:21 GMT -6
Available Technologies: Shields (S) Life Support (L) Galaxy Movement Weapons (A) Ship Movement (M) AKA initiative Weapons Range (R) Others: (O) Building Upgrades Colonization Ship Logistics Espionage
First play test is this saturday. I've also eliminated combat movement as everything will done on one map much like axis and allies.
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Paul
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Post by Paul on May 6, 2011 7:39:58 GMT -6
I am debating getting rid of weapons range. Also on the planet sheet you have science and technology. They are the same thing. I'd change one to expense.
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Paul
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Post by Paul on May 9, 2011 10:28:55 GMT -6
The short abridged version of the rules.
Each Civilization starts with X amount of ships that DO NOT count towards "expense". This X will be determined at the start of the game. It will most likely be 3 or 4. One of these ships must be a colony ship. Each civilization starts with 0 on every technology.
Hull Points (H) Attack (A) Ship Movement (M) Others: (O) Building Upgrades Colonization Ship Logistics Ship Sizes
Buildings available are Banks, Laboratories, and Factories. I don’t have the available type of colonization with me.
The simple rule for advancing tech is as follows: Level 0 = 0 Points of Technology Level 1 = 10 Points of Technology Level 2 = 20 Points of Technology Level 3 = 40 Points of Technology Level 4 = 80 Points of Technology Level 5 = 160 Points of Technology Etc
There is plenty of other rules that I have not put in here. Two reasons, I don’t want anyone to steal them, and I can’t remember them off the top of my head. Mostly the latter.
Espionage rules still not implemented.
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dan
Star Wars GM
Posts: 587
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Post by dan on May 11, 2011 12:29:57 GMT -6
Newest Updated Gaming Sheets. Attachments:
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dan
Star Wars GM
Posts: 587
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Post by dan on May 11, 2011 12:55:56 GMT -6
Updated one thing on the planet sheet, so heres an upload of it. Attachments:
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dan
Star Wars GM
Posts: 587
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Post by dan on May 11, 2011 13:00:28 GMT -6
Found a bug on the Fleet sheet. Updated here. Attachments:
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