Design Log: Week 1

Began working on some mechanics. I am going to start with tweaking how factions play, and then work on the faction-to player portion.

So, the galaxy is divided into a number of universes, equal to the number of players in the game. Each universe is divided into 5 planets. So, lets to some math. . . take the dirivitive of this. . .about 3 planets per faction to start. One planet produces one ship (the type is determined at random at the start of the game), so that equates to 3 ships/turn. In addition, the "fleet" gets 10 ships to start (it's assumed that the commanders fly in some big command ship.)

So, at the beginning of the turn, said command ship is in one universe. It (may) send out a bunch of units to attack a planet. Whoever owns the units there defends (duh.)

Off to the side at the start is a "battle board", used to facilitate these battles. It has three sections, one for each type of unit. Each section has a spot for units to go, dice, and 2 cups (one for each player.)

Each player puts their units in the sections, and gets one dice per ship in each section. The dice are rolled in secret, under a cup (the player controlling can see, but the one that is about to take the punishment can't)

Ex: A player has 3 fighters, 1 bomber, and 2 capital ships. It takes 3 dice, and rolls it in the fighter cup, 1 die in the bomber cup, and 2 in the capital cup. Thus, the player can see how successful the attack may be before they. . .

A) Retreat. The attack may always retreat. They go back to the command ship. The defender can retreat IF there is a friendly planet in that universe. Units on a planet can NEVER transfer between universes.

If no one retreats, then the players. . .

B) Send out units. The attacker starts, and sends his fighters to attack one of the other 3 boxes.

Ex: lets say our guy was attacking a fleet of 2 fighers, 5 bombers, and no capital ships. He rolled a 1,3,4 for his fighter units. For reasons to be revealed later, he decides to let his fighters attack the enemy bombers.

The units work in a RPS system (in this case, FightersBombersCapitals) attacking someone of your own kind requires a 5+, attacking someone lower 4+, and attacking someone higher 6. In addition, each unit gets a special kind of ability. Abilities can be used on ANY dice, not just for their own kind. The ships are "tapped" when the ability is used.

The fighter can re-roll a dice,
The bomber gives a extra dice to the pile (rolled, of course,)
The capital ship will decrease casualties by one (used after being attacked).

Every hit causes one casualty. The other player either uses up a capital ship ability, or destroys a unit. A destroyed unit does not reduce any dice, but does prevent it's ability from being used (if it wasn't used up already.)

The defender then attacks with fighters, then attacker attacks with bombers, ect., until all units have fired.

Then start over. Re-calculate dice totals (taking into account any ships lost as casualties,) roll, possible retreat, resolve. Repeat until someone is wiped out, or someone retreats.

This sounds long, but take into account that each faction gets 3 ships per turn. That means that, on average, they will have only 3 dice to roll (more at the beginning, so players can "expand" a bit faster.)

Comments

Some comments

Hullo (all)

This is my first time here. I'm a game designer from Holland, sometimes taking a peek at this site. When I read this I felt I might prove to be of some use by commenting on the development of a fledgling game.

First of all let me say that these remarks are meant to be purely constructive and are meant to give maybe some insights, not critique.

The main problem you might be facing here (unless you are way ahead of me) is detachment from players who are not involved. Even if battles are relatively quickly resolved, if players have to wait their turn idly they start to wonder off. Maybe you can implement some form of diplomacy where other players might help one of the two sides battling it out. Or at least make the outcome of the battle important to others.

I like the RPS system on the ships, but maybe you shouldn't then call one of them capital, if they are all about the same strength.

Is there a penalty for the attacker when he/she decides to retreat?

Last, maybe you can zoom in a little closer with the theme. Meaning that players can identify much easier with one home planet or a fleet then with a universe with planets. Maybe the modules of a Mothership produce the other ships. Would make more sense than one planet making one ship. I know it is tempting to make a game about the entire galaxy at war, but zooming in a little will help player involvement.

Very well, those are my thoughts. Do with them what you will. I hope some of them will at least make you go, hmmmmmm.

Greeting

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