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Space Battle

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xv9d
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Joined: 08/17/2013

So, I've been reading this book series lately ("The Lost Fleet" by Jack Campbell) and it's given me some ideas for a 2 player game where you attempt to defeat your opponent in a space battle. The book series really helped me see how a battle in space would be different from any on land or even in the sea or the air. Anyway, I'm looking to see what kinds of ideas other people have for some of the roadblocks I've been running into in designing this game. Here's what I want in the game.

1) Three Dimensions - I want a board that can show, somehow, you space fleet moving in three dimensions. The biggest reason I want this is because spaceships move in three dimensions, but the other reason is because I want to be able to set up different formations of ships and having that up-down dimension would really open up possibilities.

2) Maneuvering - I want the game to focus more on well planned maneuvering and formation building, and less on luck or chance. As I said earlier, I want to set up formations of ships and have them go at each other.

3) Fuel Economy - I've been interested in using some system to track the amount of fuel you have and providing penalties for running too low or running out.

4) Combat - I want a combat system that doesn't deal in chance so much, but I also want my different classes of ships to have different combat capabilities (i.e. one type of ship that lays mines and another that can fire missiles) while still having some similar combat capabilities (i.e. all ships have some laser like weapon).

5) Time delay - In the books, the commander of the fleet has to be careful how he gives orders because of the fact that his ships are anywhere from a few light-seconds to a few-light hours apart from each other. He needs to be able to anticipate what his enemy is going to do and then give the orders ahead of time and not have them carried out immediately. I want to simulate that in some manner.

6) Size - I would like this game to be somewhat modular in size, so you can play a short game with 4 ships on a small board or a longer game with 100+ ships on a giant board.

Those are the things that I've been really thinking about the last week or so. I have got a few ideas but I'm seeing what kinds of ideas you all out there have. So throw 'em down!

silasmolino
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Joined: 02/01/2013
Lots of resource material

You can read the rule books or google:
Battlefleet Gothic
Firestorm Armada
Starmada
x-wing miniatures game
full thrust

Victory Point games also has a different angle on the space combat war game: Star Borders series

You can also PM me and I can fill you in with what I am working on. Perhaps I could even use your help. Here is a game I designed:
www.farfromhomeboardgame.weebly.com
Perhaps that will get you headed in the right direction.

Good Luck.

kodokijo
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Joined: 08/19/2013
I think a space fleet combat

I think a space fleet combat with sense of 3d and diceless combat has been potrayed on the mini game on Ares magazine 30 years ago. I think it was called the star killer. Check out the bgg.

Ecarots
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Joined: 08/23/2013
For the 3D option I have seen

For the 3D option I have seen miniature stands that are extendable (like an antenna) which can be used to indicate different heights of the miniatures.

Curufea
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Joined: 12/14/2008
Attack Vector:Tactical by Ad

Attack Vector:Tactical by Ad Astra games handles 3D space combat with all the correct physics. Well worth looking at.

Kroz1776
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Joined: 10/09/2013
Killer Bunnies

Killer Bunnies has a neat mechanic for time delay orders. In the game, if you haven't played, you place two cards down in what is called the "Run Pile". On your turn, the card in the front position of the run pile is the card played. The bottom card is moved up and replaced by a card in your hand. Thus you must plan your moves two turns in advance which leads to much anger when someone's bunnies are completely wiped out.

Anyways, a similar mechanic could be used by utilizing a small white board of some sorts. You write down your plans on one and place it face down. Next turn you write down different orders and your orders planned last turn are issued and put into effect. This gives you a one turn delay while still leaving a lot of flexibility in the moves done by the players.

lewpuls
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Joined: 04/04/2009
I'm put in mind of the 3D WW

I'm put in mind of the 3D WW I airplane games I see being played at game conventions. Each plane has its own stand and is clipped on at the relevant height.

But this isn't practical for a commercial game. On the tabletop there's no clean way to keep track of three spatial dimensions. Especially if you have 100 ships. In general your combination of objectives appear to be very ambitious, good luck.

Ecarots
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Joined: 08/23/2013
think 3D chess

Use stacking clear acrylic or lexan boards like is used in 3D chess

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