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Why a space game?

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X3M
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You don't have to design a map. You could, but don't have to.

You don't have to think of map mechanics. You could, but don't have to.

You don't have to limit yourself in terms of infantry and tanks. You could, but don't have to.

***

Also, threshold doesn't need health tracking. I could, but I don't have to.

A hull, a shield, then a weapon or 2.
Players can combine these themselves.
Up to 9 different ships are allowed.
But of each type, the player can build as many as it wants.

Roll for hits.

A shield regenerates into the next round.
A hull has to be breached or it doesn't count.

Only fleets on the map.
The fleet contents are on a mat.

***

There is a RPS as usual. Players can figure this out themselves.

I have to rethink 2 aspects:
1 - Randomness of a combat.
2 - Targetting.

***

1 - Randomness of a combat.
Instead of that weird dice roll that we spend 200 posts on. I want to keep and make it simpler.

I have 2 options that proofed to be fun.
1.
The die roll means every # projectiles, 1 more will hit.
Technically, rolling a 1 means that the projectiles are doubled. The average roll would be 1.408. That is close to the square root of 2. And thus I could easily add this to the game since it is below the H/D ratio of 2.

2.
The die roll is still a hit or miss type. Either 4 to 6 is a hit. Or I turn it into a damage die where 001122 can be a configuration...

In both cases a die should be rolled for all the ship types of a fleet. This means that up to 9 dice can be rolled. It is NOT allowed to the player to distribute the dice themselves, since this would mean putting the best die on the biggest part of the fleet.
It is also NOT allowed to the enemy to distribute the same dice.
Instead, the dice are placed in a box. The box is closed. The dice are rolled in this box. Guided to a corner. And then in how the dice are in the corner, after opening the box are placed in that order.
The dice are picked from the box, 1 by one.
Stacked go out first, but also from up and right to bottom and left.
I explain this with pictures in detail if this game would ever be made public.

***

2 - Targetting
The defender simply says which ships are first to be destroyed. This is done before the dice are rolled.

X3M
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Why?

I am trying to figure out the dice again.

I do need accuracy rolls since the balance is easier with these. Simply due to the 3 phase attacks.

I want a maximum of 9 different ships per fleet.
I want to have the player design the 9 ships themselves.

An attack will have 3 phases.

While the defender decides on which ships die first.
The attacker can arrange the phases too, in order to get some optimalisation in.

So far strategy.
But how to determine how effective a fleet is.

I did suggest stuff. But let's see if my post is even allowed to be posted...

X3M
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Options

I have been thinking about modifier rolls. But rolling a die and using the number for every # projectiles 1 is removed or added. This seems to be to difficult for people of the US.

On average, the game requires to have 2 proper hits on the right targets...in the worst case 5 hits would destroy an enemy ship.

Another way would be, every 10 projectiles, # more or less would hit.

Thus first the player rolls an accuracy roll.
Then if the die is a hit, it will give a number of projectiles.
It is rolled again in order to determine how many projectiles every 10 are added. The result of a d6 is reduced by 1.
The same can be done when a die misses.

Accuracy 6 would result in 100 to 150%.
Accuracy 5 to 1 would result in 50% to 100% or 100% to 150%.

I find that the Accuracy 6 is going to far in the positive side. I would like to have the average here to be 100%, not 125%.
So perhaps having a damage die instead. That uses 001122 as roll.
And if the ship misses. 000111. Which is 50%.

This means that missing still gives a chance to deal damage...
But this also means that lower accuracy needs to be calculated differently.... I don't like this.
Then again, accuracy of 0 is optional now :)

X3M
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Phase by phase

No need to use multicoloured dice if a player rolls for only 1 phase at a time.

Although....

Is it possible to have up to 9 dice being marked somehow that they belong to a certain ship?
Would be cool, then it really is just rolling a number of dice. Sort them in order and have a combat resolution.

The best part is, that if a ship has like for example 4 projectiles. And the accuracy is 2,3,4 and 6. Rolling a 4 would mean that 2 projectiles are 100% and 2 projectiles are 50%. Then... the die is rolled again.
001122 for 2 projectiles
000111 for the other 2 projectiles

But the result would be:
Rolling a 1 or 2 is 0 damage.
Rolling a 3 is 2 damage.
Rolling a 4 is 4 damage.
Rolling a 5 or 6 is 5 damage.

All I need to do is think of a way to make sure that up to 9 dice can be linked to the ships...
9 colours is a bit too much.??

questccg
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An IDEA for you...

X3M wrote:
...All I need to do is think of a way to make sure that up to 9 dice can be linked to the ships... 9 colours is a bit too much.??

Although I could not follow ALL of the details in this thread... I was able to comprehend that you needed a method of knowing what dice is for what purpose.

To this end, I propose you use CUSTOM D6s with a LOGO or SYMBOL on the "1" side of the dice. The dice could be all White or all Black, what matters is the LOGO or SYMBOL on the dice themselves.

So instead of using colors which is not great for nine (9) dice, you could use a LOGO or SYMBOL per die.

Let me know IF you like this idea. Cheers!

X3M
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hmmmm, a combination of a

hmmmm, a combination of a colour and a symbol?

The numbers in circles. squares and hexagons

then the 3 colours, colourblind friendly:
black,
blue,
light blue,
pink,
blue green,
dark orange,
light orange
and yellow...

I only need 3, hahahaha.

X3M
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I guess.... Pink, Yellow and

I guess.... Pink, Yellow and Light Blue

I could do the CRT on them too.
A number 1 to 6, Then a 0, 1 or 2 to conclude with only a 0 or 1.

The smaller numbers could be in pips.
The main number in the centre.
The pips, somehow in the corners.

Not sure about the symbols though...
A small circle around the number?
A rectangle around the high pips.
Then strait forward, 2 lines across the circle.
in other cases, these can be rectangles as well.
And the third class, rectangles with the lines. Thus indicating a 3.

Yeah, something like that.
I could still have the pips in both diagonals.
I will make some pictures tomorrow in paint.

questccg
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I don't get it...???

Why would you use complicated colors when you could use: Black, Grey and White??

Those too are COLORBLIND friendly and are much more STANDARD than "Pink, Yellow and Light Blue"...

I like your idea of "Circle, Square and DIAMOND" shapes with the NUMBERS INSIDE!

That's very cool and a novel idea too...

X3M wrote:
I could do the CRT on them too. A number 1 to 6, Then a 0, 1 or 2 to conclude with only a 0 or 1.

Could you use MY DUAL DICE???

Face 6: 3 / 3 = 3 Crit = 0
Face 5: 3 / 2 = 3 Crit = 1
Face 4: 2 / 2 = 2 Crit = 0
Face 3: 2 / 1 = 2 Crit = 1
Face 2: 1 / 1 = 1 Crit = 0
Face 1: 1 / 0 = 1 Crit = 1

IDK this is just an IDEA. Would love it IF you would be interested in using DUAL DICE for the game.

So if you ROLL a "6", you get "3 Crit" and "0" (IDK what this number is for???)

Just something to think about... I'm still searching for a game that would want to use my Dual Dice...

Think about it... It could maybe be real cool. Anyways it's just a THOUGHT!

Cheers.

X3M
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1 die

Should have the following:

1 2 3 4 5 6 Accuracy
0 0 1 1 2 2 Projectile was a hit
0 0 0 1 1 1 Projectile was a miss

So, can your dice be used for that?

***

Not sure yet if I really go with the 50% on a miss.
While there is a chance on 0 damage for both dice.
And an accuracy of 0 does sound.... pretty damn nice to have in a game :D

And yes, white, grey and black are also an option.
Hmmm, diamonds and squares? Sounds better than the hexagon.
Maybe a star like diamond?
Either way, the pips for the other 2 rolls need to be a clear indication.

Each die is going to be rolled twice.
First, a roll for accuracy. The dice will now be split in 2 groups.
All projectiles that hit will be rolled first.
All projectiles that miss will be rolled second.

To keep the down time....down. The defending player will remove its own ships.

I will give some interesting examples in the upcomming week of how combat would go. With a balanced fleet and stuff.

X3M
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Statistics are easy, names are not

I want a list of names for the bodies.
And a list of names for the weapons.

It is possible for players to have ships without weapons. Because these will act as damage sponges.

larienna
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Quote: You don't have to

Quote:

You don't have to design a map. You could, but don't have to.

You don't have to think of map mechanics. You could, but don't have to.

Yes, space is more empty, but depending on your scale is can still hold a lot of stuff: Black holes, singularities, asteroids, suns, planets, mines, etc.

Quote:

You don't have to limit yourself in terms of infantry and tanks. You could, but don't have to.

Now you'll have to deal with various ship size like Destroyer, battleship and carriers. But also star fighters and missiles.

You also have to deal with in space battles vs on ground battles. Star wars rebellion somewhat makes a good distinction between both.

So it's not necessarily easier, you just make the problem different.

X3M
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larienna wrote: Now you'll

larienna wrote:

Now you'll have to deal with various ship size like Destroyer, battleship and carriers. But also star fighters and missiles.

You also have to deal with in space battles vs on ground battles. Star wars rebellion somewhat makes a good distinction between both.

So it's not necessarily easier, you just make the problem different.


Problems?
We don't have problems. Only challenges :)
Not sure if I have a ground... maybe I should. But then I would also have different ship movement speeds.

Well, I have 3 different ship sizes....
I could have more by having different moving speeds.

But then again. I think that the map (space) needs to get quests.
So I also need to arrange a deck of cards, that give missions to the player.
Each mission completed succesfull will give an upgrade to their home planet and a point or 2.
The goal would be.... completing the most quests. Yeah, I think that a player can do 1 quest at a time and only can do a next one when completing one.

X3M
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Ships (no weapons)

There can be a light and heavy version of each ship I suppose... Thus the tiers can be 1, 2 or 3. Then again. I am planning on allowing players to decide how much movement speed a ship can have. And perhaps, I should not really look into the names.

Fighter
Cruiser
Battleship
Destroyer
Interceptor
Bomber
Deathstar

Yeah, for now, these are kinda copies of Ogame...
But I should think of a better way to do this.

Fighter and Cruiser are both used in A LOT OF GAMES.
Same goes for the Battleship and Bomber.
The Destroyer and Interceptor, I don't know.
I don't feel much for using the Deathstar tbh.

If I can get to 6 names, I can also simply put Light and Heavy in front of it.
Then again, only 3 can be more than enough, since I will only use 3 different tiers...In a sense, we name the body only. AND we need to keep in mind that they can go without weapons too. Which will be cargo ships.
All ships have a cargo hold that equals the body value in terms of tier. Thus 1 will be 1, 4 will be 4.
But a ship that costs 20 with a body value of 1, will only have a cargo of 1.

So, why not go a bit in the style of Warzone2100?
Thus Light, Medium and Heavy ship. Yeah, that should do it...

Now then, for the value....?
If I want to allow players to add their own movement speeds. This would be taken from a table...
The fleet would follow the lowest movement speed as maximum.
So better to specialize fleets.

X3M
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Light Medium and Heavy ships

The base value are 1, 2 and 4.
The armor value are 1, 3 and 9.
I forgot, the shields...
There can be 9 combinaitons. So I need like 9 names?

Maybe just naming the ships and shields light/medium/heavy.

One thing is sure. In order to determine how projectiles hit. I need to make sure the rules are certain in this regard.

I said before that the defender decides which ships are removed.
Once a ship is chosen, it cannot be replaced until it is destroyed. In fact, it even takes the next salvo if it is still alive.
Shields take damage first.
So a light ship with a heavy shield or a heavy ship with a light shield?
Well, if the hitting projectiles are depleted, it would matter. But I don't see how.

You need 10 small projectiles to hit a heavy ship with a light shield. And the same goes for the light ship with a heavy shield...
It will only be different if a heavy and light projectile hit. While the shield is heavy. When the light projectile hits first, the heavy one will only remove the shield. The ship would continue to live.
If the same would happen to a heavy ship with a light shield. The heavy projectile would remove the shield. But the light projectile would remove only 1/9th hull...

So.... having the defender choose, makes no sense.?

X3M
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Targetting

I certainly need to rework this one.

I can't do the same as in A&A, where the defender removes the things he/she wants to loose. Then hull and shield make no sense.

I can't do the same as in my proto-type game. Where the attacker decides where the projectiles hit, on the frontline.
Since there is no frontline and any ship is a valid target...

I can't have the projectiles being divided over the ships. A lot would survive while the other armada dies completely.

***

Is it possible to have the attacker and defender take turns in deciding which targets are hit?
No, that is too much.
I think, it is best to have the attacker decide. But this means that the projectiles will be distributed perfectly.

If a light and heavy projectile hit. Then both ships of heavy/light and light/heavy can be destroyed.
The same always happened in my proto-type game where units had a shield as well. The damage was placed as optimal as possible. And shields where really only usefull if the wrong attackers where present.

This is not possible this time.

Attributes? A weapon can have more effect on a shield, less on the hull and vice versa?
I cannot do this through the hit/miss roll.
Nor with the pips rolled?
Unless I start making weapon attributes?

I think, I have to do this. And say, that certain weapons can only destroy the shield.
And some can only destroy the hull.

Of course, optimalisation is still allowed. But the player has to do this in the ship designs.

Ok...

X3M
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Attributes and movement speeds

Weapons can have an attribute then...
Some can destroy only shields.
Some can destroy only hulls.

Something like a plasma would do well against shields.
Something like a machine gun would do well against the hull.

I think I have to do something with Thermal and Kinectic weapons.
Thermal are good against shields...
And you guessed it, Kinectic are good against the hull...

***

So, 3 hulls, 3 shields.
The value per hull or shield are 1, 2 and 4.
The movement speed is 0. But every 2, the value can be added again.

So, a ship with tier 1 hull and shield. Would have a basis value of 2. With a movement speed of 2, it would be 4. Then 6, then 8 etc. While the movement speed is increased by 2 every step.

The heaviest ship though, starts at a basis of 8. And receives 8 for every movement speed of 2.

X3M
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Weapons and research

The basis in attack range would be 0...
But knowing how the attack range has influence on a game.
Every 2 would not add the value 100%, but 150% instead...

This means that every 4 would add 300%.
In other words. The attack range for ships would get 4 attack range each time.
A value of 1 will get +3, then +6 etc.
A value of 4 will get +12, then +24 etc.

So, we look at 1, 4, 7 and 4, 16, 28. in these example's.
For the attack ranges of 0, 4 and 8.

Now, 4 is a lot already. So, players will not do much here in terms of addition.
I might have weapons with a research that are in smaller steps.
And research will only give the option. The player still might have the same weapon with all 3 different attack ranges.

questccg
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Only about DUAL DICE

X3M wrote:
Should have the following:

1 2 3 4 5 6 Accuracy
0 0 1 1 2 2 Projectile was a hit
0 0 0 1 1 1 Projectile was a miss

So, can your dice be used for that?

What if we MODIFIED this just a BIT... Hear me out and then you can tell me my ideas are WRONG.

1 2 3 4 5 6 Accuracy (= Yes! And determines if it is a HIT or NOT)
1 1 2 2 3 3 Multiplier (= 1 standard, 2x or 3x Factor of the HIT)
1 0 1 0 1 0 Burst Mode (= 1 Burst, 0 = Regular)

You can tell me my stupid ideas using these DICE are WRONG... I understand that they are NOT in the way you design YOUR dice...

These are JUST IDEAS that MAYBE you can work with.

THIS IS ONLY in regards to the USE of DUAL DICE... One small factor in how to be able to USE the dice in ways MAYBE (I say MAYBE because you are the BOSS) the dice can be used...

All I'm doing is FIGURING out IF the dice CAN (or CANNOT) be used. Obviously you need to see if ANY of this makes sense FOR YOU.

So I ROLL a "3" Accuracy ... If this is a HIT, you can check check for Multiplier "2x" and then if this UNIT allows "Burst" a "1" would mean YES, BURST enabled...

Something along those lines. Feel free to discuss the remainder of your thoughts... Mine will only be with YOU and figuring out if the DUAL DICE can be used OR NOT.

Cheers @X3M...

Note #1: Accurary is REQUIRED for all PROJECTILES. Multiplier is only allow for SOME PROJECTILES (like a Cluster Grenade or a Marchine Gun, etc.) and Burst Mode is has to do with SPEED of SHOOTING versus COOLDOWN. Something like that... IDK I'm just thinking LIKE YOU!

Maybe this is GOOD or maybe ACCEPTABLE or not... Let me know.

Note #2: How HITS vs. Burst is analyzed. HITS include like multiple projectiles (like a sequence). Burst is like some kind of TIMED Factor which produces a HIGHER Damage but requires time to COOLDOWN.

The Number of Projectile Factor (1x, 2x or 3x) varies per WEAPON.

The Burst Mode of the WEAPON is also decided on the DAMAGE FACTOR. So IF I have 2x Projectiles EXP(2) with a COOLDOWN of 1 turn... You would get 2 EXP(2) = 4x DAMAGE FACTOR and a COOLDOWN of 1 turn.

This of course you can CUSTOMIZE for each WEAPON/UNIT.

Just some IDEAS... Based on the things you've told me about SALVO, COOLDOWN and such...

larienna
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Recently, I learned about

Recently, I learned about "Talon" which has interesting ship battles. It's like star fleet battles, but streamlined and using dry erase markers.

X3M
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larienna wrote:Recently, I

larienna wrote:
Recently, I learned about "Talon" which has interesting ship battles. It's like star fleet battles, but streamlined and using dry erase markers.

Cool, will look it up.

X3M
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Regarding dual dice.

I am planning to have ships with multiple weapons. Have something along the lines of.

1 projectile has an accuracy of 2.
1 has 3
And another one has 4.

The averag is 3.
But rolling a 2 will still give one hit.
Then, the other die would show the hit and the miss values.

0/0 0/0 1/0 1/1 2/1 and 2/1.

Having an average of 2 projectiles is a bit weird for a game with only a threshold system and a health count of 2.

But i am still looking for other options to explore.

X3M
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Combat Resolution Mechanic

I certainly need to have the defender say, which ships go down first.
But then, the attacker may assign the damage points.

Another note... I need a 2 to 1 ratio of unit durability.

***

An example would be:

The defender had 2 types of ships:
- A heavy hull with a light shield. Thus 9 armor and 1 shield. Costs 5.
- A medium hull with a medium shield. Thus 3 armor and 3 shield. Costs 4.

Let's say, this player has 12 of 5 and 10 of 4... A relative balanced build in terms of types? Well, there are 12 heavy and 12 light types, while 20 medium types are present.
A total of 100 points here.

The defender says that the heavy hull with a light shield will be placed in front first.
I just realized that there should be numbers present in the fleets. Only for indicating the point man and the last man standing

The attacker has several weapons:
- Heavy Machine Guns;
4 projectiles
Accuracy of 0, 2, 4 and 6.
1 Damage point per projectile.
Costs 6.
- Twin Lasers;
2 projectiles
Accuracy of 6 each.
3 Damage points per projectile.
Costs 8.
- Rockets;
2 projectiles
Accuracy of 2 and 4.
9 Damage points per projectile.
Costs 12.

The attacking player chooses to have:
- 4 Heavy Machine Guns (thus 16) for a cost of 24.
- 5 Twin Lasers (thus 10) for a cost of 40.
- 3 Rockets (thus 6) for a cost of 36.
Again a total of 100 points.

Now, let's see how many ships actually get destroyed...

3 Dice can be rolled.
1 for each weapon... Although, the twin lasers don't need the accuracy roll.

First an accuracy roll is done, roll equal or less than the accuracy and it is a hit. Roll more though, it is a miss.
Let's imagine that all dice roll a 3.

The heavy machine guns have 2 out of 4 that will hit.
The twin lasers have all hits.
The rockets have 1 out of 2 that will hit.

The dice will be rolled again.
Again, all a 3...
The projectiles that would hit would be 1 for 1 each.
The projectiles that would miss would be 0 for 1 each.
So, this is a pretty darn bad roll.

I could introduce a roll for a hit and the miss separately, but crt dice have to be re-rolled in that case. Not sure if I should though.

Let's see, how many damage points the attacking player can do.
- The heavy machine guns have 2 out of 4 that will hit.
With 4 in the attack.
A total of 8x 1 damage points.
- The twin lasers have all hits.
With 5 in the attack.
A total of 10x 3 damage points.
- The rockets have 1 out of 2 that will hit.
With 3 in the attack.
A total of 3x 9 damage points.

The heavy hull with light shields are in front. In order to destroy as much as possible. The attacking player is allowed to optimize the projectiles.

8 light shields could be removed, however, there are only 3 rockets that can destroy the heavy hull.

So, 8 > 5 of 1.
And 10=10 of 3.
And 3 > 0 of 9.

3 ships are destroyed. 9 to go...

The lasers in sets of 3 can destroy the heavy hulls as well. We have 10 in total. So, we can use 9 of them for this. But we also need to remove 3 light shields again.

So, 5 > 2 of 1.
And 10> 1 of 3.

3 ships are destroyed. 6 to go...

In total, only 5 damage remains. This is no good anymore. So, 6 ships have been destroyed of a value of 5 each, a total of 30 out of 100.

***

What if the other ships where put in front?
There are 10 of those, so less. Would the weapons have been more effective?

The lasers in sets of 2 can destroy the medium shields AND medium hulls. So, we can use all 10 of them for this.

So, 8 = 8 of 1.
And 10> 0 of 3.
And 3 = 3 of 9.

5 ships get destroyed. 5 to go...

The rockets are just overkill. But they can do a kill. But the machine guns are not heavy enough either. Seeing as how we have to deal with the type of 3. We can use the rockets and 3 machine guns in order to destroy 2 more ships.

So, 8 > 2 of 1.
And 3 > 0 of 9.

The remaining damage points are not enough... But we destroyed 7 ships in total of each a value of 4.
This is only 28 in total out of 100 points.

X3M
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That was a long post

But would it be possible to play this fast?

So, the defender has ships and puts them in order of defence.

The attacker will roll the dice, twice or trice.
Count the damage points.
Then tries to do damage as optimal as possible.

X3M
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Counting stuff...

Ok, so I am allowing a player to have a fleet design mat. Where the ships are designed and placed in order...
Not sure yet how to do this. But the first column will have the numbers of the ship designs.
A hull
A shield
1st weapon (can have 3 phases)
2nd weapon (can have 3 phases)
3rd weapon (can have 3 phases)
So a 9x5 mat.

Then a player can have up to 6 fleet maps for each player where the number of ships are counted.
I realized, there will be a lot of multiplying...
Kinda like determining how many reinforcements a player gets in a round of risk...?
Well, you have a number of chips indicating how many ships there are.
Then you need to multiply the number of "damage" points per ship, per projectile type. I guess, put them on a big pile. So I need 3 extra boxes to put in the damage points. Then, the player can asign the damage points after counting them all.

So each fleet mat has a 3x4 box system...

I don't know if you guys know what I mean though...

So, in the first 9 boxes, the chips count how many ships there are of each design.
The last 3 boxes are the 3 damage types.
A damage of 3 and 9 can destroy an armor of 1 only once.
So a ship with 1 hull and 1 shield can stop 2 hits of the heaviest weapons.

The players roll. And multiply the die results with the chips of a ship times the number of projectiles of a type. Then they add this to the right box.

So, for example, a player has 17 light fighters with each 3 heavy machine guns that hit. The number added to the box of damage type 1 is 17x3 = 51.

Of course, the multy variants of the ships can best be put in terms of 3. Because you need 3 of 1 against a hull of 3 and 9 of 1 against a hull of 9 and 3 of 3 against that same hull of 9.

X3M
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Right, lets have an allrounder weapon

Flack Cannon.

Accuracy 0, 1, 2, 3, 4, 5 and 6.
Damage type medium, thus 3 damage points per hit.
Cost 21.

versus.....

Medium hull with medium shield.
Cost 4.

4 Flack Cannons are used against 21 ships...
But... just 1 die??

Yes, that is the idea, 1 weapon on 1 attacker, 1 die.

Considering every possible accuracy.
The number of proper hits would be 0 to 6.
A keen eye tells us, this are 7 options...

1 hit and 6 miss
2 hits and 5 miss
3 hits and 4 miss
etc.

Somehow.... anydice can't calculate this...

Either way, the number of hits and the number of miss will be a multiplier to the die roll that comes after.
For now, I will assume that there will be 2 die rolls with that same die.
First for the hits, so a 0, 1 or 2 are rolled, and this is multiplied with the hits.
Second for the miss, so a 0 or 1 are rolled, and this is multiplied with the miss.

Important to keep an eye on is that if a number of hits is set, so are the number of miss.

The damage points with a chance of occuring every 36 rolls:
0: 6
1: 2
2: 3
3: 2
4: 3
5: 2
6: 3
7: 6
8: 2
9: 1
10: 2
11: 1
12: 2
13: 1

Very nice, but weird distribution of results :)
Remember, what is rolled here, will be multiplied by 4 since we are using 4 flack cannons.

Every 4 hits, 2 ships are destroyed. That means that the damage points that you see here. Can be multiplied by 2. And that is the number of ships destroyed.

It all makes sense!
Since lower accuracies do allow for an overkill event.
21 ships need 11 damage points per flack cannon, in order to be destroyed.

There is a chance of 4/36th of this happening.
The h/d ratio is 2. So the expected result would be that 10.5 ships are destroyed, let's say, 11 ships. Which happens at the damage points of 6.
The chance on this is 21/36th.

I am satisfied with these results.
But it does show that some weapon designs have to be like this. In order to have such a distribution with just 3 rolls.

X3M
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The simple effect

Now then, let's have a simple weapon of medium tier.
The Cannon...
Accuracy is 6.
The cost is also 4.

Against 21 ships. We can have 21 of these Cannons.

The projectiles are always of the hit variant. However, the next roll will determine how effective they are.

The damage points chance, based on the same 36:
0: 12
1: 12
2: 12

This time, only 3 options. And the result is multiplied by 21.

If the player manages to get that factor 2. Then 21 ships are destroyed.
The chance on this is 12/36th.
The halfway point allows for 10 ships to be destroyed.

So, in order to destroy more ships. Better spread out those chances.

X3M
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Resources and the home planet

To make the game more interesting.
2 types of resources.
Ore's and some sort of energy supplier.

The hull will cost ore.
The shield will cost energy.
The 1st of a salvo will cost ore.
The 2nd of a salvo will be a mix.
The 3rd of a salvo will cost energy.

I think there will be some rounding when designing the weapons.

I have yet to think of the home planet and how it will be build.
Something will mine for ore.
Something will provide energy.
Something will be able to produce ships.
There should be some defences... thinking about making these designable as well. Up to 6?
Something to do research and upgrades.

X3M
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How the game should begin and research

I should begin with the 2 resources.
And how to get them.

I was thinking about having levels for:
- Ore mines
- Fusion plants

In both cases, they cannot be reduced by enemy fire.
But I will have other means in order to reduce the income provided by these options.

But that also means, I have options to increase the income, besides of leveling them up.

The Ore Mines
The ore mines supply the player with ore's each round.
With each level, the ammount of ore that a player will receive, will increase.

A player can upgrade the ore mine only once per round.

The ore income will increase with the upgraded level.
Chips will be added to the total ammount of ships, in order to indicate how much income a player will receive.
Level 1, adds 1.
Level 2, adds 2.
Level 3, adds 3. etc.
The effect is cumulative, thus level 3 will initially show an income of 6 Ore.

The cost on the other hand will grow exponentially.
Level 1, costs 1 Ore.
Level 2, costs 3 Ore and 1 Energy.
Level 3, costs 6 Ore and 3 Energy. etc.
The costs are cumulative in Ore. And the Energy costs is 1 level behind.

I think that I should make an overview in the manual in this regard.

The Fusion Plants

The Fusion Plants supply the player with energy each round.
With each level, the ammount of energy that a player will receive, will increase.

A player can upgrade the energy plant only once per round.
It is possible that both options can be upgraded at the same time.

The build up of income will be the same as the ore mines.

The cost is a bit different.
Level 1, costs 1 Ore and 1 Energy.
Level 2, costs 3 Ore and 3 Energy.
Level 3, costs 6 Ore and 6 Energy. etc.
This time the Ore and Energy will increase equally.
Thus making energy slightly harder to obtain.

Ways of changing the income

It is possible that a quest will give a permanent upgrade or removal of income.
The upgrade can be a fixed number or depending on the level a player currently posesses. Perhaps even keep the reward and used it when the current level of the resource is higher.
It is also entirely possible that there is a reward, depending on the level of the resource.

The removal of income works the same. But can be applied to other players.

X3M
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Right

So a bit of everything.

Not sure about the planet yet.

But players should research stuff. The cost would be 3 times that of what they open up. And the tech tree should be based on a logical expanse. Meaning that if you have medium bodies, you can start adding movement speed or shields or vice versa.
Then weapons have the same story.
After a proper body and weapon is researched, you design the ship on the fleet mat. And you do once more the research for that ship. So in the beginning you also pay 3 times the ship, before even being able to build it.

***

An example:
(Some things might be overkill)

A player researches light bodies.
This costs 3 metal.
Then the medium bodies can be researched.
This costs 6 metal.
The player wants a light shield with that medium body.
This costs 3 energy.
(The medium hull and light shield are combined, either the player research the combination while the basics are now openened up. Or the player has to do the shield research over and over again.)
Once the body is done. The player can start adding movement speed to it. This is the body costs times 3 per movement speed. That said, the basic speed is 0, but this start should cost 6 times the body costs.

"weapons later, got work to do "

On a side note, basics might cost 6 times the plain costs, not just 3.
And for a starting quest, I could have some sort of "player ship" to go along. This ship is the player (with health tracking too), this allows for extra strategies etc. :)

X3M
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I realized, this might be to

I realized, this might be to complicated.
I should have a techtree ready, and some pawns for the players to move on ONE techtree.

I certainly need to have the bodies, with shields and then movement speeds. And their costs ready

The same for the weapons.

The combination costs should be on the part cards. Which are also used for the ship costs.

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