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