Once again, I'm back at the drawing board. I'm working on a space fleet combat strategy game. I've gone through almost half a dozen combat systems, all of which haven't worked out. My previous one was awesome on paper but play tester feedback was that it wasn't fun enough (Sheesh, when did games have to be fun?). Anyways, I've scrapped the idea.
I started a new job recently so that's put my posting on this forum and working on my game on the back burner for a bit. I decided I wanted to figure it out so I actually played the trial of EVE Online to get some ship-combat ideas. I was impressed that they created a system where weaker ships are still relevant (even necessary) in large-scale combat and being more than just fodder. It works by large ships having a hard time targeting small ships and small ships can gang up and take out a large ships. It's not really a rock-paper-scissors system more that each ship is effective at engaging it's own tier and less so the further tiers you are away.
So this gave me the idea for my new combat system. It involved two types of damage and because I can't think of a better name for them at the moment they are "small" and "large". Small attacks are particularly effective when trying to damage ships with "small" defenses. Large attacks are effective at engaging "large" defenses. Neither is as effective targeting the other group as they are their own. For example, a small frigate would have 1 small attack and 1 small defense. A Cruiser would have 1 large attack and 1 large defense. Frigates would be effective at killing each other just as cruisers would be. However, frigates are not very good at engaging cruisers and visa versa.
What I like about this is having a "bomber" ship that has a large attack and a small defense. Or a destroyer which is the opposite with a small attack and large defense. I also plan on adding ships with 2 defenses which would add ablative damage and significantly increase in survivability. It allows for lots of differing ships and a fair amount of strategy in designing fleet composition (a key design goal of mine) while being simple.
Now the real question: how do you pull this off? My intention is to use one dice for each small and large attack. I've been modeling d8s in excel and have two options.
Option 1:
Ships can either "hit" or "crit". A hit can be used against a ship on their own tier. A crit can be used to damage ships on either tier. Because smaller ships will be cheaper, larger ships have better odds to hit and crit. The number's I've been playing with is small dice having 1/8 chance of critting, and an additional 2/8 chance of critting. This way frigates hit each other at a rate of 37.5% and large defense at 12.5%. Large dice have a 1/4 chance to crit and an additional 1/4 chance to hit, making a 50% chance to hit large defense and a 25% chance to hit small defenses.
This makes damage taking a little complicated. I'm thinking of having the defending player choose which ships takes which damage but requiring that they start with "hits" before they can divide out "crits".
Option 2:
My other idea works much the same way but instead, it takes multiple (say 2 for now) small attacks to equal one large one. This way, I could remove crits entirely and make it so that one large hit can take out a large or small defense, and multiple small attacks can take out a single large defense. This makes large attacks wasted on small ships and has the "gang-up" factor for small attacks. Some of the balance also comes from multiple small hits being required simultaneously (which would make 1 small attack worthless against large defenses).
As far as damage taking goes here, I would have to require that small damage can only be applied to lage defenses in groups unless there are no small defenses left to take damage. This way if Fleet 1 lands 3 small hits and Fleet 2 has 3 small defense and 1 large defense, the defender could lose all 3 small defense, or one large and 1 small. I don't know if that made sense. It basically means that the player can't use large ships to divide small attacks across large defenses. Another example is 4 small attacks agains 2 large defense and 2 small defense. The defender couldn't take 1 small attack on each large defense, they'd have to take either 1 large and 2 small losses or 2 large losses. Hopefully that clears it up.
I am highly in favor of Option 1. I wanted to get some feedback here before I go too far (again) with this combat so, what do you guys think? Does it sound good? Also, what should I call "small" and "large" attacks? I'm thinking something that implies small rapid fire (like a machine gun) and a single powerful blast (like a cannon).
Also, I'm entirely open to different ways to accomplish a similar goal. I'd like to run with the small/large thing and I'm not 100% sure my way is the best.
I was building some prototypes and I realized that having more than one defense (effectively hit points) has some issues.
First of all, ships are cards that are in stacks which correspond to a numbered token on the board. I've worked this much out so far: if a ship has 2 defense, a player can take a hit on it by turning it upside down (or tapping it).
The problem this poses is I don't have a way of tracking damage between battles. Like if in a multi-player game, the same fleet is involved in a fight more than once a round, I can't think of a means for carrying damage over from one fight to the next without it being cumbersome.
Any thoughts? Maybe I can just price double defense ships accordingly higher because this makes them more survivable.