This is for a video game, but it's a sitation that could occur in board games (to keep production cost low for example).
I am working on a real time colony management game in a low tech settings wher you can build space ships to attack, defend, colonise or transport resources.
Now since it'a a real time game, management needs to be quick and simple. In many games you have to manage huge fleets with different combinations of ships, but I don't think that for my game, that is an option as it would be too hard to handle many ships. So my solution so far:
- Keep the number of ships low, for example: max 2 ships per planet. Maybe only 2 ships can dock at the same time. Or have an artificial ship count maximum.
- use universal ships. The difference between a combat and transport ship would be which weapon or material you load on it.
Now I am not sure how space battles will be handled. If the amount of ships is low, that I could get unbalanced fights. For example, I send 1 ship in battle, my opponent has his space station with his maximum 2 ships in orbit. So my odd's are 1:3. I could send 2 ships to drop them 3:2, but that's the most of it. Or have stronger ship
I cannot really combine ships from various planets because of different travel range and timing. Combined attack could be possible if 2 adjacents planet are in range, but they will be attacking one after the other, not at the same time.
So I am thinking:
A: Make all weapons depletable (missile, mines, bombs, etc) so that if the attacker survives, he can still land forces on the planet. It create a situation where there can be a draw. But if the attacker fails and is still alive, he will have to move back to reload his weapons.
B: make ships only 1 on 1 battles, so that the defender cannot gangbang all his weapons at once on the attacking ship. Ships would duel in order until somebody die, or all weapons are depleted. It could give the option to have a sort of minigame during the duel.
Do you have other suggestions?
Well, by thinking about it, 1 on 1 battle could give other ships more time to prepare. For example, while defending, you could send a ship forward to intercept the ennemy. Then, you ship in the back lay mines around, so that he gets more efficient in the second battle. Else the support idea is interesting.
As for handling ammunition, Yes it could be a bit harder to handle. I'll give it some thoughts, but since I already wanted to have a docking station, loading ammunitions, did not seem like more complicated. Weapons would be auto-manufactured when depleted by your planets, so no need to manually produce them. It's only a matter of waiting them to get produced.
The advantages is that it forces a battle ending, and it forces a delay before a ship can fight again.