Never heard of this... Sounds like something you invented TBH. I'm about 75% done with documenting my version. I've added a few "extra" structures that need some more finessing ... But overall I think I've got everything that I need.
Obviously I'm not a "technical" as you are... Half the stuff seems beyond the scope or level of most people. And I'm working towards finalizing the design to maybe 90% with the Buildings/Structures and their corresponding Actions too.
My Development Deck is 75% done, my Officer Stacks are 100% done, the Tiers are 100% done, the Victory Condition is 100% done, Armor Classes need to be re-worked (I decided against "generic" version -- or Math-based figures) such that I will assign values for the various units myself... That's 25% done.
So I'm very advanced with the design. I will keep the Units ABSTRACT and leave that for future examination. Right now I will stick to "generic" units and I'll see how they might be able to be "fleshed-out" some more in the future.
I still have some things to take care of. But I like how this design has evolved into something "interesting". Must finish off the "design" before I can make a PROTOTYPE and test it out! Really looking forwards to that... Because I feel like there is much potential and the design (my own) draws from another source of inspiration.
Plus with all the "solutions" to obstacles along the way ... Makes me confident that I can start to design cards and make the game ... And get to the NEXT stage with is "prototyping". Still needs some work but I'm getting close to being able to design (assets) for the game.
Note #1: A lot of the challenges was "bridging the gap" between a card game and what I was trying to achieve. Magic is more what I would call a "card game" and what I've been working on is indeed a "card game" with additional rules to the way the game is layed-out and played.
But I'm going to START each player with two (2) STANDARD Structures: the Command Centre (HQ) and a Refinery. This is the "bare minimum" and your Officer Deck starts with NO CARDS. Again this is something different that the other popular Deck-Builders. You also will have the choice of ONE (1) "extra" starting Building/Structure of your choice. Perhaps a Barrack if you want to be very aggressive or a Recycle Plant which opens up your Development Deck...
All possibilities and various ways to get the game going...
If you want to "build-up" your Base ... That's one approach. Another is a "Soldier-rush" to try to get an early advantage over your opponents... That's two (2) styles for now. We'll see what other play styles emerge when other gamers get the game in their hands...
I think that's NICE too! You were questioning how to POSITION Units if there was NO BOARD... This formation/configuration method seems like it has a LOT of POTENTIAL! It's very different than anything that I've seen before!
Let me know what are the NEXT steps are... Cheers @X3M.
Those are design tables. Not unit positioning.
A design table is used for making a RTS game balanced if you use a mechanical RPS system.
Meaning...
If you have a mechanical RPS, or artificial.
You have a percentage or factor of effectivness for the weapons.
Starcraft has 3 different types of weapons and 3 sizes.
Concussive, normal and explosive for the weapons.
Small, medium and large for the sizes (armor types, in most other games)
I have tier 1, 2 and 3 for the weapons and armor types. While my RPS emerges from a math trick. It is in a sense a mechanical one.
The table used is for me to track what combinations I made with the armor types with the weapon types.
With 3 armor types and 3 weapon types. We can have 9 different combinations. That is the beginning.
Of course gaps can be left behind. But we can also decide to add more units. As long as we add just as much armor types as weapon types.
Now, the fun part is, knowing the limits of this system. In the card game we can have only one meat and one support design for each combination.
For example, a rifleman and sniper.
If we add another, the third design is more or less obsolete.
If the game was 2d, then you could go for several support designs. If the map has influence on unit sizes, you also could design various fodder and tanking of the same armor/damage combination.
Anyway. Another way to use the table is adding a layer of this second unit. But preventing too much designs. Thus a theme dictates if a design is support or not. Butnwe can have only 1 themed design per combination.
In a sense, we can have 3 themes per faction. And we got 9+3+3+3=18 designs.