I believe its been suggested, but have nodes move on a fixed and predictable path, and/or within a given area. That way, you have no fixed defenses, but it doesn't really affect travel times significantly, and its possible to keep a fleet in the general vicinity of the node, just not right on top of it all the times. Note that by eliminating fixed defenses (and presuming we have cloakes), we allow piracy and espionage of other systems, which would be impossible if each node was bristling with fixed defenses.Nephtys wrote:I think we can do this. We can also solve how and when new ships arrive, by having some period of time defined as long enough to receive a batch of ships.
Fine, but what's the cost of a battleship vs a cruiser in this point system? And of course, not everyone's ships will be of equal power. How do we deal with two battleships of different strengths? Do we assign a point value to every system and weapon? Way to complicated then.If you all want to start a new game, may I propose a very simple set of rules, and volunteer for GM? I'd like to see another game go, given how fun they are to read.
Anyway, we'll figure out a map with jump points as we've mentioned before. But rules here, if I may propose?
PROPOSED SIMPLE RULESET
Every OOB is 1000 points navy, 500 points Army/Non-Mobile Assets.. One may rebalance that somewhat, but the conversion rate is it takes 2 points of Army to make 1 point of Navy over 1000. This allows some variety, while also promoting balance.
Seems reasonable.Every empire has 250 Planet Points to distribute between worlds of their empire. Each planet Point represents how much production the planet makes per build cycle, and the size of the local garrison.
Every in-game 6months-year (varies based on participation), we get a batch of new ships.
Just answer me one question: if the outcome of a battle is mathematically determined, what incentive will the weaker side have to fight? The outcome will already be known, won't it? While it is true that the side with numbers has a big advantage in a conventional war, the outcome should not be determined purely by numbers.Some combat losses will be determined partially by Formula, unless both players specifically wish a certain result to be RPed. Damage dealt will be simple like 10d(Points of Fleet)/20 * modifier. The modifier is a judged component based on RP conditions. For example, if you are surprise attacked and have your fleet at standby, the attacker gets a large bonus modifier, and a 'first strike' bonus of dealing damage first, before you can deal back. Otherwise, a mutual engagement is simultaneously resolved.
A disengaging fleet may suffer one round of half damage enemy fire to escape the enemy fleet to beyond weapon range.
A fleet with more lighter elements will have greater initiative, and have more leeway in their maneuvers should such be seen as an advantage in the judging, or to stay away or leave the system. However, a heavier fleet spreads damage over less targets. Damaged ships still operate at 100 percent capacity, and can be repaired at half the cost of replacing the unit's pointage.
That's mostly it.
As long as the outcome is not determined purely by numbers, fine. Otherwise, I have and will continue to have serious reservations.Example simple combat:
Earthling Rocket Armada: 10x 5-point Cruisers (50 pts), vs Space Roman Navy 30x 2 point Frigates (60 pts).
The Earthlings are using new weapons gained from an ally designed against Roman ships for marginally improved effect. +10 percent effectiveness modifier.
Turn 1:
50pts Earthling Fleet Attack Roll (10d50): 221 * 1.10. >>> 12 Damage Dealt.
60pts Roman Fleet Attack Roll (10d60): 282. >>> 14 damage dealt.
Results: 2 Sunk Earthling Cruisers, 1 badly damaged. 7 Sunk Roman Frigates.
Turn 2:
36 pt Earthling Fleet (Effective 40) attack roll (10d40) : 157 * 1.10 >> 9 Dealt
46 pt Roman Fleet Attack Roll (10d46): 253 >> 13 Damage dealt
Results: 3 Sunk Earthing cruisers, one damaged. 6 Sunk Roman Frigates, 1 damaged.
Turn 3:
23 pt Earthling Fleet (Effective 25) attempts to withdraw.
39 pt Roman fleet pursues. (10d39): 198 >> 10/2 >> 5 damage dealt.
Final Battle Results:
18pt Earthling fleet withdraws from combat.
39pt Roman Fleet has a party after the decisive combat. End of combat.
(OR)
Turn 4:
Roman Fleet attempts to pursue! Roman fleet is lighter (2 pt average) vs (5 pt average). Roman ships can chase for one more turn if they roll over a 40 on a 1d100 (2/5).
Roll> 45. Roman fleet pursues!
18pt Earthling fleet (Effective 20) still attempting to with draw, but returning fire. (10d20): 85 >> 5 Damage
39pt Roman Fleet (Effective 40) chases: 255 > 13/2 > 7 damage.
Turn 5:
Roman Fleet attempts to pursue!
Roll> 32. Earthling Fleet Escapes.
Final Battle Results:
11pt Earthling Fleet remains (3 Cruisers)
34pt Roman Fleet (17 Frigates)
Naturally, this can all be RPed out for the details.
Perhaps theatre shields, rather than full planetary shields? This would allow a fleet to support a landing by clearing the area of ground-based weapons, but the key installations would have to be taken by ground assault, unless the shields were sabotauged. Of course, you could build hundreds of theatre sheilds and cover the entire planet, but it would cost you (yes I know its a lot like Star Wars).---
For Ground invasions, we can assume all cities/major military bases have umbrella shields that can resist bombardment for some time. So the most expedient way of attacking is by land invasion (with orbital fire support counteracted by ground batteries), or land-based strategic city busting, under the shields.
Personally I'd go for a very simple set of rules. Something like this:
Each class of ship costs a certain number of base points, say, 50 for a cruiser, 500 for a dreadnaught, 20 for a civillian transport.
Each ship costs 1 point per x amount of payload, plus 1 per 10 megatons of firepower it can deliver, plus one for each percentage of light speed it is capable of reaching.
So to give your cruiser a speed of 90% c plus 100 megatons per volley would cost 240 points.
Each fully develloped system would give you say, 1000 points per turn (obviously these numbers would be open to negotiation).
Note that this is not a system I am proposing for serious use, as I am aware that it is very half-assed. The point is to just give some idea of what I'm aiming for, ie, a system that outlines the basic capabillities of each side, but leaves a lot of it up for rping, rather than spelling out the outcome of a battle mathematically.