Maybe if I outline the entire idea in my mind it will have more support, quantatively rather than qualtatively. It is pretty simple, and the numbers are subject to change based on how fast or how slow a game people want.
Honestly I find the idea of "turns" very cumbersome. Things should be based on posts, not turns. The only problem is I can't figure out what would be a good way to assign production besides turns.
- Every player is assigned a unique number from one to twenty (if there's twenty players). This is their "hyperspace" number or something, or location number.
- If player A is number 5 and player B is number 7, it takes two posts to get from A to B. Two of his posts, so he can write stories about other things in the meanwhile.
- When A arrives, the attacker can destroy a chunk of the defender's point production. This chunk can be say, 1 point for every 100 points in the attacker's armada, or 2 or 3 or whatever. This happens with one post, a dramatic exciting attack that's unanticipated. The attacker can also decide to stay, or retreat. In order to prevent "moronic attack" there could be a cap of maximum say, 2 points of damage, or 5 points of damage, or ten points, or whatever, regardless of number of ships.
- The defender responds with a post saying how many ships he will commit to the chase or defense.
- Over the course of 7 - 5 = 2 posts each for both sides, they RP the running fight and the great space battle happening. For each post, the attacker who is now retreating loses some ships. Perhaps for each post, 10% of the ships times some multiplier related to the numbers.
This way it would encourage splitting up of fleets, and an aggressor could conceivably handle several empires at once.
Academia Nut wrote:The only way you can damage a world is if no one is home. If worlds are easy targets, then guess what? Everyone will be at home and that's just a lame way to spend a Friday night.
Easy solution: cap to maximum damage. Also make defenses leaky.
Honestly the reason for strong planetary defenses does not encourage aggression at all. If it takes ten to one, then if someone hides their entire fleet at home all the time, it will take two or three players to defeat him. No wonder STGODS eventually sputter out, people just get bored and don't want to play the metagame or the metagame happens and there's
two huge blocs of empires because that's the only logical way to defend yourself.
Rogue 9 wrote:Having planets be able to hold out for some time reduces pressure to keep the fleets at home.
It does not speed up the game though, or even encourage aggression, because a person can keep his entire fleet at home, confident that it will take two or more empires to kill his fleet AND take over his planet. And then the logical result is two mega empires, since everybody will have to team up to be aggressors, and the renegade is never a danger. Why shouldn't the renegade be a danger? He can be, if point production is easy to destroy and ships are hard to annihilate.