"SPACE FIGHT!" Starship combat boardgame


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It certainly could; I would just prefer it to be a little more accessible to newbies. Dropping the cost per turn helped.

Hmmm, now that speed points are used only to speed up/down, you may as well do away with them and instead have an Acceleration value for each ship, which would indicate by how many hexes your speed can be increased/decreased in a single turn. I mean, functionally that's what speed point are now -- might as well give them a name that corresponds to their physical interpretation! (Speaking of which, I suggest you replace Velocity with Speed since, technically speaking, velocity (a vector) indicates an object's speed (scalar) and direction -- current Velocity refers only to the ship's speed.)
 

Hmmm, now that speed points are used only to speed up/down, you may as well do away with them and instead have an Acceleration value for each ship, which would indicate by how many hexes your speed can be increased/decreased in a single turn. I mean, functionally that's what speed point are now -- might as well give them a name that corresponds to their physical interpretation! (Speaking of which, I suggest you replace Velocity with Speed since, technically speaking, velocity (a vector) indicates an object's speed (scalar) and direction -- current Velocity refers only to the ship's speed.)

Don't get too hung up on terminology at this point - at some point a LOT of it willl change (hit points, auras, etc.)
 


SPACE FIGHT! now has a logo, courtesy of Claudio Pozas!

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Nice Logo! ;)

What do you plan to do with the starships in the long run?Basically have it "serial numbers filed off" style? Or do you want to throw them all out and replace them with unique designs. (Which might reduce the appeal, but avoid any possible legal pitfalls.)


I am asking since I have some "simulationist" suggestions. ;)
IIRC, the Enterprise D (Galaxy Class) has:
- 12 Phaser Banks, plus one additional in the Combat Section if the saucer is removed.
- 2 Photon Torpedos, plus one additional in the aft saucer section if it is removed.
The "shtick" of the TNG era Photon Torpedo launchers apparently seemed to be the ability to launch torpedo salvos. That could be a special ability. Maybe once per combat or turn can fire up to 10 torpedoes for the cost of one, but each torpedo has to attack its own target.
Of course, the whole "saucer section removal" thing - as little used as it was in the series - could be its own special ability, too. ;)


Other "concerns" - you might want to make a distinction between energy/gun like weapons and missiles. BSG style defensive systems (Aura) intercept squadrons and missiles, after all.
The "simplest" approach might be to make the type a descriptor and have it only come up when you want a ship to have this ability. (A Star Destroyer Aura doesn't seem to help much in intercepting missiles or torpedoes, judging from the games. ;) )
 

Nice Logo! ;)

What do you plan to do with the starships in the long run?Basically have it "serial numbers filed off" style? Or do you want to throw them all out and replace them with unique designs. (Which might reduce the appeal, but avoid any possible legal pitfalls.)

I'll be using "similar" starships...

I am asking since I have some "simulationist" suggestions. ;)
IIRC, the Enterprise D (Galaxy Class) has:
- 12 Phaser Banks, plus one additional in the Combat Section if the saucer is removed.
- 2 Photon Torpedos, plus one additional in the aft saucer section if it is removed.
The "shtick" of the TNG era Photon Torpedo launchers apparently seemed to be the ability to launch torpedo salvos. That could be a special ability. Maybe once per combat or turn can fire up to 10 torpedoes for the cost of one, but each torpedo has to attack its own target.
Of course, the whole "saucer section removal" thing - as little used as it was in the series - could be its own special ability, too. ;)

Well, I haven't attempted that particular ship yet... a greta page for technical info on shps of various universes is this one:

Kitsune's Science Fiction Conversions


Other "concerns" - you might want to make a distinction between energy/gun like weapons and missiles. BSG style defensive systems (Aura) intercept squadrons and missiles, after all.
The "simplest" approach might be to make the type a descriptor and have it only come up when you want a ship to have this ability. (A Star Destroyer Aura doesn't seem to help much in intercepting missiles or torpedoes, judging from the games. ;) )

Way ahead of you! That's actually what I was working on before I went to bed last night! :)
 

As someone who used to love playing B5 Wars, I was interested to see what you have done. Good work so far.

Quick question. If my ship has a current speed of 10 Hexes and I rotate after 4 hexes, do I continue travelling along my current trajectory and therefore have moved 10 hexes in a straight line or would my move be 4 hexes in a straight line and 6 hexes in a straight line with a 60 degree angle between the two?

I can see the benefit in either way.

1) If a ship only has guns at the front they may want to "strafe" as they go past (I may have mis-used the word strafe

2) You may want to actually turn mid-move

BTW If you want to make the book completely idiot proof you might want to use rotate instead of turn as I am sure you will use the same word with two different meanings (ie. turn=rotate and turn=player's "go").
 

The latest is no, you change the direction you fly to with the heading of the ship.

Maybe this option could be described in an Appendix? For more "realism" in the world of Newtonian physics. ;)
 

The latest is no, you change the direction you fly to with the heading of the ship.

Maybe this option could be described in an Appendix? For more "realism" in the world of Newtonian physics. ;)

Despite having done an Astrophysics degree I have no problem with that:) as, from what has been stated, the aim is to have a fun cinematic space fighitng game that could reproduce Star Wars type dogfights. I just wanted to clarify.
 

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