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Starship Bridge Battles
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<blockquote data-quote="Janx" data-source="post: 6535946" data-attributes="member: 8835"><p>I'm just brainstorming here:</p><p></p><p>imagine the ship bridge simulator as a table-top game (aka RPG sub-game):</p><p></p><p>players take their turns in a specific order, as a cascade of dependency on a previous role.</p><p></p><p>So the Captain goes first. He gets to issue one order for his move. That limit is to simulate how much time goes by between turns, as well as to avoid micro-managing. It also requires him to be general enough that the entire crew has to interpret what's needed on their part from his command.</p><p></p><p>Then the Engineer goes. They need to set this turn's energy allocations based on what they anticipate the different departments will need. As well as prioritize which sub-system gets repaired. Let's pretend there's 4 sub-systems and a pool of colored tokensby sub-system. The engineer has to pull out 10 tokens total, of the various colors, and hand them out to the corresponding departments. He might grab 3 red for Weapons, 5 yellow for helm, 2 green for sensors (science).</p><p></p><p>Now it's Science's turn. They've got 2 energy for their science functions. The science officer will have to decide on using all of it to scan 1 of the 3 enemy ships to detect their current shield frequency, or use 1 point each on 2 ships. They will also have to decide which ship to NOT scan, since there's not enough energy. Based on the results, they'll relay the info to the Weapons officer for their turn</p><p></p><p>Next up is Helm. They've got 5 energy to use to try to maneuver the ship behind the biggest threat. They move the ship on the battlemat accordingly</p><p></p><p>Last up is the Weapons officer, who looks at the ship's new position, and the sensor readings he got from the science officer. He decides to focus all the weapons on the one ship he has readings for, in hopes of reducing how much fire they'll get in return.</p><p></p><p>Once all the ship's crew has acted, it's the enemy's turn to move and fire and adjust their shield frequency.</p></blockquote><p></p>
[QUOTE="Janx, post: 6535946, member: 8835"] I'm just brainstorming here: imagine the ship bridge simulator as a table-top game (aka RPG sub-game): players take their turns in a specific order, as a cascade of dependency on a previous role. So the Captain goes first. He gets to issue one order for his move. That limit is to simulate how much time goes by between turns, as well as to avoid micro-managing. It also requires him to be general enough that the entire crew has to interpret what's needed on their part from his command. Then the Engineer goes. They need to set this turn's energy allocations based on what they anticipate the different departments will need. As well as prioritize which sub-system gets repaired. Let's pretend there's 4 sub-systems and a pool of colored tokensby sub-system. The engineer has to pull out 10 tokens total, of the various colors, and hand them out to the corresponding departments. He might grab 3 red for Weapons, 5 yellow for helm, 2 green for sensors (science). Now it's Science's turn. They've got 2 energy for their science functions. The science officer will have to decide on using all of it to scan 1 of the 3 enemy ships to detect their current shield frequency, or use 1 point each on 2 ships. They will also have to decide which ship to NOT scan, since there's not enough energy. Based on the results, they'll relay the info to the Weapons officer for their turn Next up is Helm. They've got 5 energy to use to try to maneuver the ship behind the biggest threat. They move the ship on the battlemat accordingly Last up is the Weapons officer, who looks at the ship's new position, and the sensor readings he got from the science officer. He decides to focus all the weapons on the one ship he has readings for, in hopes of reducing how much fire they'll get in return. Once all the ship's crew has acted, it's the enemy's turn to move and fire and adjust their shield frequency. [/QUOTE]
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