So I´ve been having this idea nagging in the back of my head for a game where the gamers co-operate. I haven´t really made any research or planned anything. I am just trying to get it out of my head and get some input at the same time.
The players command a space carrier. For those of you who remember Wing commander or star lancer get the idea.
On the spaceship there are officers who are divided by the players, wich they command.
Captain.
Pilot.
Weapons officer.
Shield officer.
Spacefighter officer.
Technical officer.
Each of them gets a pool of points, dices... whatever representing their rank and how they can adjust the spaceships "traits". Then at the start of the turn,each player write down his officers orders for the turn in secrecy. When they are done they reveal they give their orders to the captain who reads them. Then he may alters a number of orders/reallocate dices, point... depending on his experience level.
After that he moves the ship based on the pilots order andthen moving down through the ordes written by the officers.
Example: In media res.
It seemed the pilot thrusted up and made a 450 turn starboard to avoid a torpedo heding for them.
The weapons officer hadn´t really consider the torpedo to be a threat deeming the fighters would take care of it, or gambled the shields could handle it. He had loaded up two torpedoes in front tubes to fire back, who are now wasted. Luckily he had allocated some dice/points to starboard light guns to aid the fighter commanders dogfight with enemy fighters.
The shield officer allocates more of his points/dices forward to be prepared for the torpedo. All while he is trying to get the back-up going on aft shields that took a beating last turn.
The spacefighter officer have decided to go after the torpedo with two of his flights out. But also withdraw one who had been battered in combat and release a new flight as backup.
The technical officer had allocated more dices to the shields anticipating a hit by the torpedoes, but not the turn and more power to the engines. "She´s about to blow captn). And three of his dices/points are out reparing battledamage. trying to keep the ship going.
The gamemaster controls the enemies and drive the story forward.
Actually destroying the player ship should be hard, they are heroes after all. But as in any good sci-fi they should really take a beating and still give back. The enemy on the other hand should always be dangerous but beatable.
Did this make any sense to you, and if so. What do you think? Would it be fun to play?
The spacefighter officer have decided to go after the torpedo with two of his flights out. But also withdraw one who had been battered in combat and release a new flight as backup.
The technical officer had allocated more dices to the shields anticipating a hit by the torpedoes, but not the turn and more power to the engines. "She´s about to blow captn). And three of his dices/points are out reparing battledamage. trying to keep the ship going.