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Author Topic: Fleet game using C&C core mechanic  (Read 2226 times)

Offline sean_68333

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Fleet game using C&C core mechanic
« on: November 14, 2014, 02:40:56 PM »
I am working on developing a grand fleet scale game that uses a variant of the Command & Colors mechanic.

I've been thinking about how to build fleets and thought I would ask for your opinions. This is still early in the development and I am just throwing out ideas here. I appreciate any feed back you have to share.

Some background on the basic idea of the game:

I want to have the feel of an intergalactic battle. My vision for this is that units will represent battle groups centered around core ships. So a Carrier battlegroup would be centered on a carrier but would also have escorts and other ships. The different ships won't have a major impact on the game mechanics you will just know that it is a carrier group. Other unit types would be dreadnaught battle groups, cruiser battle groups, and destroyer battle groups. That would give 4 different unit types. Each fleet would have different stats that distinguish them. I'm thinking a dreadnaught battle group would be slow, but have a longer range than other units.

Fleet Building:
A thought I had on fleet building would be to draft units. A player would be chosen to go first and they would select a unit type from those available. The next player would choose a unit type from the remaining options. The players would continue to choose units from those available until no more units were left or until one player passes. Once a player passes, then the other player would get a final choice. This would give that player 1 additional unit.

What do you all think of this as way to build fleets. Would it end up with both sides picking identical fleets (assuming even numbers of each unit type)?

FYI...  I have posted this on TMP and Starship Combat News as well.

Thanks in advance for your input.
The winning player isn't always the better player.

Offline religon

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Re: Fleet game using C&C core mechanic
« Reply #1 on: November 14, 2014, 03:12:28 PM »
I think it is worth exploring. I dabbled with a similar idea of Age of Sails fleet games using C&C mechanics. I struggled with something to model retreats well in a naval sense. My idea had most fleets fighting from one 5" hex to the adjacent one. Few ships had cannons reaching 2 or 3 hexes.

In C&C Flags cause retreats. In naval games, perhaps Flags should cause crew injury instead. Take enough crew losses and the ship is lost. (I think Sails of Glory has a split hit point model for hull and crew that works well.)

Offline sean_68333

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Re: Fleet game using C&C core mechanic
« Reply #2 on: November 14, 2014, 09:45:27 PM »

In C&C Flags cause retreats. In naval games, perhaps Flags should cause crew injury instead. Take enough crew losses and the ship is lost.

That is a great idea.  I've been struggling with how to handle retreats and I've had some thoughts, but I really like that idea.  I'm not sure how to easily track that, but I will keep that idea in mind.

Offline YPU

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Re: Fleet game using C&C core mechanic
« Reply #3 on: November 16, 2014, 06:29:34 PM »
I really like the idea, keep us posted!
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Offline The_Beast

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Re: Fleet game using C&C core mechanic
« Reply #4 on: November 17, 2014, 02:42:35 PM »
Just another thought, Sean, but wouldn't 'retreat' on a ship translate to 'mutiny'?

I know the effect for smaller numbers is equivalent to crew loss, between crew stopping fighting and crew stopping them, but at some point you might consider dicing for mutiny, which could be as simple as loss of ship, or as complicated as ship acts robotic.

I'd even like G.A.S.L.I.G.H.T. dispersion of results: mostly run for 'safe' edge, but small chances for either surrender to opposition, to breaking ranks and making attack in a  mad dash at enemy.

Doug

Offline sean_68333

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Re: Fleet game using C&C core mechanic
« Reply #5 on: November 18, 2014, 04:24:48 PM »
Just another thought, Sean, but wouldn't 'retreat' on a ship translate to 'mutiny'?

I know the effect for smaller numbers is equivalent to crew loss, between crew stopping fighting and crew stopping them, but at some point you might consider dicing for mutiny, which could be as simple as loss of ship, or as complicated as ship acts robotic.

I'd even like G.A.S.L.I.G.H.T. dispersion of results: mostly run for 'safe' edge, but small chances for either surrender to opposition, to breaking ranks and making attack in a  mad dash at enemy.

Doug

Interesting idea, but since each unit represents multiple ships I'm not sure the effect of mutiny would be something I want to try to model in game.  I could see the crew of a ship going there, but I'm not sure 8 or 10 ships in a battle group would mutiny at the same time. 

I'm also not sure a group of starships would fall back like a unit of infantry.  I have thought about testing an idea that instead of a retreat it would be an out-maneuver.  So the attacker would be able to make an additional 1 hex move toward the target ship.  Just a thought at this point, but it fits with the theme a little better in my mind.

Thoughts?

Offline The_Beast

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Re: Fleet game using C&C core mechanic
« Reply #6 on: November 18, 2014, 04:35:16 PM »
I see what you mean; at best, one ship mutinying might disrupt actions of the squadron.

As for extra movement, I've a slight aversion to 'it's an extra move against the squadron' when it's actually an extra move against all.

More thoughts as they generate.

Doug

Offline sean_68333

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Re: Fleet game using C&C core mechanic
« Reply #7 on: November 18, 2014, 06:46:57 PM »
As for extra movement, I've a slight aversion to 'it's an extra move against the squadron' when it's actually an extra move against all.

Good point, Doug.  I will ponder on that more.  It could be a forced move.  That wouldn't always be beneficial as some of the battle groups have greater range and will want to stay away from the enemy. 

 

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