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Hex Based Space Naval Game

 
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TheAgency
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PostPosted: Mon Jun 23, 2008 5:44 pm    Post subject: Hex Based Space Naval Game If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

From my recent ramblings to those who know me, I have begun
to design a Hex Based Space Naval game that comprises currently
4 distinctly different races that are all fighting over a single system.
The fluff comes later, what comes now are game mechanics.

Turns are based off of a round robin, action phases. To be more literal,
there are 4 actions per turn, each player selecting the designated action
for their ship, then the next player picks a ship and designates that ship's
action, and the next player selects their action, and so on until every ship
has been designated an action. Then that action is resolved, moving units
into ranges, attack roles completed, damage counted up, and special
actions completed. then the next action phase occurs, and so on until
all four actions of the turn have been completed. At the end of a turn,
a player may withdraw at most one third of his total jump capable ships in
his fleet. Example, player A started with 12 jump capable ships of various
Size classes, and at the end of the first turn has suffered heavy losses,
losing 6 of his ships. He may withdraw 4 of his ships since 12/3=4, though
that may be a poor choice, as he is sacrificing 2 of his jump capable
ships.

The actions that may be used in an action phase are movement, weapon
systems, launch and recovery, boarding action, Firing solution, and
special actions. only one of these actions may be chosen per action.

Movement actions are actions that comprise of moving or turning. A ship
may move up to its maximum movement or turning actions in a single
action phase, but could be a poor choice, leaving it out in the open with no
way out.

Weapon system actions are firing gun batteries, torpedo tubes, or anything
else on the ship that is designated a weapon system.

Launch and recovery are the carriers main weapon system, though it
functions differently. Instead of resolving a weapon system attack,
a carrier may launch fighter craft or a bomber wing. These craft have
a minimum and a maximum range, and within that range, they may target
their specific type of target, and resolve as though it was a weapon system
attack.

Boarding actions are the same as bomber wing attacks on ships, though
instead of the attack damaging H.I., the attack kills off crew, and possibly
damaging internal equipment. Additionally, if an allied ship has its crew
reduced below combat capable limits, a boarding action can replace
crew of the damaged ship with crew from the "boarding" ship.

Firing solution is a unique action because it has one use: prepping for attack.
A ship that uses the Firing Solution Action chooses a single weapon system
to place the benefit on, and gains bonuses equal to a total of targeting
computers on the ship to a maximum of +4. Certain weapon systems, like
the Sol-Centauri League Torpedo system, require the use of a Firing
Solution before it can fire.

Special actions are actions that only a commander or admiral can perform.
There are no specific examples yet, but they will come soon!

Ships come in all different shapes and sizes, so the game will reflect
that as well, each size class having a designating name and class variants.
They have several separate stats, currently comprising of Hull Integrity,
Armor, Crew, Sensor Range, Dock Points, weapon systems, Engines, and
Experience points.

Hull Integrity is the ships ability to maintain structural support. Most
conventional weapons of all Navies damage Hull Integrity.

Armor is the plating that ships have to protect them from the dangers
of space as well as harm in combat. Armor comes in two classes,
standard and abalative. Standard Armor reduces damage from all
standard attacks, but usually is a low number due to mass restrictions
on the ship. Abalative armor is armor that provides more damage
reduction for the sacrifice of limited use. For every attack landed,
the abalative armor statistic is reduced by one.

Crew is what makes ships run for most Navies and is more important
to protect than the hull itself! Not all navies have crew, but that will
come later. Certain Equipment requires a certain amount of crew.
Crew is also divided into further sections depending on the ship.
Most Notably, carriers have a full separate section on pilots for
its various attack craft. In general, crew is divided into two separate
groupings, total Crew, and Marine Crew. Marine Crew is the only
type of crew to combat boarding actions and other ships.

Sensor Range is the effective range the ship has in spotting targets.
This is not the visual range however, it is the maximum range a ship
has to lock on and scan other ships. The average range ships have
in targeting is 40 Hexes, though this can be longer or shorter depending
on the variant vessel.

Dock points are the number of points a ship has to accommodate other ships
hard docking onto it for either repair, crew transfer, or jump procedures.
For most Navys this means little in the scuffle of battle, but is more of a
restricting tool on the maximum number of ships a Navy can support.

Weapons systems are a ships offensive and defensive tool in space
combat. Each weapon system has a statistic for Targeting Computer,
Accuracy, Shots, firing arc, damage, charge time, and ammunition.
The targeting computer statistic is the number of targeting computers a
weapon system has. Each Targeting computer gives a +1 to all shots.
Most weapon systems have only one computer. The accuracy of a weapon
is it's accuracy at minimum range, optimum range, and maximum range
without the benefit of a targeting computer. Shots are the number of
Attacks a weapons system can make in a given action. Firing arc is the
restricted arc a weapon system can fire at given its placement on the
ship. Damage is the amount of damage dealt to a target ships H.I./Crew.
The charge time is the amount of actions it takes a weapon system to be
able to fire again after is fires. Understand that weapon systems that fire
at the end of turn have their charge time carried over to the next turn.
Ammunition is the number of total shots the specific weapon system has
left in the ships magazine bays.

Engines are the ships only way of moving and turning. Without them,
ships would be unable to do anything but drift. Engines have a
move rating and a turn rating. The move ratings is the maximum amount
of Hexes a ship may move in a turn and the turning rating is the
maximum amount of turns a ship may make in a turn. Note, engine
ratings are rated in per turn not per action unlike weapon systems.

Experience points are the total points available for the ship to be refitted
and upgraded and crew enhancements.

More on this later.
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