mundungus wrote:Is systems-among-blank-hexes the right way to go? It seems like it's going to lead to a lot of wasted table space. This may be inevitable in the tactical game (there might be nearly 1000 hexes on the board, but only a dozen or so occupied), but that's because we're simulating Newtonian space. If the strategic game takes place in hyperspace, might a circles-and-lines approach be better? Put another way, why would anyone ever go to the vacant hexes? The only reasons I can think of are "to get to the other side" or "to provide a blockade"; if a hex is truly vast, blockading it might not be realistic.
1) Players will go to the vacant hexes because they have no other choice. There won't always be another system within three hexes. It is also possible to move into an empty hex that threatens two (or more) systems.
2) I have plans for the empty hexes.
Do the sectors have to be hexagonal? Rectangular ones would be easier to manufacture (both for print-and-play and the inevitable deluxe edition).
They don't HAVE to be. But I prefer them.
Why not? (I'm not being contrary -- I don't understand the question.)
Is an exploration component desirable?
Meaning? (Again, I don't understand the question.)
Why is the attacker allowed to retreat with armies he can't carry?
I have no good answer for this -- other than it seemed like a good idea when I wrote it.
Why does a retreat have to include all units? (When integrating with Starmada, I can see some units escaping into hyperspace while others cover their back.)
Ditto.
Interesting. (I realize this has existed in previous versions.) What does this mechanism provide?
Aside from some opportunity for role-playing, this is how trade agreements and formal alliances are accounted for.
The difference between neutrality and recognition is unclear.
Two players who have recognized each other must, in essence, provide notice of any attack by breaking diplomatic ties one turn ahead of time.
One problem in games like this -- even moreso in a campaign that might go on for months -- is that some players might get hopelessly behind. It might be nice to allow players to merge their empires under certain conditions (e.g., when their combined VP would be less than than of any other player).
Do you see this as different than the existing Alliance rule?