Ummm... wow. I'm extremely surprised that nobody else has replied to this yet. Thus, without further ado:
Blacklancer99 wrote:Players also need to decide whether the campaign will be played (at least started) with pre-generated ship designs or with the option of creating and deploying new designs at any time in the game. If it is decided to play through the Campaign with pre-designed ships, a player may only purchase replacement ships from that list of designs until after the third turn of the Campaign. After the third turn has been completed players may choose to add one new design to their list each turn during the Repair, Refit and Purchase Phase. If a player chooses not to add a design to his Empire at that time, the opportunity to add a design is lost; a player may only add one design each turn.
Any thoughts on creating Fighter and Weapon design rules along similar lines? For example, most of the prepublished fleets only use a few kinds of weapon with the same stats across all ship designs, but we find that (during the process of building a ship for a particular task), designing weapons specifically for the set of circumstances the ship is to operate under yields superior results at the cost of verisimilitude. Likewise, pre-published fleets usually only have two types of fighters (an interceptor and a bomber), which seems fairly reasonable when trying to build a supply and logistics chain for a fleet, but is not enforced/supported by the rules. I guess what I'm looking at implementation-wise is that you start with the fighters and weapons present in your prebuilt fleet, and then phase out a weapon or fighter to add a new one at a rate of one fighter or weapon per turn. Thoughts?
Also, do starbase and outpost designs count against your ship design totals?
The campaign strategic map consists of 25 hexes, each one representing a star system.
Hmm... I might have to use Battlefleet Gothic-style sector maps (just linked nodes rather than hexes). Makes some systems much more valuable strategically as chokepoints (or just because they have links to lots of places). Other than that, setup looks good.
Acquisition, Control, and Upgrades look pretty solid.
Only question about Conquering section is the location/rules for Atmospheric Capable. Looks quick and painless other than that (though I think I'd rather see/build/use rules for MoO3-style planetary defense systems that vary statistically; ie, Beam Bases fire direct fire weapons, Missile Bases launch strikers/seekers, and Fighter Bases launch fighter flights. I suppose this would be easily enough done by building such bases as speed 0 orbital defenses at a discount and ignoring the defensive fire rules).
Strategic movement and such look decent, but I'd rather use a variant of your task force rules where a task force is a group of ships designated by the player which move together. Finer degree of control in exchange for more paperwork.
Tactical Combat: Here I had some issues... I'm not a big fan of randomly rolled scenarios in campaigns. I'd rather the attacking player secretly choose a plan of attack, the defender secretly choose a plan of defense, look up the intersection of attack and defense strategy columns on a table (or not), and have that dictate the disposition of forces. Also not a fan of the point limits imposed by the scenarios... if I want to bring out the Big Hammer and I get stuck fighting the enemy reconnaissance picket, so be it.
I do like that you fixed terrain frequency from your previous version, though. You could change the wording to account for the specific case of a single terrain pieces (planet, black hole, etc) under the general case of "given an odd number of terrain pieces of a certain type, the defender chooses placement," but that's just my program-sense trying to get rid of an extra 'if' statement .
Also, what happens if a ship hyperspaces out of combat under the four possible outcomes (attacking and won, attacking and lost, defending and won, defending and lost)?
Is it possible to build mobile economic centers (starbases and outposts, I guess) to model Homeworld-style 'harvest and run' nomads? I'll probably end up adapting this anyways (shortly), but I'm curious what your thoughts on the notion are.
Income: A couple of thoughts here...
1) Points for victory instead of defeat? That runs counter to the methods of the SCS and makes the game more 'swingy'; a decisive tactical victory by either side not only destroys a good part of the enemy fleet, but lets you beat them economically, too, so you win twice per victory and lose twice per defeat (rather than winning 1/2 times per victory and losing 1/2 times per defeat in the SCS). Any particular reason you went with this? I'm thinking about trying 'victory has no effect on income other than letting you gain more systems.'
2) Do higher-grade colonies produce more resources for your greater investment, or are they just harder to crack?
3) Personal modding opinion: In my long quest for a Homeworld-style 'Mobile Nomads vs. Static Empire' campaign system, I've come to the conclusion that I'll probably use limited natural resources per system, with ships having Mining auxiliary capacity to harvest/refine/build from it (or maybe just make Repair or Cargo multi-purpose... maybe Cargo for mining and Repair for shipbuilding). So mining lets you extract a number of EPs from the system the ship is currently in equal to its mining capacity per income phase, until the system is out of 'minerals'. For a nomad fleet, build mobile ships with Repair and Cargo capacities and you're set. For a static/colonial civilization, build high-hull 0-engine 'colony' ships and leave them in system.
Repair and Refit:
I like your refit rules; I hadn't seen any for Starmada yet, but those should do the trick nicely.
I also like the 'everything but hull gets repaired' rule - minimized bookkeeping. One minor query, though - do other expendables (ammo, mines, and marines, mainly - can't think of any others) get restored as well?
Where are the rules for Bases from? Is there anything special about them, or are they just engines-0 ships?
Are there any limits to the number of EPs that can be banked after the first turn?
Finally, are there any victory conditions, or is it just play-to-surrender?
Awesome work, though. I may have some fun with this (tweaked a little) once my brother gets out of school.