1

(35 replies, posted in Game Design)

Here are some stray voltages from my synapses,

Orbital stations
- Hull size determines total capacity for production and ability to repair
   - hull size also determines spaces for docking
      - production capacity and repair capacity are separate and distinct values for calculations
- stations not in supply cannot produce or repair starships
- hull size 1-5 is an outpost, supply depot, etc
- hull size 6-10 is a base station
- hull size 11-15 is a starbase
- hull size 15-20 is a starfortress
- for station design purpose, use engine thrust 1, and it cost 1/2 space, due to stationary nature of stations.

Trade routes
- Resource point cost to establish trade routes
   - trade routes are fixed in space (hexes or links)
- provides bonus to income during income phase
- commerce raiding results in loss of half of resource points to attacker
   - commerce raiding is defined by attacking fleet along trade route

2

(35 replies, posted in Game Design)

To clarify my statement of "fruitless exploration", it is relative to a hex or grid based system. With jumplanes, you can still explore as you move from node to node, and discover nodes with valuable systems or empty systems. I guess each style can dialed up or dialed down for exploration by adding lanes to each nodes. A good example of links and nodes campaign map would be the EVE Online starmap, at least for a very complex map. Anyway, just a thought.

3

(35 replies, posted in Game Design)

After re-reading this thread, I think this new campaign system should maintain the mantra of "simple but not simplistic". I think SovStar is an already made basis from which a campaign game/scenario generator could be developed. I believe that a core game based on SovStar with optional modules/rules to customize your campaign to whatever level of details you need (like "weapons traits" for Starmada). Hex or jumplanes/nodes could just be another options to customize your game. Supply can be adjusted to the level desired from abstract to "counting beans and bullets" (ok, let's not get that crazy). Let's not forget that this could be a scenario generator for other MJ12 games like Quantum Legions or Defiance. Anyway, I would love to hear from the regulars on this thread.

4

(2 replies, posted in Game Design)

I found the free software for pbem, Cyberboard. You can create your own tile sets. It's on the website I mentioned above.

5

(4 replies, posted in Game Design)

Jimbeau,
Do you have an updated link to this PDF?

6

(2 replies, posted in Game Design)

I would start with software for pbem gaming for a platform to conduct SovStar. Webgrognards have a page that you can start your search.
http://www.grognard.com/pbem.html
I have not checked whether some one has created a SovStar tile set. But with some of these software packages, you can build your own.

7

(35 replies, posted in Game Design)

cricket wrote:

Big question that would need to be considered before anything else can be hammered out:

Are people more interested in a hex-based campaign map, or something more abstract?

I prefer a hex based system. But, I have played others that use jump lanes. Each has its own merits and drawbacks. Hex has more freedom of maneuver especially for exploration and tile based flexibility. Jump lanes allows quicker play as it limits fruitless exploration.

8

(35 replies, posted in Game Design)

What's the status of this effort? Discussions seem to trail off about 2+ years ago. I see an upscaled SovStar serving as a starting point for a campaign generator (see SovStar forum). Sounds like the consensus is more than current SovStar and less than VBAM. That's a big spectrum for campaign gaming. So some thoughts to add my desires into this effort...
- fleets are tracked by individual ships to facilitate transition to Starmada for resolution, otherwise combined ORAT would suffice for logistic/supply cost calculation and fleet size cap based on command ORAT capacity.
- trade routes and associated economic boons and opportunities for commerce raiding.
- simplified combat resolution for encounters generated but not desired for resolution via Starmada.
- starbases, stations, etc are generic and modular. Hull sized based calculations for ship production, command points, logistical reach, etc.

Just some intial thoughts to continue the discussion. What are your thoughts?

9

(23 replies, posted in The Sovereign Stars)

Mundungus,
Your link to OOM is not working. I sent a PM to you, requesting a copy of OOM for review. I am interested in beefing up SovStar and would like to see what you have created.

BTW, lots of really good discussions here. My sense is that some folks are interested, like me, in an upgraded version of SovStar. I have two old copies of SovStar. One was an e-copy version and the other is the hardcopy Twilight Imperium integration version. The original SovStar had a hex-tile laying mechanism like TI with systems generating resources, etc. etc. I think I may still have the pdf files for the tiles. We use to play a set gameboard, and the players get dealt hex-tiles face down. Each player would then take turns flipping over one of their tiles and placing it on the board.

I like the thought of trade routes between systems, both internal and between players, generating income and providing opportunities for commerce raiding (for income).

I propose a simplified combat system mentioned on another post for encounters that the players choose not to use Starmada to resolve (craziness not to use Starmada, but ok perhaps too many battles to resolve for turn).

Sorry, I guess I left an entire train of thought out of my post (but it really occurred in my head  big_smile )
My simple combat resolution was for encounters that one did not want to use Starmada to resolve. So, if your campaign generates multiple encounters, but you may actually tactically play out one or two key encounters, the rest you could use this simplified resolution, provided it is agreed to by all involved with the encounter.

11

(2 replies, posted in The Sovereign Stars)

That's a funny coincidence. I just made a similar move across country, twice in the past 24 mos. East coast to west coast and back. Didn't have a child though. I totally understand the Real Life intrusion, as I have mentioned, I am back after a few years off due to Real Life. I plan on participating in any SovStar development given the opportunity.
- Ken

12

(8 replies, posted in Game Design)

Thanks, Dan. I will continue to use the draft rules. Were there any unit design/construction rules?
- Ken

I prefer a simpler combat resolution for a SovStar strategic game linked to the tactical SAE or SNE. Add ORAT of all ships in the fleet and divide by 500, round down. The result is the number of d6s that fleet has for combat. Roll opposing d6s, sixes are kills, opponent then loses a single die for every kill. Roll until one side has the last d6 standing.

14

(2 replies, posted in The Sovereign Stars)

What is the current status of SovStar development? Last post seems to be over a year ago, other than my recent posts. I have played SovStar, TI 1/2/3, and VBAM. I really like the thought of a beefier version of SovStar to account for more detail, but as I get older I tend to prefer simpler and less rules intense. VBAM is a great game, but can take really long time to play, and can be become very time intensive. There arehowever aspects of the game that would be great to include in SovStar. So, I hope an upgraded version of SovStar is going to hit my "Goldilocks" zone for 4X games.  wink
- Ken

15

(1 replies, posted in The Sovereign Stars)

Just re-engaging this forum after a long hiatus. I like your tech tree. Have you link this to some sort of research point cost per tech relative to empire resources/production in SovStar?

I came up with an abstracted tech development using the tech levels in SAE. Everyone starts at TL -3 across all techs and have to apply research points from their empire resources/productions. Set research points thresholds for each TL...
RP:     10 -> 20 -> 40 -> 80
TL: -3 -> -2 -> -1 -> 0 -> 1 -> 2
i.e., 10 research points to advance from TL -3 to -2, for one type of tech such as engines or weapons or shields

16

(8 replies, posted in Game Design)

Dan,

Do you intend on pursuing further development of AC for future release? If I missed the post in another category, please direct me to that thread. Thanks

Regards,
Ken

17

(8 replies, posted in Game Design)

Paul and Dan,
Thanks for your responses. I am always looking for simpler games as I get older, so when I saw Assault Corps a few years ago, I was intrigued by the premise of the game. I guess I wrong when I said it resulted from AC, since the two are significantly different, as Dan said. Regardless, I appreciate the information.

Regards,
Ken

18

(8 replies, posted in Game Design)

Wow, almost a year and no response. I guess that Quantum Legions is the result of Assault Corps development, but confirmation from MJ12 would be a nice.

19

(8 replies, posted in Game Design)

Hey All,

Been away for a while, gaming life on hold to raise a family. Was perusing some of my old links and found the MJ12 YahooGroup site. There was a beta game in the files called Assault Corp. What ever happened to that? Is that now Quantum Legions?

Whatever happened to the Starmada Race/Faction/Ships Design Contest?

Regards,

ZG