Topic: Unity design thoughts
MOVEMENT
Now the cat is out of the proverbial bag (and I've fielded a few "Why?" questions), many will be wondering "What?" As in, what will be new in the Unity edition? What will remain the same?
First up is the movement system, which is simple enough to talk about because not much is changing. Starship movement in Unity is identical to Nova, which itself was a minor refinement of the system first introduced in Admiralty. The only real difference is that sideslips and pivots have been upgraded from options to part of the standard rules. It just made more sense that way.
Some new movement options are being introduced, like Etheric Drag and Graded Turns. However, the big change is with fighter movement.
It never sat well with me that starships had to concern themselves with momentum and vectors and whatnot, while fighters could move willy-nilly. This makes sense in a wet-navy setting, where ships and aircraft have entirely distinct methods of propulsion; in space, presumably everything moves in the same way.
At the same time, I didn't want to burden the game by tracking speeds and/or headings for individual fighter flights.
The solution? Assume fighter flights have a specific available thrust (10 hexes/turn^2), but cap their actual speed at some fraction of this (say, 8 hexes/turn) to ensure they can maneuver effectively.
So, translate this to the starship movement rules:
* If a fighter doesn't turn at all during its movement, its thrust requirement is equal to the difference between its previous speed and its current speed. Previous speed is never >8, so a flight that doesn't turn can move anywhere from 0 to 8 hexes and still be within engine limits.
* If a fighter turns once during its movement, its thrust requirement is equal to the greater of its previous speed and its current speed. Again, speed is capped at 8, so a flight that turns once can move anywhere from 0 to 8 hexes and still be within engine limits.
* If a fighter turns two or three times during its movement, its thrust requirement is equal to the sum of its previous speed and its current speed. Previous speed is never >8, so a flight that turns three hexsides can move from 0 to 2 hexes and be assured of not exceeding its available thrust.
In the end, how this works in practice is that a fighter flight declares how many turns it will perform during its activation, which then indicates how much of its movement allowance (MA) is needed to move one hex: if a flight doesn't turn or only turns once, it pays 1 MA/hex; if a flight turns twice, it pays 2 MA/hex; if it turns three times, it pays 3 MA/hex.
Majestic Twelve Games
cricket@mj12games.com