Topic: Evolution of a Galactic 'Neighborghood' - Mini Campaign Idea

So I referred to some of this in another thread, but the upshot would be to create a set number of races/empires (4-6) each with their own distinctive style of ship/tactics with some limit on the number of weapon traits, special systems, etc, available to each race at the start of the 'campaign'.  Additionally there would be a very specific number of weapons allowed to be built.  Two weapons identical in everything but range would still be two different weapons.

Then each race/empire purchases a set value of ships and 'neighbors' are determined, preferably only 1 or 2, but all must be linked in some fashion (ie, Empire 1 is only in contact with Empire 2 which is also in contact with Empire 3 which is also in contact with Empire 4).

Finally.. Battle!  Each year will be made up of a small number of varied scenarios (or at least varied points).  After each battle, both sides can buy new ships of the classes available (at the start only ships initially created).  Any ships in their fleet pool can then be used for the next battle (up to the point value allowed for said battle).

After each year is over, new weapons/systems can be 'researched'.  This is where it would get somewhat complicated, and before I go into specifics, I want to be clear what the goal is.  The goal is to create a somewhat 'historical' feeling universe where the nations change their ships, weapons and tactics based on actual encounters between their neighbors.  The goal is NOT to play out each individual battle in a campaign.  In general, players should not have to worry about being knocked out of the campaign, but they might find themselves with restricted ship pools due to excessive losses in battles, which could then be worked into the 'history' of the region. 

The idea would be to have a pool of 'research points' to buy new weapons that could be installed on ships.  Weapons similar to previous ones would be cheaper to 'research'.

Weapons no better in any category than an already existing one with exactly the same traits would cost 1/2 the weapon rating (ie, a weapon with [RNG: 9, ROF: 2, ACC: 5+, IMP: 2, DMG: 1] when that race already has a [RNG: 9, ROF: 3, ACC: 5+, IMP: 2, DMG: 2] weapon with the same weapon traits.

Weapons better in categories than an already existing one with exactly the same traits would cost 1 1/2 times their rating to research.

Weapons that combine traits already available would cost 1 1/2 times their rating to research + an additional 10% of their base rating for each trait added.

Any new trait (not in the previous year's set of traits) adds +100% of the base weapon rating for any weapon it is added to (not cumulative with the above +10% modifier).  If this new trait is added to multiple new weapons, it adds 100% of the base weapon rating for EACH new weapon researched.

(Obviously the above is just a quick and dirty set of thoughts and these numbers may need to be tweaked)

At the start of the next year, each race gets a new set of 'build points'.  New ship classes can be built, but each 'new' system or weapon (one created in the previous research phase) costs 200% of its price in 'build points' (this doesn't affect the shipbuilding process, only the 'cost' of the ship).  Ships can be refitted instead.  The player simply chooses how many ships to 'pull off the lines' to refit.  Weapons can be swapped or added as long as the final ship is a 'legal' build (cost would be the cost of the swapped in/added weapon/system, or the cost of the swapped in/added weapon/system * 200% if it was a newly researched one).  Refitted ships are unavailable for the next two battles.

In between each battle starting with the second year, ships can be built OR refitted.  If a new weapon or system was used in a previous combat, their cost on any new ships or refits is 150% of their build points, otherwise it is still 200%.

No matter what, once the next 'research' phase rolls around, any weapons/systems developed in the last research phase lose their modifiers to construction from the previous year.

So the overall concept is... if your technology and tactics and ships are suitable in combat, you might focus on making bigger ships with the same technology (perhaps slightly upgraded in characteristics but not traits).  If however your neighbor just plasters you due to some tactical imbalance due to ship styles or weapons, then you might be forced to develop different styles of ships, add new weapon traits, etc.  This is much less cost effective in the short run, but might be necessary in order to compete against a race that you don't match up well against.

This concept could serve a couple of different goals.  One would be the previously stated one of creating a 'historical' galactic region  that makes sense and whose races would be affected in their development of technology and tactics by their neighbors.  A second goal might just be to get people thinking about ship construction in different ways.  With a limited number of early weapons, ship types and traits, compromises in a preferred style of play, or development of a completely new style would be required.

Anyhow.. comments, opinions, suggestions, criticisms all welcome.  Also keep in mind, this all hit during lunch hour at work when I don't have access to the rules, so some of the above might need reworking to fit Starmada more precisely. smile

Re: Evolution of a Galactic 'Neighborghood' - Mini Campaign Idea

This sounds like a fun idea. I think it would work well, too, especially if you keep it balanced enough that no one feels like they are going to lose battles every time.

Re: Evolution of a Galactic 'Neighborghood' - Mini Campaign Idea

Interesting idea!