Topic: Stellar Conquest as a Campaign system for Starmada?
Hi guys. Awhile back I proposed a relatively simple campaign system:
http://www.mj12games.com/forum/viewtopic.php?f=2&t=1855
The concept was to allow players to develop their fleet's weapons, ships and tactics based on what their enemies in a developing galactic neighborhood did.
Then I discovered the old Avalon Hill game, "Stellar Conquest". This is an extremely simple, bare bones strategic space conquest game but it might work for Starmada. The basic concept is that a number of civilizations reach space flight and begin colonizing their local star group. Each star is given a specific color, and when a star is explored, a card is flipped that gives the characteristics of the star system (basically the number of production points it provides). Each game turn, ships are given orders if they're at a star system and can start moving towards another system (the game forces the ships to keep moving to this system until they reach it, unless the race's technology advances far enough). Combat occurs only when two opposing fleets occupy the same star system (not just any hex). Every 4th turn, production is tallied applied either towards building new ships/planetary defenses or technology (in game terms, this is usually strategic types of technology.. ships that can change direction in mid journey, distance allowed to move from controlled locations, strategic movement points per turn, etc). If I recall, production points produced by a system can not be combined with other systems when constructing something (like a ship), but can be combined if used for researching technology.
So my concept would be to use Stellar Conquest as a campaign system for Starmada. The Production points could map directly to CR values (likely needing some multiplier or divisor depending on how many points are likely a turn). Additionally, each weapon created to use on a ship would need to be researched using technology points. The idea would be to allow a certain number of technology points to each side at the start to be able to design the race's "starting weapons" and a certain number of production points to actually make the ships.
After the start of the game, any weapon researched that has attributes WORSE or the same than an existing weapon and that has exactly the same traits, would have a multiplier of 1.0 to design. A weapon with any entirely new traits for the race has a multiplier of 2.0 for each new trait, and these traits have to start at the 'weakest' level for the given trait. Any trait which has been researched previously, can be added at the next 'level' for a multiplier of 1.5. A weapon which increases an attribute gets a multiplier of 1.5 for each attribute increased by 1 level (or decreased, effectively, whatever makes the weapon better). All of these multipliers are MULTIPLIED together and then the final multiplier is applied to the cost of the weapon.
Exactly one of each new class of ship (the prototype) can be built per 'production' turn. These new classes can include any new weapons researched in the current production turn. These weapons will cost their normal amount (no multipliers - the multipliers are just applied against the research cost of the weapon, not actually building them). The production cost of a prototype is multiplied by 2.0. In the next production turn, the cost of the new ship class is normal (ie, multiplier of 1.0).
I'll need to play with things a bit, for instance having the production turn every 4 turns might create too sparse a number of ships. Will also have to figure out how to set up research for actual Tech Levels, and systems on ships outside of weapons. But it looks as though it has quite a bit of promise.