mhmm... let turn on some sci-fi stimulating music and write some ideas...
Mike, both rulesets you have pointed out are full of nice ideas (from your own one can even create a nice strategic game about WW3 in the seas 8) ). So let us rip off what we like...
I like the idea of assigning functions to task forces/division. I will even take it to the extreme and making their mission fixed upon creation (for example you create a missile ocmbat task force and the ships assigned will be linked to that mission until the formation is disbanded). Each mission will have strenght and weaknesses. For example missile combat ships will be able to use only their missile weapons in the attack, but will get a defensive bonus (representing the fact that they are trying to keep long range and not closing in).
if we go for a a system based hex map i would have the follwing range:
short range weapons: 1 hex (adiacent)
medium range weapons: 2-3
Long range weapons: 4-6
Using a 45x26 hex map will give plenty of maneuver space.
Counters will represent single capital ships, 4-6 of smaller ones and fighter/bomber squadrons or wing (depending on the fleet organization, I envision each counter being 24-30 planes).
The combat system must be simple yet comprensive. I like the fleet series one, it's numerical openess isgreat to represent the wide array of weapons system of starmada and thus it can still allow a tabletop conversion for a plain starmada game. For those who have missed this serie the combat revolves around the defender totalling his defensive value (according to the situation) and then rolling a d10 to obtain a modifier for the attacker roll (another d10 cross referenced with the sum of the attacker involved factors). the final results was a number compared with the damage value of the target. a competitive D10 roll (modified by tactical factors) who was then compared to the defense value of the target. is the result was less than half of the damage value the target was unaffected, if more than half but less than the number it was damaged and if it was more than the number the target was sunk. It looks complicted but it isn't and it allow for a paperless game with the right amount of detail.
In alternative one can use Starmada combat (modified for the new range system), but it will be slower and will detract from the flow of the operational game (especially if large fleets, dozens of ships, are involved in a sinlge battle.
The hearth of the system will be the command system. I think that a this level the hearth of warfare is command. Each player will have command points who will be used to form forces (with expenses linked to the misison), purchase activation chits and to improve (temporarily) intelligence level (intelligence level is used for detecting enemy forces). Command points are determined by scenario and modified by some tactical situation and the presence of admirals/captains)
The activation chits are the heart of the game. there are six types:
Coordinated Action (most expensive, allow the activation of both naval and air units)
Naval Action (only naval forces can be move and can engae)
Fighter Action (the active layer can launch airstrikes)
Ground action (planetary bombardment and invasion, ground combat)
Limited Action (engaged naval formation can disegnage and logistic functions can be performed).
Sequence of action will be randomly detemirned by drawing chits from a cup (I think that a limit of 2-3 consecutive chit per player will be necessary).
Detection is another importan issue. all forces start the game undetected. Detection is auomatic in engagement range. Otherwise the players roll on the detection table at start of each turn (cloaked forces still need to be rolled on detection table even if in engagement range). The detection table represent recon fighter and small ships, drones and long range sensors. The fact that detection level can be increased by command point represent the allocation of more assets and planning to resources.
Comments?