The basic draft rules were collected here and the original why-all-spaceship-games-are-bad rant is here as well.
If you're still interested, read on. I found my old play test notes, and it's kinda inspired me to have a go at redoing these rules, as certainly nothing noteworthy has appeared in the meantime (ignoring the ludicrously expensive Star Wars clix). I've typed the play test notes into a more readable format.
The vector system is the simplest and best
I’ve come across. I’m not being immodest - I simply translated concepts from
the boardgame Triplanetary, sans
hexes and greaseproof pencils. It gave a
space feel, and navigating an asteroid field actually took a bit of skill and
commonsense.
The initiative system also was interesting
– basically a side can retain the initiative by passing command rolls, Warmaster-style, and you can opt to
force an opponent to move instead of activating your own forces. Units activating close to enemies would face
an opposed roll if your opponent wished to wrest the initiative from you. When the vectors of space ships are so
predictable, who goes first is quite important.
What Didn't Work (i.e. everything else)
Tokens
= Mess
The vector movement system used a token for
each ship to show the heading/velocity of each ship. This can be a bit messy and confusing as
there are lots of tokens lying about.
This was a bit of a problem. As I refuse to change the vector system
(the best aspect of the rules), other changes had to be made. The simplest solution – reduce the amount of
ships. The initial aim was 12+ ships per
side. Vector tokens are more manageable
at 4-8 per side. This had a few
repercussions.
There were also damage tokens. There were 4 different colours – for weapons
damaged/destroyed; and hull damaged/crippled.
This was originally part of my plan to avoid SFB-style SDS charts
completely and have 0 recording. However
as you have to record the ship’s stats
somewhere, the tokens were a bit superfluous. Warmachine
has shown the way with neat, simple data cards; if I copied this approach I
could get rid of more tokens.
The
Damage System
I was never happy with it. In fact it is
the reason this project has sat in limbo for years. The results were too unpredictable and could
result in a ship shrugging off a hit or being blown away outright. Fine for a space fighter game, but I wanted
spaceships to be more durable. I was
also trying to make a single dice roll do the to-hit, damage effect and damage location. Again, this was a
reaction from the dice chugging of Firestorm
Armada but perhaps it was trying to do a bit much.
There are three methods I’m considering
(a) hull damage
(light/heavy/crippled) + systems hits (traditional)
(b) hull damage only (with reductions in firepower etc for each level)
(c) systems hits only
If I’m using data cards, I can use method
(c ) which is the most interesting, and non-traditional.
Reactions
are Slow
Reaction systems are great. They allow lots of decisions and player
involvement for little added complexity. However they do slow the game down. This
was a further reason to scale back the amount of ships involved to a maximum of
4-8 per side or so – i.e. about the same
amount of units in a reaction-based game like Tomorrow’s War or Infinity,
rather than the 12-20 or so I originally envisioned.
More
terrain needed!
Terrain adds interest, tactics and depth to
wargames, and space is no different. I
see a lot of space games played on a near-empty table – it’s like playing a PC
game in 2D when 3D is available. Whilst
some may point to the fact space is indeed largely empty, I’d counter with “if that
part of space is empty, why the hell are spaceships fighting over it?”
Besides the fact I need quick-playing,
effective rules for terrain like asteroids, space junk, nebulae, planets and
rings, I want to make more terrain in the gameplay sense.
Whilst playing with aeronef rules I revived
the old BFG blast-marker concept –
it simultaneously denotes a hit and provides terrain to block/degrade fire.
Modelling cotton-wool ball explosions also means it looks good on the table.
Another method is using lots of Area of Effect (AoE) weapons. For example, a missile token is placed on the
table, and it can attack any ships who pass within a 6” radius. The missile “attack radius” effectively
produces a 12” wide circle of “terrain” to be avoided.
I
want shields
I tried a few systems and wasn’t happy with
any. Having directional shields would
further make facing/maneuver important and avoid “push everything into the
middle and chug dice” a la Firestorm
Armada.
I’m not sure how to best implement
this. I have made a shield marker which
can be placed around the ship’s base which I think has interesting
possibilities.
Small
Ships Need Love
I hate how in most space games, “escorts” or smaller ships tend
to act only as ablative armor for the bigger ships and/or throwaway glass
cannons. I want little ships to be
useful AND survivable. I’m going to give
small ships much higher thrust and allow them to trade that thrust for
defensive die roll modifiers (i.e. zig-zagging/tumbling along their vector). This has nothing to do with realism and
everything to do with gameplay. I’m also
going to give them important jobs (interdictor beams to stop ships warping off,
EW etc). Two small ships should be just as deadly as a large ship, and more flexible too boot.
To recap, changes needed were
+ Add shields
+ Reduce number of ships (reduce tokens,
and reactions)
+ Change damage resolution
+ Add simple data cards (no more complex
than Warmachine)
+ Add more terrain/blast markers/AoE
weapons
+ Allow trading of mobility/defence
(benefits small ships)
Anyway, I may revisit this project as I have a week's holidays (well, I have planning for work, but as I'm at home I'll have time to faff about I hope)
EDIT: Here's some new draft Damage rules if you are interested.
Anyway, I may revisit this project as I have a week's holidays (well, I have planning for work, but as I'm at home I'll have time to faff about I hope)
EDIT: Here's some new draft Damage rules if you are interested.