Barrage formation Maneuvres

Design new game mechanics or propose new rules
Stuiter
Stuiter
Brend
Brend

Barrage formation Maneuvres

Post Stuiter » Sat Apr 12, 2014 6:51 pm
User avatar
Stuiter
 
Here are some ideas for fleet maneuvres. (Names needs improvement)
This are based on the example of the barrage formation Hyperspace Arrival Salvo with special projects Hyperspace arrival calibration and tech Zero impulse fast tracking
They are based on Ataru combat style

Technology:Long range targeting system
Prereq tech: Mandalorian Design Patterns
Tech Cost: 1500 (:tax) +4 (:turn)
Unlocks Special Project to allow Long range assault maneuver


Special project: Long range assault bombs
Prereq tech: Long range targeting system
Project Cost: 2000 (:tax) + 5 (:turn)
Upkeep: ? (:tax)
Effect: Allow the Long range assault maneuver


Maneuver: Long range assault
Prereq special project: Special long range bombs
Effect: You can use one per battle can do a special long ranged assault. You get a +2 success on a direct combat action.


Technology:Automatic reloading system
Prereq tech: Mandalorian Design Patterns
Tech Cost: 1500 (:tax) +4 (:turn)
Unlocks Special Project to allow Continuous bombardment maneuver


Special Project: Bomb canons
Prereq tech: Automatic reloading system
Tech Cost: 2000 (:tax) + 5 (:turn)
Upkeep: ? (:tax)
Effect: Allow the Continuous bombarment


Maneuver: Continuous bombardment
Prereq special project: Bomb canons
Effect: When doing no other action then attacking you gain a +1 dot on the outer ring.
Post Stuiter » Tue Apr 29, 2014 12:00 am
User avatar
Stuiter
 
Also in need of feedback.
Post Brend » Wed Apr 30, 2014 12:11 am
User avatar
Brend
 
On balance and calculations: The military fleet rules haven't been put through. Until those are done, I don't want to put in the time necessary to calculate the costs and upkeeps.

On the content:
  • These moves are very 'based on Ataru', in fact, they seem to be straight copy-pastes... I'm not speaking for the other players; I think that fleet manoeuvres should take into account the fact that a fleet is more like a swarm of bees than a Jedi. A Jedi wields a weapon, while a fleet is capable of splitting into multiple parts -- in my vision, fleet manoeuvres are based on a combination of technological developments and breakthroughs and taking advantage of the unique nature of fleets.
  • I only see the mechanics of the manoeuvres, but I don't see any fluff or explanation. Why and how do these manoeuvres work? If there's more fluff to fill in these blanks the manoeuvres are much more understandable.
Post Stuiter » Wed Apr 30, 2014 12:59 pm
User avatar
Stuiter
 
Yes, The fluff needs more work (Did not have that much inspiration). I just put on the basis, to check whether that was okay, before continuing.
Post Brend » Wed Apr 30, 2014 5:56 pm
User avatar
Brend
 
I can't yet say anything on the prices. As to the effects, without fluff I don't really know how you want to justify them.

Return to Game Design & Rule Discussion

cron