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« on: August 09, 2005, 06:37:44 PM »
For the combat section, I suggest something along the lines of a simple contested dice roll. Each unit gives a certain number of advantage points, as does factors like terrain and such.
Example:
Player A has 1 fighter launcher platform, 5 frigates and 3 cruisers. He has attached 4 squadrons of fighters to the fleet.
Fighters = 1 each.
Frigates = 3 each.
Cruisers = 8 each.
Fighter Launcher, due to it's ability to coordinate and control fighter squadrons better, has an advantage points equal to the fighter squadrons total. Note that I like the idea of interlocking bonuses - like having tanks that have a higher score if there is APC mounted infantry in the same army.
Total is 4 + 15 + 24 + 4 = 47.
His opponent (Player B) has something similar, resulting in 35 advantage points. However, player A is attacking a system controlled by Player B, who had the foresight to construct a minefield around the jump gate. This gives him a +2 advantage point bonus on the first combat fought in the system after it's construction (one time bonus only). He now has 37.
The players each roll a dice, lets say a D100 divided by half. Player 1 gets 23, and player 2 gets 35. Totalled, they get:
Player 1: 47 + 23 = 70.
Player 2: 35 + 37 = 72.
Player 2 has won the combat, and maintains his hold over the system. The difference in scores could be used to determine how many ships were lost on each side.
Just an idea. It is simple, fairly fast I suppose, and can be easily swapped out for something else if desired. A ground combat version could be similar, but should be configured to the specifications of the game. A game of 40k should have endless ground wars, represented by slow attrition style battles. Star Trek, however, should have ground battles be very quick to represent the series's dislike of showing bloody warfare on that scale.