Post by Warrender on Aug 22, 2014 20:15:38 GMT
Registering interest for this style of game.
The concept is relatively simple one based from the game FTL Game on Steam, of which no previous experience is needed.
You take command of a vessel or 2 players control a single vessel together. I'm hoping to have either 3 different type of ships to choose from or 1 customisable one of a single type. The type you choose will depend on how you like to play. Strategy won't play a huge part as the dynamics are quite simple but they are still there, you only have certain things that can be done which limit your actions somewhat but should hopefully be enough to give plenty to do.
So step one is to pick the ship you like. You then take control of 3 crew and assign them to any station you like. The rest of the stations will run automatically but not as well as a manned station, also orders can be given each turn to transfer crew from one station to another.
Each turn you present to me, up to 6 actions you wish to take. This can be anything from, opening airlocks or securing doors, all the way firing a weapon. You'll notice you only have 3 crew to start with (you may get more as you go or more if you join forces with a player) So how can you do 6 actions with only 3 people to do them? Quite simple really, the other 3 are refered to as Auto-actions, while the crew ones are crew actions. Please see below.
Lets say at the start of the turn you have a crew member stationed on Weapons station 1, shields and engines and you are engaging an enemy that is boarding you. Lets pretend you send in these orders for this vessel that comes with two weapon bays instead of one, one controls lasors, the other missiles.
(1) Move crew from shields to pilot chair
(2) Weapon Station 1 Fire missile at enemy weapon system
(3) Engage engines for evasive action
(4) Open airlocks (auto-action)
(5) Pilot Chair to perform evasive action (auto-action)
(6) Weapon Station 2 Fire lasor at enemy engines (auto-action)
In this example, your crew member has left the shields room to head to the pilot room. This means when shields are hit they are not as effective as no one is manning them, just the computer who can keep them running but not as well. A crew member fires a missile from the room he is in which is far more likely to hit and to hit on target then the second weapon room which fired its weapon on auto via the computer. The evasive action is far more effective as a crew member is controlling the engines, also, on the next turn evasion will be even better as a crew member will have arrived be in the pilot seat and no longer controlled by the computer. Lastly, opening the airlock may not be as effective as it has been done on auto so there is a chance the enemy slip through the inner doors before venting is complete.
Players teaming up will have a crew of 6 insted of 3 and to reflect this the *Ship* gets 9 orders instead of just 6. 3 for the first players crew, 3 for the second players crew and 3 for the automated computer (those last 3 are up to you on who gets to choose what to do) The idea of this is instead of having two ships running on average you can have a single ship running at peak efficiency.
If systems get damaged you can order a crew member or crew members to repair it. This however means they are not operating a system
As this game is not a fast paced game even for a Nation game I'm going to have a scoring system. Each enemy ship destroyed will be worth between 1 to 5 points each, player ships are worth 5 regardless of loadout. At the end of the game the player(s) with the most points, wins. Players defeated in battle can respawn onto a new ship to start again. They keep their score but lose any items or crew they picked up along the way. This is to prevent people dropping out because they know they can't win. Additionally, you can decide behind the scenes wether you'll allow a crew to surrender and join you. Players will keep their individual scores however so think carefully before you do, if your opponent already has more points than you then you may want to scuttle their ship to put them at a disadvantage when they respawn.
Well, let me know what you think. Here is an example of what an FTL ship looks like though I'll use my own layouts.
Room types
Pilot - Allows manovering
Weapons - fires 1,2 or 3 weapons as stated
Shields - protects ship from laser fire
Engine - Drives the ship with small manovering
o2 - supplies oxygen to the ship
Medbay - heals injured crew
Cloak - hides the ship, useful for repairing
Teleporter - goes from ship to ship
Drones - support/attack drones controller
Doors - Greater door control against intruders/airlock control
EDIT: Meh.
EDIT 2: Might try this again in future with improvements and more clarity
The concept is relatively simple one based from the game FTL Game on Steam, of which no previous experience is needed.
You take command of a vessel or 2 players control a single vessel together. I'm hoping to have either 3 different type of ships to choose from or 1 customisable one of a single type. The type you choose will depend on how you like to play. Strategy won't play a huge part as the dynamics are quite simple but they are still there, you only have certain things that can be done which limit your actions somewhat but should hopefully be enough to give plenty to do.
So step one is to pick the ship you like. You then take control of 3 crew and assign them to any station you like. The rest of the stations will run automatically but not as well as a manned station, also orders can be given each turn to transfer crew from one station to another.
Each turn you present to me, up to 6 actions you wish to take. This can be anything from, opening airlocks or securing doors, all the way firing a weapon. You'll notice you only have 3 crew to start with (you may get more as you go or more if you join forces with a player) So how can you do 6 actions with only 3 people to do them? Quite simple really, the other 3 are refered to as Auto-actions, while the crew ones are crew actions. Please see below.
Lets say at the start of the turn you have a crew member stationed on Weapons station 1, shields and engines and you are engaging an enemy that is boarding you. Lets pretend you send in these orders for this vessel that comes with two weapon bays instead of one, one controls lasors, the other missiles.
(1) Move crew from shields to pilot chair
(2) Weapon Station 1 Fire missile at enemy weapon system
(3) Engage engines for evasive action
(4) Open airlocks (auto-action)
(5) Pilot Chair to perform evasive action (auto-action)
(6) Weapon Station 2 Fire lasor at enemy engines (auto-action)
In this example, your crew member has left the shields room to head to the pilot room. This means when shields are hit they are not as effective as no one is manning them, just the computer who can keep them running but not as well. A crew member fires a missile from the room he is in which is far more likely to hit and to hit on target then the second weapon room which fired its weapon on auto via the computer. The evasive action is far more effective as a crew member is controlling the engines, also, on the next turn evasion will be even better as a crew member will have arrived be in the pilot seat and no longer controlled by the computer. Lastly, opening the airlock may not be as effective as it has been done on auto so there is a chance the enemy slip through the inner doors before venting is complete.
Players teaming up will have a crew of 6 insted of 3 and to reflect this the *Ship* gets 9 orders instead of just 6. 3 for the first players crew, 3 for the second players crew and 3 for the automated computer (those last 3 are up to you on who gets to choose what to do) The idea of this is instead of having two ships running on average you can have a single ship running at peak efficiency.
If systems get damaged you can order a crew member or crew members to repair it. This however means they are not operating a system
As this game is not a fast paced game even for a Nation game I'm going to have a scoring system. Each enemy ship destroyed will be worth between 1 to 5 points each, player ships are worth 5 regardless of loadout. At the end of the game the player(s) with the most points, wins. Players defeated in battle can respawn onto a new ship to start again. They keep their score but lose any items or crew they picked up along the way. This is to prevent people dropping out because they know they can't win. Additionally, you can decide behind the scenes wether you'll allow a crew to surrender and join you. Players will keep their individual scores however so think carefully before you do, if your opponent already has more points than you then you may want to scuttle their ship to put them at a disadvantage when they respawn.
Well, let me know what you think. Here is an example of what an FTL ship looks like though I'll use my own layouts.
Room types
Pilot - Allows manovering
Weapons - fires 1,2 or 3 weapons as stated
Shields - protects ship from laser fire
Engine - Drives the ship with small manovering
o2 - supplies oxygen to the ship
Medbay - heals injured crew
Cloak - hides the ship, useful for repairing
Teleporter - goes from ship to ship
Drones - support/attack drones controller
Doors - Greater door control against intruders/airlock control
EDIT: Meh.
EDIT 2: Might try this again in future with improvements and more clarity