[Plotting] Galactic Conquest Rough Drafting Thread
Jul 20, 2017 14:07:06 GMT -6
Post by Duke Doodstormer on Jul 20, 2017 14:07:06 GMT -6
This is a thread I have created to rough out and discuss some simple rule systems for a Galactic Conquest Sewer game. There has been a lot of discussion on the Discord about something like this, and so I have decided to try and put my game design skills to use and sort of 'remaster' the classic formula into something a little more balanced and fair to get into. When we have reached a reasonable consensus on the rules I will go ahead and close this thread and start a new clean topic and we'll be off!
Currently I have worked out a credits system I think will help with the balancing problems, and I need to figure out a satisfactory way to handle combat and research. Please feel free to chime in with your ideas and I will keep updating this thread with my current drafts.
Here is a link to my guide on the dice roller app if you need a refresher.
--- Current Draft ---
Resource Credits:
POdAhSvw1d20
- Credits are the game’s base ‘currency’ which are used to build ships, construct buildings, and do research.
- Each turn you receive a base 10 credits for each controlled planet, combined with the credits rolled by the previous player and any bonuses. For each Palace you have constructed, you receive another 10 credits.
You cannot save credits between turns – any leftover credits you have are discarded after your turn is over.
- You must have at least 1 ship occupying a planet to spend credits there - once your fleet is destroyed you will need to recapture the planet.
Spacecraft:
- Each spaceship’s worth is measured in fighters – i.e. Star Destroyer (20F), TIE Fighter (1F), Death Star (200F)
- For each fighter a ship is worth, it requires 3 credits to build (2 if the planet has a factory). Using the previously listed examples, a Star Destroyer would take 60 credits to build on a planet without a factory, and 40 on one with a factory.
Buildings:
- You can only have one of any kind of building per planet.
- All buildings work globally for the planet and are worth 100 credits.
- Buildings cannot attack other planets.
- Buildings may have special functions as agreed upon by other players. Don’t assume that your special ability is approved and waste your credits on something without checking.
Research:
- You need at least one planet with a Research Center to do Research.
- Researches are also measured in fighters for consistency, and each entry should include its effects in a description next to its name and cost – i.e. Mining Lasers (50F – Adds +5 Resource Points per turn)
- While researches are generally open to your creativity, be aware that it may become necessary to adjust effects for the sake of game balance.
Combat:
- To attack a player, you should specifically declare the attacked planet (unless you are a defender) and roll damage, adding any modifiers from your buildings or tech.
- When you receive damage from another player, you apply any modifiers from your own buildings or tech and distribute that damage in Fighters across your fleet as you see fit.
- Buildings can only apply modifiers to a defending planet's fleet.
Capturing A Planet:
- To capture a planet there must be no ships defending it. You will then make damage rolls against the planet.
- All planets have a base capture value of 50F that must be accumulated in order to capture. You will need to accumulate additional points for the F value of each structure you want to keep. Anything else will be destroyed.
Posting Speed:
- Posting frequency has been a massive problem in other variants of this game wherein 2 players would ‘ping pong’ off one another and very quickly leave other players, especially new ones, in the dust. In this game players must wait for at least 3 other players to post their turn before they can post a second turn.
- As player credits are determined by the previous player’s roll, the player must first make a short single word post to ‘claim’ the credits, after which they will edit that post with their turn info.
Turn Sequence
Receive Resource Points -> Add Bonuses -> Spend Resource Points -> Receive Damage -> Add Bonuses -> Spend Damage -> Roll Resource/Damage for next player
Post Template:
General Info
Faction Name:
Turn Number:
Resource Credits This Turn: (Show the math for other players’ benefit. 12 + 10 + 10 = 32)
Resource Credits Spent This Turn: (How many of those points you spent)
Planets: (List of occupied planets)
Technology: (List of completed research)
Total Credits Spent: (Only add on the credits you used, not the ones you discarded. This number will be used to gauge new player ‘power levels’)
Per Planet Info
(This is repeated for each occupied planet)
Planet: (Current planet)
Fleet: (Current planet’s spaceships)
Shipyard: (Progress on current ship production – Can have as many ships in progress as desired)
Buildings: (Current planet’s architecture)
Construction: (Progress on current building production – Can only build 1 building at a time)
Research: (Progress on planet research – Can only research 1 technology at a time)
Rolls
Next Turn Resource Credits: (1d20)
1d20
Combat Roll - Planet: (1d100) (repeated per planet being attacked/defended by player)
1d100
Attacking Fleet: (If attacking, ships that are making the attack. Defenders can ignore this as they are the occupying fleet of the attacked planet.)
Capture Progress: 0/X (If capturing a planet)
1d20·1d200000·1d100
Currently I have worked out a credits system I think will help with the balancing problems, and I need to figure out a satisfactory way to handle combat and research. Please feel free to chime in with your ideas and I will keep updating this thread with my current drafts.
Here is a link to my guide on the dice roller app if you need a refresher.
--- Current Draft ---
Resource Credits:
POdAhSvw1d20
- Credits are the game’s base ‘currency’ which are used to build ships, construct buildings, and do research.
- Each turn you receive a base 10 credits for each controlled planet, combined with the credits rolled by the previous player and any bonuses. For each Palace you have constructed, you receive another 10 credits.
You cannot save credits between turns – any leftover credits you have are discarded after your turn is over.
- You must have at least 1 ship occupying a planet to spend credits there - once your fleet is destroyed you will need to recapture the planet.
Spacecraft:
- Each spaceship’s worth is measured in fighters – i.e. Star Destroyer (20F), TIE Fighter (1F), Death Star (200F)
- For each fighter a ship is worth, it requires 3 credits to build (2 if the planet has a factory). Using the previously listed examples, a Star Destroyer would take 60 credits to build on a planet without a factory, and 40 on one with a factory.
Buildings:
- You can only have one of any kind of building per planet.
- All buildings work globally for the planet and are worth 100 credits.
- Buildings cannot attack other planets.
- Buildings may have special functions as agreed upon by other players. Don’t assume that your special ability is approved and waste your credits on something without checking.
Research:
- You need at least one planet with a Research Center to do Research.
- Researches are also measured in fighters for consistency, and each entry should include its effects in a description next to its name and cost – i.e. Mining Lasers (50F – Adds +5 Resource Points per turn)
- While researches are generally open to your creativity, be aware that it may become necessary to adjust effects for the sake of game balance.
Combat:
- To attack a player, you should specifically declare the attacked planet (unless you are a defender) and roll damage, adding any modifiers from your buildings or tech.
- When you receive damage from another player, you apply any modifiers from your own buildings or tech and distribute that damage in Fighters across your fleet as you see fit.
- Buildings can only apply modifiers to a defending planet's fleet.
Capturing A Planet:
- To capture a planet there must be no ships defending it. You will then make damage rolls against the planet.
- All planets have a base capture value of 50F that must be accumulated in order to capture. You will need to accumulate additional points for the F value of each structure you want to keep. Anything else will be destroyed.
Posting Speed:
- Posting frequency has been a massive problem in other variants of this game wherein 2 players would ‘ping pong’ off one another and very quickly leave other players, especially new ones, in the dust. In this game players must wait for at least 3 other players to post their turn before they can post a second turn.
- As player credits are determined by the previous player’s roll, the player must first make a short single word post to ‘claim’ the credits, after which they will edit that post with their turn info.
Turn Sequence
Receive Resource Points -> Add Bonuses -> Spend Resource Points -> Receive Damage -> Add Bonuses -> Spend Damage -> Roll Resource/Damage for next player
Post Template:
General Info
Faction Name:
Turn Number:
Resource Credits This Turn: (Show the math for other players’ benefit. 12 + 10 + 10 = 32)
Resource Credits Spent This Turn: (How many of those points you spent)
Planets: (List of occupied planets)
Technology: (List of completed research)
Total Credits Spent: (Only add on the credits you used, not the ones you discarded. This number will be used to gauge new player ‘power levels’)
Per Planet Info
(This is repeated for each occupied planet)
Planet: (Current planet)
Fleet: (Current planet’s spaceships)
Shipyard: (Progress on current ship production – Can have as many ships in progress as desired)
Buildings: (Current planet’s architecture)
Construction: (Progress on current building production – Can only build 1 building at a time)
Research: (Progress on planet research – Can only research 1 technology at a time)
Rolls
Next Turn Resource Credits: (1d20)
1d20
Combat Roll - Planet: (1d100) (repeated per planet being attacked/defended by player)
1d100
Attacking Fleet: (If attacking, ships that are making the attack. Defenders can ignore this as they are the occupying fleet of the attacked planet.)
Capture Progress: 0/X (If capturing a planet)
1d20·1d200000·1d100