Operational "Operational art comprises four essential elements: time, space, means and purpose. ... The challenge of operational art is to establish a four-element equilibrium that permits the optimal generation and application of military power in achieving the political goal. Viewing time, space, means and purpose as a whole requires great skill in organizing, weighing and envisioning masses of complex, often contradictory factors."
This makes me think of:
* A "System Search Map" similar to that used in Rogues in Space by Cargonaut.
* Hidden task force movement.
* Dummy signals similar to that used in Battle Rider.
Thus, stretches of sheer frustration as contact is gained and lost.
Concepts:
Map surface? One surface? Or a simplified system map, and then a "combat map" used for actions in each part of the system? Or something else?
If there's only a combat map, and counters are being shifted on and off it as the focus of the turns shift, then fewer counters will be better. For example, you probably wouldn't want to shift around a dozen counters on and off a combat map several times each turn.
On the other hand, a single map surface, representing important elements of the star system, with a dozen counters per side, still sounds like it has potential.
* A fast, somewhat abstracted but rich combat system that captures some tactical detail, but where the player e.g. doesn't control skirmishes once he's committed forces to them.
Thus, fast and tense combat, with moments of sheer terror, followed by relief or dread. You find your force surrounded, shadowed. You attack the enemy, only to withdraw too soon. You launch your missile barrage, but it misses... then something hits and the game changes.
Almost reminiscent of jousting -- a heart-pounding round of intense battle, then everything's quiet while forces reorganize and try to re-establish contact.
* Logistics. Refueling rules -- e.g. wilderness refueling.
* Task forces to group smaller ships together and treat them as one unit. In other words, generalized combat strength is based on some unit of firepower related to an idealized Cruiser.
* Rock-Scissors-Paper damage mechanics - something that's simple AND YET acknowledges the complexity (and purpose!) of ship design.
For example, the Lightning-class Cruisers are probably sitting ducks against ships with meson guns. However, if the Lightning has been refit, then it stands a chance.
* Abstracted damage. It is important to differentiate damage based on what ships are likely to be packing in the way of offensive and defensive mixes. Once that's managed, the damage itself should be simple to adjudicate.
For small ships, a simple flipping of a counter would do.
For larger ships, I like the idea of variable-length ship "counters" with "location" boxes, and placing damage counters in those boxes. But there are other ways.
This makes me think of:
* A "System Search Map" similar to that used in Rogues in Space by Cargonaut.
* Hidden task force movement.
* Dummy signals similar to that used in Battle Rider.
Thus, stretches of sheer frustration as contact is gained and lost.
Concepts:
Map surface? One surface? Or a simplified system map, and then a "combat map" used for actions in each part of the system? Or something else?
If there's only a combat map, and counters are being shifted on and off it as the focus of the turns shift, then fewer counters will be better. For example, you probably wouldn't want to shift around a dozen counters on and off a combat map several times each turn.
On the other hand, a single map surface, representing important elements of the star system, with a dozen counters per side, still sounds like it has potential.
* A fast, somewhat abstracted but rich combat system that captures some tactical detail, but where the player e.g. doesn't control skirmishes once he's committed forces to them.
Thus, fast and tense combat, with moments of sheer terror, followed by relief or dread. You find your force surrounded, shadowed. You attack the enemy, only to withdraw too soon. You launch your missile barrage, but it misses... then something hits and the game changes.
Almost reminiscent of jousting -- a heart-pounding round of intense battle, then everything's quiet while forces reorganize and try to re-establish contact.
* Logistics. Refueling rules -- e.g. wilderness refueling.
* Task forces to group smaller ships together and treat them as one unit. In other words, generalized combat strength is based on some unit of firepower related to an idealized Cruiser.
* Rock-Scissors-Paper damage mechanics - something that's simple AND YET acknowledges the complexity (and purpose!) of ship design.
For example, the Lightning-class Cruisers are probably sitting ducks against ships with meson guns. However, if the Lightning has been refit, then it stands a chance.
* Abstracted damage. It is important to differentiate damage based on what ships are likely to be packing in the way of offensive and defensive mixes. Once that's managed, the damage itself should be simple to adjudicate.
For small ships, a simple flipping of a counter would do.
For larger ships, I like the idea of variable-length ship "counters" with "location" boxes, and placing damage counters in those boxes. But there are other ways.
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