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Old July 22nd, 2003, 09:19 PM
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Default Space Empires IV Risk!

We had a conversation on the forum a while back and it gave an idea.

SEIV Risk

The game takes place on a large "meta-map". This map represents the empires position in the galaxy and the size and strength of their empire. The Meta-Map will look like a standard SEIV quadrant map, only much larger. Several hundred systems at least.

Empires start the "Meta-game" with a certain number of systems. (One? three?) At the (begining/end) of each turn they accquire a certain number of fleets based on the number of systems they have. Say one new fleet per system. However, as with SEIV an empire has a maximum number of fleets that can be maintained. (Need to kick the numbers around but at this point I am thinking 3 fleets per system max.)

Each turn has a colonization phase, an attack phase, and a movement phase. I have not decided yet the length of the turns.

Colonization Phase

If a player has an unocupied system bordering one of their systems they can colonize it by moving one or more fleets into it at the begining of their turn. Fleets used in colonization cannot be used for attack during the same turn, although they can defend the new system if attacked during the attack phase immedietly follwing. Also, at least one fleet must be left in the system that the colonization was done from. All systems must have at least one fleet garrisoned at all times.

Attack Phase

If a player has fleets not assigned to colonization they can use them to attack another player. Territory does not have to be adjacent to attack, but players must have a path to the system being attacked. (For example you can't attack another players homesystem if it is surounded on all sides by colonized systems.)

When declaring an attack the attacking player assigns a certain number of fleets to the attack, from 1 to 5. All of the fleets used in the attack must leave from the same system and at least one fleet must be left in that system as a garrison. The defending player has available the number of fleets currently garrisoned in the system being attacked.

The resolution of the attack is determined by a one on one game of SEIV. PBW is recomended for this of course. There will be a set of predetermined default game settings, however these can be changed if both players can agree to the changes. The one exception to this is in the number of racial points available to each player.

Each player will get a number of racial points based on the number of fleets they are using in the battle. 1000 points per fleet. The attacker cannot assign more then five fleets to the battle. If the defender has more then five fleets garisoning they may not risk more then five of the fleets. The defender may choose to risk less then the total number of fleets available, but they must risk at least as many as the attacker if they are available in system. If the attacker risks more fleets then the defender has available, the defender must risk all fleets in the system. The loser of the game loses all of their fleets risked for the battle. If the defender loses the Last fleet in that system the system reverts to being uncolonized. The exception to this is battles over adjacent systems. If an attacker attacks a system of another empire that is adjacent to their own, and destroys the defenders fleets they take possesion of the system and immedietly move all the fleets risked into that system.

Example. Defender has 8 fleets. Attacker risks 3 fleets, defender risks 5. Attacker gets a 3000 point empire, defender gets a five thousand point empire. If attacker wins defender loses five fleets, but maintains control of the system with 3 fleets. If the defender wins attacker loses 3 fleets.

Given enough fleets the attacker could launch multiple attacks against the same system in the same attack phase. These will be handled as separate games of SEIV. Also it is possible for more then one attacker to attack a single system. Again these attacks will be handled as separate games. However, if all a defenders fleets in the system are risked in ongoing combat, no more attacks may occur at that time until at least some of the fleets are freed up.

Movement Phase

During movement phase players can reposition fleets not already involved in colonization or attack during that turn in order to shore up defenses or prepare for attack in later turns. Fleets can move a maximum of two systems during the movement phase. (might change this)

I am thinking no maximum on the number of fleets per system, but each system must keep at least one fleet garrisoned.

New fleets will be added each turn up to the maximum empire maintenance. Each new fleet is built in it's own system. Players can move them around during the movement phase. (This is to keep a large empire from plunking down their 12 new fleets all in one system)

Treaties

Treaties will have two purposes

First to assist in empire defense. If a system is surounded by your empires system and your allies, it is immune to attack except by your ally or your allies allies. A treaty gives a player the right to move through your system to attack.

The second purpose of the treaty is economic. It will increase the number of fleets an empire can maintain. According to some factor I haven't determined exactly yet.

I am thinking with this idea players can be added to the game at any time. Of course older players will be larger and have some advantages, but they wont be overwhelming. A small player could survive long enough to grow.

So, that's the basic idea. Comments? Suggestions?

I suppose some method could be worked out to allow team games. I haven't quite figured it out yet though. If anyone has suggestions on that I'd appreciate it.

Geoschmo

[ July 22, 2003, 20:33: Message edited by: geoschmo ]
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