Damaging and destroying modules
One of things that I feel would
be a positive addition to the game would be a system where the
hitpoints of a ship, are divided between hull points and the various
modules that the ship has.
For instance a ship has 10 basic
hull points. The hit points of all it's modules are added onto the ship
total hitpoints. Every time a ship takes damage, the damage is
randomised between the hull and the modules, depending on the total
amount of space taken up by the modules. Assuming that 100% of the
ships space is taken up by modules, there is a 25% chance of each point
of damage bieng assinged to a module depending on the total
percentage of the space taken up by each module. Excess space is taken by the hull as per damage.
If
a module on a ship takes damage, it is less effective, depending on how
much damage is taken. Fractions are rounded DOWN, meaning that early
ships, with few weapons and primative weaponry doing only 1 damage, can
be rendered defenseless with a single lucky hit.
A module with
no HP left, is destroyed. Destroyed modules must be replaced, by
upgrading the ship back to it's own type. If a hull (the core
hitpoints) is reduced to 0 HP, the ship is destroyed, however many
modules it may have.
Modules that carry people, lose a
fraction of those people, for every hull point lost. So a transport
module with 10 HP and carrying 1 billion people, loses 100 million
people, for every hull point lost in battle.
Relative speed and manuavarability
The
speed of ships on the battlefield does not change, however their speed
relative to one another, is decided by their total speed on the main
map. A ship with 7 moves, will move 7X as fast as a ship with 1 move,
even though the game speed is decided as though all ship were going at
the speed of the fastest ship.
Manuavarability is a fixed
value, determining how fast the ship can turn on it's axis. This is
decided by the size of the ship. A smaller ship is always more
manuavarable than a large one. However a large ship may be faster,
which can make up for a longer turn time. As all ships should have a
certain fire ark, a more manuavarable and faster ship, should be able
to evade the fire of a less manuavarable and slower ship by getting
into it's no-fire zone and shooting it until it is no more.
Fleeing
When
both sides deploy, a hyper-tunnel graphic is always there at the edge
of the field, at each side of the battlefield. This is the ships escape
route from the battlefield.
Each ship has a courage value. This
represents the willingness of the crew to fight on. The courage value
is determined by the total hitpoints a ship has left at the beginning
of the battle and is modified by the amount of damage taken by ships in
battle, particularly itself and particularly by ships destroyed and
already running. Fleeing ships, can cause other ships to flee this way,
unarmed ships don't count for this.
A ship flees when either
it is unarmed or has become unarmed or beacause it's courage value is
reduced to nothing or beacause of certain tactics. Fleeing ships flee
towards their sides hypertunnel and dissapear into the tunnel and away
from the battlefield. A ship that reaches the hypertunnel, cannot be
pursued, it is gone for good. The attackers start near there
hypertunnel, the defenders hypertunnel is on the other side of the
battlefield, while the defenders themselves are in the center.
A ship that faster than it's opponants has a good chance of getting away.
Ships
that flee, head automaticly for the nearest planet according to
autopilot. In the next go of the player, the autopilot can be cancelled
and the ship then given new orders. A ship in orbit that flees, heads
for the nearest other planet to the one it flees from. If there is no
planet to flee to, the ship flees directly away from the attackers.
A fleeing fleet, can start another battle, if it runs into another ship or fleet.
Tactics
Finally
you can select a particular set of tactics for your ships in battle.
The default tactics are forward attack, this is the tactic we have at
the moment. The ship or fleet recieves orders, of how to behave as
either an attacker or defender. The tactics would be as follows.
Attacking tactics
Hit
and run- The ships attack unarmed ships, if available. If none are
available, this tactic isn't used and the default is used instead. The
ships avoid the armed defenders and focus their attacks on unarmed
ships, such as transports, when all unarmed ships are destroyed or have
escaped, they flee. This is a very costly tactic for anyone who is not
a fast manuavarable ship, beacause the unarmed ships are also fleeing
and in order to get to them, not only do they need to evade any escorts
on the way in, but also on the way in.
Evasion- The ships do not
approach the defenders directly, but attempt to outmanuavare them,
while shooting bursts of fire at the defenders as they go. This is
another tactic for fast manuavarable ships.
Circle- The ships
keep to a low speed and shot moving as soon as targets come into range.
The ships attempt to mantain as wide a fire arc as possible, at the
expense of density of fire.
Wedge- The most heavily armed,
protected ship and healty ship deploys at the front while the others
move in behind it. They attempt to lay down an extremely heavy battery
of fire and still mantain as wide an ark of fire as possible.
Defending tactics-
Static
Circle- The Defenders to do move independantly at all, they simply
deploy in a cicle, around any unarmed ships and destroy anyone who
comes near. If escorting unarmed ships, they will move with them as
they flee.
Evasion- The Defenders spread out and attempt to outflank the attackers.
Cicle- The Defenders deploy in a cicle and slowly move towards the attackers.
Rearguard-
The defenders flee, while sending ships to fight a rearguard action.
This can succeed in either forcing the attacker to let them escape, or
seperate the slower ships and the faster ones, allowing both the latter
and the former to be destroyed piecemeal.
Hammer- The defenders
deploy behind around a dense block of powerful ships, in the centre. If
anyone attampts to outflank those ships, the ships behind which are
held in reserve, go outwards to meet them.