(Inspired by Descentace's post)
Anyways, I was just thinking of an old rules set I had for a Hegemonia board/card game, but it could also fit FS2. Anyways, here goes:
You start with a gameboard. A large board, probably about 50 X 50 square inches. On the board is a map of a solar system. Each 1 X 1 inch square represents a sector. Each player rolls the die for his turn. Biggest number wins. When the player first starts, he gets a deck of sixty ships and 20 "bonus" cards. Each ship has set statistics: movement speed, firepower, and armor, and shields.
The faster the ship, the more sectors it can move in one turn. Say you have a Perseus Wing. It has a firepower of 12, a speed of 4, and an armor rating of 40. So, on one dice roll, you can move it up to 4 spaces, and attack any ship that is in that sector, or any adjacent sector. You can move up to 5 ships each turn. You can augment your current unit's abilities with a "bonus" card. Each card, when applied to any unit (unless it's a weapons bonus card + it is a support unit, more on that later), will give that unit it's benefits for 3 turns. Afterwards, the card is discarded and may not be used for 10 more turns. After that, it must be put on the bottom of your bonus deck. This means that IT IS POSSIBLE to run out of bonus cards, so use them wisely. To destroy an enemy ship, you have to kill all of it's hit points. Each fighter wing card counts as four ships, so to find out the total hit points of each fighter wing card, just multiply it's one fighter HP points by 4.
There are 7 kinds of ship classes:
Fighters--Fast, relatively well armed, weak hulls. Good for fast reaction. Each card counts for 4 fighters. Each fighter must be destroyed seperatley in order for that card to be discarded. These cards are quite common
Cruisers--Slower than fighters, but still quite fast. These are basically like souped-up fighters. These cards are harder to come by, but still quite common.
Corvettes--The middle class. These guys are well-rounded, with an emphasis on firepower and speed. These are one notch above cruisers in the rarity department.
Destroyers--These guys are rare, but very powerful, but also very slow. Also, make sure to pack some fighters in, because destroyers can be taken down by force of numbers, and fighters can easily even the odds.
Carriers--These cards are the rarest of all. Very hard to come by, they can deploy up to 10 fighter wings. However, they have very little firepower or speed of their own.
Support--These ships are like bonus cards, but they can continue to add to a unit's bonus for any length of time, until they are destroyed. Depending on what type of ship they are, they give certain attributes. They are all classes of science vesseels, tho.
Heroes--These are special types of normal units, that are just a bit more powerful than the usual types. Some examples include the Iceni, the Aquitane, etc.
If I missed something, these rules are still v 1.0, so please tell me
