Some things you guys will be already familiar with. A fleet will have a Major and a Minor action to take each turn. However since here all players take their turn at the same time it won't matter in what order you type down your minor or major action, as the way in which things are resolved are fixed.
A list of orders I've currently got:
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Major:
-Attack: Engage a fleet within range. Uses one supply
-Travel Starlance: Move through a starlance
-Insystem jump: Move to any sector in the same system. Uses one supply
-Secure sector: Claims important sector for your faction.
Minor:
-Move: Moves the fleet to an adjacent sector
-Secure sector: Claims important sector for your faction.
-Fire Subspace missiles: Attack an enemy fleet with Subspace missiles, can fire through Starlances. Uses one supply.
-Resupply adjacent fleet: Uses one supply to give adjacent fleet two and recover 5% strength. Supply fleets cannot resupply each other.
Takes both Minor and Major action to perform:
Resupply: Must be in a Strategic sector.
Recovers 50% strength, recovers all supply. Costs xxx resources per supply recovered. Defense -10 during resupply.
When done in a sector containing a shipyard, this also upgrades the fleet to current tech levels and/or refits fleet to different type. And repairs the fleet completely.
Resolve Order: Resupply -> Attack -> Move
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Now the map this time around will be grid based and things are a bit more in depth.
Here's a rough example on what I have in mind.
Fleet Mechanics:- Strength: Or otherwise translated, the Hitpoints of a fleet. Unlike the first game, taking damage does not influence the damage your fleet is able to dish out.
- Defense: This stat tends to be Zero most of the time. But there will be occasions where your fleet takes up position in an asteroidbelt and the like which will give your fleet defense against enemy attacks.
- Supply: Every fleet needs supply to operate. And once they run out, the actions they can take will be highly restricted.
There will be different types of fleets an admiral can choose from:
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Fleet types:
Patrol fleet:
- Fighters: Atk 5 Rng 0-0
- Point Defense: Atk 3 Rng 0-0
- Main Batteries: Atk 7 Rng 0-1
- Subspace missiles: Atk 3 Rng 1-2 <Tech level unlock>
Supply: 5
Strength: 110
Rng 0: 15
Rng 1: 7+3
Rng 2: 3
Carrier fleet:
- Fighters: Atk 5 Rng 0-1
- Bombers: Atk 5 Rng 1-2
- Point Defense: Atk 3 Rng 0-0
- Subspace missiles: Atk 3 Rng 1-2 <Tech level unlock>
Supply: 5
Strength: 100
Rng 0: 8
Rng 1: 10+3
Rng 2: 5+3
Artillery fleet:
- Point Defense: Atk 3 Rng 0-0
- Main Batteries: Atk 10 Rng 1-2
- Subspace missiles: Atk 5 Rng 1-3 <Tech level unlock>
Supply: 4
Strength: 90
Rng 0: 3
Rng 1: 10+5
Rng 2: 10+5
Rng 3: 5
Supply fleet:
- Main Batteries: Atk 5 Rng 0-2
- Subspace missiles: Atk 4 Rng 1-2 <Tech level unlock>
Special: Uses one supply to give adjacent fleet two and recover 5% strength.
Supply: 6
Strength: 90
Rng 0: 5
Rng 1: 5+4
Rng 2: 5+4
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(There is no difference between faction fleets. And all of this is subject to change )
As you can see, each fleet has multiple ways of attacking an enemy fleet, leading to different opitimal ranges to attack from. Patrol fleets want to be in the same sector as their opponent so they can inflict maximum damage. Whereas a Artillery fleet wants to keep its distance.
Positioning and teamwork between allied fleets will be the key to success.
The formula is straightforward. Let's take a look at the picture of the map above again:
Let's say that the 4th CRF is a Patrol fleet and the 1st DD is a Carrier fleet. Both fleets attack each other, at their current range of 1, the 4th CRF suffers 10 damage, bringing its strength down from 110 to 100 wheras the the 1st DD takes 7 damage, putting it at 93. Both fleets have spend 1 supply this turn. The 1st DD has nothing near it to resupply (since this is the CRF hometurf) and will likely do an insystem jump to G-9 next turn to take the starlance to more friendly places.
Using the same example but giving the 4th CRF 1 defense for its positioning at the asteroid. It would take 8 damage instead, 1 damage less for each weapon type its being hit with.
Both turns will use the same map, but each turn will get its own version, displaying different information. My goal is to have all important information be available from just looking at the map with pretty little icons and shizzle. So it won't become a quagmire of spreadsheets.
And that's the general gist of it.
Thoughts? Ideas? Objections? Insults?