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 Galactic Empires : Deck Construction and Strategy
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Gekonauak
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Posted: 01 October 2008 at 8:43am | IP Logged Quote Gekonauak

mogwaisc wrote:
I also think some kind of change in combat mechanics needs to be made so that you have to measure your attack. In real life, you attack someone else's fleet and they fire back at you when you fire at them. That doesn't happen in GE. There needs to be a system that allows for retaliation actions and/or fire. It could be quite simple, something like allowing ships that don't fire their weapons during their weapons fire
phase to fire in retaliation when fired upon.


How about this...

Units are allowed to return fire. There is no limitation to it (e.g. only if you don't fire on your turn).

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Galaktische
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Posted: 01 October 2008 at 5:10pm | IP Logged Quote Galaktische

I think you can learn a lot by looking at MtG's methods for handling interactions. They are the most successful CCG to date...

In that game defenders damage the attackers during a fight so attacking becomes a little more interactive. Additionally, the attacker isn't allowed to determine where his damage goes. Instead, the defender decides which attack he will block and which he'll ignore and to what degree he'll commit his forces.

How far afield are you willing to wander in terms of changing the rules?

I can see an interesting variant where a player's ships are organized into fleets (some number of ships from 1 to many). Fleets operate independently and cannot affect another fleet's battle unless permitted to do so by a card rule. These fleets are then declared as attacking and pushed into the combat zone. The defender then decides which of his fleets are going into battle with the attacker's fleet(s). Combat ensues with some sort of you shoot, I shoot mechanic. I'd create another rule that said a fleet requires a command ship and that the command ship can only control so many strength points of ships. I'd allow any ship to be a command ship but only allow it to control additional units equal in strength to its (...?) strength. A ship that generated actual command points might allow some additional 'strength' of ships per command point. I'd allow the same rule for command point generating crew, etc... on board a command ship.

I'm not sure how all of this would work but it seems an interesting path to explore. I'd also change the way players take damage. Instead of HQ damage I'd make a player capture 25 strength points of terrain from an opponent before the game ended. If Player a captures a terrain from player B then Player B can attempt to take it back from player A.

I'm full of ideas but unless we're actually going to do something with them I'm not going to flesh them all out. Changing the rules is fun to think about but ultimately a waste of time unless we try them out at some point.

That said I'm all for helping if this is going somewhere...

Where is that list of old GE players emails again???

J--

 



Edited by Galaktische on 01 October 2008 at 5:13pm
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MogwaiSC
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Posted: 02 October 2008 at 2:35am | IP Logged Quote MogwaiSC

It would be best to keep it simple. The primary rule would be that units
that don't fire on the owner's weapons fire phase get to fire in
retaliation when fired upon.

In terms of who gets to fire back, the easiest way to do it (read; requires
the fewest possible rules changes as far as I can tell) is that only units
that are fired upon may return fire if they haven't already fired. To
include other ships in the return strike would require a command point;
for each command point you have in your fleet, you could commit one
ship or base to the counter-strike.

Now this wouldn't (shouldn't) use command points or slots; it simply
would be the easiest way within the current structure of the game to
deal with how to commit more units in a counter-strike.

Note that for things like patrol ships (S1's anyway) they'd get to fire
regardless as they don't require a command point to begin with.

Seems to me that would be the easiest way to implement it.

It also occurs to me that it would change the way reaction cards are
played... you could (would) end up playing reaction cards against an
opponents counter-strike on your turn, which of course will cost you
card plays for placing new terrain, new units, etc. So you'd have to be
careful about how you use reaction card plays on your turn when you're
attacking. It would give a bit of an edge to the defending player. The
defending player could play as many appropriate reaction cards in his
hand as he wants since it's not his turn and won't cost him card plays.

Like I said, this one little change would be very easy to implement (as I
have presented it here) and have tremendous effects on how the game is
played. It would make things more realistic and enjoyable in my
opinion. It would add more planning, strategy, and tactics back into the
game. It would also blunt the effect of the mega-draw madness school
of deck building. In GE in general, I've always considered having extra
draws to be better than having extra plays, but in this situation extra
draws aren't as useful as extra plays. To be sure, the person with more
draws and plays will still be at an advantage, but it won't be as big with
these changes.

Edited by MogwaiSC on 02 October 2008 at 8:44am
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Gekonauak
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Posted: 02 October 2008 at 8:04am | IP Logged Quote Gekonauak

how about this...

Firing causes you to disengage. You can return fire as long as you are engaged.

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MogwaiSC
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Posted: 02 October 2008 at 8:59am | IP Logged Quote MogwaiSC

Gekonauak wrote:
how about this...

Firing causes you to disengage. You can return fire as long as you are
engaged.



That's actually a good way to couch it in terms of the way the rules are
currently structured and function; it would provide a lot of commonality
and coherence to such changes.

The exception would be multipurpose phasers; you'd still get to fire
them in response to an attack, even if you've fired them on your own
weapons fire phase. And in the case of special equipment that's not MP
phasers; I'm thinking E8 Bolaar Phaser Capacitors or E6 Zedan Phaser
Bolt System, you'd get two shots, just like you normally would without
playing with this rules change. So if a Bolaar or Zedan ship with either
of those equipment cards could hold all offensive fire, and get two shots
from their phasers in retaliation.

Speaking of Zedan's (one of my best decks is Zeds), since they get to fire
Detonium Bolts in reaction, even if they've been previously fired, I'd
think the same would apply to them as for MP phasers. Zed ships could
fire their heavy weapons in reaction even if they've already been fired
offensively, and if they haven't fired offensively, then they can fire twice
in reaction.

Of course, the one volley only rule should still apply; you can't fire both
shots of your Detonium Bolts or Bolaar phasers in one volley, you'd have
to wait for someone to attack you again.

Also, I still think the command point/slot thing should be used. While
even without it you would still want to be judicious in terms of how you
commit engaged ships to a counter-strike, it makes more sense in my
opinion and would prevent some ludicrous situations/actions from
occurring.

So what do you guys think of that? I'm just brain storming here, but it
seems just prima-facie that something like this could really work. I'd
even be willing to set aside a little time to write it up formally, post a
draft here, and incorporate any changes that would make it work well all
around so that we could all agree on it, and then have a set of optional
rules that would be standardized and developed from everyone's input
and agreement.

Edited by MogwaiSC on 02 October 2008 at 9:02am
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Lobo
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Posted: 20 October 2008 at 3:01pm | IP Logged Quote Lobo

-I presonally think you're going the wrong way. I've read the word 'simplify' in posts that do nothing to make the combat phase more efficient, streamlined, and easier to follow. I'm not advocating simplifying things, however...

During the appropriate phase, you fire at your target. Then, on opponent's turn, they fire at their target. If you want to examine real life, then do it. Sometimes your enemy gets the drop on you, then you exchange fire. But someone *always* fires first. to use synchronised firing phases doesn't necessarily make it more efficient, simplified, or representative of real life.

I don't know that there is a way to simplify combat further, but i think there is a way to make it more measured and tactical. Use two combat areas on the game board.

Area 1 is immediately in front of the respective player, and is their home sector. You have your sector HQ here as well as your supply lines and resources i.e. terrian.

Area 2 is Battlespace. This is the contested area of space the game was designed to be about. Free space ripe for the picking. Ship to ship battles happen here.

You generally would play ships to your sector first. this would represent the ship being built/commissioned and would come into play engaged. You could play ships to the Battlespace but to approximate hasty deployment they would be disengaged.

Ships in your Sector could fire at enemy ships in Battlespace and vice-versa, but your ship has to be in Battlespace to fire at opponents sector. Does this simplify things? No, but i really don't think it needs simplified. I just think the tactics need to come back to ships as primary focus and the rules need to make sense.

You could also play out turns as one-shot contests. For instance, both draw 9, player A deploy ships, fire, turn passes. Opponent deploys, fire, then damage resolves. Discard any cards left, resources still in play remain in play as conquered by the prevalent player...lots of variations available if yer into that sort of thing. THere's also the one with Terrain as the "loot" flipped over during each turn to be contested by ships...

...thanks for letting me type out loud. Rambling done, going back to work now.....Lobo

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Gekonauak
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Posted: 20 October 2008 at 3:48pm | IP Logged Quote Gekonauak

Lobo wrote:

During the appropriate phase, you fire at your target. Then, on opponent's turn, they fire at their target. If you want to examine real life, then do it. Sometimes your enemy gets the drop on you, then you exchange fire. But someone *always* fires first. to use synchronised firing phases doesn't necessarily make it more efficient, simplified, or representative of real life.



Well, I believe a complete turn is supposed to all be happening at the same time.
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Guests
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Posted: 18 November 2008 at 12:43am | IP Logged Quote Guests

Hey!!! I like Lobo's idea of two sectors of play....a homefield sector and "open
space". Sounds great...that way an attacking force has to "enter" or invade
your space in order to score sector HQ damage. I never understood how
ground bases could fire on my planets!!! This just does not make any sense
to me. What enemy race would allow another invading enemy build a base
on a planet close enough to shoot at another planet?



Edited by Galactus1 on 18 December 2008 at 8:18pm
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