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Infinite Dark - Design Blog 2 - "Divert power to shields!"

🕑 Added 2020-04-09 13:00:00 +0000 UTC

Comments

Precinct Omega

A very good point. I'm almost at the stage where I can start putting minis on the table and trying out some of my ideas and it's very likely that some of them will start to break down just as you describe and get confined to the bin. That said, BFG was also very much Age of Sail in Space, with its vast and unwieldy crews and ancient, unknowable ships, so this kind of abstraction was in lock-step with the feel of the setting. I'm looking for something that gives a slicker sense of command and control.

Gavin Thorpe

I think you may run into a fundamental disconnect in what you are trying to do. Whether hardwired into the rules or not every game has the player assume a role or roles within it, particularly wargames. It is difficult, and often undesirable, to try to emulate vastly different roles within the same mechanics. In this case you want to have lots of ships, indicating fleet commander- (admiral) level decision making as well as putting the player in the position of every single ship captain. Not only are you responsible for grand strategy - break the cordon on the left while holding on the z-plane - but also every single ship’s power allocation. A game like BFG tempers this dichotomy by making the ship commands extraordinary and mostly abstract - brace for impact, reload ordnance - and uses squadrons for numbers of smaller ships. That decision making still slows down the game at higher model counts. So is it up to the player to manage every single ship or should the system abstract the captains’ choices to best implement high commands?

Precinct Omega

We'll see how it looks once I start play-testing, but I certainly think that larger, capital ships will have *more* points to allocate each turn. I'm currently modelling out the difference between forcing admirals to allocate all of their power points at the start of each turn and allowing them to allocate power only at the start of each ship's activation. I prefer the uncertainty of the former option - the sooner you activate a ship, the more relevant you can be sure your allocation was, providing a nice fog-of-war element - but it comes with an administrative burden, effectively introducing a new game phase that needs to be sensibly managed - a little like prepping manoeuvre dials for X-Wing.

Jonathan Lupton

I knew I had a space combat game with some kind of power allocation in it. A quick search through my bookcase and I found it. Renegade Legion: Interceptor did have rules for power allocation but only used them for larger ships. (In Interceptor small ships are space fighters, so larger ships in this case are Gunboats and Corvettes with a crew of up to 6-7 people). As most games are played with a maximum of one Corvette per side the decision making and tracking is limited to one ship and so is manageable. Perhaps a similar approach in Infinite Dark could work. Small ships don't have allocatable power and large ones do. So each player only needs tracking boards/counters/dice for a limited number of their ships.


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