« Last post by gwago on September 06, 2016, 10:04:38 AM »
While I haven't had any response to this yet, I figured I'd keep updating my progress for posterity. Of course, if anyone has any feedback, please share!
I've considered a few avenues for the combat system and have found one that seems to hit the right notes. I haven't playtested this yet, and I'm afraid it's adding yet more overall complexity to the game, but we'll see.
Combat would consist of rolling D6s for each attacking weapon. For example, if I had three powered cannons on my turn, I'd roll three seperate dice. These dice represent the actual beam or projectile flying through space to give a bit more of a conceptual feel.
In the above example, I'm rolling three dice. Modifiers are then applied, most commonly coming from the Tactics cards ("Evasive Maneuvers: Your opponent's attack rolls are -1 this turn."), but these can also come from other cards.
Once modifiers are applied, the final number is checked. A 1 or 2 is a miss, and the attack is disregarded. A 3, 4, or 5 is a hit, while a 6 is a direct hit.
The defender then places all hits (3-5) on his Outer Hull cards as he or she chooses. The attacker then places any direct hits on his opponent's outer hull cards as he or she chooses.
Each Outer Hull card has a Hull Integrity stat; if that value is met or exceeded in damage, it is destroyed and placed in the Destroyed pile. Victory is decided when cards in this pile exceed a certain limit.
This is the model I'm working with right now. It provides enough leeway for ships to be able to maneuver around attacks, and keeps evasion and defense (Hull Integrity) separate. The D6s also allow for more randomness than just counting values and applying modifiers. I was toying with the idea of having you roll all dice at the same time, which would simplify things and make combat more dynamic; different coloured dice could be used for different types of attacks (Beam vs. Projectile, for example), but this would mean that all attacks would have the same default strength, and any effects that weapons would have wouldn't be associated to the roll (which could be a direct hit). If I could find a way to do this I think it'd be preferable, and I might revisit this to dumb it down if it gets too complex.
As noted above, there are different types of attacks to add a few variables: Pulse, Beam, and Projectile. Certain types of defenses nerf different types of attacks; shields are great against pulse attacks, weaken beam attacks, and have no effect against projectiles, so you'd want to mix them up. Pulse attacks gravitate toward multiple small attacks (meaning multiple dice), beams focus more on damaging surrounding cards, while some projectiles might be harder to evade.
So that's the game so far. I'm at a point where I'm able to produce mock cards to start playtesting, and I'm curious to see how well it plays. If anyone has any feedback, please send it my way! I'm curious to see different takes on this model.