Space Chess: Difference between revisions

From Adam Colton
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: No weapons
: No weapons
: Will auto repair hull damage to ships in range. Ship must stay in range for 3 seconds, even while moving
: Will auto repair hull damage to ships in range. Ship must stay in range for 3 seconds, even while moving
: Can upgrade a beacon to anything except command but both must stay at rest for 15 seconds.
: Can upgrade a beacon to anything except command but both must stay touching, at rest for 15 seconds.


; Artillery 1x
; Artillery 1x
: No Shields, anti-artillery
: No Shields
: Small anti-artillery, enough to protect itself, another ship close-by would be protected against a direct hit but not splash damage
: Hull: 3
: Hull: 3
: Fires an explosive round, takes 10 seconds, does friendly fire damage. Targets a location, not an enemy. Area of attack is fairly small.
: Fires an explosive round, takes 10 seconds, does friendly fire damage. Targets a location, not an enemy. A small area (direct hit) does 2 damage and a larger area (~3 ships across) does an additional 1 hull damage. The result is


; Escort 1x
; Escort 1x
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; Warp 2x
; Warp 2x
: No Shields
: No Shields
: Can warp to within range of any friendly beacon. If both warp ships are near beacons, can warp ships between them
: No Weapons
: Can warp to within range of any friendly beacon. If both warp ships are near beacons, can warp ships between them. Warping takes 1 second.
 
Shields take 0.8 seconds to recover after taking a hit, so two beacons firing on one Beacon (or command) can destroy it.


If the game goes 3 minutes without dealing hull damage or 6 minutes without an upgrade or a kill, a stalemate is declared. All ships move at the same speed.
If the game goes 3 minutes without dealing hull damage or 6 minutes without an upgrade or a kill, a stalemate is declared. All ships move at the same speed.
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The balance of the game is that beacons stake out an area. But a beacon can be destroyed by artillery, so you need to keep them moving. A gunner and an escort can destroy beacons without taking damage. A gunner and an engineer can also kill a beacon. Two beacons can kill one beacon.
The balance of the game is that beacons stake out an area. But a beacon can be destroyed by artillery, so you need to keep them moving. A gunner and an escort can destroy beacons without taking damage. A gunner and an engineer can also kill a beacon. Two beacons can kill one beacon.


So long as there are two warp ships on the board, ships can be moved very quickly. And one beacon can move in another and setup it's shield before being destroyed.
So long as there are two warp ships on the board, ships can be moved very quickly. And one beacon can move into range of an enemy beacon and setup it's shield before it's destroyed.


=== Killing Command ===
=== Killing Command ===

Revision as of 17:30, 4 June 2016

Had this idea a long time ago, would be great for ST-Games (need a better name). Players get an armada of ships, each with different abilities. Players coordinate movement. Ships move in real time.

Beacon 8x
Shielded at rest
Hull: 3
1 DPS
Pawn like, have many of them, Cannot fire while moving, shields up 1 second after it stops moving.
Command 1x
Shielded at rest
Hull: 6
1 DPS
Kill it and win, otherwise, acts like a Beacon, but with more hull points
Gunner 1x
No shields
Hull: 3
1 DPS, shield piercing
Can pierce shields, the timing should works so that if it attacks a beacon, they will destroy each other.
Engineer 1x
No Shields
Hull: 3
No weapons
Will auto repair hull damage to ships in range. Ship must stay in range for 3 seconds, even while moving
Can upgrade a beacon to anything except command but both must stay touching, at rest for 15 seconds.
Artillery 1x
No Shields
Small anti-artillery, enough to protect itself, another ship close-by would be protected against a direct hit but not splash damage
Hull: 3
Fires an explosive round, takes 10 seconds, does friendly fire damage. Targets a location, not an enemy. A small area (direct hit) does 2 damage and a larger area (~3 ships across) does an additional 1 hull damage. The result is
Escort 1x
Anti-artillery
Provides a shield bubble, even while moving. The algorithm on the bubble, is any shot within range is removed, so it even provides line-of-sight protection.
Warp 2x
No Shields
No Weapons
Can warp to within range of any friendly beacon. If both warp ships are near beacons, can warp ships between them. Warping takes 1 second.

Shields take 0.8 seconds to recover after taking a hit, so two beacons firing on one Beacon (or command) can destroy it.

If the game goes 3 minutes without dealing hull damage or 6 minutes without an upgrade or a kill, a stalemate is declared. All ships move at the same speed.

Strategy and Balance

The balance of the game is that beacons stake out an area. But a beacon can be destroyed by artillery, so you need to keep them moving. A gunner and an escort can destroy beacons without taking damage. A gunner and an engineer can also kill a beacon. Two beacons can kill one beacon.

So long as there are two warp ships on the board, ships can be moved very quickly. And one beacon can move into range of an enemy beacon and setup it's shield before it's destroyed.

Killing Command

Like the beacons, you need either a gunner or artillery to pierce the shields.