Space Chess: Difference between revisions
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== Strategy and Balance == | == Strategy and Balance == | ||
The core of the strategy will center on how beacons are used. | |||
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. | ||
Revision as of 22:57, 4 June 2016
Ships move in real time. All ships move at the same speed.
Shields take 0.8 seconds to recover after taking a hit, so two ships firing non-shield-piercing rounds can damage a shielded ship.
Ships with weapons will automatically target anything that comes in range, unless they already have a target; except the artillery.
- Beacon 8x
- Shielded at rest
- Hull: 3
- 1 DPS
- Cannot fire while moving, shields and weapons up 1 second after it stops moving.
- Command 1x
- Shielded at rest
- Hull: 4
- 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. Can fire while moving.
- 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. Range is about 4 beacons across. Repairs can happen while either or both ships are moving.
- Can upgrade a beacon to anything except command. 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 the artillery can kill most ships with direct hit.
- Escort 1x
- Hull: 4
- Larger Anti-artillery, can prevent a direct hit on anything with an area 4 ships across
- 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
- Hull: 2
- 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.
If the game goes 3 minutes without dealing hull damage or 6 minutes without an upgrade or a kill, a stalemate is declared. I'll probably find some combinations where defeat or stalemate is inevitable and have those auto-resolve; for instance, a player with only their command ship left against command+2 beacons will be defeated, but it could take an obnoxiously long time, but a command against command+beacon can last forever.
Strategy and Balance
The core of the strategy will center on how beacons are used.
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.
Like chess, gaining an upper-hand, even a small one can be powerful. Killing a warp ship, escort, gunner or artillery significantly reduces your opponents range of attacks.
Artillery is very powerful, but if timed well, you can harass the artillery every 9 seconds and prevent it from ever firing. Artillery are given anti-artillery defenses, otherwise the artillery could target each other and that wouldn't be very interesting.
Killing Command
Command can be directly attacked by a gunner escort combo. If it stays still, a direct hits from artillery will reduce it to 1 hull point. Moving in at least two beacons opens it up to attack.
Because command can always run away, it would take 3 attackers to corner command.