While this started as BT project, if you've read my blog you know it'll end up being more generic. I haven't updated all the rules to mirror that decision yet. Anyway, here is a quick list of all the rules I was working on in a strategic interstellar warfare game. I'll have to add in universe creation rules, but those are pretty easy, but this will allow you setup a map, move units that are quite similar to jumpships and warships around, fight battles on planets, and it should feel a lot like BT, but I'll remove all the similar stuff I can and create a new universe that has nothing in common with BT. I'm thinking populations start balancing and even dropping once everybody has everything they need to thrive (we are seeing this today in western nations), then we go off to planets, so at most a planet has a 100K pop or so, most being in the tens of thousands. This should still allow smaller units to have a significant impact. Anyway, quick outline below, more to come once I finish up the rules.... I'll need people to read it over and help edit the formatting and flow as it may be a bit confusing to some.
Scale
Map
Glossary
Counters
Turn Sequence
World Statistics
Resource Value
Militias
System Icons
Transport Track & Unit Movement, Abstracted
Transport Track & Unit Movement, Detailed
Production
Factories
Facilities
SUpply
Abstracted Rules
Transport
Depots
Fatigue
Combat
Special Events
Strategy
Salvage
Gaining
Usage
Creating New Units
Raids
Experience
Unit Types
Interstellar Ships
System Ships
Fighters
Mecha
Armor
Infantry
Special Units
Repairs
Special Events
Commandering Civilian Ships
Clan Bidding
Clan Honor
Special Unit Capabilities
Scorched Earth
Intelligence Operations
Tactical Intelligence
Strategic Intelligence
Political Intelligence
Espionage
Assassinations
Insurgency
Counter-Intelligence
Leadership
Generic Leaders
Specific Leaders
Personal Armies
Unit Loyalty
Leader Creation, Retirement, and Death
Bribes
Corporate Forces (Mercenaries)
Recruiting Stations
Contracts
Defections
Random Creation
Interstellar Communications
Income
FTL Communications
Communication Firewalls
Selling and Buying Information
Small Unit Actions
Heroic Units
Small unit combat
Mass Destruction
Nuclear
Chemical
Biological
Radiological
Defenses
Level 5 Complexes
Level 4 Facilities
Level 3 Defenses
Level 2 Fortifications
Level 1 Entrenching
Advanced Technology
Transformable Mecha
Generic Troops
Advanced Jump Systems
Server Cores
Drones
Advanced Interstellar Operations
Zenith and Nadir Points
Non-Standard Points
Transient Points
La-Grange Points
Deep Space Interceptions
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