Sunday, July 31, 2011

Fantasy Trek Gaming Medium Combat Turn 4

The first blow was struck, and it is the first lesson in weapons fire. Pretty simple stuff really. Weapons are omnidirectional, hit the shield they're facing, and the damage takes effect at the start of the next turn. Max range is 5, at which a 1d6 is multiplied by 1. At range 4, die roll is multiplied by 2, and etc.... phasers use as many points as you want times the multiplier. Photons take 2 dice points to fire, then you roll a 1d6 for each photon, and multiply times the distance multiplier. For example, ship X used 2 points to fire 1 photon, rolled a 1. At range 2, it was X 4. So four points plus 1 (times multiplier 4) from the phaser is a total of 8 points damage to Y's starboard shield. Once you get what it takes to fire weapons and how range affects that, you get the basics of medium combat, which is loiking like the default Fantasy Trek combat system.


Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/x_/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/_y/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/___/___/

Roll:

X=3 Y=1

Course
X=180 Y=270

Shields
X Y
F /18 /20
A /20 /20
P /20 /20
S /20 /13

Saturday, July 30, 2011

Medium Combat Turn Tfhree

Two Turn number three had both ships withd 6 points. They used it to reinforce shields and close to range. Just a note, it takes 2 points to repair a system or reinforce a shield by 1 point. The next turn will have the first shots fired. Here's the screen shot : )


Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/x_/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/_y/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/___/___/

Roll:

X=6 Y=6

Course
X=180 Y=270

Shields
X Y
F /22 /20
A /20 /20
P /20 /20
S /20 /21

Damage

X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40

Defense
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40
Capture /50 /50

Boarding Parties
X Y
/30 /30

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Transporter: Range of 1 required. Shields automatically drop.

Each hit and run attempt uses a boarding party. 1d6 (1,2) for successful return to ship.
Capture attempt uses same procedure.

AI will pursue and attack to weakened shields.

AI will fire max torpedoes as available

AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.

Weapons are omni-directional. Phasers= x distance modifier. Photons take 2 points to launch, roll for damage (apply modifier)

2 points from roll= 1 point repair (systems/shields)

Performance Modifiers:

Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)

Fantasy Trek Gaming Medium Combat Turn 2

Simple move tdoday. Since ships X and Y aren't within the minimum 5 spaces range, all they could do was move closer. Here is the updated 'screen shot':

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/_x/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/__/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/__/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/_y/__/__/___/___/

Roll:

X=3 Y=3

Course
X=180 Y=270

Thursday, July 28, 2011

Fantasy Trek. Gaming: Step by step Medium Combat

I've decided to play this out day by day, explaining each step. I'm doing this in a word document and pasting into myf email. So we'll hope the formatting holds. My apologies if it doesn't.
Here is step one, with explanations:
Here is my crew with allocated and awarded points:
Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
Here is my ship and opponent:
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
Here's the map. I determined the opening placement by rolling 2d6 for each. Ship X starts top left, ship Y starts bottom left. Ship X rolled 3 and 3, so started at 3,c. Ship Y rolled 2 and 1, so started at 10,l
1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/x_/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/__/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/__/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/_y_/___/
Next I rolled 1d4 to get initial course heading. 1 would equal 90 degrees, 2 equals 180, 3 equals 270, and 4 equals 000. Both of my ships rolled 2, so start with a course heading 180.
Course
X=180 Y=180
Then I rolled the first point roll. X got 2, Y got 3. But since my captain has 7 experience points, I add 1 to my roll.
Roll:
X=3 Y=3
So we start off with the following points. Tomorrow we'll act on that.

Wednesday, July 27, 2011

Medium Combat Results

I've completed a round of medium combat with some rather experimental rules or systems. I put my heavy cruiser against what I assume to be a command cruiser. A little bigger, a bit harder to take down. I actually didn't give it more of a weaoon punch, so as to keep the rules simpler. But it went very well, lots of hit and run away, takings advantage of good rolls, and evading when necessary.I can't really show the results, because I didn't record every move (that would suck the fun outof the game real fast), but it is simple to play and had a good feel to it and seemed well-balanced. Basically what I did was bump up the other ship's defenses by 10 points in each category. That meant that my ship was forced to hit hard when possible and run away when necessary. The only thing is that there is no AI. The single player game is essentially you playing both sides. It sure worked for me though. Once I've posted a good how-teo guide I'll go into more detail. Next I need to sort out hit and run boarding party action and capturing.

Cheers

Kapact

Monday, July 25, 2011

Medium Combat Introduction Part One: Player Setup/Points

Like many rpg games, this game starts off by customizing your character. In this case, you are customizing your command crew: the crew that will make a difference in a crisis. Start off with the following:
Captain
Science Officer
Chief Engineer
Tactical Officer

You start off with 20 character points. You can evenly distribute the points if you wish, or use a unique system, but remember that for every character that gets extra points, another loses them.
Here are the ways that the four characters contribute to victory:

Captain- A strong captain helps everyone. Sufficient points for the captain can add points to your 1d6 roll.

Science Officer- In combat, a science officer with sufficient points can help you to target ships when sensors are disabled.

Chief Engineer- The chief engineer gets more out of your ship. Sufficient points help the engineer to repair damaged systems more efficiently and channel more warp power to phasers.

Tactical Officer- A tactical officer with sufficient points can increase the damage done to enemy systems in combat.

Here are the specifics. Remember that these are just the combat advantages. There is much more to Fantasy Trek.

Captain: 7 rating adds 1 to dice total. 9 rating adds 2 to dice total.

Science: 7 and above rating adds to chance to detect without sensors (7 rating adds 1, 8 adds 2, etc) ##this will be explained later##

Engineer: 7 rating adds to total phaser damage (8 rating adds 2, 9 adds 3, etc) 7 rating repairs systems with 1 point instead of 2. ##this will be explained later##

Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2, etc)

Explanations:
Sensors: When sensors are destroyed, an enemy ship that has moved is almost impossible to hit. In order to simulate that 'shot in the dark', you must roll a 1 on a 1d6 roll. Once your science officer has a 7 rating, 1 and 2 gets you a hit. An 8 rating means 1-3 gets you a hit, and etc.

System Repair: It normally takes 2 points from your roll to restore 1 point to a damaged system or shield. An engineer with a 7 rating can get that repair done with just 1 point.

One experience Point (in the medium combat game) is awarded every time you defeat a ship of equal points. Two are awarded for defeating a ship with 3 to 5 points more than you. Three are awarded for defeating a ship with 6 to 8 points more than you. Four are awarded for defeating a ship with 9 to 10 points more than you.

This should pretty much cover player setup and how the points work. Think of how you would set up characters in any other rpg game. That's what I'm trying to do here. If you have any questions or suggestions, please let me know. The next section will detail the ship and its shields and internals, and how they work in combat.

Sunday, July 24, 2011

Rpg rules for medium combat

I'm working on a bit of a happy medium between casual combat and heavy combat, appropriately called "medium combat" and including rules for rpg'ers. If you create and customize your ship and crew you get bonuses for experiesnce. What I'll eventually have are ship frame ratings (heavy cruisers, etc) and customizable from there. For now all I have are rules for customized characters. I'll play that through and add more. Here is what I have so far...

Roll
X=3 Y=4

Course
X= 90
Y= 90

Shields
X Y
F /20 /20
A /20 /20
P /20 /20
S /20 /20

Damage
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Performance Modifiers:
Captain: above 5 rating adds to dice total (6 rating adds 1, 7 rating adds 2 etc)

Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)

Engineer: above 5 rating adds to total phaser damage (6 rating adds 1, 7 rating adds 2 etc). Above 7 rating repairs system with 1 point instead of 2.

Tactical: above 5 rating adds to damage total (6 rating adds 1, 7 rating adds 2 etc)

Tuesday, July 5, 2011

Medium Combat...

When I started making Fantasy Trek almost 5 years ago, I was envisioning a game not unlike this. Simple quick play. Text-based. All you need is a text editor and dice. Roll 2d6 to get the start coordinates, roll 1d4 to get initial course (1=90 2=180 3=270 4=000.

I've playtested this three times and won all three times, and while there could be balance tweaks, the basics seem quite sound

Medium Combat Play


1 2 3 4 5 6 7 8 9
a__/__/__/__/__/__/__/__/__/
b_x/__/__/__/__/__/__/__/__/
c__/__/__/__/__/__/__/__/__/
d__/__/__/__/__/__/__/__/__/
e__/__/__/__/__/__/__/__/__/
f_y/__/__/__/__/__/__/__/__/
g__/__/__/__/__/__/__/__/__/
h__/__/__/__/__/__/__/__/__/
i __/__/__/__/__/__/__/__/__/

Roll:
X=6 Y=2

Position
X Y
1,b 1,f

Course
X=000
Y=090

Shields

X Y
F /20 /20
A 20/20 20/20
P /20 /20
S /20 /20

Damage

X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 4/20
Warp /20 20/20

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1


Combat Rules

Shield damage is determined by facing. Internal system damage is determined by 1d6 roll. Excess damage points get additional 1d6 rolls. Loss of impulse means ship can't move. Loss of sensors means 1d6 chance of hitting target after opponent has moved. Loss of shield generator drops all shields

AI will engage (pursue/attack) under any of the following conditions:
-weapons fire
-player comes within 5 spaces
-three turns

Otherwise AI will use 'Crazy Ivan' rule to maneuver. (every second turn, 1d6 1-2=port, 1d6 3-4=starboard, 1d6 5-6 pursuit)

AI will fire max torpedoes as available

AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.

Weapons are omni-directional. Phasers= x distance modifier. Photons take 2 points to launch, roll for damage (apply modifier)

2 points from roll= 1 point repair