As mentioned above, I am working to create a scaleable, multi-level
game system. It will have tools to set up combat at a variety of
levels: 4X & Strategic (Galactic Arsenal), Tactical (InterStellar
Arsenal), StarFighter (AeroSpace Arsenal), and Orbital and Ground
Assault (Planetary Arsenal). It will draw inspiration from any
number of starship combat and wet navy games and will be something of
an attempt at a simulation wargame rather than a balanced 1-on-1
tournament game (although that will also be a part of the system).
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A major idea in the Astral Empires/InterStellar Arsenal design system
is to replicate the military construction and procurement process,
complete with many of the hassles encountered in building large
starships with large amounts of technically advanced systems.
Therefore, there are some requirements at each stage of the
construction process that "lock" you into some of the choices you
have made on prior steps. This adds a new level of importance to the
decisions made in the design process, and better replicate the real-
world challenges of ship design.
There are six steps to designing a combat starship. Most designs are
modular in nature, meaning that each step is completed when your
contractors finish welding the next module in place. (Taken from the
Astral Empires Rules)
#1. Choose the Starship Class and Tech Level. In InterStellar Arsenal
there are seven major classes of vessels and five tech levels. More
on this below under Choose a Starship Type and Tech Level.
#2. Choose the Structural Class. This determines how susceptible or
resistant to damage your vessel is. More on this below under Choose A
Basic Hull Structure.
#3. Choose the Reactor and Propulsion Systems for your vessel. This
step actually has several sub-steps and tends to be slightly more
involved than the rest of the steps. More on this is found below
under Choose Reactor and Propulsion Systems.
#4. Choose the offensive weapons systems for your starship. The total
hull available for these systems is based on the class of vessel you
chose in Step #1. More on this step is found under Choose Offensive
Weapons below.
#5. Choose the defensive systems for your starship. These may include
shields, screens, armor plating, Point Defense Factors, etc. that
provide protection for your ship. More on this step is found under
Choose Defensive Systems.
#6. Choose any Advanced Systems (Sensors, ECM modules, stealth
systems, etc.) for your ship. These systems allow your ship to add
advanced combat performance characteristics to its capabilities. They
are limited by Tech Level and more about them appears below under
Choose Advanced Systems.
In most cases these steps can be made simpler by using "off the
shelf" technology for your systems. You can allocate funds to
construct your own equipment prototypes, but sometimes the risk of
creating a system that needs the kinks worked out makes this a
proposition with some downside.
IS THERE ANYTHING ESPECIALLY COOL ABOUT YOUR GAME OR UNIVERSE?
Well, it's hard to be truly original with so much having been already
published in sci-fi, as well as so many board, computer and video
games having been done long before I got here. However, here are a
few things that we are using to try to set our universe, and game
system, apart:
#1. Semi-realism in space combat. While not trying to be as specific
as, say Attack Vector: Tactical (which is a great game system), I do
want to hold true to physics as we know it. Thus, InterStellar
Arsenal has a basis in using realistic physics whenever possible.
However, just like they thought the sound barrier was a fixture in
the 40's and it wasn't, I am assuming some progress on topics like
FTL, advanced weaponry, and alien lifeforms to make thing more
interesting.
#2. Strategic Weaponry. I have created a class of weaponry designed
to utterly destroy worlds, adding a strategic dimension (like modern
day SSBNs) to the game system. This is an element I have not found
to my satisfaction in other systems, and one that I want to be
distinctive in InterStellar Arsenal.
#3. Everything fits together (in theory). By having a scaleable
system, everything can relate to other elements ranging from
Strategic to a Ground Level scale. This is probably the most
ambitious part of this project, but a whole lot of fun to design as
well. Eventually, as the system is completed and playtested, the
gamer will be able to play an entire campaign at any level he
chooses. (ie. If you want to be the Admiral, you'll command all your
fleet's forces. If you want to be a Commodore, just take charge of a
Task Force. If you desire to be a Captain, you just have one ship to
worry about. Perhaps you're a pilot at heart... well just your
starfighter then. Maybe you want to drop from orbit in a capsule
with your powered armor tightly clutching your rail gun and blaster.
Or maybe it's ground combat in a TekMek Combaton that really gets the
juices flowing... Regardless, it'll be your option!)
#4. Stealth and FTL. Because of the heat issues (amongst others) that
knowledgeable folks have already pointed out, spaceships will not be
able to hide in space. However, InterStellar Arsenal posits that FTL
works because of trans-dimensional travel through wormholes, and the
use of "phase converters" that allow ship to transition between
dimensions or "bands". In this way, ships can hang out just on the
edge of a dimension, typically an "Infra Dimension" or "Subspace" and
be invisible to sensors other than a minimal "mass signature". The
downside is that they move much more slowly than in standard space,
so if they are located, they're toast once they emerge. In contrast,
to travel much faster, ships use an "UltraDrive" that operates in the
UltraSpace band to allow transit at FTL speeds.
#5. The Setting. The two most influential books I read as a young
sci-fi fan were the Legionary Series by Douglas Hill and Starwolf by
Edmond Hamilton. Both had somewhat of a human-settled, but with
occasional and mysterious aliens and a lived-in universe. The GALAXY
AT WAR setting is crafted from the same mold and consists of the
SETTLED WORLDS, those planets colonized by man and his descendents,
and numerous unknown realms with terrifying lifeforms unlike anything
our fiction could ever imagine.
#6. The Weapons Systems. Whoever got excited about a starship's Life
Support system? It's all about the weaponry, dude! When I read
about naval ships (of which I am a big fan and amateur historian) I
am interested in things like the missiles, guns, fire control, etc.
so I am endeavoring to bring those same sensibilities to this game
design effort. My hope is to create a template to design any weapon
system to simulate anything. Yes, again an ambitious proposition,
but a worthwhile effort.
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ASTRAL EMPIRES® GAME SYSTEM
MULTIPLE LEVELS OF SCALE, RESOLUTION, AND FUN!!SCALE LEVELS
CIVILIZATION LEVEL-EMPEROR
This is a 4X type system where the player controls the entire race or
empire they are playing. While there is a tactical component, it is a
fairly "Lite" experience, with most of the focus on building an
empire through other means. (Similar to various 4X computer games)
STRATEGIC LEVEL- ADMIRAL
This is a strategic-scale system where the player controls an entire
fleet over the course of a campaign. Economic factors to build ships,
ship aging and decommissioning, prototypes, and advancing tech levels
all play a role. (Similar to VBAM and other campaign games)
OPERATIONAL LEVEL-COMMODORE
This is an operational-scale system where the player takes control of
a small fleet or task force. It allows complete fleets to interact,
but does not feature the granularity of straight tactical systems.
(Similar to Firepower Pass and Starfire)
TACTICAL LEVEL-CAPTAIN
This is the primary system of space combat in Astral Empires. Ships
can fight individually, or in small groups (usually no larger than
squadrons). Ship design is important, and part of the enjoyment of
the system. (Similar to Full Thrust, Starmada, Star Fleet Battles and
Attack Vector: Tactical)
STARFIGHTER LEVEL-STARPILOT
Space combat between fighter-sized craft. Players can command
individual fighters or entire squadrons with ship sizes all the way
up to gunboats and corvettes. (Similar to Silent Death)
GROUND COMBAT-STARMARINE
The mech/hovertank counterpart to the other game systems, this game
deals with orbital assaults, ground combat between combat armor, and
armored infantry. (Similar to Dirtside 2, Stargrunt 2, BattleTech)
INDIVIDUAL RPG-ROLEGAMER™
The RPG for the Astral Empires game system. Players can assume any
role from a lowly merc to the Crimson Overlord of the Axis.
RESOLUTION LEVELS
LITE (VERY EASY/YOUNG PLAYER RESOLUTION)
Similar to Full Thrust Lite. Very simple gaming experience designed
for novice players of starship combat games.
FAST PLAY (EASY RESOLUTION)
Similar to GOBS. Ships go "boom" quickly, and it is possible to play
extremely large fleets against each other if desired.
STANDARD (NORMAL RESOLUTION)
Similar to Full Thrust or Starmada. Detailed enough design system for
battles to have a strong tactical element, but still be completed
quickly.
ENHANCED (ADVANCED RESOLUTION)
Similar to High Resolution Full Thrust or Federation Commander/Star
Fleet Battles Lite. More systems, with more to do in battle, but with
tricks and tools to streamline play.
Advanced Considerations:
1.0 Chain of Command
Players issue orders that may or may not be followed by those beneath
them depending on variable factors such as morale, training and
experience. For small fleet engagements mostly, but could also be a
factor for single ships ("Ramming Speed, helmsman!" "Um, say what?")
2.0 Rules of Engagement
Players must follow specified guidelines (may not fire first, can not
shoot at capital vessels, may not deploy fighters, can not use
expendable ordnance, etc.) during a battle scenario. ("Do not fire at
their Flagship, Ensign, as we're hoping to capture the evil Overlord
alive!")
3.0 The Fog of War
Players only are given so much information about the scenario. More
is discovered through the use of sensors, scanners, etc. but it is
difficult to know all the factors involved in a particular battle.
("Well, Navigator, what are the coordinates for that enemy destroyer
group?" "Actually, Captain, the nebula's interference is preventing
us from acquiring a firing solution, or even determining which
direction to maneuver.)"
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Promotional Strategies for Astral Empires ™
Highlight the game's "Face2Face Gaming" and complete customizability
aspects (versus computer)
YouTube CGI Video Selections/DVD (2 minutes each)
Tie-in Novels (cross-promotional)
InterStellar Arsenal Miniatures (stats released in FT and Starmada
also)
Game Soundtrack (ala "Shadows of the Empire")
Basic premise: Since media tie-ins always do better than unaffiliated
new game releases, the idea is to create a "movie" property without
the movie. My media company (Port Nova Media, LLC) is in the process
of creating several simple CGI mini-movies to promote Astral
Empires™. They will be posted online and available separately on DVD
as an incentive to pick up the game.
I would also like to release a novel line (three books to start with)
that will tie-in with and support the game system (ala "Starfire"),
as well as be stand-alone products set in the game universe. To
further fill out the universe, a line of fleet books titled
Falkenwrath's Fleet Review will be released in softcover format
detailing the ships and technology of the setting. (PDF samples will
be offered for products, and some products may be PDF only) Pre-
production is also commencing on an audio drama series based on the
novels.
A media blitz will follow in as many online game forums as possible,
including those sci-fi spots that aren't traditional "spaceship
gaming" sites, in an effort to penetrate all corners of the market.
Also, since there are strong parallels with "wet navy" gaming (and
another product line coming from this designer in naval wargaming
down the road) some promotional efforts will be made in that arena as
well.
Drawing upon the designer's music background and experience writing
musical scores for other media, a soundtrack will also be released to
provide the "Full Immersion Gaming" effect. (Mind-expanding,
synthesized and orchestral "space opera" music)
Lastly, a line of miniatures will be created and released, thus
penetrating that corner of the market. As a part of this endeavor,
game stats in Full Thrust and Starmada will be provided for each of
the ships on an unaffiliated fan site.
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General Guidelines to Weapons Systems in Star Empires:
Beams (Energy Weapons):
The primary offensive system on most military vessels is the energy
beam, a space-based combat variant of the laser or particle weapon
that has been in common use for hundreds of years. Beams are found in
many forms, but most often as either a focused beam laser or a
multiple-pulse particle cannon. The main advantage of these weapons
is the nearly instantaneous contact they have with the enemy, but
they can be defeated by carrying energy shields. Fleets of the
Settled Worlds use different forms of this weapon. For example, the
Commonwealth and Regallian fleets use mostly continuous-fire beams,
the Colonial Union uses a mix of beam and pulse types, and the
Korsari use almost exclusively pulse beams.
Guns (Kinetic Weapons):
Many fleets use mass drivers or railguns as the short-range or light
armament of their fleets. These weapons do damage by kinetic energy
transfer, and are potent at limited ranges but have their damage
greatly reduced by armor. Guns are also relatively light in mass,
allowing for more of these weapons to be carried than other classes
of armament and are found in most fleets in some incarnation, with
the Merc Guild and the Axis the most common users.
Missiles (Tactical Missile Drones, or TMD's):
Many fleets utilize missiles on their ships, which are modern
variations of the light, medium and heavy tactical missiles that have
been around for centuries. Some TMD's have only one mode of seeker to
help their warheads find their targets, but a few (such as the
Union's StarDart Mk. VII) may have five or six different modes
ranging from thermal recognition to mass detection to even advanced
gravatic fluctuation sensors. They require a minimum range to arm,
but can track targets and hit accurately at range, with their damage
being mitigated by armor.
Point Defense Systems:
There are a large number of types of PDS available, ranging from self-
targeting laser cannons, laser clusters, light rail guns and mass
drivers, anti-missile missiles, StingerDrones, and perimeter fusion
bursters. Some ships (such as Commonwealth craft) carry very little
PDS weaponry, preferring instead to mount light beam weapons for this
purpose.
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You can see a few examples of ship designs for the system at my
development website:
http://www.freewebs.com/interstellerarsenal/new3dshipdesigns.htm
http://www.freewebs.com/interstellerarsenal/3dshipdesigns.htm
http://www.freewebs.com/interstellerarsenal/combatstarshipclassificati
.htm
Here are sample covers for the "Jane's Fighting Ships"-type fleet
books I am developing for the game:
http://www.freewebs.com/interstellerarsenal/falkenwrathsfreview.htm
Thanks for checking it out and feel free to share your
responses/ideas!
Kevin :)