Star Wars Roleplay: Chaos

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Fleeting Chess Map System

Michael Shado

Alor of Clan Shado
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I made this really quick on GIMP, I know others can do way better than I can.

To explain what you are looking at, the red arrow is the bad girl ship, the green the good guy ship.

The idea of this is a numbered grid, and each faction start on opposite sides of the grid map. Each time they post, they must also post to where they moved (ex: Star Destroyer moved to 5-6; or whatever it is).

This is a very raw, and very quickly made idea that I had while playing C&C as I watched some dude playing a Star Wars RTS fleeting game mod. Then I began to think of RISK and it just kinda popped in my head that fleeting is a lot like chess.

This concept can also be altered for ground battles.

So...I've given the short part of this as I am not very good at artwork, and the idea came to me quickly, and I knew I had to get it out there before it left me.

Whatcha think?

What would you change?

Discuss it to the fullest!!
 
[member="Michael Shado"], I know that there is at least one other person who is working on a similar system, though as I understand it, his system also takes into account several different movement modifiers like hyperdrive speed.

I'd personally like to see a strategic movement system, but it's one of those things that only works well if everyone in a thread agrees to play by it.
 
[member="Michael Shado"]
So this is a campaign map?

As [member="Gir Quee"] says you need to take into account hyperdrive speeds.

Do you have any ideas for the resolution of battles when fleets encounter each other?
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Michael Shado"]
the way it was discussed to manage this was you have to follow the hyperspace routes laid out moving from world to world. So say team1 started at Rhigar they would jump to Csaus then on to Capero and so on and so on.

each route could be assigned a number which would be a length of sorts. say for instance Rhigar Csaus is much longer a route than Csaus to Capero so it would take longer to move.

So hyperdrives work by each class being twice the lower class so it would be easy to add modifiers based on hyperdrive classses. so Class 1.0 would be a base and be 1x. Class 2.0 would be x2 Class 3 X4 Class 5 X8 so on and so forth.

so this was just ideas no further work has been made to hash this out any more than that.

on a hex system you would have to have a reverse correlation systems where class 1 can move more hexs than Class 2 so you would need a lower limit on hyperdrives. Class 3 would probably work as the lower limit base. say Class 3 would be 1 hex, Class 2 2 hexs, Class 1 4 Hexs.

That is just if you want to get hyperspace involved as a hard rating. In the caldera battle we just did one post jumps from point to point. and did not really worry about a hard set hyperspace speed.
 

Ashin Varanin

Professional Enabler
[member="Michael Shado"]

I love sector-level fleeting. I've actually been coming at this problem as well - my prototype system is the one that Gir &co. mentioned. It's based on the Korriban hex rebellion, which worked really well. It's aimed for simplicity, a nice shallow learning curve. I'm actually using a simplified, DM'ed version right now in Deep Black Sea: Ghost Ship (a TKO faction thread), with a whole crew of newish writers, and they're doing great.

In a nutshell, this is how I approached it:

Use any sector map, no hexes needed.

On marked routes:
  • Standard hyperdrives (Class 1-2) move by 1 adjacent system per post. Fast hyperdrives (Class <1.0) move by 2 adjacent systems per post unless they run into the enemy. Slow hyperdrives (Class 3+) move by 1 adjacent system every 2 posts.
Off marked routes (‘Trailblazing’):
  • All ships move by 1 roughly adjacent system per 1-3 posts as reasonable. Roll a d6 with every post, and consult a table of random events if you rolled a 1.
If you have a PC/NPC instinctive astrogator, you can reroll random events.

The full working document, with examples etc., is here. I'm going to keep testing it. Figured it might interest you.
 

Michael Shado

Alor of Clan Shado
Truth be told, I have not taken into consideration a lot of those things. Like I had mentioned above the idea hit fast, and with only minimum detail. If you dig a little deeper into that sector, say star system, then hyperspace begins to dwindle in it's use.

The most common space battles being within the space around a single or two planets is something I can work on a little bit more, while the bigger, and less often seen, but usually more astonishing space battles that are larger in scale are things I don't know particularly.

Also I would like apologize for such a late reply, work is killing me, and I am trying to keep my social life in tack as I work nonstop.

I think...the problem here is this....you guys are starting a larger scale....when you should start with a smaller scale....and work your way up. If it wont work on a small scale it wont work at all usually.

So i will try to get a map of some kind of a smaller scale, and let ya'll review what I come up with.

Hyperspace jumping is what's really stomping this into the ground, that and you have to take into consideration the accuracy of the turbolasers...how far can one be before this becomes...clearly inaccurate...but I guess in space it's as accurate as ever cause nothing is stopping the laser in it's course. Hmm....
 

Tellos

Active Member
I can see a few strategic level applications of this and if we wished tweaking owudl be required but possibly some form of tactical level fleet work? if so it might clean up the space battles bit somewhat. Though I'd say it'd be mostly for large ships not small fighters.
 

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