Shadow Wars - Designing a Game - Part 3

Friday, September 5th, 2008

Ships

There are only three combat military ships in the game: Fighter, Bomber & Battleship. These provide a rock-paper-scissors type approach to combat that should simplify the system for new players, but hopefully still make the game tactical enough for die-hard players.

To invade hostile colonies, Drop Ships are required to carry the attack Droids. A Colony Ship is required to settle a new planet. A Trading Ship allows resources to be transferred for free between colonies in different systems.

Figher
- Military ship
- Good vs Bomber

Bomber
- Military ship
- Good vs Colony Ship
- Good vs Drop Ship
- Good vs Trading Ship
- Good vs Battleship

Battleship
- Military ship
- Good vs Fighter
- Good vs Colony Ship
- Good vs Drop Ship
- Good vs Trading Ship

Combat

When a fleet moves into the same square as a hostile fleet, combat occurs. All ships fire simultaniously in combat. Allied fleets (those of the same faction) will combine into one huge fleet as do those in the opposing faction. Combat is resolved each turn, on the turn, and does not always result in all ships from one side or the other (or indeed any ships) being destroyed. To improve the chances of success in combat, it is useful overwhelm the hostile force using overkill.

Overkill
- Each ship has a Military Strength
- If an Allied fleet has a combined Strength over 4x greater than the combined Hostile fleet Strength, the Hostile ships damage is HALVED

Shadow Wars - Designing a Game - Part 2

Thursday, September 4th, 2008

Military Command

Each player must choose early on whether to go for a military role or merchant role in the game. The military ranks can be purchased at any time, although they must be purchased in order. Each rank improves the speed at which military ships can be built, and enables purchase of selected military ships.

Military Rank (Major)
- 10% improvement in military build times
- Enables purchase of Fighter & Bomber

Military Rank (Colonel)
- Prevents “Guild Rank (Trader)”
- 20% improvement in military build times
- Enables purchase of Droid & Drop Ship

Military Rank (General)
- Prevents “Guild Rank (Master)”
- 50% improvement in military build times
- Enables purchase of Battleship

Merchants Guild
The merchant guild ranks can be purchased at any time, although they must be purchased in order. Each rank improves the amount of income from trading stations depending on how many other trading stations are close by, as well as enabling purchase of selected civilian ships.

Guild Rank (Member)
- Trading income bonus for all faction trading stations up to one jump away.
- Enables purchase of Colony Ship

Guild Rank (Trader)
- Prevents “Military Rank (Colonel)”
- Trading income bonus for all faction trading stations up to two jumps away.
- Enables purchase of Trading Ship

Guild Rank (Master)
- Prevents “Military Rank (General)”
- Trading income bonus for all faction trading stations up to three jumps away.
- Enables purchase of Jump Ship

Resources

There are going to be three resources in the game: Mass, Energy & Credits. Mass and Energy will be quick and easy to get a steady income from, however Credits are more difficult to get hold of. Mass is essential early on for building structures and ships, while those who concentrate on energy will be able to benefit more from the special abilities. Credits are generally useful, especially for emergency situations, however they are harder to get lots of and the rate of exchange when trading is poor.

Credits
- Low rate of income
- Essential to hire Planetary Governer/Fleet Admiral
- Essential to purchase Guild Licence/Military Rank
- Buy/Sell of Mass/Energy is expensive
- Buy/Sell of Droid/Fighter/Bomber/Battleship very expensive

Mass
- High rate of income
- Essential to produce structures & ships

Energy
- Moderate rate of income
- Required for special abilities