Citizens of the Imperium

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The Oz October 11th, 2015 03:37 PM

Successful playtest!
 
At Travellercon this weekend I managed two successful playtests of my fleet-level board/miniature game: TRAVELLER:FLEET ACTION.

The Imperial player commanded 24 capital ships in five squadrons while the Zhodani had 43 capital ships in 6 squadrons. Both times the superior numbers of the Zhos outweighed the Imps better tech

Of greater importance all players quickly picked up the movement and command systems. We did have some trouble with the combat rules (they still need some streamlining and clearer explanation).

Combat seemed very deadly, perhaps too much so. In three turns of combat in one battle, the Zhodani lost 23 ships killed or crippled, yet they still won since they accomplished their mission. Plankwell-class battleships seem to attract meson gun fire: in the first action three were killed, with the fourth crippled but jumping to safety. In the second action all four were vaporized in one massive blast of meson fire from all three Zho Batrons.

Everyone seemed to have fun.

mike wightman October 11th, 2015 03:41 PM

When can I buy it?

Meteoric Assault October 11th, 2015 05:16 PM

is there a website to look at this or a description?

Leitz October 11th, 2015 06:50 PM

Adding to the chorus of "I want it". Even a play test version as we have some folks here who would give it a go.

The Oz October 11th, 2015 07:25 PM

Two successful playtests do not a finished game make. I need to incorporate what I learned this weekend and then retest.

What I can say is that this is a fleet-level game where the player is the Fleet Admiral and is making decisions at that level. So players are moving squadrons of capital ships around, with most shooting decisions (which ship shoots at what target) handled at the squadron commander/ship captain level (that is, by the game system).

whartung October 12th, 2015 02:53 PM

Quote:

Originally Posted by The Oz (Post 518848)
Two successful playtests do not a finished game make. I need to incorporate what I learned this weekend and then retest.

What I can say is that this is a fleet-level game where the player is the Fleet Admiral and is making decisions at that level. So players are moving squadrons of capital ships around, with most shooting decisions (which ship shoots at what target) handled at the squadron commander/ship captain level (that is, by the game system).

Does this have something like the 5FW pre-order/order delay system?

The Oz October 12th, 2015 05:53 PM

Quote:

Originally Posted by whartung (Post 518907)
Does this have something like the 5FW pre-order/order delay system?

That will at the strategic level.

I (eventually) see this as a three-tiered game: the strategic game, where fleets move from star to star, possibly in a computer-moderated format (which would allow for hidden movement, communication delays, and other bennies), an operational level of movement within a star system, where fleets would be divided in task forces and the focus would be on scouting and screening, and the tactical level (what I just playtested) where squadrons of capital ships maneuver and fire on each other.

whartung October 12th, 2015 06:52 PM

Quote:

Originally Posted by The Oz (Post 518929)
and the tactical level (what I just playtested) where squadrons of capital ships maneuver and fire on each other.

Oh, I thought this was higher level than that.

How does maneuver affect anything?

The Oz October 12th, 2015 09:36 PM

Quote:

Originally Posted by whartung (Post 518933)
Oh, I thought this was higher level than that.

How does maneuver affect anything?

Ships are grouped into squadrons, which are the maneuver units on the map. Maneuver is semi-Newtonian, based on Mayday/Battle Rider, with each squadron having a "future position marker" showing where the squadron will go if no change is made in the vector. Players change their units vectors by issuing orders to conduct a "Burn" which allows moving the future position marker by an amount based on the ship's G-rating.

Players can only give a limited number of orders every turn, and there are many uses for Orders so players must use them sparingly.

One of my major design goals is to put the players in the role of the Fleet Admiral, making only the decisions the Fleet Admiral would make. So players do not tell every ship where to move or what to shoot at: the player is the Fleet Admiral, not the captain of every battleship.

That's one reason I suspect this game (if ever finished) will appeal more to role-playing gamers (who are used to NPCs doing crazy things) rather than wargamers (who are used to micromanaging every ship and shuttle in an entire navy).

whartung October 13th, 2015 12:53 PM

Quote:

Originally Posted by The Oz (Post 518952)

That's one reason I suspect this game (if ever finished) will appeal more to role-playing gamers (who are used to NPCs doing crazy things) rather than wargamers (who are used to micromanaging every ship and shuttle in an entire navy).

That's why I was curious why you bothered with maneuver.


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