The Final Approach - Beginning of an End
The year is 2160AD. Bydo incursions have slowed down since the last attacks that culminated in the loss of the blueprints and the prototypes of the R-90 Ragnarok, R-13A Cerberus, and the R-9A2 Delta. Fortunately for humanity, the technology still exists; one simply has to "reinvent the wheel", so to speak. After several missions into Bydo Space, Humanity
seemingly has located the true location of the Bydo Mother Core and the one real way to end the fight.
The Final Approach thus begins...
An R-Type inspired Arms Race game run by one who has little to no commitment running forum games (but that may change???), and certainly one who hasn't run an Arms Race game before, although I observed Sensei's magnificent game. In this game, you attempt to develop ships, weaponry and technologies in order to curb the threat of the other entity. Because this is also an Arms Race game, you also get to play as the series' main antagonists, and get to kill the other side of the party in your rage and desire to conquer all.
People get to propose weaponry to use, create, and when time gets to it, affix said weaponry to ships and test them live-fire on the enemy. Rolls will be done behind the scenes, and statistics determined on the type of weaponry/ship/technology, and its features. Weaknesses are also typically developed, which can be refined by researching/developing more on the same item.
Time Frame, Turn Phase, Actions and Vanguards
A Turn Phase takes over a period of three months. This has no bearing on the gameplay whatsoever, except plot flavourings. A Turn Phase consists of a Normal Action and a Hidden Action.
Actions are the general activities done during that turn. A normal action consists of three decisions, and a hidden action consists of two decisions. Movement to adjacent map spaces where the fleet is currently takes no decision points, but movement to another space in the distance takes one decision point.
Research & Development takes one Decision Point each, as are performing sorties/defense on a particular area. If there are no opponents on a map grid, you are refunded that decision point on the next turn phase.
Hidden Actions are activities done by a Vanguard, or a player elected to carry out a hidden action that will be revealed at the end of a turn. Vanguards will have to PM to me their decisions that comprise their Hidden Action. Vanguards are elected based on player vote, the exact mechanics being flexible based on player population in the game.
Do note, in order to perform a Devastating Attack to Base, absolutely no research must be done on that turn phase, and it takes two decision points to attack the enemy. This is so nobody goes out and kills everyone on Turn 1.
The Map, and Resources
Basically showing a rough outline on how the map is distributed, each side is only subdivided into a Main Fleet and a Vanguard. Both fleets in each side start at their respective home areas. If the main fleet is adjacent to the resource nodes of each side (Ore Fields, Ship Graveyards), both will gain 1 of each material needed to propose a new technology, or the construction of thus. If the main fleet is away, only one of the resources can be gained on their turn phase, which each side will have to debate in order to decide on a resource to be collected.
Each resource is categorized based on what each race can produce. Resources of the opposing teams can be obtained through sorties, though which one is obtained is dependent on what each race prioritizes on acquiring, if there are surviving members, and if it doesn't seem too complicated for me to handle.
On the Bydo side of the map, the core is accessed through Bydo Space, while on the Human Side, the Federation of Planets hold no such advantage. The X-Dimension is only accessible should each respective faction develop their own technologies in order to enter each space.
Categories
You must indicate the kind of item you wish to develop and/or produce. You may then provide a descriptive summary of your R&D item, in which I will then allocate features and weaknesses to it.
Universal:
Weapons
- Assault
- Explosive
Shields
- General (Plating, etc.)
Ships
Capital Ships
Technologies - All factions start with the following technologies:
- Space Travel
- FTL
- Capital Ship Construction
- Independent Space Colonies
Everything else is fair game.
Human:
Weapons
- Forces (attachments on ships that can also operate independently, which amplify weapon power and switches attacks to laser type)
- Wave Cannon (Laser type charge armament, effective against most Bydo. Is affixed on the ship)
Shields
- Bits (Interacts on specific ship and force setups, allowing offensive defense)
Bydo:
Ships
- Boss (powerful "ships" that can outlast a large battalion of enemies. Often develops very critical flaws one could exploit, typically with laser type weaponry. Can be as small as an R-Series fighter, to as large as a capital ship.)
- Swarm (Distraction type enemies that can bugger most targeting systems and buffer defense rolls. May leave a higher chance of dropping Bydo Materials)
Weapons
- Corrosive (Armor-effective)
- Flesh-Type (Tentacles)
- Infestation (Assimilates Control. Often develops very critical flaws that need to be addressed to be effective.)
Despite the categories, if you are able to abscond with a resource obtained from a sortie, you may be able to create a facsimile item from the other faction. Do note that each resource category corresponds to each category as described here. Therefore, you have three resource categories: Universal, Human, or Bydo. One is not interchangeable with the other, and is used to further research or construct items of its specific category.
As is usual with Arms Race type games, two game threads will be maintained, and you are
advised demanded not to visit the other thread if you've already picked a side. Nobody likes a shifty allegiance-shifter person. But before we do that, let's run an interest check and clarify some issues as needed here, so I can tweak the game before running it.