Second pass at… Military

My military-control friend had made a load of notes but I he was verging away from the KISS (Keep it simple stupid) mentality which I believe are absolutely necessary for a Megagame. That said, he had a lot of good ideas and had written out some good flavor-text for the actions which I’ll definitely use. 

We recapped everything previously discussed and we designed the interceptors. He had some ideas around movement - rather than move like other troops, he proposed “rebasing” whereby they take off from your home regions or allied nations. From there, they patrol and look for things to do, either assist with ground troop combat or shoot down alien ships that get too close. I liked this idea a lot. Not only was it an interesting mechanic, it also gave us reason to move the ground troops around - we tweaked it so that interceptors can rebase from ground troop locations. That solves a problem another friend of mine had put forward - “What is the point of ground troops?” 

That conversation led nicely into another outstanding design element - what is the turn order at the military map? We decided that Aliens would commit to where they were landing before anyone moved, then Humans had the chance to try to guess where Aliens might go. It should make for an interesting cat and mouse game. All we have to do is balance it right - “How much of the board is not covered by interceptor range on turn 1 vs turn 4 after some technologies have been developed? That also affects the quantity of interceptors we give each nation. Something else to add to my increasing list of Excel balancing sheets. 

Previous
Previous

Second pass at... Science

Next
Next

First pass at… creating general rules and components