A few years ago I came up with an idea for a simple space combat game, based on homogeneous redundant space vessels that could work together or separately. Together in assemblages, they gain benefits such as economies of scale, recoverability,
The space gamespace is diverse, from civilization-type strategy games, to close quarters tactical combat games. However most of these assume that the space vessel is static throughout the encounter. I wanted to think of spaceships, the way I think about robots. As an engineer, I expect at some point the parts of a robot will fail. By incorporating redundancy (beyond the two per organ thinking of mammals), and using lower cost, interchangable components, leads to surviveability and resiliency in the case of damage or breakdown.
Think of this philosophy in terms of Science Fiction movies. Commander Montgomery Scott was able to sabotage the battlecruiser USS Excelsior with just a few parts. However if those parts were duplicated and the ship broken into several redundant parts, the whole ship would not be inoperable because of one component. Robots made of readily interchangable parts won't be disabled if just one part fails. It's a concept used in networking, engineering, and biology.
The book, The Quantum Thief (Jean le Flambeur) looks at this approach to ship design as well.
Here is a collection of board games I have in this area:
Here are some pieces that might fit into such a game:
- The Game Crafter - where I've started to build a prototype
- Scenes of space maps
- Universal Space Combat Battlemap - Tarantula Nebula
- Star Map
- SFB Maps ($6.00)
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