Post by laurentianminiatures on Apr 3, 2022 13:46:02 GMT
Warfleets FTL/Grimdark Future Mega Campaign
Hello everyone,
So I've been thinking about creating a mega campaign game where you use both Warfleets FTL (FTL) and Grimdark Future (GF) to conquer a galaxy. I have some ideas already about how to do it but there are a lot of things I am still thinking about and am open to suggestions. What follows is really roughly done and I apologize if it doesn’t make clear sense. I’m kind of in the concept phase and not even the rules design phase.
This game will function using the campaign mechanics from both GF and FTL for the army control, creation, and mechanics. However, what needs to be created is the larger campaign mechanics and then maybe add some extra mechanics that make it really feel like you are playing one big game instead of just playing GF and FTL with a little bit of influence from one to the other.
Map:
I am thinking about temporarily using a preexisting game map for the galaxy. One of my thoughts is the Planetside 2 map. I like the fact that it has bases (which would translate to planets) and major lanes of travel. The other map I am thinking of using is from Star Wars Galaxy at War. Just like the Planetside 2 map it has locations and lanes of travel. The lanes of travel are important because it gives the map a little more direction and sense of borders instead of just being open. Of course if I used either map I would be adjusting some things to make it my own but for starting off I am just going to pick one and go with it.
-Let me know if there are any other good maps like this that you know or create one yourself and share it!
-There needs to be a map created at some point
-Will there be regions within the map that give special bonuses for controlling the entire area?
-What planets will have more build slots and thus income than others?
-Are there special bonuses on certain planets that provide army wide buffs?


Turn Based Actions:
The game will function from the campaign map turns each including 5 phases. The first phase will be the income phase. This is when players will calculate how many resources they gather from the planets they control to be used for recruitment, upgrades, and planetary improvement. The second phase is the decision phase. This is when everyone will decide what actions they plan on taking and write them down secretly. The third phase will be the action phase. Everyone will reveal what actions they decided to take. Some of the actions that players can do is move fleets from one planet to another, purchase upgrades/recruit soldiers, and construct buildings on planets. These actions take place in a specific order. 1: upgrades, this includes making weapon changes or special rule adjustments to your armies and navies. 2: movement/battle, this will be described further in the fourth phase of a campaign turn. 3: recruitment/construction, this includes building new ships, recruiting new units, and constructing buildings on controlled planets. The fourth phase takes place before new units are considered recruited or buildings are considered built. This phase will be the battle phase where all military actions will be carried out on the tabletop using the GF and FTL rules respectively. Fleets moving into orbit of an enemy controlled planet will fight orbital defenses or orbiting enemy fleets. Fleets that collide due to both players deciding to move them into each other's current location will fight in space with the winner of the battle advancing and the other player being destroyed or forced to withdraw to a nearby friendly controlled planet. If the orbit is controlled over an enemy planet armies can make planetfall and fight planetary defenses and garrisoned armies for control of the planet. The fifth phase is resolution where spoils of battle are gathered and army/navy roster sheets are updated accordingly to new recruitment or battlefield losses.
-Does this sound like a good plan?
-What happens to losing navies and armies? Are they destroyed or pushed away?
Point Income:
Each planet will produce different levels of income. This level can be based on the size and corresponding value of the planet as well as buildings constructed on the surface. This money will be collected at the beginning of each campaign turn. The player controlling the planet can use these funds to build new buildings, unit upgrades, and recruit new units.
-How much should a basic level planet give each turn? This needs to be balanced with the cost of units
-What kind of post battle loot is there? Is there any?
Recruitment Function:
The point value of different units will have to be adjusted so that the navy is more expensive. I am currently thinking of just multiplying all ship cost values by 10x. I’m also thinking about how to make the upgrade slots cost different amounts even though FTL currently runs them as being free. This way there can be a certain cost to heavily upgraded ships. Armies will largely function the same as they do currently in GF. I am thinking that recruitment happens after all battles are decided to simulate the time it takes to train and build new weapons.
-Let me know any suggestions or ideas you have about this specific aspect to the campaign.
Planetary Battles:
Planetary battles will be fought with GF rules. I really don’t have much else to say about this at the moment other than to pose a bunch of questions that need to be addressed.
-How will these battles be fought (what is the objective) since they are planetary defender vs invader? Is the objective to destroy all enemies? Take objectives like normal? Or something else?
-Will the invader have orbital bombardment abilities depending on what upgrades his navy has?
-Will the defender get special starting placement, abilities, or bonuses as the defender?
-Can you spend points to call in nearby reinforcements or raise “militia” units to help defend?
-What happens to surviving units when a planet is taken over? Are they disbanded/destroyed? Do they get a chance to flee to a nearby friendly planet?
-Is there an army size limit to how many units are in the battle if the armies get really big on the campaign map? Are armies limited to only 2000 points size and you must spend points elsewhere? Will this even be a problem depending on how the larger campaign mechanics work? Are there mid-battle deployments for both sides if they have huge armies?
-For the attacker is this hard to do since they are making planetfall under fire?
-Is there an underdog bonus?
-What happens to any buildings on the planet when conquered? Are they just taken or are they destroyed?
Orbital/Space Battles:
Again like planetary battles these will follow FTL rules. Also there are just a bunch of questions here as well.
-Can you call in local reinforcements for a point cost for an orbital planetary defense? Is there a debuf to rapidly redeployed forces? Do they arrive after a couple rounds of fighting?
-How do you balance orbital defenses?
-What is the objective to win? Is it still capturing objectives? Destroy enemies? Or something else?
-Can you siege a planet and cause damage from space to their army and or defenses?
-How much should the navy cost? Should upgrades cost money?
Special Rules:
I haven’t really thought out any special rules for the game yet besides again asking a bunch of questions.
-What is the transportation capacity of a navy for the army and how do you measure this? Is it based on the number of ships and their size? If a ship is lost do some of the army units get destroyed? Can army units function in a space battle as boarding parties? Do army units not need to be in navy ships but are just counted as always having transports? Should there be special transport ships you have to buy or unit upgrades for them to traverse between planets?
-Are unit types placed in different levels that require certain buildings to recruit?
-Will starting neutral planets have “local” garrisons that you have to take? Will these be sized off of how big the planet is or all the same? Will they all be one race like humans or will there be more local species?
Planetary Management:
For planetary management I know that I want to have the option to build different buildings that can increase the income on a specific planet. Further, I want some planets to be bigger than others so that controlling certain planets is worth more in the end. I don’t really know much beyond this however.
-Do certain planets have special upgrades available for purchase both for the army and planet?
What exactly do the buildings do and how much do they cost? Defensive buildings? Income buildings? Military buildings?
Are capitals really heavily fortified at the start to prevent a bum rush? Do capitals have special functions and buildings?
Final Objective and Victory:
What the final objective or victory condition is also in question for this campaign. Again I really haven’t decided on one system yet or given it deep thought but I have a few ideas if you want to see them and tell me which is your top pick.
-How do you win the game? Is it by taking the enemy’s capital? Controlling the majority of the map/75%? Are there specific planets to fight over and the first to control them all wins? Are there victory points gained after each battle and planetary conquest?
Concerns:
These are some of the areas of concern that I have for my rules.
-Countering steamrolling near mid-late game
-Balancing
-Keeping it simple
Thank you for reading through my ideas so far. If you have any suggestions or thoughts feel free to let me know!
I want to end real quick on the fact that the attachment is a true photo of hope!
Hello everyone,
So I've been thinking about creating a mega campaign game where you use both Warfleets FTL (FTL) and Grimdark Future (GF) to conquer a galaxy. I have some ideas already about how to do it but there are a lot of things I am still thinking about and am open to suggestions. What follows is really roughly done and I apologize if it doesn’t make clear sense. I’m kind of in the concept phase and not even the rules design phase.
This game will function using the campaign mechanics from both GF and FTL for the army control, creation, and mechanics. However, what needs to be created is the larger campaign mechanics and then maybe add some extra mechanics that make it really feel like you are playing one big game instead of just playing GF and FTL with a little bit of influence from one to the other.
Map:
I am thinking about temporarily using a preexisting game map for the galaxy. One of my thoughts is the Planetside 2 map. I like the fact that it has bases (which would translate to planets) and major lanes of travel. The other map I am thinking of using is from Star Wars Galaxy at War. Just like the Planetside 2 map it has locations and lanes of travel. The lanes of travel are important because it gives the map a little more direction and sense of borders instead of just being open. Of course if I used either map I would be adjusting some things to make it my own but for starting off I am just going to pick one and go with it.
-Let me know if there are any other good maps like this that you know or create one yourself and share it!
-There needs to be a map created at some point
-Will there be regions within the map that give special bonuses for controlling the entire area?
-What planets will have more build slots and thus income than others?
-Are there special bonuses on certain planets that provide army wide buffs?
Turn Based Actions:
The game will function from the campaign map turns each including 5 phases. The first phase will be the income phase. This is when players will calculate how many resources they gather from the planets they control to be used for recruitment, upgrades, and planetary improvement. The second phase is the decision phase. This is when everyone will decide what actions they plan on taking and write them down secretly. The third phase will be the action phase. Everyone will reveal what actions they decided to take. Some of the actions that players can do is move fleets from one planet to another, purchase upgrades/recruit soldiers, and construct buildings on planets. These actions take place in a specific order. 1: upgrades, this includes making weapon changes or special rule adjustments to your armies and navies. 2: movement/battle, this will be described further in the fourth phase of a campaign turn. 3: recruitment/construction, this includes building new ships, recruiting new units, and constructing buildings on controlled planets. The fourth phase takes place before new units are considered recruited or buildings are considered built. This phase will be the battle phase where all military actions will be carried out on the tabletop using the GF and FTL rules respectively. Fleets moving into orbit of an enemy controlled planet will fight orbital defenses or orbiting enemy fleets. Fleets that collide due to both players deciding to move them into each other's current location will fight in space with the winner of the battle advancing and the other player being destroyed or forced to withdraw to a nearby friendly controlled planet. If the orbit is controlled over an enemy planet armies can make planetfall and fight planetary defenses and garrisoned armies for control of the planet. The fifth phase is resolution where spoils of battle are gathered and army/navy roster sheets are updated accordingly to new recruitment or battlefield losses.
-Does this sound like a good plan?
-What happens to losing navies and armies? Are they destroyed or pushed away?
Point Income:
Each planet will produce different levels of income. This level can be based on the size and corresponding value of the planet as well as buildings constructed on the surface. This money will be collected at the beginning of each campaign turn. The player controlling the planet can use these funds to build new buildings, unit upgrades, and recruit new units.
-How much should a basic level planet give each turn? This needs to be balanced with the cost of units
-What kind of post battle loot is there? Is there any?
Recruitment Function:
The point value of different units will have to be adjusted so that the navy is more expensive. I am currently thinking of just multiplying all ship cost values by 10x. I’m also thinking about how to make the upgrade slots cost different amounts even though FTL currently runs them as being free. This way there can be a certain cost to heavily upgraded ships. Armies will largely function the same as they do currently in GF. I am thinking that recruitment happens after all battles are decided to simulate the time it takes to train and build new weapons.
-Let me know any suggestions or ideas you have about this specific aspect to the campaign.
Planetary Battles:
Planetary battles will be fought with GF rules. I really don’t have much else to say about this at the moment other than to pose a bunch of questions that need to be addressed.
-How will these battles be fought (what is the objective) since they are planetary defender vs invader? Is the objective to destroy all enemies? Take objectives like normal? Or something else?
-Will the invader have orbital bombardment abilities depending on what upgrades his navy has?
-Will the defender get special starting placement, abilities, or bonuses as the defender?
-Can you spend points to call in nearby reinforcements or raise “militia” units to help defend?
-What happens to surviving units when a planet is taken over? Are they disbanded/destroyed? Do they get a chance to flee to a nearby friendly planet?
-Is there an army size limit to how many units are in the battle if the armies get really big on the campaign map? Are armies limited to only 2000 points size and you must spend points elsewhere? Will this even be a problem depending on how the larger campaign mechanics work? Are there mid-battle deployments for both sides if they have huge armies?
-For the attacker is this hard to do since they are making planetfall under fire?
-Is there an underdog bonus?
-What happens to any buildings on the planet when conquered? Are they just taken or are they destroyed?
Orbital/Space Battles:
Again like planetary battles these will follow FTL rules. Also there are just a bunch of questions here as well.
-Can you call in local reinforcements for a point cost for an orbital planetary defense? Is there a debuf to rapidly redeployed forces? Do they arrive after a couple rounds of fighting?
-How do you balance orbital defenses?
-What is the objective to win? Is it still capturing objectives? Destroy enemies? Or something else?
-Can you siege a planet and cause damage from space to their army and or defenses?
-How much should the navy cost? Should upgrades cost money?
Special Rules:
I haven’t really thought out any special rules for the game yet besides again asking a bunch of questions.
-What is the transportation capacity of a navy for the army and how do you measure this? Is it based on the number of ships and their size? If a ship is lost do some of the army units get destroyed? Can army units function in a space battle as boarding parties? Do army units not need to be in navy ships but are just counted as always having transports? Should there be special transport ships you have to buy or unit upgrades for them to traverse between planets?
-Are unit types placed in different levels that require certain buildings to recruit?
-Will starting neutral planets have “local” garrisons that you have to take? Will these be sized off of how big the planet is or all the same? Will they all be one race like humans or will there be more local species?
Planetary Management:
For planetary management I know that I want to have the option to build different buildings that can increase the income on a specific planet. Further, I want some planets to be bigger than others so that controlling certain planets is worth more in the end. I don’t really know much beyond this however.
-Do certain planets have special upgrades available for purchase both for the army and planet?
What exactly do the buildings do and how much do they cost? Defensive buildings? Income buildings? Military buildings?
Are capitals really heavily fortified at the start to prevent a bum rush? Do capitals have special functions and buildings?
Final Objective and Victory:
What the final objective or victory condition is also in question for this campaign. Again I really haven’t decided on one system yet or given it deep thought but I have a few ideas if you want to see them and tell me which is your top pick.
-How do you win the game? Is it by taking the enemy’s capital? Controlling the majority of the map/75%? Are there specific planets to fight over and the first to control them all wins? Are there victory points gained after each battle and planetary conquest?
Concerns:
These are some of the areas of concern that I have for my rules.
-Countering steamrolling near mid-late game
-Balancing
-Keeping it simple
Thank you for reading through my ideas so far. If you have any suggestions or thoughts feel free to let me know!
I want to end real quick on the fact that the attachment is a true photo of hope!