Zomulgustar Galax
INTRODUCTION
Careful analysis of Galax by a concerned
galactic citizen.
Try mixing and matching these and see what works
for you... share and enjoy!
Proposed Change 1- Target Tracking
Instead of declaring targets by hex, declare
the ship you are firing on and the range you
expect it to be at.
Theme Rationale-
It's easy for tracking software to determine
the apparent direction to a target, but more
difficult for it to determine distance and
speed (how much to lead).
Game Rationale-
Drastically increases effectiveness of
weaponry, also gives incentive for tactical
positioning (if I go here, I can almost
certainly hit that ship, but that's
where he'll EXPECT me to be, so...)
This also gets rid of the unusual idea that
although we can't predict which hex the
ship will end up in, we CAN precisely target
individual ships in it.
Theme Problem-
Why can't two+ friendlies exchange information
to determine the range by triangulation?
See idea 3 below.
Game Problem-
It's now possible for guaranteed hits on
move-1 ships...do we need a fix for that?
Perhaps so...if so, then...
Proposed Change 2a- Advanced Maneuvers
Allow one sideslip (spend one move for the
eqivalent of R1L or L1R) per turn.
Game Rationale-
This eliminates the auto-hit on move-1 ships,
and still slightly benefits faster ones.
Extensions-
Allow the purchase of additional maneuver
drives (most likely at the cost of weapons/
shield spaces as well as 'money'), each one
of which allows one sideslip per turn.
Obviously the first one isn't free if this
is used (too nice to the big ships...)
Proposed Change 2b. "She kinna take much more..."
Giving up the use of all shields or all
weapons allows an additional MP, giving up
both gives +2 (3?)MP.
Theme Rationale:
In desperate situations, power can be diverted
to the engines from other systems.
Game Rationale:
Gives players the opportunity to 'surprise'
their opponents, and a good alternative to
2a (though there is little reason they could
not be used together).
Proposed Change 3: Locked On Target
For the cost of a weapon slot, a Targeting
Computer is installed. Each targeting computer
may select only a single enemy ship. When
determining hits from a weapon, add up the
number of targeting computers on OTHER ships
which have selected the target, and allow
shots this many hexes off by THIS ship to
still hit the enemy.
Game Rationale: Can work with either hex or
range targeting, adds another layer of
strategy to ship design.
Theme Rationale: Makes sense, fun to watch
everyone go after the low-manueverability
escort with 2 targeting computers that's
letting the battleship hit with everything.
Game 'Problem' (not that bad)- Fighters are no
more maneuverable than capships, only faster.
Cruisers can 'turn on dimes'.
Proposed Change 4- Overloaded Hulls
In exchange For an additional weapon/shield
slot, a ship may not make more than 1
consecutive turn within a single move order.
Game Rationale: That extra weapon benefits
the escort a lot more than the battleship
(which would only be affected if the
'emergency manuever' rule is in effect)
Proposed Change 5- Warp Dissipator
A new weapon is available, single slot,
cost 1(?), penetrates all shields. If it
hits, reduces the targets MP for the
next turn by 1.
Game Rationale: Just as missiles seem meant
to use against big capships (at least in
the original), this is the one meant to
slow down the little guys enough that they
can be taken down easily. Probably best to
use either the Targeting Computeer OR this
rather than both (at least on a single side)
Hmm....
Theme Rationale-
"....*phtthfft* the aliens **KThrt**eem
to have *hisss*oped some kind of energy-
draining weap*ctjghartkik*..."
One side gets target-comps, the other
gets dissipators...hmmm...need to fiddle
with the costs, but..
Proposed Change 5- The Big Guns.
No specifics without playtesting, but I
think the game would be that much neater if
there were directional-only weaponry.
Presumably it would take up multiple slots
and cost, and could only be fired directly
forward after movement. Enhancements could
include, in various mixes
a. BIG damage/extended range
b. hit all targets on this line
c. shield piercing
d. etc. etc.