StarScurrier

by ACWraith
StarScurrier
A destructive race in space with simultaneous turns.
ID:100193
 
I don't like how I was tying StarScurrier's resource generation to the amount of cargo held. If players earn credits then they should be able to spend them. Meanwhile, each piece of cargo has taken the form of a contract so requiring storage space doesn't make much thematic sense.

I've replaced ship components and their space requirements with a finite amount of energy. At the beginning of every round, players can redistribute their energy between their engines, weapons and shields. This forces players to make most of the same choices and gives me room to play with the energy maximum.

As for the contracts, they can be filled out when in a sector. It's sort of a worker placement game. Each sector only sells a specific type. Here's what I have so far.
  • Smuggler: Allows a player to purchase contracts from neighboring sectors. The catch is they will cost more.
  • Engineer: Adds 1 energy point to its owner's ship whenever that ship is in the sector. The point is removed during the next energy redistribution phase.
  • Energy Leech: Removes 1 energy point from enemy ships in the sector. Ships can't have less than 1 point.
  • Assassin: Can kill a contracted worker.
  • Bodyguard: Takes the hit when an ally contracted worker would be assassinated. The contract then returns to the owner's hand.
  • Turret Gunner: Can remove one shield from each enemy ship in the sector. Ships that didn't have any shields are destroyed.
  • Mind Rifter: The player's ship can warp to the sector from anywhere else without spending fuel. The contract then returns to the player's hand.
  • Administrator: Can send 1 contract from its sector to a neighboring sector.
  • Customs Officer: Enemies must pay more to purchase from the sector.

Some of the contracts require players to act and some of those actions need to be in a specific order. I increased my phases from 3 to 7 so that there will be very little to do at any one time and players will be less likely to be confused.
  1. Maintain Ship: Energy can be either sold or redistributed to engines, weapons and shields.
  2. Move Ship: Engine energy can be spent to move to different sectors.
  3. Survive: Player ships in the same sector can attack each other. Contracted turret gunners can attack enemy ships in their sectors.
  4. Trade Contracts: Contracts can be bought and sold. Contracts for different types of workers are available in each sector.
  5. Hire Contracted Workers: Each player can use their contracts to assign workers to their current sector.
  6. Administrate Contracts: Contracted administrators can reassign ally contracts in their sector to workers in a neighboring sector.
  7. Assassinate Contracted Workers: Contracted assassins can kill enemy workers in their sector.
Oo, this game sounds like my kinda game, I look forward to it.