>>5724503>>5724499I had a think about the space realism I think it is too hard for this forum, you need vector calculus and there is too much computation and orbital physics lol. However the solar system model is not bad,
>>5724503 there is a thing in Battlefleet Gothic (see pic related) where you compare the battlespace to the sunward region and use it to generate scenarios eg solar flares, radiation, or asteroids, planetary defence / orbital strongholds etc based upon the area in the vicinity.
I have been comparing various rulesets the one which I have a little familiarity is Battlefleet Gothic. Incidentally I was very impressed with this orbital grid map, it is very cool looking!
>>5730121I have an idea that is stolen from Highfleet where you specify ships using these stats as a % of mass (ie sum to 100). These thrn become modifiers:
+weapons, self explanatory
+armour,
+fuel, used for movement, special actions like ramming or evade in debris field
+systems, various command or utility modules. Maybe this modifier can act like a leadership roll in Battlefleet Gothic
+hull, this is like hp, and when it takes damage ship functions are reduced (say at the halfway mark). Also certain hull threshold point investment required to mount heavy weapons (cannot have a dorsal gun on something spindly etc
The class of the vessel is like a multiplier, so 10, 100, 1000, 10,000 etc (not necessarily this scale) of this from squadron fighter to capital ship. The technology affects the ratios applicable, so a primitive spaceship might be 90% fuel 10% everything else, whilst improving magic starship technology lowers the fuel fraction restriction and frees the allocation to something more comparable akin to conventional type vessels (25-35%)
I really like the Battlefleet Gothic style combat but unfortunately my primitive virtual tabletop cannot lock the orientation / rotation of the miniatures (there are just two settings, always face viewer, and another which appears to be just random rotations lol) The rules are quite different for the rotational positioning firing abeam versus prow stern etc so this is quite frustrating I suppose can just leniently abstract away from it with some improvised rules or mind theatre though
Also a thing I quite like from Highfleet is stealing the faction alliances stats (I think it is called Worldview in the game)
-FEAR
-FAITH
-FORCE
-ORDER
-WEALTH
-KINDNESS
These moral dimensions encapsulate a pretty good microcosm for say various planetary regimes hehe
If anyone knows some interesting / unusual rulesets whether ttrpg or videogame I am interested in researching them. Does not necessarily have to be 4X space opera, I am just taking notes of various interesting attributes mechanics and systems