Blue Max in Cubical Space
So, I'm working on idea for a board/computer turn based space combat game.
Basically "Blue Max" on a cubical grid. Except ... not.
I mean ... the description is not actually accurate. One of the defining aspects of Blue Max is that it's si-move. Both players secretly decide their moves for the turn, and these are simultaneously revealed and enacted.
But I'm doing something where exactly one unit moves at a time, governed by a time racetrack. That's completely different. My goal is to reduce book-keeping and decision complexity, for a more streamlined playing experience. I don't want si-move. Instead, there's a time racetrack to keep track of when the next ship is able to move. Whichever ship is in "last place" moves next. When you move, you advance your time token by however many seconds that movement consumes. If your token lands on another token, you bump ahead to the next empty spot. (Optionally, the ship with superior initiative rating chooses which token is bumped.)
So ... "Blue Max in Space" gives the wrong impression right off the bat (not to mention - it's an old game so a lot of people wouldn't get the reference anyway).
I don't know how to "elevator pitch" what I'm going for here ... so, some rambling thoughts:
1) It is played in cubical space with movement/shooting restricted to the 6 cardinal directions and turns/rolls restricted to 90 degrees. This is meant to treat all three dimensions equally
in an elegant way, and also to offer a novel experience compared to other space wargames.
2) Different spacecraft have different speeds and maneuvering abilities, thanks to the time racetrack system.
The goal is to present players with an interesting contest of maneuvers, similar in feel to air combat maneuvering
. However, some weapons point sideways or even rearward rather than just forward, so there can be interestingly different maneuvers to try and broadside the enemy.
3) There's a mix of direct fire weapons and mines/torps/missiles which don't move faster than spacecraft. The goal is to present interesting maneuvering decisions involving trying to box in the opponent or dodge/run out weapons.
4) Spacecraft have six shields and then internal systems which can take damage. The desired feel is sort of like Star Trek II: The Wrath of Khan.
While air combat is often a matter of just immediately going down after a single hit, I want something which is more of an extended struggle. Having six shields forces interesting tactical restrictions on players, and offers the chance for someone who's behind to luckily come back by outmaneuvering the enemy and getting in shots on a weakened shield.
I'm not sure how internal damage should work, but I'm thinking there should be maybe six internal systems and you simply roll dice to see what's hit. So, right off the bat several systems are likely to get destroyed but it can take a lot of hits to completely finish off a ship.
So basically ... I don't know how to sum up. I want something simple and streamlined. And I want the above ... things.
Any ideas on how to get the "idea" across? Something more fitting than "Blue Max in Space"?