this post was submitted on 30 Dec 2025
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It's the sort of game I've been wanting for a long time, a (simple but functional) 4x where you design your own units

The design process is simple enough to be accessible but complex enough to involve meaningful tradeoffs and compromises. Armor makes a ship sturdier but slower, heavier, and more expensive. Big guns can inflict monstrous damage at long range but they are likewise heavy and expensive and eat a lot of ammo, which means more ammo storage, which takes up space and can explode if hit. Soldiers have to move around the ship to do things like fuel engines, put out fires, and reload cannons, so you have to keep traffic flow in mind and try to avoid situations where e.g. a single destroyed corridor effectively makes an entire section inaccessible.

Pictured above is my latest design, the Dreadnought, a monster of a ship with four heavy gun turrets and a thick coating of steel armor. It costs a fortune and moves like continental drift, but it's very good at what it does (dishing out and taking a whole lot of damage).

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[–] BeanisBrain@hexbear.net 2 points 4 hours ago* (last edited 3 hours ago)

This is what I often do too!

I recently made a new airship design, the Drayman (thanks Wing Commander for the name to steal). It's basically just a deck for a torpedo bomber with the shittiest engine and tiny coal store attached, all wrapped up in the flimsiest canvas. It has one job, and that is to keep launching that torpedo bomber for as long as it's alive. It's a surprisingly robust design - even if it gets its engine and cockpit knocked out and it's reduced to an inert wreck on the ground, as long as its flight deck is intact, it can keep launching its bomber. And I can build 5-6 of these things for the price of one more conventional warship. The only cost-effective encounter I've found for it is dedicated gatling/flak heavy AA builds.

Burned through, grounded, in pieces, and still 100% combat effective.