Crossposting this in both the X-Wing and Armada boards to get differing opinions.
A thread over on the X-wing boards got me thinking about Star Trek Attack Wing and all the ways it doesn't accomplish it's goals (or, at least, what should have been its goals). There have also been several threads lately about the differences between Armada and X-Wing, and the relative merits of the 2 systems. All this got me musing about if and how the X-Wing Flightpath system of X-Wing could have been adapted to capital ship combat better than it was by Wizkids and I wanted to throw a few ideas out for discussion.
When people are comparing X-Wing and Armada, one of the most common statements is that X-Wing is very reactive, each round you are re-evaluating a new board state; while Armada is much more strategic, it requires more advance planning. That comparison never sits real well with me because X-Wing really does require a lot of advance planning to do well, and a game that was all advance planning with no reacting to the opponent would pretty much suck. Nevertheless, I think I get the meaning that people are trying to convey with those statements. In X-Wing, your planning is immediate, you are only planning your next move or two for each of your ships and dynamically altering your plan as you go. In Armada, you react to your opponent, but those reactions can take 3-4 rounds to come into effect (one of the reasons why I think the 6 round limit on game length in Armada is a poor decision, but that is a different discussion).
With all that in mind, it seems like one of the big things people think captures the feel of "big ships" is the delay in reaction time. that got me thinking, what if the X-Wing movement system took a page from it's World War predecessor games Wings of War and used a maneuver dial stack for ships. Bigger ships would plot out a stack of 3-4 maneuver dials instead of command dials. That should give the impression of large ships being very ponderous and deliberate in their movements, accomplishing the same thing Armada does, but with less complexity and less fiddling with maneuver tools.
In such a hypothetical game, I would envision the larger classes of ships (Battleships, Star Destroyers, Galaxy Class, Battlestars, Omega Destroyers, etc...) being on 80mm bases, scaling down to 40mm bases for Corvettes (CR-90, Defiant, White Star) with a 60mm medium sized base in between. Ships would have 4 (or more?) firing arcs with different weapon stats out each arc much like Armada does.
What do you guys think? Would it feel suitably like "big ships" rather than fighter dogfights? Would the maneuver templates need to change? How large of fleets could such a game reasonably support (one of the big disappointments in Armada for me was how small the fleets are)? How to handle shields without big, bulky bases?