I've been considering the mechanics of Armada pretty heavily lately due to a Genesys RPG I'm blending with X-wing and Armada. As a result I'm left wondering how certain mechanics didn't end up more unified.
Consider this, when a player spends a command dial, each dial has a specific way to resolve.
For instance, the engineering dial grants points based on a numeric value printed on each card, and then has a static set of functions those points can be used for. Yet when a concentrate fire dial is resolved it has a static effect of "Add one attack die to the attack pool. That die must be of a color that is already in the attack pool." The Navigate command follows suit in that when resolved it grants static effects, but the Squadron command seems closer to the Engineering command's design as it uses a numeric value printed on each card to determine the effect.
This left me to wonder, why? And more importantly, is there a way to unify commands?
I suppose when it comes down to it I may never know the "why". There are no rules to making your own game, nothing says everything has to be unified, and I supposed at the end of the day, these systems do function. But I am still curious. Maybe at one point all the command ran off the same design, and they later decided it wasn't right, maybe they were always designed to be different.
I think had I designed the game I may have tried to mirror all the commands off the Engineering command's design. The way it works has the most appeal to me, as I feel like it's the least restricted.
Something like this:
Engineering Dial
: Gain engineering points equal to the ship’s engineering value and spend them on the following repair effects.
-
Move Shields
: Spend one point to move one shield by reducing one of the ship’s hull zone’s shield dials by one and then increasing another of its hull zone’s shields by one (without exceeding its maximum shield value).
-
Recover Shields
: Spend two points to recover one shield on any of the ship’s hull zones (without exceeding its maximum shield value).
-
Repair Hull
: Spend three points to choose and discard one of the ship’s faceup or facedown damage cards
Concentrate Fire Dial
: Gain command points equal to the ship’s command value and spend them on the following concentrate fire effects.
-
Add a die
: Spend two points to add one attack die to the attack pool. That die must be of a color that is already in the attack pool.
-
Reroll a die
: Spend one point to reroll one attack die in the attack pool.
Navigate Dial
: Gain navigate points equal to the ship’s navigation value and spend them on the following navigate effects.
-
Change speed
: Spend one point to increase or decrease the ship’s speed by one.
-
Add yaw
: Spend two points to increase the yaw value of one joint by one for this maneuver.
Squadron Dial
: Gain squadron points equal to the ship’s squadron value and spend them on the following squadron effects.
-
Attack or move
: Spend one point to activate one squadron, that squad may attack
or
move when activated.
-
Attack and move
: Spend two points to activate one squadron, that squadron may attack
and
move when activated.
Anyone have any thoughts on this, or am I just going nuts?
Posted before finishing lol oops