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@athelstane – I would hardly call Darkstar the “perfect” wargame (perfect for me and my friends, but too long and crunchy for too many people) … but it uses some of the elements you mention in your post.
It’s a hex-based game (a type of area movement) – which is vital given the newtonian physics movement rules, the ranges out to 5000 kilometers, gravity effects, very precise arcs. No measuring required, it’s all based on the “area” grid, and there’s never a “four-up” or argument about whether something is in arc or in range.
Also, it has a “character progression” system. You start off at a certain rank or level, with a certain size ship. Actually, it’s a wargame so you start with several in your little battlegroup or task force. As you fight battles (win or lose, but you progress faster if you win, obviously), you accrue campaign points which you can use to select items off a menu of upgrades, You can invest in your career (certain ranks are required to command larger ships), you can upgrade to a new, bigger, better ship, improve the one you have until you’re flying in an “Enterprise” or “Millenium Falcon” of the Darkstar universe, etc.
Project link (basic rules)