Yes! Much as I love one off starships trekking about, my real goal here is for a DS9 style series long plot arch! You know, fully comprehensive with the depth to give it staying power. Fantastic commentary and digression.
:-D
I still like the name “Dominions” for a Commonwealth faction, for reasons that I guess will be obvious to some hehe
Excellent ideas coming in, especially regarding the shape of possible victory conditions and outlines for how the game might play. This stuff is getting me excited. I’m about to make a move in a few days. Got into a new place much closer to work. I’ll be packing for the next few days, but when I get my new dungeon cave/A&A garage set up, I’ll definitely be looking to cystalize some of these ideas into a general framework and start building it out in earnest.
Keep it up all, great posts this weekend. Look forward to reading more thoughts.
Also, I just noticed Cernel mentioned wanting to include a Nova mock-up in TripleA. This is not exactly related to the current discussion, but it might be an interesting thing to consider, from an original design vision type standpoint.
Comparing the rules of that proto-game version of Axis and Allies to the Global game, you get a real sense for just how much has changed and expanded in the many releases between today and back in 81. Which coincidentally is the year I was born, and makes me suddenly all intrigued by this relic of a bygone age! haha
:-D
http://axisandallies.wikia.com/wiki/Nova_Games_Edition
Curious to look at, just as a milestone, Nova to G40. How different the game was then, and how flexible and open to adaptation it is generally in successive editions.
This whole last section outlining the differences is interesting to consider I think…
You can’t collect income if your capital is enemy-occupied, otherwise there is no penalty.
Pro-neutrals give their income to the named power while neutral
Neutrals can be occupied by paying 3. You do not need to stop.
Allies have economic victory by controlling 85 at the end of Japan’s turn, Axis by controlling 70 at the end of US turn. Either wins immediately by controlling 2 enemy capital.
AA Guns and factories can be removed during the buy units phase
Not that any of those rules are worth readopting, but they show some kind of foundational ideas that might somehow be relevant. New changes excused as a kind of vague “return to the original conceptions,” in seach of a jumping off point, to take it in some other new direction. More from the perspective of rationalizing possible abstractions we want to adopt later on.
:-D