>>96509340
Thanks anon. I am actually working on something like this for a tabletop rpg that I'm hoping to release soon. The primary scenarios that I'm trying to emulate (as far as space is concerned) are either where is player pilots their own craft, or where each member of the party takes a crew position on one ship during combat. My hack for vector movement is to split the battlefield into three maps to represent z-position and have movement happen with Pythagorean triples.
>There are three maps, each using the familiar square grid: "galactic plane," "low" and "high." The distance between each map is 3.
>Default ship movement speeds are 3,4,5 for cruising or 6, 8, 12 for burns. Ships have to always move their full movement, unless they spend movement to brake (2-3 move per point of braking depending on ship and current speed).
>So, if a unit wants to move a plane up and four forward, that's 5 spaces.
>Facing is, by default, the direction of movement, but pilots can spend their AP to change it.
>Weapons ranges are both integers and z-bound. Short range = same plane, Medium = +/1 1 plane, Long = any as long as distance is ok
>As players approach the edge of their sensor ranges, the GM adds on the next tiny map grid. If players are moving faster than their sensors, or their sensors are disabled, they might hit an obstacle; the pilot might have the chance to make an evasive manuever and the engineer might have the chance to throw up shields.
>Asteroids, satellites and point defense drones, etc. can provide cover, just like ground-level tactical rpg stuff.
>Players can also unlock special abilities during progression, and ships can be customized with hardware that improves stats or grants abilities.
Feedback appreciated. Much more to it than this, but this should get you started :D

The game is about Arthurian Space Knights; I already have the domain, have started working on the art and have mostly finished the text, but now I need to do layout. God help me lol