Context
Is this for writing a program
For playing a game with physical cards
For playing a card game on computers
For playing a computer game
For the military
OK I can not help you but that added detail might help other people who can help you understand the context so that they can help you
@Zergling_man
It is common to use tokens in magic the gathering
So if there is something symbolicly erepresented with a card but you can not transfer the physical card to more than one place you could use tokens
But the problem is knowing which token goes with which card if there are more than one card & more than one token
Maybe you could have a colored card for the original and make photocopies that are black and white to represent duplicates
More over you could write notes on photocopies
When I read this
"If you shoot a 3-range gun at 6-range, how do you know it fizzles after 3 turns"
I already assumed you had a map and a projectile moved at 1 tile per turn and that a 3 range gun can move 3 tiles and then it fizzles out because it ran out of range
You were talking about whether or not you included a map but I assumed that you already planned one by that cimment
There are three rotational directions and three translational ( moving in a straight line ) directions in standard Euclidean geometry based on real world stuff
Will there be rotation where you change what direction the ship is facing but keep it in the same coordinates
Do you want to limit yourself to only 2 dimensional space with 2 directions of translation and 1 direction of rotation
Or 1 dimension
I am counting the a direction and it's pposite as one direction
If it is just a card game like magic the gathering you could have no movement or distance but missiles get resolved on the next turn and lasers get resolved on the same turn
Missiles getting resolved on the next turn would be symbolic of them being slower
This might remove melee unless you can summon units
In magic the gathering I assume it is like melee combat when one summoned unit fights another but your spells are kind of like missiles or lasers or ranged weapons because they can hit any target and can not be blocked by anither unit from hitting a target
Some spells are slower than others like lasers vs missiles because they act on different phases of the turn
In battle buddies card game there are sort of 2 dimensions and it is kind of like a card game but kind of like a board game
Since the two players are facing each other it sort of creates another dimension
Basicly there are 6 spots for units ( except maybe advanced exceptions like the chaos flag? )
Left right or center is one dimension
& near the player or near the enemy is the other dimension
Battle buddies card game had maybe one or two TV series
I probablt meant buddyfight when I said battle buddies
I never played the game but I watched the TV series
I believe they no longer sell cards
I think the battle buddies link you sent me is different than
future card buddy fight
I meant buddy fight
So if the ship can rotate and stay in the same place than do all the other ships stay the same distance from it but change coordinates or do they maintain the same coordinates
I think using relative coordinates for each ship is much more complicated than putting the ships physically on a chess or checker board or graph paper using absolute coordinates so that people do not have to do math calculations on relative coordinates every turn
"I wonder if I can't make movements reciprocal"
Let's say you could do that?
What percent of the population that did not take vector calculus would understand that and get the correct answer in less than 1 minute at least 95% of the time?
Since it's an approximation, it may end up that you can create impossible situations, like you and another ship both have each other in front tiles, but you both have a third ship in your left tiles, at different distances, or whatever. I basically don't care if this happens.
So then when you fire a missile you'll just add it to a queue of incoming attacks on that player, and that queue will have a slot for each distance value, so you just put it in the appropriate slot, they turn it once each turn, resolve whatever's under the pointer.
Problem: How do I also encode direction information? A missile coming at you from the front and one coming at you from the rear would adjust differently if you move forward. I don't want to make it that you have to go through and figure this out.
Maybe instead of having a queue with distance slots, instead you place the attacks around the ship according to the direction it's coming from, and have a bunch of divider cards to separate the attacks by their distance; because every card in a single direction will be impacted the same by a movement, so for each stack, you apply the same operation to every card in it, no matter what you do, the operation only differs by stack.
And then each turn you remove one divider card and resolve anything above the last divider.
Problem: If you currently have a bunch of attacks at 1, 2 and 3 distance and I want to attack you at 6 distance, you now have to insert 3 dividers underneath the stack and then my new attack. And then someone decides to attack you at 4 distance... Now you have to fiddle with the right place in the deck to insert things.
I think I can solve this problem more easily than I can solve the problem with the other system though.