I'm going to start a web page over at DeepFriedHappyMice.com with all the steps in the project. I'll post them there and copy them here. Once they are ready for public play testing I will add a forum to the FlagshipGames.com web site.
I own a rule set called "Starship!" so this rule set it called "Skyships!" (I like the sound of the plural better).
The game uses 6 altitude bands plus 0 = crashed. Ships are limited in how high they can fly. Ship design will trade off payload, speed, maneuverability and ceiling.
It uses all D12 (becasuse they are slow sellers and I need to move some stock evil grin), and players command 2-5 ships (one on one duels can be fun too).
Turn sequence is shoot – move – shoot – move – shoot, then damage control and admin.
The trick is there are 3 fire phases but weapons only fire once per turn regardless. PLUS ammo is very limited (my background severely limits payload so fuel and ammo are tight – you don't just blast away will nilly).
Ships move by initiative EXCEPT the high roller. That ship chooses when to move – first (i.e. on a 12) or last (i.e. on a 1) or in between? Perhaps after the battleship which rolled 7 but before the cutter which rolled 5.
FACTORS: All key game mechanisms use the same procedure. Roll 2 or at most 3 D12 and divide by your factor, ignoring fractions. This is the number of successes. So 8+7+11=26. If your attack factor is 5 you scored 5 possible hits (26/5 = 5 point something, ignore the something). Then 7+6=13 and your defense factor is 3 so you negated 4 of the possible hits. Mark off one damage box. (There is a chart which does the math for you if needed).
Emphasis will eventually be on boarding and capturing the enemy (the secret to the hulls worth 20 times it's weight in goals). Destroy an enemy ship and the admiralty will look into it….