Mneme space combat turn based game
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AI Agent a2a20e2bff Initial design docs for Mneme Space Combat
- README.md: Project overview, design pillars, encounter workflow,
  tech stack, and links to related repos.
- DESIGN.md: Full design document covering intercept geometry
  (converging, parallel, overtaking, CBDR), relative-distance
  combat mechanics, weapon loadouts (guided bullets, drones,
  missiles, counter-drones, reactive armor), tech level progression
  (Cis-Lunar / Intra-Stellar / Interstellar), browser companion
  architecture, behavior-tree AI, and combat turn structure.
- MNEME_SPACE_COMBAT_SUMMARY.md: Consolidated rules summary
  (v2.41-v2.45) imported from wiki source.
- .gitignore: Ignore large binaries (.docx, .pdf) and build dirs.
2026-04-30 01:16:41 +08:00
.gitignore Initial design docs for Mneme Space Combat 2026-04-30 01:16:41 +08:00
DESIGN.md Initial design docs for Mneme Space Combat 2026-04-30 01:16:41 +08:00
MNEME_SPACE_COMBAT_SUMMARY.md Initial design docs for Mneme Space Combat 2026-04-30 01:16:41 +08:00
README.md Initial design docs for Mneme Space Combat 2026-04-30 01:16:41 +08:00

Mneme Space Combat

Mneme space combat turn based game.

A browser-based tactical companion for the Mneme Space Combat tabletop rules, handling Newtonian physics, relative-distance combat, and AI opponents.


What This Is

Mneme Space Combat (MSC) is a streamlined alternative to standard Cepheus Engine space combat. This repository contains:

  • Game design documents for the browser-based tactical engine
  • Encounter mechanics built around relative distance and velocity
  • AI behavior trees for automated opponent ships
  • QA replay system for logging and reviewing engagements
  • Integration with the existing CE ShipGen and CE CharacterGen tools

Document Description
DESIGN.md Core design: encounters, relative distance, weapons, tech levels, AI architecture
MNEME_SPACE_COMBAT_SUMMARY.md Consolidated rules summary (v2.41v2.45) from the wiki
251101-12__CE_MNEME_SPACE_COMBAT_v2_45.docx Master rules document (available on request — 131 MB)

Design Pillars

  1. Relative Distance, Not Absolute Position
    Combat math is built purely around relative vectors. You are rarely shooting at the ship; you are shooting at the empty space where the ship will be in ten seconds.

  2. Intercept Geometry Matters
    Encounters are classified by approach geometry — converging course, parallel intercept, overtaking vector — which changes weapon effectiveness and evasion windows.

  3. Crew Roles Drive Actions
    Captain, NavComm, Engineer, Pilot, Gunner. Each role has a distinct phase in the turn order.

  4. Browser-First, Math-Backed
    The companion game runs in the browser but simulates real orbital-mechanics math. Players see the result, not the trigonometry.


Encounter Workflow (High Level)

  1. Detection Phase — Sensor ping reveals obscured contact
  2. Trajectory Phase — Engine calculates intercept geometry
  3. Decision Phase — Player chooses: intercept, hold, or evade
  4. Tactical Phase — Transition to combat grid based on relative vectors
  5. Resolution Phase — Turn-based combat using Mneme action economy

See DESIGN.md for the full breakdown.


Tech Stack (Planned)

Layer Technology
Physics Engine Custom JS/TS (vector math)
Frontend Vanilla JS or lightweight framework
Backend (optional) Node.js or Python for QA replay storage
AI Behavior Trees (not neural nets)
Data Format JSON (ship stats, encounter logs)

  • ce-shipgen — Ship generator providing hull, drive, and weapon data
  • cecharactergen — Crew generator for character stats
  • mneme-world-generator-pwa — World generator (shared universe)

Org: Game in the Brain
License: TBD (likely OGL-compatible for Cepheus Engine SRD content)