- 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. |
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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
Quick Links
| Document | Description |
|---|---|
DESIGN.md |
Core design: encounters, relative distance, weapons, tech levels, AI architecture |
MNEME_SPACE_COMBAT_SUMMARY.md |
Consolidated rules summary (v2.41–v2.45) from the wiki |
251101-12__CE_MNEME_SPACE_COMBAT_v2_45.docx |
Master rules document (available on request — 131 MB) |
Design Pillars
-
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. -
Intercept Geometry Matters
Encounters are classified by approach geometry — converging course, parallel intercept, overtaking vector — which changes weapon effectiveness and evasion windows. -
Crew Roles Drive Actions
Captain, NavComm, Engineer, Pilot, Gunner. Each role has a distinct phase in the turn order. -
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)
- Detection Phase — Sensor ping reveals obscured contact
- Trajectory Phase — Engine calculates intercept geometry
- Decision Phase — Player chooses: intercept, hold, or evade
- Tactical Phase — Transition to combat grid based on relative vectors
- 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) |
Related Repos
ce-shipgen— Ship generator providing hull, drive, and weapon datacecharactergen— Crew generator for character statsmneme-world-generator-pwa— World generator (shared universe)
Org: Game in the Brain
License: TBD (likely OGL-compatible for Cepheus Engine SRD content)