Im currently developing a 2d tactical space combat game using HTML 5 canvas.
Imagine the game roughly like a table-top game (think warhammer) translated for browser-based gaming.
THe game is played in 2 phases, first being movement, second firing (and so forth).
You basicly move ships around and fire guns at each other.
The spin is: In order to shorten the amount of time required and the delay in waiting for the other player, the movement , unlike most table-top games this one will be played parallel (movement!).
I.e. instead of Players taking turns in moving their ships (or by dice-rolled initiative) both Players will make full, HIDDEN, moves for all their vessels and can confirm them. Once both Players movement orders are in, the game resolves the movement and phases to firing.
Ships have several guns (restricted by weapon arc) as well different structucal sections (depending on shooter to target facing).
What i want to achieve is a movement phase, where you can use your skill or ability of predestination to achieve more Impactful fire. So moving has a lot of influence and should not be a gamble.
Now i know there i know there is some game design / space combat expertise gathered so my question is:
How would you design "blind" movement in this game ? Consider that the restrictions are there: You cant "react" with your movement to your enemies movement, because you both move at the same time. Still you want to make good use of your thrust to turn and manover to bring as many weapons as possible to bear while protection your damaged hull versus an mostly invisible enemy (mostly because you know his last Position and the amount of thrust he can generate to move and turn).