FO is Essentially a battle game optimally played from a small to medium scale .
Ive also written out the framework for a skirmish level expansion Future Ops:Elite (FOE)
Victory is attained by earning more Victory Points over the course of a fixed or slightly varied length game.
VPs awarded for reducing enemy units to half strength or less, the amount being based on unit value. If a unit is annihilated, 3 times that amount of
VPs is awarded instead. Thus, there is an emphasis on keeping units alive.
Mission objectives established before the battle begins, and award a moderate to high amount of
VPs, depending on the scenario, and the difficulty and number of objectives.
Semi-simultaneous turn: Hidden orders are placed on each unit, and players take turns revealing and activating orders. If one of the inactive player's units is engaged (enemy unit enters Line of Sight, Shoots or Charges) then that player may react with it if it has been given an order which allows this. However if the inactive player resolves an order, the active player retains the initiative (takes another turn).
I hope that makes the core concept clearer. I've had some late ideas so I'm still chopping and changing a lot of stuff. I'll be posting a more complete description and details of features in time.