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come help me with my game

Author
Fek Mercer
Native Freshfood
Minmatar Republic
#1 - 2017-03-08 03:30:43 UTC  |  Edited by: Fek Mercer
hey guys, I'm making a game and have come to the stage where I need to start making up the rules. however, I'm too lazy to do it myself.

The Game so far:
The game is a symmetrical turn based strategy game, like chess. Each unit is animated in pixel art style in what should hopefully be a fun pixel art style game. Things I've decided:



-There are two players on an 8x8 board

-Each player has the same starting army (Symmetrical) like in chess

-Units have low health, that is most units can only take one hit before dying

-Unit movement is abstract, that is they won't be just moving a few squares like in advance wars, they will move according to patterns set out for each unit, again like in chess.

-Units will have control zones, that is zones that enemy units cannot (normally) enter into. For instance the soldier will control one square in front of it and one square to either side of the front square, that enemies cannot enter unless attacking the soldier.

-The objective of the game is to get a single unit to the other side of the map and have it survive one enemy turn.


What I would like from you guys:
A large part of the game will be COMBO moves. these moves will allow friendly units to do work together to pull off a special move. They are what help set each unit apart from each other. I'm looking for people to help me come up with ideas to for combo moves. I have created an album containing a few of my own ideas. I've also included all the units that will be in the game at the bottom:

http://imgur.com/gallery/5I5Js

There's not a lot of rules set out right now, so feel free to come up with anything you like, and don't feel as though you don't know enough about the game as i am more than capable of adapting your ideas. However, feel free to ask any questions.
Khergit Deserters
Crom's Angels
#2 - 2017-03-11 16:26:29 UTC  |  Edited by: Khergit Deserters
I don't have any ideas for combos, but the classic factors for combat in wargames are:
-Mobility
-Attack Strength
-Defense Strength
-Weapon Range
-Morale
So I guess combos could be used to increase any of those factor. Or decrease them in the opponent's unit.


There's also the effect of Terrain on Mobility and usually Defense Strength. Your map is all the same terrain, but it seems you could easily add a few terrain elements (stream, hill, rocky ground, etc.) if you wanted. And since it's a digital game, you could have variety of maps to play on.

A long time ago I read about a boardgame from Britain that was also chess-like. The board was a plastic table with holes in it. Each hole was connected to the adjacent holes by a line. So I guess 8 lines-- front, back, left, right, and four diagonals.

The playing pieces were plastic pegs that fit into the holes. The basic pawn-like piece had one line printed on it. In his turn, a player can: rotate the piece to align it to one of the lines coming from the hole; or, move the piece one hole, along any line it is already aligned to. The more powerful pieces had different combinations of lines printed on them-- crosses, L-shapes, wedge shapes, stars, etc. So in any turn they had more options for lines they could move along, so they were more mobile. And some could move more than one hole per turn. I remember one very mobile piece was called a "lancer."

Anyone know about this game, and what it's called? I've wanted to play it for a long time.

Edit: A guy at boardgamegeek knew the name, it's Ploy. Here's a free PC version.
Ranzabar
Doomheim
#3 - 2017-03-13 03:17:10 UTC  |  Edited by: Ranzabar
I agree about the terrain. Should have an impact on the play. For instance, you could have something akin to a Demilitarized Zone or DMZ where damage is less than if a unit is in the opposite player's territory. Yes it's symmetrical, but you don't need to have them lined up like chess pieces. Maybe corner to corner. That would be interesting.

Could I recommend that you be conservative with the combos. You don't want to make it too hard to play.

You have 9 units planned. Do you need to go to a larger grid?

Ok, here's some ideas for combo moves...


Cleric to either side resurrects a unit once.

Wizard can allow a 'swap' of two units.

Units behind a Palisade are immune to damage, but Palisade is vulnerable to more than one hit while on the same tile. In other word, any unit behind a Palisade can't be damaged but when Palisade is hit, all become vulnerable.


I'll think of some more

Abide

Khergit Deserters
Crom's Angels
#4 - 2017-03-17 00:16:07 UTC  |  Edited by: Khergit Deserters
Maybe a flying or leaping unit (like the knight in chess), since it's a fantasy-based game?

Phalanx - Four foot soldiers in a square formation can all move together as a unit, one space in any direction. Immune to cavalry, vulnerable to ?