pakoito
Arcane
- Joined
- Jun 7, 2012
- Messages
- 3,092
This is not a full response to your questions as I'm trying to figure your concerns out myself. I'll try to draw-test stuff myself tomorrow. Probably single-action or single-char is the answer, but I wanted to know if multiturn works.
Spells: AoE damage. Take fireball. It explodes in a circle on contact on when it reaches target. Zoning again, because the second player doesn't know where it's going to land. Lighting strike may reach its target instantly and jump to any unit within 2 spaces.
Melee: this one is quite a conundrum. I guess 1-square range cone/whirlwind attack is what makes more sense to be able to hit more people. Threat areas as a way of autoattacking maybe?
About ranged attacks: projectiles are shot from the player's hex and move with the game turns. If you target an hex, the arrow would move from your position to the target at a certain pace (1-3 hex per turn). This allows for zoning more than damage, and the reason why I'm using hexes instead of squares. Two arrows moving through two lines of the board take more space than it looks. Also archers would have long range threat zone to disrupt spellcasting.
Drawing time! This is my first prototype. Every dot is a character. Every handrawn icon is an "arrow". In this ruleset you moved like chess only one piece per action both players simultaneously, and you have to declare 5 actions ahead. No collision rule yet. Arrows move before the player's action at the pace of 1 hex/turn since fired. One hit kills. In this prototype keeping track of them was complicated but we could only simulate 4-5 turns.
This is turn 3. Blue arrows are coming down diagonally, the yellow one is continuing to the left in a line following the botton of its current hex. What are yellow's next 5 moves? The leftmost toon has to waltz and guess where rightmost blue will move, but yellow's first turn has to be used to be centermost toon out of the way, so he's at a disadvantage.
Spells: AoE damage. Take fireball. It explodes in a circle on contact on when it reaches target. Zoning again, because the second player doesn't know where it's going to land. Lighting strike may reach its target instantly and jump to any unit within 2 spaces.
Melee: this one is quite a conundrum. I guess 1-square range cone/whirlwind attack is what makes more sense to be able to hit more people. Threat areas as a way of autoattacking maybe?
About ranged attacks: projectiles are shot from the player's hex and move with the game turns. If you target an hex, the arrow would move from your position to the target at a certain pace (1-3 hex per turn). This allows for zoning more than damage, and the reason why I'm using hexes instead of squares. Two arrows moving through two lines of the board take more space than it looks. Also archers would have long range threat zone to disrupt spellcasting.
Drawing time! This is my first prototype. Every dot is a character. Every handrawn icon is an "arrow". In this ruleset you moved like chess only one piece per action both players simultaneously, and you have to declare 5 actions ahead. No collision rule yet. Arrows move before the player's action at the pace of 1 hex/turn since fired. One hit kills. In this prototype keeping track of them was complicated but we could only simulate 4-5 turns.
This is turn 3. Blue arrows are coming down diagonally, the yellow one is continuing to the left in a line following the botton of its current hex. What are yellow's next 5 moves? The leftmost toon has to waltz and guess where rightmost blue will move, but yellow's first turn has to be used to be centermost toon out of the way, so he's at a disadvantage.