pakoito
Arcane
- Joined
- Jun 7, 2012
- Messages
- 3,101
Hello codex,
I'm finished with the tool testing phase, shit moves, animates and responds to user input. Off to the gamebuilding phase. Here's my idea: Fantasy tactics game, K'sB/HOMM/Eador board-type, with the twist of simultaneous turns like Frozen Synapse. The game must be completely asynchronous.
Each player gets 3-5 toons, and has to declare batches of 5 turns. Every turn all creatures can take one action.
Actions include moving, skills and ranged attacks. Once the batch is completed and resolved, both players get a new one.
Sample skills:
Charge, Fireball, Acid Trap, Magic Missile, Counterspell, Grappling Hook...
Now, off to the problems:
Given the simultaneous turn approach I feel the inclusion of the second approach worthwhile to emphasize mobility and zoning tactics. Besides, it forces timing into some spells trying to outsmart the opponent about on which turn you will fire it, and in which direction.
The problem are two: first, the creature would carry on with its stance during the whole engagement, and it may be a losing or just a support/nondamagic one. Second, if the engagement is broken by one of the creatures escaping its 5-turn sequence is broken and it may not be able to carry on the rest of the actions.
How much does the codex hate it?
I'm finished with the tool testing phase, shit moves, animates and responds to user input. Off to the gamebuilding phase. Here's my idea: Fantasy tactics game, K'sB/HOMM/Eador board-type, with the twist of simultaneous turns like Frozen Synapse. The game must be completely asynchronous.
Each player gets 3-5 toons, and has to declare batches of 5 turns. Every turn all creatures can take one action.
Actions include moving, skills and ranged attacks. Once the batch is completed and resolved, both players get a new one.
Sample skills:
Charge, Fireball, Acid Trap, Magic Missile, Counterspell, Grappling Hook...
Now, off to the problems:
There's two approaches here. One is the most common, you choose a target hex, the effect is triggered, on to the next turn. The second approach would be making some spells put a token on the board symbolizing the projectile arriving to its destination so it can be dodged. A spell will include its movespeed.Projectiles: a creature shoots an arrow/fireball.
Given the simultaneous turn approach I feel the inclusion of the second approach worthwhile to emphasize mobility and zoning tactics. Besides, it forces timing into some spells trying to outsmart the opponent about on which turn you will fire it, and in which direction.
This one is the most problematic. I thought of an "engaged" state, same as in D&D. If two creatures enter within each other's threat area, their actions are substituted by a rock-paper-scissors(-lizard-spock) system. Creatures have a previously declared "stance" on the RPS(Ls) set and will do that action until the engagement is broken somehow. A implementation of the RPS system would be attack beats flee beats special. Attack is self-explanatory, Flee is a backstep, Special would be a per-character skill to balance the engagement, i.e. wizard-types would get telekinetic push while warriors get grapple.Collision: two toons decide to move to the same hex.
The problem are two: first, the creature would carry on with its stance during the whole engagement, and it may be a losing or just a support/nondamagic one. Second, if the engagement is broken by one of the creatures escaping its 5-turn sequence is broken and it may not be able to carry on the rest of the actions.
I thought about giving them a skill in the fashion of "ready action", where they get a threat area and anything that moves in it gets one attack.Threat areas: marksman, a creature of size big or wearing a spear may have a bigger threat range.
This one is easy, same as in Yomi or Space Hulk Death Angel, each skill/attack is coded with an initiative number either unique or very specific to avoid draws. In case of draw, randomness is applied.Initiative: what is resolved first?
How much does the codex hate it?