So, this game is not intended for release until a little ways further into the game, because it would not fit story wise... persay. However, the rules were accidentally invented today.
The big surprise of what we have discovered though... it is just like the Board Game. E.G. it is a variant for the Card Game.
I have thought a lot, or maybe some, on the difficulties of how to make a game where you can roll out for playing a game where a one inch base is equal to a whole team; or you can go down and please with each individual member of said team. Just... the scale of rolling for an entire team of casualties, and how to calculate loses, et cetera.
The simplistic method to avoid it was just to play it as something like Risk. I have my units, you have your units, we roll it out... win or lose. Or, I call Field Time and we set it out at some kind of value, like each base is equivalent to approximately 250 points.
But, Risk is not good enough for me. It is too... simplistic. Wouldn't it just be easier to play it simplistic? But everything is the same, one dice, highest number wins, loser takes off one army. Why do we never use the different types of Risk pieces? Infantry gets +1 on attack and defense, Calvary gets +2 on attack, Artillery gets +2 on defense. Well I might as well be talking about Axis and Allies now.
So we have more detail to what you are playing on the field. But I still need more detail then just here is an Infantry and here is a Calvary and here is a Artillery. First off because I have tanks as well, and aerial vehicles. Second off, because not all infantry are created equal. Our games, even if they have such heavy pull towards Strategy, is still Tactics and Number Crunching.
So, use the cards. This infantry is a 1/1, and this Infantry is a 2/2, and this Tank is a 4/4. But still use the dice, and add the attack to the dice roll. We then of course took this idea and incorporated it into the card game. Or I spent about five minutes going... ooh... ahh... that would be cool... but I can't... but it may be ingenious... but everyone would hate mixing dice and cards... but it would be more chance on victory... and it help with card strength imbalance, as well as the entire concept that a level one character could somehow get lucky and end up slaying a level 20 dragon. Right? Right?!
I want to start this paragraph with so, but... What is awesome about this whole concept. Play the card game. You want it to have more spin, then play the Board Game. You want it to have more on hands feel... play the Strategy Game. Is the Strategy Game not enough for you? Incorporate the Tactical Game into it.
This then leads to our next developmental step:
See: Space Opera
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