Paper Prototype ideas:
Will probably be for the best if we stick to doing a prototype for the RTS/battle segments of our game, the RPG bit might get a little bit convoluted/D'n'D style. Anywho, here's a few ideas I've had for the prototype for us to try next Monday:
2 players
3 units each for both players
- One heavy artillery unit
- One flying unit
- One infantry/archers unit
Set of 2 D6's for each player
2 score cards
2 pencils/pens
1 2D map
Tokens for random items
Markers for garrisons
Each unit has their own special qualities, these are what we'll need to thrash out in class and see what sticks, my idea is a bit rock/paper/scissors-esque. So...
Infantry/archers attacks don't effect Heavy Artillery
Heavy Artillery doesn't effect Flying units
Infantry/archers attacks are the most effective against Flying units
That's a vague idea that we can expand on, maybe add/change what sorts of units the players can use.
Each unit will have different stats, so H.A units will have stronger attack and defence than the rest, but far slower, Flying will be low defence, mid attack and highest speed, and Infantry can be all rounders with mid attack, mid defence and mid speed. These stats will be important when the players make their attacks.
Each player starts off with a score of 300 hit points, the first player to lose all their hit points is the loser.
This is where the dice come in. Say a player wants to make a standard attack on a unit, they roll the die, and the number on the die relates to how many of the soldiers within that unit make a direct hit. So say I have an Infantry unit and I go to attack the Flying unit. The Infantry unit has a rating of 4 attack points. I roll 8 as the combined total of both my die. This means 8 of my soldiers hit the Flying unit for a total of 32 hit points.
Now, the other player has the ability to defend from this attack, and once again they roll their die, the number on their die equates to the number of soldiers that block the attack. So, say the Flying unit has a score of 2 defence points, and the player rolls a 10, the unit blocks for 20. This means that the player of the Flying unit loses 12 hit points and goes from 300 hit points to 288.
There will be a range of options for players to choose from, they can opt to move their units around the map to gain better ground (the map will indicate areas of higher ground, accessible only by flying units, areas separated by a moat, inaccessible to heavy artillery etc.) and gather tokens (these can either add weaponry (attack points), armour (defence points) to a unit, or gain the ability to perform a charge on another unit. Maybe also the option of garrisons
Player's options on their turn (only one per turn):
- Move a unit according to the number on the die
- Attack another unit/garrison
- Retreat to a garrison to regain hit points
- Build a garrison (say it takes a total of 30 points to build a garrison, these points are decided by die rolls)
- Charge. Charge allows the player either to:
- Move twice as far as the die roll total (i.e. roll 12 = move 24)
- Attack twice as hard as the die roll total (i.e. roll 7 = attack 14)
- Move and attack according to the die roll total (i.e. roll 8 = move 8, attack 8)
Anyway, let me know what you think, if someone could bring dice and tokens in, also warhammer figurines as stand-ins for the units, i'll mock up a map on the weekend and some building markers.
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