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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 415946 times)

Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1125 on: May 20, 2014, 09:16:13 pm »

Speaking of not controlling individual characters, I'm designing a strategic medieval-ish game, and I've been working on the combat system for a while now. I think I've come up with a decent system, at this point, but would appreciate feedback.

Units have four basic stats.
Stamina is basically a measure of the unit's ability to keep fighting; morale, fatigue, casualties, and supplies all rolled into one. Units regain Stamina slowly when they idle, and even more slowly if they're moving at a slow walking pace. Firing a volley of projectiles, fighting in combat, and witnessing other units routing are all examples of events that will reduce Stamina. If Stamina ever reaches 0, the unit is completely unable to fight, effectively destroyed, as it's few, exhausted remaining troops flee for their lives, defect to the enemy, or are slain to the last man. Units with low Stamina also receive penalties due to their hindered combat ability, while units with high Stamina receive bonuses. Some effects can reduce effective Stamina, without reducing actual Stamina; a unit with an effective Stamina of 0 is unable to move or fight, and instantly reduced to 0 Stamina if another unit enters combat with it, but can recover and continue fighting if left alone.

Attack is the skill of the unit at offensive maneuvers and actions. If the unit attacks an enemy unit, it uses its Attack to determine it's effectiveness in Combat. Attack is opposed by Defense.

Defense is the skill of the unit at defensive maneuvers and actions. If the unit is attacked by an enemy unit, it uses its Defense to determine it's effectiveness in Combat. Defense is opposed by Attack.

Move is a measurement of the speed of the unit over terrain. It can move as far as it's movement rating in one turn at a brisk marching pace. The unit can move up to three times this distance if it Runs, instead.

The combat system uses this, but is a little more complex. Compare the Attack and Defense of the units involved, then each side rolls a number of dice based on the ratio of one to the other. For every [maximum possible result] rolled, the roller may roll an additional dice and use the results of it in the combat results as well.
A : D - Attacker's Dice vs. Defender's Dice
x >= 3:1  - 4 vs. 2
3:1 > x >= 2:1 - 3 vs. 2
2:1 > x >= 1:1 - 3 vs. 3
1:1 > x > 1:2 - 2 vs. 3
1:2 >= x > 1:3 - 2 vs. 4
1:3 >= x - 2 vs. 5

Next, compare the results, highest to lowest. Excess dice are left aside for now. In each pair, whoever rolls higher scores a Success. Ties give no Success to either side. ]Every two excess dice give one automatic Success to their owner.] OR [Excess dice may be spent to give +1 to one of the non-excess dice results, possibly turning ties into Successes or Failures into ties] The results of the fighting depend on the number of successes each side got.
Each success causes a point of [Morale or Casualty?] Damage.
Each success after the first causes a point of [Morale or Casualty?] Damage.
Each success after the second causes a point of [Fatigue???] Damage.
Getting two or more successes means the enemy unit is pressed to defend themselves(If Attackers) or cannot advance(If Defenders), and may have their formation disrupted, giving them penalties to combat in subsequent turns. If the enemy got two or more successes as well, this result is negated.
Getting three or more successes means the enemy is forced back, into a disadvantageous position(If Attackers) or is forced to break off the assault(If Defenders), and may have to fall back.
Getting four or more successes means the enemy is forced to fall back in disarray, and may rout entirely!
Getting five or more successes means the enemy is completely routed, slain, or otherwise neutralized as a threat on the battlefield.

Various actions give bonus dice, bonuses to die results, or bonuses to Attack and/or Defense ratings; Charging, for example, gives a bonus die to Attackers the turn you charge. If Cavalry charge, it instead gives two bonus dice, as well as +1 to all die results. However, if Cavalry charge Pikemen who have set themselves to receive the charge, the Pikemen get their bonuses instead!

I'm not done yet, partially because exact numbers aren't complete(not even sure if I want to use d10s or d6s), and partially because I need to decide how ranged combat will be handled.
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sjm9876

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1126 on: May 21, 2014, 12:58:01 pm »

So I had an idea for a game in which the players control Mechs, fighting fantasy creatures such as dragons. The story being that magic has returned along with DRAGONS, so humans have harnessed the magic to create mechs. there are a few mages, and players may gain the ability to use magic at some poiint, but the focus is the mechs.

Mechs would be built from a series of components, each of which has its own stats. Large parts of their function are determined by common sense however, so punching something with a cockpit would not be a good idea.
Stats:
HP: how much of a beating the part can take before breaking
Power consumption/generation: the power used/needed per turn. Power using items need that much power to be activated on any given turn.
Weight: Self explanatory. This acts downwards first, and failing that horizontally, with the weight split evenly between connected components.
Bear: The maximum weight it can support. This includes the supported parts, as well as any load on these parts.
Speed: Exclusive to locomotion items. movement occurs at the lowest speed of any modules. Deactivated locmotive modules reduce speed to 1/4 of the lowest activated. this stacks.

Spoiler: Example parts (click to show/hide)

Example mech blueprint

post is horrible, so may clean it up later. maybe.
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1127 on: May 21, 2014, 01:28:20 pm »

Furtuka has a fantasy mech FEF game right now as a matter of fact. It's different from your idea though.
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sjm9876

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1128 on: May 21, 2014, 01:58:57 pm »

Aye, if run this would focus a fair bit on mech customization, and combat rules would be much looser.
Plus I just had the brilliant mental image of a mech coated in dragon hide from a past encounter.

But to actual rules:
Pilots themselves have 5 stats:
Skill: Skill in piloting the mech - analogue to physical stats for the most part.
Luck: For when it all goes wrong. May enable a broken limb to get one last use, avoiding area abilities, or even preventing your power pack detonating.
Technology: Building, repairing, and understanding parts all fall here.
Affinity: Connection to magic. Useful for spells, and pretty much anything magical really.
Body: The out of mech physical ability of the pilot.

Additional parts may be unlocked through defeating enemies (such as dragon hide armour) or through research.
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1129 on: May 21, 2014, 08:41:17 pm »

Hey, your games are always interesting/good SJM.
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Furtuka

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1130 on: May 21, 2014, 08:45:47 pm »

I'm sold just on the premise.
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It's FEF, not FEOF

sjm9876

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1131 on: May 22, 2014, 03:39:33 am »

* sjm9876 notes down rules for after exams

I'm sure Bay12 could come up with some brilliant/horrifying creations.

Although if anyone has any ideas for parts/part stats I'd be interested to hear.
Current additional stat: Strength - which applies to things with some way off applying strength (eg arms, legs). This is used to determine how much force it can exert whilst powered (note - this could mean that depowering a limb results in the collapse of the mech, if not the breaking, if such things aren't accounted for). this also would be applied for damage - and as a direct measure of force in units weight, means bodyslams and similar ridiculous maneuvers would actually work in the damage system.
« Last Edit: May 22, 2014, 08:45:06 am by sjm9876 »
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1132 on: May 22, 2014, 09:54:52 pm »

I'm fairly interested in that system, considering I've been coming up with a system for highly customizable mechs in the combat sense, at least(components and what not for actual construction were a later concern).
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Mesa

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1133 on: May 24, 2014, 06:30:29 pm »

Recently (except I only started today) I've been coming up with an idea of a meta-score-attacking-and-card game.

Essentially, it's based on the idea that a forum is your game world, a board is a sector/area/zone/youcallit and a thread is a specific location (think like a dungeon).
Making new threads and posting costs you points, but you gain points every time someone responds to you or your thread.

There's also cards which have specific effects ranging from "Your next 5 posts cost no points" to "+50% points from replies to your threads" to "Lock a single enemy thread.". The cards would be obtained randomly when posting, purchasable with points or obtained in more specific ways.

It could be a competitive (if only vs "AI", read: me) game with some team stuff going on and would be more than likely to contain references to Bay12 as far as the cards go. (I'd be willing to take card requests even.)
Or it could be a typical suggestion game with an atypical setting.

I may have done something similar to that in the past, but whatever, would anyone be up for that?
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Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1134 on: May 24, 2014, 06:47:16 pm »

I'd be interested. Perhaps the cards could be divided by the type of thread, e.g suggestion game, emotion topic, political thread, etc. Some of them would work better in certain boards then others, and every one would have their own benefits and drawbacks.

kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1135 on: May 24, 2014, 06:54:15 pm »

Yeah. sounds fun.
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Mesa

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1136 on: May 24, 2014, 07:01:24 pm »

I could even go as far as to make it so that boards are, well, boards, and you have post cards, thread cards and support cards (like those I mentioned earlier) and make the points a secondary resource.
Though then it would be just a card game with a forum setting.

Ah well, I will make it anyway! Expect something tomorrow (well, technically today, it's 2AM here, lol) or on Monday!
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Mesa

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1137 on: May 25, 2014, 05:09:06 am »

Okay, here's the first WIP draft of the game rules. Can't even call it that, but it's something.
Quote
The point of the game is to become the most influential poster on the forums, with the largest amount of points at the end of the game. Points are used for playing cards and can be attained in a few different ways:

- whenever someone replies (plays a card) on top of your thread/post card (thread replies are worth more, but thread cards cost more points)
- threads passively generate points per turn, dependant on how many posts there are in the thread

Points can be also used to purchase additional cards in-between rounds.

Post cards have to be played on Thread cards, which in turn have to played on Boards. Boards can provide various bonuses to specific Thread types, and specific Post cards gain certain benefit in particular Threads.

There are also Support cards, which follow their own placement rules and provide various benefits.

Each turn, a player may draw a card and play a card from their hand.
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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1138 on: May 25, 2014, 07:50:13 am »

Looks god.
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Mesa

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