Welp, seeing as my health has finally recovered to the point where I feel I can work properly again, I wanted to get a project back on track. Namely, the affordable wargaming project
From the first thread:So, I'm sure more than a few of us on the forums are wargamers. I for one, used to be, until the prices put me off it completely. I doubt I am the only one in this situation. Even with the models, you tend to need expensive rulebooks and paint to go with it.
Now, over the years I have been working on and off on a wargame of my own, and I was also thinking on the best way to eliminate the pricing issue.
Now, what I want to do can basically summed up as an alternate reality version of WW1 and WW2. The game would focus on naval warfare and use weapons and equipment of those eras.
The setting will, of course, be very different (different world, different nations, etc...). Now, in relating to the pricing problems that many wargames suffer from, I want to make this using laminated carboard punch outs. This means no expensive miniatures, no expensive paint, and no painting required.
What I am hoping for is to be able to sell a starter pack (Rulebook, 2 full fleets, and maybe dice and some terrain) for 20-30$ tops. Other fleets would be maybe 10-15$, and things such as terrain and misc. units would be similarly cheap.
Lose your army? Instead of being out hundreds or thousands of dollars, you could replace it for maybe 40$. Rulebook, army, dice, and terrain catch fire and get sucked into a black hole? Same low price.
If I can pull everything off right I can make a fun and decently flesh out game affordable to most anyone.
What I need though is help. I can write out rules and balance factions easily enough, but I can't draw, nor can I write fluff (or write well at all), or provide any kind of editing in regards to the above. I am hoping I can recruit some help in this regard. I want to put a team together and get this to a point where we can start working on publishing, ideally funded by a kickstarter.
If you are interested in pitching in, please feel free to message me. If you have questions or snide remarks, please post them in the thread.
(I won't mind snide remarks or jackassery so long as it is funny!)
Two Important Things to Note:
First off, anyone who works on the project will be compensated. The amount everyone (including myself) would receive would be based on how well the project does.
Second, I am more than willing to be flexible with the art style and the setting. I would love to see what people come up with.
End of Old Thread ContentNow, I HAVE been able to get some basic mechanics laid out. For example, a ship would have these statistics:
Hull- Essentially the Hit Points of the vessel. Once Hull hits zero, the ship is effectively dead, though it could also explode violently, or be rendered a derelict/burning derelict. Total Hull would depend mainly on ship size, so a small destroyer may have 1 or 2 hull while a large dreadnought would have 12 or more.
Durability- A measure of how tough a ship is. Durability governs how hard it is for weapons to damage a ship. Certain weak weapons will not even scratch a ship with very high durability, whereas very powerful ones can cause damage with ease or even insta-kill a target. Durability ranges from 1 (weakest) to 5 (Toughest).
Belt- How thick a given vessels side armor is. Any weapon that hits a vessel must first be able to penetrate the armor before it can deal damage. If a shell equals or beats the armor, then it rolls against durability to cause damage. If it cannot beat the armor, the shell either shatters on impact or bounces off. Measured in mm's. Ranges from around 32mm to 500mm+
Deck- Same as Belt, except it protects from plunging fire instead of direct fire. Deck armor is much thinner than belt armor, so a ship with a weapon incapable of penetrating a targets belt could try for a deck shot instead. Please note that plunging fire is only possible at longer ranges.
Torpedo Defence- How well the ship can take torpedo hits. Works similar to durability, but only affects torpedoes. However, even if the torpedo fails to beat the defence, it still causes one damage (since torpedoes are really deadly). If a torpedo DOES beat the defence, then it does D3 damage (Stay AWAY from torpedoes).
Ranges from 1 (Weakest) to 5 (Toughest)
Anti Air- How many anti aircraft guns a ship has, and how effective they are. As one would expect, it is used to take down hostile aircraft. Each ship gets a number of shots, as well as an indication of how accurate they are (IE: 5/4+)
Speed- How far the ship can move during its turn. Smaller ships would move farther, while larger ones would be slower.
Turning- Indicates what kind of turn a ship may make, and how far it must first move before turning (IE 45 degrees for every 3 inches moved).
Aside from this, I have also been working on how weapons and range all work together, as well as critical damage effects and aircraft. If you are interested in hearing more, let me know and I will post what I have.