Turn based strategy game, Want input.

Started by
11 comments, last by andor_00 20 years, 9 months ago
I''d have to say that the intended audience isn''t the hardcore wargamer. This game is more similar to Myth II than say, a complex paper wargame. The game isn''t meant to simulate large scale battles very realisticly, it is meant to provide smaller scale skirmishes in a more "gamelike" manner. It is actually quite like Myth II except you purchase units beforehand and it is turn based so you have more control over the units. Being on a smaller scale than most complex wargames, it wont have as many "intangeables" as you might like. Matters like moral and supply don''t matter quite as much in a skirmish as they do in a long term war. It sounds like this game may not be your cup of tea but hopefully fans of Myth and other such games will like it. It is also quite similar to tabletop "miniatures" games which seem more tactical (As opposed to the wargames where your men are usually cardboard squares with numbers where the gameplay is more strategic).

Concerning predefined races, I like that factor of the game. Games like Starcraft and Myth have predefined races and the fun in that lies in discovering the units strengths and weaknesses and creating strategies for and against those units. This game isn''t so much about war as it is about tactics.

Concerning the magic, this game has more of a fantasy setting than a Science-Fiction one. It is set in the future but no "scientific" explanations are given for the magic or the technology. One of the best mixes of futureistic/fantasy that I''ve seen is Phantasy Star Online. It had swords, guns and magic but didn''t give an explanation for why swords were just as good as guns or why magic was around. It didn''t need too.

It sounds like you might not be the intended gamer for this game but still thanks for the input.

"It''s a sad, sad day when your own weiner dog betrays you..."
"It's a sad, sad day when your own weiner dog betrays you..."
Advertisement
Actually the magic in the Phantasy Star series is derived from very, very advanced technology, some sort of psy power. Humans were somehow ''enhanced'' to be able to use it, and the Newman race was genetically designed to be optimal magic users.

Anyway.

Some details taken from a very old turn based strategy game for the Sega CD (heh), called Dark Wizard. Maybe you can get some inspiration on it:

In DW the player you choose a commander. Being more RPG-ish, the game has a story and stuff. The game has 6 commanders, I think. They all are rulers of sort.

The battles take place in a hex grid, and the player starts in their stronghold. The enemy is in his/her strong hold, and you start with a bunch of units. During the battle, you can (and should) create new units. The player do that by seding orders to the stronghold, and you can make as many units per turn as can fit around the stronghold (around 8 per turn then).

There are two types of units: magic creatures and mercenaries. Magic creatures are easily summoned: just use the required amount of mana, and they appear. You don''t have to spend any money on them. Each ruler has a different set of magic creatures they can summon. The mercenaries, on the other side, need to be hired, and have salaries. Since you can append towns and villages to your domains, by taking them over, you can increase your income, and forthermore be able to keep a bigger army.

One nice thing is that ALL units have level stats, and can gain experienc and raise levels during battle. Some units can also evolve after certain levels. As example, you summon baby dragons, that will morph into bigger and stronger dragons on higher levels. Mercenarie units always start as a basic class (oyu can choose between 4 races: humans, elfs, dwarfes and hobbits), and after they reach level 5, you can assign them a class. An elf can become an archer or a mage, as example. And further levels brings more class changes.

This allows an awesome deal of troop customization, since you cna have different levels of strenght between units of the same type, and can boost some units to build up elite troops in your army.
Sounds like it could be an interesting project, I have few suggestions.

1)Story- Two factions battling for control of planet earth the war rages for centuries and spills out into deep space. During once such skirmish two great star ship battled it out of distant alain planet until both vessels crippled crashed upon the barren planet surface. Despite the circumstace the old hatred still run deep and they continue to wage the war accross the alien landscape. While the simply inhabits find themselves caught in the middle and forced to take up arms to protect their very existance.

2)side 1 - since they are gurrila fighters they should have approite abilites such being able hide, set up ambushes. As well being able to lay traps. As for disadvantages their could be interfaction anmosity, the side could be made of several small groups that each have there own types of units and advantages but won''t work with certain other groups. For instance the engineer group has tanks, helicopters, sabtours, and heavy weapon specialists while the rough backs group have jeeps, gunslingers, vigilanties and demolition experts. However both groups hate each other so you could not take units form both groups into battle.

side 2 - They have magic and formatins, so how about an amplifing bonus, the more units you have close together the more powerful the magic. There could even be minium about of amblifying power need to cast bigger spells. For instance you need 10 people together to cast a summoning spell. Also their regiment mentality should also act as disatvange by forcing them to have a supply line. What I mean is they have an immobile unit called a psy-link which you place at start of the battle. You can purchase extra to place with your points but if all the players psy-links are destroyed they lose the ability to cast magic.

side 3 - They are big and tough, so they should act that way They can take more punishment and are cheaper then the othersides. They should also have an affinty for nature and be able interact with the terrain. Being able to insect swarms descend upon enemy troops, able detect traps and enmies easier even able to cause certain planets to realise posion gas. For downsides they would vunrable at a distance and unorganized so that if one is killed there is chance that others nearby will flee.

3)customization - one of things that makes table top stategy games is great is customization and sense of continuance. So what I suggest is have base unit types, and then allowing the players to customize the indvidual units by choosing their weapons, armor and accessiories, to suit a players style. Also you could a campain feel by having stockpiles, that repesent the equipment a player has access to, after winning a battle they could scaverage more from the battle field or be award it their supperior. In this way people could watch their team improve as they defeat their friends.

This topic is closed to new replies.

Advertisement