Designing movement system for a spaceship combat boardgame

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19 comments, last by Edtharan 14 years, 4 months ago
Quote:1) Minimum moving distance - no instant stopping.

Remember, you don't need to make it realistic if it detracts from the experience of the game. If you are wanting the players to know what it is like to be a navigator or pilot on a spaceship, then having realistic movement rules (like minimum move distances or no instant stopping) would be a good thing to add. But if you are wanting the player to feel like they are a captain in charge of that ship and they are trying to strategy against their opponent, then realistic movement does not (necessarily) add to that.

What is the feeling that you are trying to evoke in the players (and by feeling I don't mean emotion).

When you try to imagine what it would be like if the game were real and the player is actually who they are pretending to be, what is it that you see them doing?

Quote:2) Direct fire - Line of sight requirement

Again, this depends on what you want the player to feel when playing this game. IF you want positioning to be important, then line of sight makes sense to include. If you don't want positioning to be very important, then line of sight just gets in the way.

To me it seems like you don't have a clear idea of what you want the players to be doing in this game. You don't really have a clear idea of the player's role in the game.

If you had a clear idea of these things, the questions you are asking us would not exist as the answer to them is defined by what you want the player to be doing and feeling.

So getting right back to the basics, you need to answer these questions:

1) What is the player's role in the game?
2) What (non emotional) feeling do you want the player to experience?

IF yo can answer these you should see the answers to all the questions you ahve asked become resolved. It is also why we can't really answer these questions for you as they are totally dependent on what you what the player's experience to be.

We can give our opinions of the various options, but when we do this, we have in our own minds a type of experience we would want the player to feel, and this can be different from what you want.

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