Skip to Content
 

I need some suggestions for my strategy game.

13 replies [Last post]
Pt314
Offline
Joined: 12/31/1969

In the game that I am working on I have a playing field (still tweaking the dimensions), and you control an army of soldiers/spellcasters/monsters and try to defeat your opponent who also has an army. I have designed many of the monsters/weapons/spells in the game, but I still have a big gaping hole in my design.

Everything has a level, including monsters, objects, and spells, showing how powerful it is. And I was planning on my creatures starting out at a low level, but somehow you are able to level them up and be able to use higher level cards.

My current idea deals with certain tiles on the board that level up whatever steps on it. This gives the incentive for exploring the field, makes it harder to get high level units, and will add strategic importance to places on the field. Problem is what is a good way to keep a unit from using it over and over.

I have thought of making tiles that level up to level 2, others for level 3, and that you need to visit the 2 before the 3, and the 3 before the 4. Another idea is making a maze with one-way doors and organizing the board in such a way that you would need to travel quite a distance to get back to the spot.

Any suggestions to fine-tune this part of my game?

Torrent
Torrent's picture
Offline
Joined: 08/03/2008
I need some suggestions for my strategy game.

Maybe different colors.. each 'magi-tile' ups your creature one level, but each can benifit from each color once. So although you can funnel your entire army over that little yellow square, standing on it does you no good. This way you could put some of the 'higher' colored squares in a contested area to encourage conflict.

How are you denoting a level of a creature?

Pt314
Offline
Joined: 12/31/1969
I need some suggestions for my strategy game.

For one thing each card will say what level it is. Creatures are linked to a pile of cards & the level would be the sum of all of the card levels.

For example my swordman would be level one at first because all he has is a level one sword card in the pile. On the other hand a spellcaster with 2 level 2 spellcards and one face down (use once) spellcard wold be a level 5.

Hmm, get all of the different colors before you level up. Thats an idea, not sure how I would keep track of it right now though.

Torrent
Torrent's picture
Offline
Joined: 08/03/2008
I need some suggestions for my strategy game.

SO what you are saying is that there is a Swordman entity (card, figure whatever).. whose level is based what he is currently carrying. And the mage is of a certain level based on what is in his book. So if I understand this right, steping on magi-tile basically allows me to draw a specific type of card. So a swordsman isn't really gaining experience, he is picking up stuff.
Or do I have this backwards somehow?

Well depending on your theme the colors could be linked to elements.. a red square is a fire-y thing. If the level of a creature is really just the stack of his cards, then picking up more cards automatically raises his level. You just prevent him from carrying more than one of each color.

Who knows maybe I misunderstand your description.

Pt314
Offline
Joined: 12/31/1969
I need some suggestions for my strategy game.

In a way you could say that the level is determined by the inventory. But I was also thinking of skills, and special abilities as well. Along with monsters who cant have an inventory, but have a level anyway.

Torrent
Torrent's picture
Offline
Joined: 08/03/2008
I need some suggestions for my strategy game.

Quote:
In a way you could say that the level is determined by the inventory. But I was also thinking of skills, and special abilities as well. Along with monsters who cant have an inventory, but have a level anyway.

Ok, but in an odd way skills and specials are still an inventory. My ThingfromtheBlackLagoon is carrying the knowledge (and the card) to do something just like my swordsman is carrying his sword. Is that the rule though, that level is determined by the cumulative of the cards stacked beneath an entity (regardless of type). If so, how do you gain skills, specials? And are they like cards or assigned somehow?

Pt314
Offline
Joined: 12/31/1969
I need some suggestions for my strategy game.

In a sense skill cards are just like an inventory. But in the case of monsters I was thinking of depending more heavily on a base level. A weak goblin would be level 1, while a dragon would be 3 or 4. Most monsters wouldn't have skills, since most can't level up like human units.

The way I was planning to summon higher level monsters, has to deal with getting a 'blank' piece to a level up square or such, then summon it there. However blank pieces have no attack, or defense, and only 1 speed.

To clarify my system, monsters have a main monster card (with a level, and stats), however a card with a sword on it by itself is assumed to be a swordman, with the base stats on the card. The level of something would be the sum of the levels of all the cards stacked for it.

Anonymous
Possible Idea...

You could have monster's draw cards just like humanoid character's do, but the card itself is wasted or consumed by the monster. It only serves as a level counter, thus creating tension and preserving your level identifying technique using cards. Make each card add a generic monster modifier value depending on the level of card drawn and it's elemental affinity to the monster in question.

Example: The fire golem moves over the level up space and draws a level one Flame Sword card. Since the monster doesn't use the sword he just levels up one level instead and gets one bonus attack power since the Flame sword matches his element: Fire (since he is a fire golem).

Maybe that will work for you.

Anonymous
Re: I need some suggestions for my strategy game.

Pt314 wrote:

My current idea deals with certain tiles on the board that level up whatever steps on it. This gives the incentive for exploring the field, makes it harder to get high level units, and will add strategic importance to places on the field. Problem is what is a good way to keep a unit from using it over and over.

Just to be the Devil's Advocate here, why not let the units use a level up tile over and over again? Since this is a strategic game, not tactical then cornering a specific level advancing tile would be part of the strategy. The game will probably end up in a form of "capture the flag" style of play in this incarnation, but it does provide conflict and strategy between opponents. I'm not sure about the victory conditions for the game, but if you make the control of these level up spots (maybe they are mana sources or ley-line centers, or whatever kind of magical/important location you want to call it) part of the victory conditions that makes the control of the spot important too.

Just my two pence.

Geoff

Deviant
Offline
Joined: 12/31/1969
I need some suggestions for my strategy game.

Quote:
Just to be the Devil's Advocate here, why not let the units use a level up tile over and over again?

Well now, that is a possibility. There are ways you could go about making that work without totally imbalancing the game with god-like super-units. The strategy/war game I am working on now has something like this mechanic for developing planets. Each turn you can develop a planet one point, with the max being six points. But for the development to be successful you must roll a dice with a value HIGHER than the current development. Even though you can invest resources to roll more dice, the odds of success decrease as the system develops to a greater level. Result - players must economize to some extent, developing all of their planets to varying degrees.

Now, if I understand your game at all, this particular solution won't help. If "levels" are cards in your game, then there could be a foil to over-inflating a single fighter. Maybe high-level units are slower, or have less "initiative", or something. Maybe each of those "levels" are specific powers and the player must choose only one for a turn - so a small unit is not so dwarfed in a battle. Maybe every blue moon a player has a chance to strike down lightning from the heavens and obliterate a single fighter - now that would discourage putting all your eggs in one basket! Or one of the powers is the "Kingslayer", which gives a character the power to kill larger fighters, regardless of their size. Just brainstorming, but as you can see the possibilities are endless.

Anonymous
I need some suggestions for my strategy game.

Here's a couple of questions and suggestions for you.

You have a game board, how are the tiles set up, squares? Hexes?
Do you want the tiles to be random each time or fixed in certain spots?

The reasons I ask this is that if you want to add in just a small bit of chance in the game you could do the following. Create the board itself out of shuffled cards (works better with square tiles, but doable with hexes. When a player lands on a space they flip the card and recieve the effect (if any) on the other side...once a tile is flipped it can no longer be used.

The other idea is to put a card on TOP of the tile you want to be special, again once this card is flipped it is used up.

Now if you want to get creative you can also put negative effects on the back side of these and the player does not know what they are going to risk until they flip the card...

Deviant
Offline
Joined: 12/31/1969
I need some suggestions for my strategy game.

Quote:
Create the board itself out of shuffled cards (works better with square tiles, but doable with hexes.

Speaking of which, has anyone ever tried arranging cards with every other row shifted up or down 1/2 a card? The result is that each card has six cards adjacent - exactly like a hex board! I bring this up because I had this revelation when I was designing a "Jungle Adventure" tile exploration game. Squares are MUCH easier to cut with scissors than hexes. I notice that the internet game "Bookworm" uses this mechanism of arranging tiles.

phpbbadmin
Offline
Joined: 04/23/2013
Interesting!

Quote:

Speaking of which, has anyone ever tried arranging cards with every other row shifted up or down 1/2 a card? The result is that each card has six cards adjacent - exactly like a hex board!

Good tip... I hate using hexes for game boards..

-Darke

Pt314
Offline
Joined: 12/31/1969
I need some suggestions for my strategy game.

My board is made out of square tiles. It should simplify plenty of things. (Hexagon boards are good for some games, but I don't see much of a point in mine.)

About the randomized board. I have already been thinking about that, in fact I already have about 50 cardstock tiles that I could use for that. I just haven't done anything with them yet, because I am not quite sure how they would work exactly. I was thinking of using them for different kinds of terrain. Or maybe I would save them for another game.

I like that idea of flipping over cards that make up the board for certain effects. I will probably experiment with it.

Syndicate content


forum | by Dr. Radut