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Need Input on New Movement Mechanic

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DarkDream
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Joined: 12/31/1969

Guys,

Need some input on a new movement mechanic for my chariot racing game. To help spark some ideas within my head, I've been studying horse racing simulations and the way they simulate horses moving. Here is some ideas I have gleaned from this research:

There are a total of three different speeds for horses: breaking speed (going really fast), average speed (normal average racing speed) and tiring speed (when horse's stamina or energy is all gone).

The average speed number indicates the maximum amount of squares a horse team can travel at. It is a value between 5-7. Each speed value costs average speed chips to travel at that speed for one turn. For right now one average speed chip equals one value of movement. So for example, if my average speed is 6, I can not spend more than 6 chips to move more than 6 squares. I can, however, spend 4 chips to move 4 squares (so as to conserve chips).

The breaking speed works in the same fashion, except the value of the breaking speed is 6-10. Average speed chips can not be used for traveling at a breaking speed.

Typically, the amount of breaking chips will be around 1/4 or less of the amount of average speed chips. This is to provide the player with an opportunity in the game for a short burst of speed. If you look at a lot of racing games, Turf Master, Breaking Away, Auf Trab im Sulkydom and others, you usually have a special card that will allow you to overcome some restrictions that hold you back to allow you to go really fast and get the lead.

Now to make things work, I have a couple of ideas. One idea is that a player spends one breaking speed chip for every point of speed over the average speed up to the breaking speed. So, for example, a horse team with an average speed of 6 and a breaking speed of 8, would spend one breaking chip to go 7 squares and 2 chips to go 8 squares. The problem with this is that if you had an average speed of 5 and a braking of 8, it would cost 3 breaking chips to travel at 8.

Maybe a better idea is to keep the amount standard. If the lowest breaking speed is ever 6, then one breaking chip will travel at 6, two red chips at 7 and so on.

This idea can be continued on to the average speed level as well. If the average speed range is always 5-7, then one average speed chip will go 5, two speed chips 6 squares and so on.

Once the player has expended all of his average speed chips, the horse team automatically begins to travel at their tiring speed: a number between 1-4. I'm not sure if I need tiring speed chips. I think they can just travel at their tiring speed or less for no cost. Any comments on this?

It seems to me that if a horse team wants to travel at a speed that is in their tiring speed range, then they do not pay any chips. So for example, if the tiring speed is 3, and my average speed is 6. I can decelerate to 3 and pay nothing in chips. If I travel at speed 4 which is in the average speed area, however, I pay 4 average chips (or 1 if I keep it standard). Does this seem to work? Maybe I do need tiring chips. What do you guys think?

There are some questions that this mechanic leads to that I'm not so sure about. One question is, what should happen if the player runs out of average speed tokens, begins to travel at its tiring speed but still has breaking speed tokens? Should the player still be allowed to go to breaking speed, even though he has no average ones? I think so. But then this rasies the question of acceleation and deceleration. If my tiring speed is 2 and my breaking speed is 8, can I on one turn go six squares up? If not, and my max acceleration is 4, I then can go to a speed of 6 which is my average speed and not my tiring speed, what do I do then? I don't like the idea of converting chips from one speed level to another (breaking chips to average chips).

I think there needs to be a limit of the max number of squares a horse team can accelerate and decelerate, maybe if you cannot pay for chips in one speed level (as the situation of having no average speed chips but breaking chips) you use chips from the speed level above. To use the above example, where I have no average chips, if I travel to speed 6 (which would cost 6 average chips or 2 average chips to keep things standard) then I would use up 6 or 2 chips from the breaking speed chips (I guess this reflects a penalty for really pushing tired out horses with some reserves).

Do you think it would become too complicated for a horse team to have a maximum acceleration and deceleration rate? If the horse team goes over their max acceleration/deceleration, then the team has to pay maybe a penalty in chips or something. If accelerating/deceleration from one speed level to another, what speed level should the penalty in chips come from?

Anyway, what do guys think about this mechanic. Do you think it has merit, does it logically appear to work. Does it seems to help add interesting decisions? Should the lowest breaking speed (6) be one breaking chip, speed 7 two breaking chips, speed 8 three chips or maybe one breaking chip for speed 6, three breaking chips for speed 7, and then six breaking chips for speed 8 and so on (using a geometric formula: 1, 1+2, 1+2+3, 1+2+3+4 and so on)?

Thanks for your input.

--DarkDream

ycyclop
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Joined: 11/12/2008
Need Input on New Movement Mechanic

hi,
The idea of two types of chips is an interesting one and will cause the player to think and make more decisions.
Now for some answers for your questions
1: If you finished all your ave. chips I don't think you should enable break speed (even if chips were left)
2: There should be maximal decrease/increase numbers. It appears you are trying to make the race real as much as possible, and in real life there is a limit on inc/dec of speed in a limited time
3: I'm not sure about the tiring speed. if there are no chips then why should the horse be traveling at his maximal tiring speed all the time?
4: using the 1,2,3 costs or the 1,3,6,10 should be examined in real play. this is the only way to give a real test to which system is better (personally I think that it depands on the number of starting chips and not just the cost system)
Well this is how I see things
Hope it helps some how
-- ycyclop

sedjtroll
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Joined: 07/21/2008
Need Input on New Movement Mechanic

In a quick response to a fairly deep question...

I would think that the cost for movement that you are looking for is as follows. Say that Tiring Speed is 1-3, Average speed is 4-6 and Breaking speed is 7-8:
Moving up to 3 is free;
Moving 4, 5, or 6 costs 1, 2, or 3 Avg chips respectively;
Moving 7 (or 8) costs 3 Avereage chips AND 1 (or 2) Breaking chip.

So you'd start with some supply I guess, and/or get some sort of 'income' of chips, then you'd spend them as above to move. If you run out of Breaking chips, you can't go real fast. If you run out of Avg chips (irrespective of breaking chips) then you must move at Tiring speed.

Is that what you were trying to accomplish?

- Seth

SVan
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Joined: 10/02/2008
Need Input on New Movement Mechanic

DarkDream,

I like the idea that Seth has brought up. I think that you had set on spending a certain amount of average speed tokens for the amount of squares that you moved, basically if your average speed is 6, and you wanted to go 7, you would spend 6 average tokens and 1 breaking token, correct? If you only wanted to move 4 squares, then you would only spend 4 avg tokens.

I think I like Seth's idea, because it reduces the amount of tokens you need to count. 1 token for 4 squares, 2 for 5 squares, and 3 for 6 squares. I think if you want to go to the tiring stage, it is free, BUT, if you want to stay there for another turn, the amount of squares you move is automatically reduced by 1, although you don't move less than one square. So what this means is if you're at 3 speed right (maybe some kind of speed tracker would be good for this game) and you want to conserve tokens still, then you drop to 2 speed. This will stop players from trying to save tokens by staying in tiring mode and being able to move 3 spaces forever.

I also agree with the way he did the breaking speed as well, just add breaking speed as you said.

Hope this helps,

-Steve

DarkDream
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Joined: 12/31/1969
Need Input on New Movement Mechanic

Sedjtroll,

I guess my post asked a lot of different questions and was hard to nail down exactly what I was asking.

One method I suggested is that there are limits on all horse teams for the the highest and lowest values in each of the three speed catagories. I suggested a value of 4 is the max for a tiring speed, and a minimum of 5 for an average speed, and a maximum of 7 for an average speed. The minimum possible for a breaking speed would be 6 and the ultimate max 10 (there is some cross over). As such, the amount of tokens would start at the lowest possible speed. For average speed, a speed of 5 would be one average token, while speed 6 would be two and so on.

In short, let me use your example of a particular horse team that has a tiring speed of 1-3, an average speed of 4-6 and an breaking speed of 7-8. To make things work, I'll adjust the minimum possible average speed for all horse teams from 5 to 4. To travel at speed 4, it costs one average token, speed 5 two average tokens and speed 6 three average tokens. Now, because the ultimate minimum breaking speed is 6, if I travel at speed 7, I must spend two breaking speed tokens, and at speed 8, three breaking speed tokens.

With your method, which I did mention in my post, is having the number of chips contingent on what the particular horse team's minimum is. So in your case, a speed of 4 (as it is this horse team's minimum) is one average token, 5 two and so on which is the same as the method above because the minimum is the same. It, however, differs when we get to the breaking speed. For the method you mentioned, you would pay 1 breaking chip for speed 7, while with the other method you would pay 2. The only weakness, as I potentially see it with this method, is if you have, say, a horse team with a max low average speed of 5 and a max breaking speed of 9 which equates to a breaking speed of 6-9, then one breaking token will be needed for 6, two for 7, three for 8 and four tokens for 9. Now this value for breaking tokens for a given speed can change fairly drastically if the max average speed now turns to 7, and the breaking speed is 8-9. Now it will cost one breaking token instead of three for the horse team to travel at a speed of 8. Maybe this is better.

This was one of my core questions, which method do you think is better, basing the minimum of chips on the horse team's particular minimum or basing it on a minimum for all horses?

Quote:
If you run out of Breaking chips, you can't go real fast. If you run out of Avg chips (irrespective of breaking chips) then you must move at Tiring speed.

Is that what you were trying to accomplish?

This was one of the issues I was raising, could a horse team travel at a breaking speed if they had breaking speed tokens but no avearge speed ones? I think to make things simple and more realistic, my answer is that you can not go at breaking speed without average speed tokens. I could make simply a rule that says you cannot do this (a player on his turn simply needs to demonstrate he or she has an average token). With your method, Seth, by forcing players to have at least 3 average tokens, this rule is enforced. I'm not sure, though, as it makes things a little more complicated.

I hope I clarified what I was asking.

Great questions. Thanks.
-------------------------------------------------------------------------------------
Ycyclop,

Thanks for your response. To respond to your points:

Quote:
1: If you finished all your ave. chips I don't think you should enable break speed (even if chips were left)

I agree with this, it makes things more realistic and easier to implement.

Quote:
2: There should be maximal decrease/increase numbers. It appears you are trying to make the race real as much as possible, and in real life there is a limit on inc/dec of speed in a limited time

Another good point. I do need to set limits to keep with the theme of realism. Do you think it would make things that more complicated by having horse teams have their own maximum acceleration/deceleration numbers or keep it standard across all horse teams?

Quote:
3: I'm not sure about the tiring speed. if there are no chips then why should the horse be traveling at his maximal tiring speed all the time?

From a purely logical stand point, I agree with you. If the horse team is traveling at a tiring speed with no tokens left, he is pretty tired out and could tire even more if spending a long period of time at this speed. I was just thinking that maybe I would need too many tiring speed tokens. I thought it would make things easier to just say that it travels at this speed. It maybe would be ok, if during testing, players at the very most only spent a couple a handful of turns at this speed.

As Svan pointed out, without some kind of penalty or chips, players can go at this speed indefinitely to save a lot of tokens. That does not seem right.

Quote:
4: using the 1,2,3 costs or the 1,3,6,10 should be examined in real play. this is the only way to give a real test to which system is better (personally I think that it depands on the number of starting chips and not just the cost system)

Good point. I'll have to try it out in testing.

Thanks for you input. You've helped to clarify some of my thoughts.
--------------------------------------------------------------------------------------
Svan,

Quote:
I think if you want to go to the tiring stage, it is free, BUT, if you want to stay there for another turn, the amount of squares you move is automatically reduced by 1, although you don't move less than one square. So what this means is if you're at 3 speed right (maybe some kind of speed tracker would be good for this game) and you want to conserve tokens still, then you drop to 2 speed. This will stop players from trying to save tokens by staying in tiring mode and being able to move 3 spaces forever.

This is a good idea. I did not think about players purposely going at a slow speed so as not to use up any tokens. I think players will do this though so there needs to be something to prevent them indefinitely staying at a max tiring speed. I'll think about this one. Thanks.

I really appreciate all of your guys comments. It really helps.

--DarkDream

SVan
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Joined: 10/02/2008
Need Input on New Movement Mechanic

Quote:
This is a good idea. I did not think about players purposely going at a slow speed so as not to use up any tokens. I think players will do this though so there needs to be something to prevent them indefinitely staying at a max tiring speed. I'll think about this one. Thanks.

I have a brother in law who tries to find loopholes in rules and uses them to do things the designer never meant to happen. Because of this, I try to think of all the crazy things he would do and try to make sure it cannot happen. Clear rules helps a lot in this as well (which I have a lot of work on that part myself.)

-Steve

ycyclop
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Joined: 11/12/2008
Need Input on New Movement Mechanic

Hi DarkDream,
Some more thoughts on the subject
1: No, I don't think that a horse team with maximal inc/dec is a problem at all. I'd even recommand giving a ave speed, break speed bonus or penalty for different teams. this would make the teams really different and add some picking your team tactics.
2: The cost system (1,2,3 or 1,3,6) can maybe be examined a bit by writing a small demo computer program with a "strait" course and design 2-3 racing tactics with a bit of random to see the costs of ending the course. This can give a rough estimation of the needed points and the different behavior of the system (this of course does not replace test play but it will filter really bad ideas and bring a more playable version to the human players).

DarkDream
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Joined: 12/31/1969
Need Input on New Movement Mechanic

Ycyclop and others,

I went ahead and tried to play test the ideas I came up with. I did notice a problem with the cost of going at any of the three speeds. For example, I made a horse team with a max breaking speed of 8 and a max average speed of 6. The problem with one of the methods I mentioned is that if the horse team traveled at speed 7 it would cost one breaking speed token, if the team traveled at a breaking speed of 8, it would cost two tokens. The problem is that it costs *twice* as much to go at a speed 8 than 7. For example, I could go a total of 14 squares using 2 energy instead of just 8 squares for paying the same 2 energy. It simply did not work; using 1, 3, 6 as the energy denominations was even worse.

One breakthrough I did have was to use a watered down geometric distribution of energy through the entire speed meter. Now the the speed meter cost the following for moving the amount of squares equal to the speed:

Speed 1 -- 0 Energy
Speed 2 -- 1 Energy
Speed 3 -- 2 Energy
Speed 4 -- 4 Energy
Speed 5 -- 6 Energy
Speed 6 -- 8 Energy
Speed 7 -- 10 Energy
Speed 8 -- 13 Energy
Speed 9 -- 16 Energy
Speed 10 -- 20 Energy

As before, each horse team would have a set amount of energy for each energy range. For example, I gave a horse team 5 tired energy, 45 average energy and 25 breaking energy in chips. I set the horse team with a max tired speed of 2, a max averge of 6 and a max breaking of 8. The rule is simple, you must pay the energy from the pool of of the corresponding to the current speed you are traveling at. If you are going at breaking speed, to use the above example which is speed 7 or 8, then you must play chips from the breaking speed pool. If you travel at an average speed of 3-6 (to use the same example) , you can only use chips from the average speed pool.

A player cannot borrow chips from a lower speed pool (if a horse team is traveling at breaking speed, the player can not borrow chips from the average speed pool). A player can, however, borrow chips from one pool above itself unless, of course, you are traveling at a breaking speed. This means that if you are traveling at an average speed you can use chips from the breaking speed pool.

I've tested it and it seems to work pretty well. I do think it adds interesting decisions in (especially if players do not know how much energy each opposing player has) the game as a player is forced to pick a pont in the race to travel at breaking speed or to use that breaking speed chips to travel more at an aveage speed. Players need to decide to get ahead of the pack and use up their energy quickly, or go at a more steady pace so as to not use up fast and be able to avoid traveling at tired speed as much or not at all at the end of the race.

Any more comments or suggestions would be appreciated.

Thanks,

--DarkDream

GeminiWeb
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Joined: 07/31/2008
Need Input on New Movement Mechanic

DarkDream,

I must say I like the sound of this new system.

Of course, if you wanted to be really cruel (which I'm not suggesting is the case), you'd have separate pools for each horse ... particularly if they had to buy their horses individually beforehand ... (auction? / fixed $'s available / ... ) ...

GeminiWeb (Bill)

DarkDream
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Joined: 12/31/1969
Need Input on New Movement Mechanic

GeminiWeb,

You can get an idea of my chariot racing game by viewing the "Chariots of War" thread in the Game Design Workshop. My came now has drastically changed from what is there, but there is still going to be an auction for players to get horse teams and charioteers.

So with an auction I can make different horse teams with different qualities to them. The idea of buying horses individually and combining them into a team is an interesting idea. The only problem is that it could possibly slow things down (auctioning one horse team is a lot quicker than auctioning off four horses).

Thanks for the input.

--DarkDream

Deviant
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Joined: 12/31/1969
Need Input on New Movement Mechanic

You've mentioned several times the possibility that a player could run out of average chips and - what then? It sounds like your answer is that they should have to travel at tiring speed until the end of the race. Just desserts, maybe. But it seems like, with breaking chips being so much more valuable than average ones anyway, you could allow breaking chips to be used as average (or tiring, if it comes to that) chips with no problems. You'd have to be crazy or desperate to use a high-value chip when a low-value one would do the same thing, so what's the harm in letting a player waste energy running his horse into the ground? It's a legitimate strategy, right?

Of course, the same should NOT be true in reverse. If an average chip can be used for breaking, that defeats the purpose of having multiple chip types. But the other way (downgrading chips) there's no conflict, and maybe some interesting strategy.

GeminiWeb
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Joined: 07/31/2008
Need Input on New Movement Mechanic

Darkdream,

Sorry if I'm deviating too much form the original question ...

The following might make for an interesting dynamic, representing the need for a good horse team ...

- each horse has its own allocation of each type of chip (tired/average/breaking)

- need to purchase horses separately (through auction)

- for the race, you get a number of chips of each type (tired/average/breaking) equal to the smaller across the two horses (e.g. horse A has 4 breaking, horse B has 6 breaking ... player gets 4 breaking) ... could possibly allow (at this point only) unclaimed breaking to be counted as average or tired and unused avergae to be taken as tired ...

Then, if you wanted to play multiple races, people might be able to try and 'upgrade' horses through subsequent auctions ... (and yes, I'll read the GDW write-up!) ...

GeminiWeb

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