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Action system idea for an epic game

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larienna
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I have a few game design that are of epic nature and it is always a problem to determine how much stuff a player can do during his turn.

A common solution is to count the number of cities/planets you control, totallise the resources they give you and spend it like money on various actions. But I find the precess too complicated since there are much more things to think about since it is an epic game and I don't want player to calculate their income all the time.

So my idea is that instead of accumulating ressources to perform actions, or giving a fixed amount of action per player, I designed some sort of universal system where stuff in the game give actions instead of ressources to do actions.

Most of the game is composed of cards. Each card has the following information :

- Type: Building, Capital cities, Hero, etc.

- Cost: The action required to place this card into play. For example, a building needs a "build" action. A hero needs a "recruit" action, etc.

- Actions Performed: The actions than can be performed by using this card. For example, an hero could be allowed to build, train and mobilize army.

- Special ability: Some card only have special abilities that could power up the effect of some actions, or remove some restrictions. (ex: you can now use colonize action to colonize forest)

Most card can be used once. So you either use the actions available on the card or use the special abilities it gives you with another card's action. This mean that when a card is used, you tap it so that it makes it easier to know what action and special abilities you have left.

At the beginning of the game, you will get 2 cards from your wizard which can do all actions in the game, and you get 1 card from your capital city which could do more restricted actions like: Build, growth, colonize, train, etc.

When you expand your empire, new capitals will come into play which will increase the number of city card you get. You will also gain heroes which are going to mobilize your army and maybe do some civil action according to their skills.

So with a system like this, I elliminate the notion of cost since everything cost an action of different type. There might be some restriction in the game or imposed by some races that could be lift up when they build some building, new a hero with an ability, develop a technology, etc.

I also wanted to have a very flexible system where I could have a huge variety of heroes, buildings, etc. I think I can do it with a system like this.

What do you think?

Brykovian
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In short: I like it.

In short: I like it. ;-)

It's very RTS-like ... where everything has a purpose (or several related purposes) and you set them up and let them run.

You could also add-in a "building up" feature into the system by having some actions add a chip to the card and once you have enough chips you can do an additional action. For example ... have a "small city" card that can "Grow" (add a chip) ... once 5 chips are on the card, it has a "Convert to Capital City" action that is available.

Being able to go through your cards one-at-a-time (using tapping to mark which ones are "done" for the turn) could be a fun exercise -- especially if you doing actions in different orders might give different tactical results.

Sounds like a neat way to go about it.

-Matt

larienna
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Quote:You could also add-in a

Quote:
You could also add-in a "building up" feature into the system by having some actions add a chip to the card and once you have enough chips you can do an additional action.

There are some stuff which are going to work like this, but not all of them.

For example: if you want to build a wonder or an Artifact, you will first play the Foundations or the Prototype card. And then on your next turn, you can play the Wonder/Artifact card.

As for city expansion, I once thought of having a price to expand. What I was thinking is that the race would determine where you can expand or not. Now, The terrain type say that you can grow this city up to this size and beyond that size you need to have a special ability to make it grow.

For example, elves could easily make capitals in forest. But they need some buildings or advances to build in desert. And since the cards are one time use, this special ability is going to be used once per turn. So the elves would be slowed down if they expand in desert, but the price to expand stay the same.

royalfa
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About terrain

Hi there I also like the idea sound very good.

I want to ask you about the terrain
How you count the terrain? Is a board? You have a card type too?

I have a game that initially has a fixed board, then I change to a "tiles" board (as per Adigma game) and finally add a "terrain" type card with this features:

Name: Name of the terrain or site
Example: Deadly Forest, Stronghold of Horror

Type: Which kind of terrain is.
Examples above: Forest, Plains Other types: Swamp, mountain, underground, lair,...

Adjective: Some terrains have tag for especial effects
Examples above: Fire, Acid Other tags: Lightning, Tactics, Spark, Forgot, ...

Length: A number from 1 to 5 that represents the longitude of the terrain.

Encounter: A number obtained from a formula, that represents when an encounter appears in the region. I create one more number, behind the curtain (no showing in the card): Danger (range 1 to 4).
Formula: Encounter =Round (Lenght + Danger)/2

Population density: A number obtained from the next formula
Population = 5 - Danger.

Especial Feature:
Other features that can be in the terrain card:
Boss, trap, source of power, Portal, Store (objects, magic, bards, Gypsy)

larienna
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For the terrain, the

For the terrain, the influence so far is:

A- Terrain type: the colonization and growth of cities will be influenced. For example, elves can expand and grow in forest, but not in desert. There might be a special building that allow elves to expand once per turn in desert and another building that allows to grow once per turn a city in desert.

B- Ressources: Some tiles might have special ressources which could be related to the terrain. Some cards could ask you to require a certain combination of resources before being able to be placed into play.

C- Combat: I am not sure for this yes, but maybe each hex on the board would have a combination of 3 locations (ex: bridge, cliff, watchtower) that could be used as target location in battle. OR the terrain type will add modifiers to the battle.

topwzp (not verified)
Thanks to share this

Edit:
Spam message removed
-seo

larienna
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I don't know why, but I feel

I don't know why, but I feel like I am attracting the spam. Many of my threads get spammed, I am not sure if t is the same for everything else.

Pastor_Mora
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Yep, it's you Eric...

Last night I saw this bot post and thought to make fun of you saying "Man, you attract spam bots!", but I just went to sleep.
Now I read your post and I have to tell you I have the same impression.
Have you run a virus scan lately? 'cause it seems you have a spam shadow!!
The big brother is after you!!! (cue evil laugh)
(I didn't get that much sleep last night...)

Casamyr
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I really like this idea that

I really like this idea that each card has it's own unique part to play in the overall game. I also like Bryk's idea of powering up cards, especially to convert a town into a city or a city into a Cap. City. It should take a period of time to do this (which I'm sure you have already worked in somewhere). Nice Idea though.

Are their pieces on the board that represent units/city or is it all done via cards?

larienna
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Quote:Now I read your post

Quote:
Now I read your post and I have to tell you I have the same impression.
Have you run a virus scan lately? 'cause it seems you have a spam shadow!!

I doubt it's my computer since I am using 3 different computers: 2 at home and one at the job. (Right now it's the job).

Quote:
Are their pieces on the board that represent units/city or is it all done via cards?

Right now, here are the only pieces that can appear on the board:

- City tokens: Double sided tokens labeled "town/city"

- Metropolis or capital token: Like city token but each token has a unique identification.

- Army pawns: Pawns that identify army locations.

- Monster herd pawn: (not sure) pawns that identifies groups of summoned monsters locations.

- Unexplored location token: Place a generic token on each hex, when the hex is explored, remove the token.

- Special location token: If you discover something special during exploration, you place a token with a unique number that will be matched with a card outside the board to indicate what this location have special.

So far, it's al the things that get placed on the world map.

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