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Limited to one Choice?

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X3M
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Due to certain testing and developments. I have come up with 2 versions for the same unit. The differences are small, yet fundamental for the game play which the players might like.
But...
It is only that unit. The other 32 units don't have this.

So my questions are:
- Should I really allow players to make this choice? Or just choose for them instead? Fixing it to only one version permanently?

- Should I create a choice like this for other units too? Or just keep it on this one? Which might look very strange to players. Having only this choice for one unit.
Having a choice for all the units might raise the question, how about having 3 or more choices then?

- What is the best way of approaching this while I have the same figures for whatever choice the player makes? For example, player A chooses version A and player B chooses version B. It might give confusion. How to keep track of this?
Imagine having at least 2 choices for over 30 units. That would give a lot more table's and confusion.

questccg
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I'm not sure I understand

But giving your player's choices when playing units sounds reasonably interesting to me...

Are you saying when you select a specific unit it could have different actions (or more actions) than another unit?

If you are using cards, well then this seems reasonable. Player just need to read what choices are available to them on the card.

Alternatively if you are using "game mats" you can document and track the selection of actions on the game mat. But since game mats have a finite size, you would have to limit the number of units a player could have.

But different armies could have different army sizes and the game mat could be used to control this.

I would try to stay away from tables and go with game mats. You can use something like creating RANKS for your units. Like three (3) different ranks and have three (3) different game mats: one for each rank.

The cool thing with game mats is that each player could have different army restrictions.

Again it's just an idea. But like I said, I would stay away from tables and try to come up with a solution that is more tangible and somehow directed by the playing surface itself (like game mats)...

X3M
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A lot of reasons why to make a choice

Players are limited on units for each type.
Examples: 36 Rifle Infantry, 6 Snipers, 6 Combat Tanks, 3 Rocket Launchers etc.

The difference would go for all of the Grenadiers for 1 player. There aren't more actions, nor are the actions different. The subtle strategy with the units however would change.

There is "infinite" ranking.
This is tracked on the unit itself.
Well, the stats can be upgraded individualy.
One unit might get pumped in health while another gets extra range. But the army needs to work for it. Cheaper units have cheaper XP costs for increasing stats. Most effective on range and speed upgrades.

The table is only for the stats. We found it easier to work with a table then with cards for each type of unit. Besides, players will memorize the statistics better with a table, just like how players learn what they have in their MtG deck.

The difference in this case are subtle:
150 versus 200 costs
150 size versus 200 size
75% XP versus 100% XP costs
total of 24 versus 18
Durability of /4 versus /3 (75% versus 100%)
Accuracy of 3 versus 4 (again 75% versus 100%)

The first version was 100%; 200 costs. This for the list of Infantry prizes:
75-100-200-300-400-600
But a player would need 2 barracks for a good production of Grenadiers (1 barrack produces a total of 300). Thus having costs of 150 would be better since you can do a 100% production now. 2 Grenadiers with 1 battacks

Further, a full fight of 18 x 200 beats 24 x 150 due to durability. But only with 39% remaining at best. On average it is only 5% difference in the end, which is very very low. Lower then the gamble ratio of 33%critical-hit-miss/projectile.

The unit of 150 has one major disadvantage, and that is being shot to death in 1 action by a Sniper. (5 average damage versus 4,5 average health instead of 5 average damage versus 6 average health) Thus 200 is better in walzing in and protecting other units. While 150 is better of being there and supplying with cheaper upgrades.

Having this choice for only 1 unit or 1 army of these units is weird.
Having choices for all the units means having yet another table. I already have 2 (3 Health system and 8 Health system)
And should I then think of a second one for the 8 Health system?

Choices for other units?
I don't see the use for having different versions of the same wall. After all, players simply want these to be as cheap as possible. They are real fodder. Or having an expensive version of a wall that have better XP upgrades since the second tier takes longer to get, yet gives the same upgrades relatively? That just happens to be an illusion. If one wall is twice as strong, it has twice the costs and twice the XP costs. But having on the other hand, 2 times the cheap wall, will have the same XP costs. It only matters with units that can fight as well.
Perhaps placing walls on the Structures table? Those wont change.

X3M
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Decisions

Well, in one of the very first (miscalculated) versions. There was no other choice then having 200 as the cheapest price for the Grenadier. However, with new (correct) ways of calculating things and new ways of playing. 150 has become an option.

150 has become my one and only choice.

Reasons:
Yesterday, I thoroughly tested both the 150 and the 200 version.
-150 has slightly more diversity. Not more advantages.
-150 allows 100% production while 200 requires a mix.
-Most of the RTS games have 150 as average price for Grenadiers.
-Only having 1 choice for 1 unit creates confusion.
-Having an entire list of choices doesn’t work either. That will be future work (a new chapter, if you will). But then I do use cards with the statistics.

My Comrade-C is disappointed but understands my decision. However, he liked the facts:
-The 200 version could survive a Sniper shot easier.
-Had less risk missing the target.
-Furthermore, he loved having a Rifle Infantry and a Grenadier at the same time. Well, it is a good combo. However, now it only costs 250 (87%).

Buddy-B claims:
-The Minesweeper Infantry is the only one that needs 2 Barracks now, while cannot be produced 100%.
-Either I change that one too to (450), 300 or 600. Or Let the Grenadier be 200 again. Which I find odd since he loved using the 150 version as well.

Regarding the Minesweeper Infantry:
I agree that something has to be changed to that unit as well. I think I go for the 450 version.
-150 + 450 = 600
-They are special cases and have no need for being produced 100%.

X3M
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Another One choice

Talking about one choice. Now I really have no choice:
I decided, not to work on a complete set of the 8 Health system.

So no choice for the players if they want a fast game or a slower game.

The reason:
Maps are mechanical speaking, to small.
If I use 15 x 15 (Hexagons) for a full game with 3 health. The "game play" barely fits. And the board size is already 1,2 meter. Not to mention that each region can be stuffed with pieces.

For the 8 Health system, I need to expand the board to at least 24 x 24.

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