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Track and intercept tornado mechanic

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Impudent Mortal
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Hexes

NewbieDesigner wrote:
I found this hex grid (24x24) and will split it in half:

Looks good. How big are you going to make the hexes?

NewbieDesigner
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The print area will be 17x22

The print area will be 17x22 and the hex grid is 25x25 so I'm guessing a little over an inch if I use all the hexes but I'm not sure I will. I think I will have to test the movement of the cars see what feels right; don't want it to take forever to get somewhere nor too fast.

NewbieDesigner
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I mean little under an inch.

I mean little under an inch.

Impudent Mortal
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Ballpark

I think you're probably in the ball park considering your fastest movement is 3 hexes.

If that file you found doesn't work for you, try this: http://incompetech.com/graphpaper/hexagonal/

NewbieDesigner
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pic of tornadoes

Some tornadoes I baked today (some better than others).

https://plus.google.com/photos/100763304107777231513/albums/578891046035...

Tob
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Joined: 09/13/2012
Neat!

I got a new account and will no longer be associated with Impudent Mortal.

The tornadoes look awesome! They look substantial and ready to take a beating. Those will be fun to paint too, unlike the 1:285 scale hovercrafts I've been working on today. I can barely see them.

I was thinking last night that if you have any clear flight stands they might work well for clouds.

NewbieDesigner
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I'm tempted to buy some of

I'm tempted to buy some of these but they aren't cheap at $5.50 a pop and I'm not sure they would stand up. Probably too big too:

http://claycritters.com/wp-content/gallery/destinations/50277.jpg

To create a disincentive for players clumping together, what do you think about awarding fewer points for players who share the same hex when scoring? Thematically, those who get “exclusive” footage are rewarded more. I’m not sure exactly how scoring will work, but let's say players get five points for every turn they share a space with a tornado. For each player that is on the same tile, players will get one less point. Or will that have the opposite effect? Basically I want to try to reward players for taking bigger risks and encourage independent travel.

Willi B
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Off topic

I have no input to your idea, but thought that if you like games of this genre, you might try to play Bermuda Triangle some time in your life. It is not modern, but can be easily house ruled and works ok as is in a light filler capacity:

http://www.boardgamegeek.com/boardgame/2296/bermuda-triangle

Tob
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ah ha

NewbieDesigner wrote:
they aren't cheap at $5.50 a pop

That could get expensive rapidly.

NewbieDesigner wrote:
To create a disincentive for players clumping together... Basically I want to try to reward players for taking bigger risks and encourage independent travel.

I understand what you mean. Along with your "exclusive footage" idea, un-weighting the tornado location roll might help, especially if players are starting the game on different edges of the map. Meaning, have the tornadoes spawn in totally random areas now instead of predominantly in the SW. Players won't rush to the SW corner of the map to wait for tornadoes if the tornadoes are popping up all over the place.

If players all start in different areas, they might be inclined to stay in their own area if they know one could happen and thus give them unique footage.
I like your idea about the exclusive footage. The thematic rationale for this could be that unique footage is worth more to the buyers (news outlets, etc). You could have your scoring be money, player with the most money at the end wins.

NewbieDesigner
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Picking your brain some more,

Picking your brain some more, do you think the grid should be squares instead of hexes? That way, the tornado could move two directions instead of two. The sides of the tornado direction dice would be N, W, NW, NW, NW, NW.

Maybe 4/5 of the map could be where tornadoes form leaving a little room to the NE to travel off the board.

Also to the un-weighting, how many times do you think an area should be "hit" before one forms? So for example, should the 6, 7, 8 areas require three "hits", 4, 5, 9, 10 two hits, and 2, 3, 11, & 12 one hit (unfortunate thing about one hit is tornado will instantly form with no storm cloud pieces being placed beforehand)? If un-weighting is the goal, then it seems all areas should be relatively close in probability to get hit and I think this distribution may work.

NewbieDesigner
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Just thought of another idea

Just thought of another idea based on squares. What if there were twelve 4x4 tiles that got shuffled and layed out in a 4x3 playing area? Eleven of them are numbered 2-12 and the last one isn't active and always places in the NE corner. Each grid on the tile has numbers determining which space on tile the tornado starts on. So 2/12, 3-11, and two are blank. This would make each game different as far as the board distribution.

NewbieDesigner
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The more I think of it, the

The more I think of it, the modular idea might be a huge pain with the roads so forget that for now.

Tob
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Joined: 09/13/2012
Sure

NewbieDesigner wrote:
Picking your brain some more, do you think the grid should be squares instead of hexes?

They could, and it might make some things easier but make other things harder.

NewbieDesigner wrote:
Also to the un-weighting, how many times do you think an area should be "hit" before one forms?

That's a good question and it might come down to game play; something you might have to change if the game is too hard or too easy.
One thing to consider is the start of the game. If it takes four or five turns to generate the first tornado, players will be driving around doing nothing, or players might all move to one area waiting for one causing the 'clumping' you were trying to avoid.
Conversely, it may be that once the game is in progress there are tornadoes popping up everywhere and some of these will get off the board without any chasing.
This is something to playtest. Start generating tornadoes and count how many turns it takes to do so.

NewbieDesigner wrote:
What if there were twelve 4x4 tiles that got shuffled and layed out in a 4x3 playing area?

Ah, the old "modular board". This is doable and makes for a flexible map. The problem you've realized is the layout of the roads. The trick here is to make sure that all the roads drawn start and end in the same places on any edge of a tile so that they'll all line up. This would be relatively easy if all your roads were the same, but since you have 3 different kinds of roads, the tiling is a little trickier. It can be done, it's just going to take more time. Don't reject this idea completely yet.

NewbieDesigner
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Finally got around to

Finally got around to playtesting this weekend and it quickly became clear that there was way too much dice rolling for tornado formations and movement. And then when all that was done, moving cars one or a few spaces was a brief and almost non-decision. It seemed like the only way to make the game interesting was some sort of card movement with obstacles to deal with like fallen trees. So I think I am going to revisit if I can think of a travel mechanic that would work and a way to simplify the way tornadoes form and move (maybe all cards?).

Tob
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Cards

Cards would work; they're just another way to generate random events.
Tornado cards could have info on them like size, speed, and direction. The drawing of a single card would take the place of 3 or more dice rolls.

NewbieDesigner
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Yeah. Also, the movement

Yeah. Also, the movement around the board needs to be constrained and more meaningful somehow. I need to research games with map movement and see if there is something with roadblocks/impediments that isn't too frustrating to navigate.

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