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Display of Units Statistics

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X3M
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Joined: 10/28/2013

In one of my games, players have an awful lot of information to work with. Yet surprisingly easy to learn, if they take the time. (I got simple designs and missions for that, please don't worry)

I use tables to keep track. But I want to add more units to the game. To do this, I want to use unit symbols. These are connected to a new design.

Players play with the unit symbols. And where one player has an infantry symbol for a simply rifle man. Another player might choose to place this symbol on a marine design instead. Players also could share the same design.

In a way, all players would be using the same pieces on the board, but each player would have their own piece with different strengths.

I was thinking in using cards with all the information for one unit design each. Then a symbol is placed on this card. And players know who is using that design.

However, I have perhaps to much information to place on a card?
Perhaps making bigger cards? What would be a right size?

The cards themselves are only information cards. There is no other handling with them.

***

The following is all the possible information that a card would hold.

Unit name
Picture of the unit
Group of units
Number; ###X/###X
Costs; #####
> Stats; #####
> Size ; #####
Armor; ### XXXX
Health; ####
Durability; #
Speed; ## XX
--> Multiplier; ## XXX
--> Accuracy; #
--> Damage; ### XX-X
--> Range; #
XP-Health; #####
--> XP-Weapon; #####
XP-Speed; #####
--> XP-Range; #####

Here, # are numbers.
And X are extra characters used on rare occasions.

> Are also rarely used. These 2 pieces of information are perhaps better fit for a special box of information instead?

--> Can be duplicated and contain different additional information! This when an unit has 2 (or more) weapons. I also though of putting these in one clean line any way.

TwentyPercent
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Joined: 12/25/2012
Too much info...

Quote:
In one of my games, players have an awful lot of information to work with. Yet surprisingly easy to learn, if they take the time. (I got simple designs and missions for that, please don't worry)

I use tables to keep track. But I want to add more units to the game. To do this, I want to use unit symbols. These are connected to a new design.


"Awful lot of information" and "easy to learn" are contradictory. Just from the sheer volume of information, I am going to guess it's not that easy to learn.

"Easy to learn" and "if they take the time" means players must spend a lot of time to learn how to play, which is a testament to how much information they have to learn. While the actual mechanics may be easy to comprehend and simple to implement/orchestrate, most players would say that a game that takes a significant amount of time to learn is not easy.

"Awful lot of information" and "but I want to add more units" means you want to add additional information to the game. My experience has been that designers tend to over design. To be honest, that's what it sounds like you have done. I would put a halt on adding additional content and make sure you are happy with the current design first, otherwise you will probably exacerbate the problem and dig a hole that will be an even larger headache to get out of.

I'm not trying to discourage you or your game idea. Instead, I just want you to be honest with yourself, try to look at your game with an objective eye, and start small and build up.

I personally love games that have tons of information, deep mechanics, and many options. However, those games are easiest to design by starting with few options and mechanics and build it up.

If you haven't made a dirty prototype and playtested it, that should be your number one priority (assuming you haven enough of a design that the game can function... if not, you shouldn't add more layers of complexity or units).

Best of luck!
Twenty Percent

X3M
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Joined: 10/28/2013
I have a colourfull dirty

I have a colourfull dirty prototype. That slowly has been build up. Each aspect tested. And now I Try to get rid of something clumsy. The table with these numbers.

I am not introducing new mechanics. If that is what you think. It wont get harder either to learn. Once a player knows how range and speed and paying xp works. They can use any number to work with?

And the only new stuff would be different numbers in a table.
I only thought to make things easier by replacing the information table with cards.

Does it help picturing that a player will be having about 12 cards on the table? Instead of 3 lists to search in?

Adding no more units? Tell that to MtG :)

Jarec
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Joined: 12/27/2013
So you are using chits or

So you are using chits or tokens as the units, with just symbols on them? I feel that these tokens should have at least one piece of information on them, their threat range, ie. the range they can move and attack. It helps players to form strategies easier on a glance rather than having to constantly ask the opponent for his units' stats.
Nothing's more disheartening than after carefully taking your positions, your enemy declares that actually all of my dudes charge twice the normal distance.

As for the problem you described, I've had like 8 unit stat cards (MTG size, and had stuff on both sides) in line on the table. Those had about the same statistics you got there and it posed no problem. After 10 cards it could become more of a nuisance.

andymakespasta
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Joined: 07/26/2015
Say you have red triangles

Say you have red triangles and blue triangles represent marines for player A, and grunts for player B.

Instead why don't you try to make the symbols never repeat, even across colors. For example, blue uses geometric angular shapes, red has runic alphabet etc.

Having the same symbol mean different things is really just not a good idea.

X3M
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Joined: 10/28/2013
Thanks Jarec. Yes, I indeed

Thanks Jarec.

Yes, I indeed use 2x2 cm plastic pieces, with a symbol on them. Example: http://us.cdn1.123rf.com/168nwm/awkkaphob/awkkaphob1309/awkkaphob1309000...

I suppose the nuisance is caused by having to much on the table.

Using some stats on the units is an option. I guess, Speed, Range and Size are the 3 most important ones. But then I don't need to make the cards at all. In that case, a manual is all I need for describing the other stats.
The down side to that is that players need to gather more and more pieces to get their desired army. Which would cost way more (5 - 30 pieces per unit) than cards (1 card per unit)

My goal was to have a starting game with all the pieces for all (1-6) players, then having units added in a form of cards. Expansion packs would only have new cards and maps.

What about the back side? I can fit a bit more there. But still not all. 2x2 cm was a choice for fitting the right size of map on a table (90 x 110 cm)

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