So, my cousin and I are playing a game right now. It is called, "can we make a textbased wargame that is interesting?".
I say this jokingly, because there is one major difference between what he and I think is good.
I was hoping for a game that at least throws a decent attack range and movement mechanic at the players. So that it looks like most mmo on the mobile.
His oppinion is that it should be a textbased game entirely. Meaning that the attack range AND movement speed will take place within 1 tile where players meet with their armies.
The only thing that movement speed will also allow is that an army can move a certain distance....per day. Thus a movement of 1 is 1 tile a day. And 10 is of course 10 tiles a day.
When armies meet is when armies fight.
So, how can attack range and movement speed even apply in those combat mechanics? What would be best?
Throw idea's at me? The AI certainly has NO clues here at all.
Cheers, X3M


https://boardgamegeek.com/thread/2522553/trying-to-adapt-the-w1815-comba...
Not sure how it would help with designing a text based game that includes attack range and movement speed.
But I spot different terrain types on the tiles that you show in that one picture. The one where you have room for 3 pieces per hexagon.
We would like to make something similar to Ogame. But instead of planets, we got tiles. And the tiles will have properties that modify the ammount of different resources. As well as how well certain units can move through.
That's a thing too. Perhaps I should have the attack range and movement speed. Not only be as some sort of combat modifier. These modifiers themselves should be modified by the terrain properties.