I was thinking about incorporating statistics into the designs of the pieces.
With this, players don't have to look into statistic cards to remember what an unit or structure can do.
And I am trying to gather as much idea's as possible.
But the statistic cards remain as a reference, just in case, they are more or less as a collectors item.
***
I have cut down to 10 statistics for the pieces:
- Maximum allowed
- Costs per piece
- Weapon costs of a piece
- Speed
- Health
- Durability
- Range
- Multiplier
- Damage
- Accuracy
Some have multiple meanings in the game.
Especially cost per piece is used in multiple times.
***
Maximum allowed
The maximum allowed is linked with the costs per piece. There can be 24, 12, 8, 6, 4, 3, 2 or 1 of a certain design. I think that this is to be placed only on the statistics card.
And players will purchase this amount per bag.
eg. That means that one purchased bag will contain 6 infantry or 3 tanks.
The high numbers are rare, but the pieces are small and simple in other regards.
Costs per piece
Seeing as how much this is being used. It is very important to get the number somewhere on the piece.
It is used to build the piece in the game.
As size for movement and placement.
And for the bonus rules on range and damage.
There can be 1, 2, 3, 4, 6, 8, 12 or 24.
I was thinking of engraving this number on the bottom of each piece.
Weapon costs of a piece
This too, is a number.
It is used for the bonus rules.
It will be engraved right next to the costs per piece.
eg. Infantry might have 4/2. Where 4 is the Costs per piece and 2 is the Weapon costs of a piece.
Speed
This is the fun part in design.
I was thinking of different types of propulsion to show the speed.
The number of items would mean a heavier thus slower unit. 4 wheels is slower then 3 wheels. etc.
A clown on a one wheel would be the fastest unit in the game. But it is a war game, so dirt bikes are the fastest here.
So far, there is only going to be ground units.
I can think of a list for types of propulsions. But the effect of the number of propulsions is left out.
Maybe someone else has idea's.
- On foot, 3 possibilities (back pack, notching on the back, jet pack)
- Wheeled, 7 possibilities (one design would have 5 wheels, where it is driving on 4, but has a reserve wheel visible on the back)
- Tracked, 5 possibilities (starts with 6 "wheels" and goes up with pairs to 10. After that, we have 2 tracks per side that goes up to 8)
- Half tracks. I don't know if I should add them. They have proven to be useless in general.
- Mechs. Are legged tanks. Right under the design or on the sides is a huge difference.
While different propulsions seems like a good idea at first. The design possibilities show that players need to remember what propulsion provides what speed. Each propulsion type also starts at different numbers, but also has different subtractions with more.
Wheeled goes like this: 2, 3, 4, 5, 6, 8, 10. With speeds 7, 6, 5, 4, 3, 2, 1.
Players either remember the speed linked to the unit. Or linked to the propulsion design. It is almost the same.
Health
I already had a topic about this:
Holes in the design - Health
0 - 1
1 - 2
2 - 4
3 - 8
A hole can have pins with 1/3 damage counters.
Seeing as how difficult these are in 3d printing. I am already looking into other possibilities.
Perhaps simple coloured cubes on a rail.
Durability
I have no idea with this one, yet.
Range
Seeing as how barrels, rockets and other projectiles are shown. I think that I could add "stripes" on the barrels. 1 stripe already means a range of 2. Flamethrowers and grenade throwers have a range of 1. Provided that they show ammunition on the design.
A grenade launcher can have multiple stripes and doesn't need ammunition.
Swords and tracked are both melee weaponry, with a range of 0. These weapons are not thrown in any way.
Also placement of C4 is clearly if the soldier holds it in his hands on breast height. If the soldier shows the throwing gesture, it will have range 1.
For warcraft 2 fans: This would mean that an axethrower needs to carry multiple axes. While an axethrower without ammunitions, will be a melee unit with an axe.
The artillery could look like this:
https://vignette.wikia.nocookie.net/generalsrotr/images/5/51/Nuke_Cannon...
With 6 stripes, it would mean a range of 7. :)
Multiplier
1 barrel, 1 projectile.
2 barrels, 2 projectiles.
etc?
But what about flamethrowers that have multiple projectiles? Several pins in the front?
I have no idea with this one, yet.
Damage
I have no idea with this one, yet.
Accuracy
I have no idea with this one, yet.
Yes, I agree. It is to much at the moment.
I am still cutting in the game.
Perhaps I need to reduce the stats, but I am still working on that.
If certain stats are removed from those cards, either by cutting them out of the game or inserting them in the piece designs. Then things go quicker.
I am pondering about changing or removing the following stats. Durability and Accuracy.
Both are double edged in removing from the game.
But it would go from 10 to 8 important numbers.
If that’s correct, I’d ask why the stat is leading the game, and not the game determining the need for the stat...
You misunderstood.
I know exactly what those statistics will do.
With "I have no idea with this one, yet." I meant that I don't know yet how to "display" the numbers in terms of 3D design of the pieces.
I still don't know yet of a way to easily put them into the picture or 3D design of the pieces.
The goal of this topic is to see if value's can be displayed in the 2d/3d design of that piece.
So that they don't have to look up numbers in tables.
A quick glance at the pieces and they are done.
Eg. In 2D terms, all value's could be printed on the back. Except for speed and range. Which could be on top.