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More than one Mechanic question?

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czman
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Joined: 03/26/2013

The game I have been working on has two game play stages and I don't think there is a reasonable way to create one mechanic that works for both stages.

I have two separate mechanics currently. They both seem to work fine in and of them self. I am trying to tweak them so they are closer.

The question I have is:

Does it really matter if you use more than one mechanic if you have two separate stages of the game?

questccg
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Joined: 04/16/2011
Need more information

czman wrote:
The question I have is:
Does it really matter if you use more than one mechanic if you have two separate stages of the game?

I think you need to give us more information on the stages of play and the different mechanics if you want other designers to comment on your particular situation.

Your statement is sorta "The sky is blue."... And what, you want to know if there will be clouds, when the sun will set, if an airplane will pass by, etc.

If you provide us with more information we may correctly be able to respond to your concerns.

czman
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Joined: 03/26/2013
More than one Mechanic question?

You basically play as a group of people who are defending a space station.

The first stage of game play is the attacking ships.

The second stage of the game is the boarding parties that need to be repelled and the damage to the station needs to be repaired.

ninjaneer
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Joined: 03/11/2013
Need more info

That's still not quite enough to go on to provide useful help, but here's an idea off the top of my head:

This sounds pretty similar to combat in Warhammer 40k. Each player's turn is broken up into 3 phases: Movement, Shooting, and Assault (i.e. close combat). Assuming you don't actually move any of your ships around, you can ditch it and stick with an equivalent Shooting and Assault phase.

In the Shooting phase, one of your units targets an enemy unit within range and line-of-sight, and you roll dice for each shot to see if you hit. From the shots that hit, you roll again to see if they are strong enough to wound, and then your opponent rolls for each wound to see if they can save against it.

The Assault phase works similarly. For each model close enough to engage in combat, you roll a die for each of their melee attacks to hit, then to wound, and your opponent rolls to save against them.

The basic mechanics of ballistic and melee combat work out pretty much the same, with a few minor differences in which stats to compare or which models can make attacks.

It sounds like your game is similar, with a ship-to-station shooting phase and an assaulter-to-defender melee phase.

EDIT: I just realized that I didn't really answer your question. I think the point I was trying to make was that you can probably find a way to use one mechanics for both phases. Having separate mechanics for each phase isn't strictly bad, but it could potentially be confusing or feel disjoint for players. Making them similar would help the player stay in the game more, and it's always less rules for them to have to learn.

JustActCasual
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Joined: 11/20/2012
A =/= O

czman wrote:
You basically play as a group of people who are defending a space station.

The first stage of game play is the attacking ships.

The second stage of the game is the boarding parties that need to be repelled and the damage to the station needs to be repaired.

It sounds entirely reasonable to have different mechanics for these two stages: the action of fighting at a starship scale and fighting at a hallway scale should feel very different. The advice that I would give is that you must make the choice to differentiate clear: don't just make the two stages slightly different and confuse the players in details, make the two stages play really differently and entrance them in depth.

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