I often have only like 30 minutes free time.
So I tought of designing a game in that direction.
And seeing that no one else has the time in those 30 minutes. I need to design an AI.
AI is often boring or super complex. And follows rules that a player doesn't want to follow.
The capability to make decisions is very important for players.
An AI might simply be a random opponent that the player needs to fight.
And the advantage for the player should be just that?
How about having a card game, where each unit is designed from several cards and dice.
The player can hold the options open.
The AI is forced to use immediately.
The player can hold resources for a next round.
The player can increase the ammount of any design.
The AI is forced to spend on the last design immediately.
The player decides what it targets.
The AI is decided by the player, abuse is of course allowed.
Suggestions are welcome on how to decide on targets with a game that develops between 1 to 6+ targets.
No real resource managment, no possibility to destroy this resource managment. The first round gives "1" to each player. The second round "2" etc. Not sure on how much yet.
The goal would be, destroying the opponents base.
But this would be a stack of health. That's it. Lifepoints if you will. I don't see the point in having to defend several different instalations. Since the game is 1D. Also, the table should contain less cards. Thinking about 13 or more cards. No more than 18.
On the other and, defences and walls should be possible.
Unsure about having a binary movement system, or a digital. Aka, movement; yes/no, movement; #
To keep the AI intimidating.
The AI will receive more resources.
To keep the AI simple in attacks.
An attack will occur by rolling a die. Yes/no
An explosive round (no body card) will always occur.
There will be 6 tiers of armor.
1 to 6.
There are several AI possible now.
One is by a die roll. And focusing all fire power on that type of targets.
Two, would be to roll for a front line target.
Three, would be trying to, is the weapons focussed on the best targets.
Priority would be great for most of these AI. But this would be used for the weapon tiers against the armor tiers:
Tier 1; 1,2,3,4,5,6
Tier 2; 2,3,1or4,5,6 (one more die roll)
Tier 3; 3,4,2,5,6,1
Tier 4; 4,5,3,6,2,1
Tier 5; 5,6,4,3,2,1
Tier 6; 6,5,4,3,2,1
***
With 3x6 cards. I allow for a 3x3 design set up.
Having a front line, where range 0 to 3 are of use.
Having a middle line, where range 1 to 4 are of use. But range 0 is allowed for just in case the front line dies.
Having a last line, where range 2 to 5 are of use. Also, range 0 and 1 can be used, just in case.
The base card is the 4th row if you will. Only expensive weapons can reach it.
Designs cannot move at all in this set up. So I need to tackle that first.
I don't want to move the cards on the table.
But movement should be in the game somehow.
Henceforth that one question I asked in another topic.