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Defeat the Guardian and capture the flag - Ideas test

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omni989
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Hi all

I am currently designing a capture the flag miniatures game and have had a new concept for it which i'd like to put out there and have some people throw ideas into the mix. I cant seem to think outside the box at the mo.

So a sci-fi theme where two teams battle to capture the other's "flag" (can be anything really). The teams are made up of two classes - Runners and Hackers. Each team has a Guardian that defends the flag, its heavily armed and armoured, with shields too.

Units do not get killed for good, they respawn and get to fight again, attacking the guardian and flag

Im considering a midfield battle to control respawn points, fought by the Hackers and maybe a fight over power generators that maybe make it possible to capture the flag or increase the power of the Guardian. So losing domination in midfield makes it harder to attack the guardian and might make players concentrate their runners on the midfield battle too.

Runners are fast and light, hard to hit but go down easy when hit. They are designed to attack the enemy's flag. They have weapons to damage the guardian, wearing him down. They might dodge the odd attack and get in a few long range shots but eventually they die. Tactically a co-ordinated attack might allow one to get past the guardian and steal the flag and maybe get away from the guardian. So you dont always have to kill the guardian

Hackers are medium speed, take a bit more damage and are responsible for hacking power generators and respawns.

The element that excites me the most is the Guardians, big anti personnel suits, maybe like battletech but can be other designs, perhaps on four legs with lots of guns etc. Lots of runners attacking from all angles to try and get past and steal the flag and make a break for it.

Hope you like the concept
Be great to brainstorm with some people

Cheers

simons
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It sounds like a neat idea.

It sounds like a neat idea. Do you have any specific questions, or just wanted to see if people liked it?

Simon

omni989
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Hmm ok well ive designed the

Hmm ok well ive designed the game a bit further and can post some questions now. Ill give some more info first.

So players design a Guardian from multiple options, body type, weapons, machine/drone/suit etc possibly able to create something unique each time. Then they get a team of "Runners" aswell. The Guardian defends the flag and the runners are tasked with destroying their opponents Guardian and taking their flag, although you dont have to destroy the Guardian to win but you have to have both flags to win. I've dropped the idea of Hackers for now.

The playing field contains randomly determined defences which attack both sides so each players Runners have to dodge and destroy turrets and mines etc to reach their opponents Guardian. Respawning means you are just steadily wearing down your opponents G hoping to do it before he does yours in or steals in and gets away with your flag.

Questions:

1. Should it be a miniatures game? You could have multiple components for the Guardians and the rules allow hobby gamers to pretty much convert anything into a unique Guardian. Not sure if it has the legs to be a hobby game though but I myself like miniatures games.

2. Could it be a card game? You could choose a Guardian from a deck and then a team and perhaps the Guardian gives bonuses and negatives to your team so by mixing them you create numerous different team & guardian combinations. Not sure if a card game requires more than a capture the flag, or destroy the guardian premise.

3. Should it be capture the flag, or just destroy their opponents Guardian, or perhaps score past the G, or destroy something the G is defending etc.

4. How to introduce Tactics to this game? I cant seem to think how this game could be tactical yet, in my experience though tactics present themselves once the mechanics are in place. Is that a bad way to work? Does it even need heavy tactics?

Any feedback at all would be great.

simons
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Neat ideas. I like the idea

Neat ideas. I like the idea of random defenses (although those could be hard to implement). Having different kinds of runners could be cool. Let's see...

One thought that crossed my mind from earlier: you talked about letting your basic characters respawn when they die. The one potential hazard with that is that the game could go on forever. There was a piece of advice I heard once about every turn in a game should bring you closer to the end. The game could get frustratingly long if it becomes a cycle of my soldiers appear and kill yours, then your soldiers reappear and kill mine. I’m not sure what to suggest to keep that from happening, at least not without knowing more details of your system.

omni989 wrote:

1. Should it be a miniatures game? ...

2. Could it be a card game? ...

Well, in my two cents, I'd say that depends what you want to do with the game. If this is from you and your friends, I say a minis game (since you've said you like them). You could customize things a lot better than if everything was a static card (not to mention it would be easier to make). If you want to market this, it might be easier to sell as a card game though. If people would only need to spend $5-10 on a deck instead of $100 or so on minis, it might draw a bigger audience.

That said, maybe the better question is would it work better as a card game or a minis game? What mechanisms could you use with one type of game that you couldn't use with the other? And also, why not a non-collectable board game (like, you buy a box with all the pieces and your done), or something else?

omni989 wrote:

3. Should it be capture the flag, or just destroy their opponents Guardian, or perhaps score past the G, or destroy something the G is defending etc.

Again, I'd ask what would be the most interesting to play? I would warn that if the mission is just assassinate the guardian, the game might feel a little too much like Summoner Wars, Warmachines, and probably several other games. If it is something like capture the flag or sneak by the guardian, that is an interesting twist, that I don't think has been overdone. That said, I'm not sure how well it would work.

omni989 wrote:

4. How to introduce Tactics to this game? I cant seem to think how this game could be tactical yet, in my experience though tactics present themselves once the mechanics are in place. Is that a bad way to work? Does it even need heavy tactics?

To make sure, when you say “tactics,” you mean within-game strategy (like, trying to out-maneuver your opponent, surround their troops, etc)? Or do you mean something else (like between game managing of resources)?

My bias is that more tactics always make for a better game, but it depends what you want.

I’ve been working on a minis wargame for quite some time now, and I guess I’d say if you ever find a good answer to this question, please let me know. As far as I can tell, tactics are, as you said, an emergent property that just comes out of the game. I’m not exactly sure how to make a game more tactical. That said, from what I’ve observed playing a variety of wargames, it seems like the most tactical games are the ones that require lots of movement, and maybe ones that limit the number of actions you can make.

Hope that helps.

Simon

Casamyr
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Joined: 07/28/2008
Consider This

You could easily go the miniature route and for 'random' terrain you could look towards Monsterpocolypse (however it is spelt) for random terrain pieces that come with the game and during setup players place x number of terrain anywhere on their opponents side of the field to randomize how the terrain is placed.

Capture the Flag or a variant thereof is an interesting way of playing, and would make this stand out a bit. I'm not sure about the respawning part though - it means it could drag on and on and the tactics would just be throw yourself at the Guardian until it is destroyed which gets really boring.

My thoughts on tactics would be to have multiple classes who can fulfill a couple of roles - Runners are the only ones who can carry the flag for instance, hackers should be able to hack the systems of your opponents pieces for a turn for instance - Look to sports (real and not real) and the roles that are played there. Take Quiddich for instance. You have a keeper (in your case the Guardian) You have a couple of beaters (maybe these are your hackers) and you have 3 chasers (these guys could be the blockers/damage dealers of the side).

once you have clearly defined roles, pieces need to be given unique abilities that can be used. This is where your tactics are going to come from - diverse roles with special abilities, rather than players all running the same thing.

You can also differentiate different teams from the make up - one group could be all runners for instance, so might lean towards Hackers and try and control the field for the lone Runner to dash in steal the Flag, another team could be weighted towards damage dealers and simply try to force the game to end by running the other team out of players.

which brings me back to the respawn - why not make it a game where you have x team members on the feild, + x members on the bench. When a member is injured you can sub on a new one. Maybe Engineers/Docs can repair a certain number of health in a game and once used, then teams start to get less and less. Your tactics will change from one thing in the early game to vastly different tactics late game. You may even consider a time limit, so fighting for a draw could become a viable tactic in the late game, especially if you are badly hurt, the bench is empty and there's nothing left to fix any damage.

simons
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Another respawn idea

So, I don't like posting more than the original author does, but I had one other idea for a way to make a non-infinite respawn (although, having characters in reserve is a really good idea too):

What if your characters can respawn, but it requires a "life token," or some such thing (or, maybe it requires more or fewer tokens, depending on how strong the character is). Maybe there are several of them scattered around the board at the start of the game, which can be captured by whoever is the more aggressive/mobile player. Maybe you could also have it that dealing X damage to an enemy's guardian gives you life tokens. You could also make it that players can damage their own guardian to get tokens (a strategy for players on hard times). Alternatively, if you wanted more of a negative-feedback, you could say that when a player's guardian is damaged, that player gets more tokens (that way when they're losing, they start getting more guys).

The benefit to this is now there is a built-in timer to the game. At some point the life tokens will run out, and then when all of your runners die, game over. It also introduces the possibility of new tactics: Do I run out and grab life tokens, or sit back in cover and shoot my opponent as he tries to grab them? (Although for the game to be interesting, you might need a slight bias for the first strategy, so that everyone doesn't turtle-shell the whole game)

Simon

omni989
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Thanks a lot for the ideas

Thanks a lot for the ideas and feedback. I have lots to reply to.

So random defences could be implemented either by drawing cards or rolling on a table when setting up to see what is present and then players alternately choose its placement.

Respawning - I have previously used a turn limit or a respawn limit to control this and bring the game to a conclusion if the main objectives are not met. I then used a victory points system to decide the winner. This tends to create a kind of race game as the turn limit approaches and players rush to achieve the goals before the end. It is also interesting to put Respawn cycles in play, so units can only respawn every 4th turn for example. This means if a unit dies on the 4th turn it has to wait till the 8th to respawn whereas death on the 3rd turn means you come back immediately. Another element in my current game is respawn points that can be captured, allowing units to start further up the battlefield. To gain dominance against a respawning enemy you can attempt to capture these points. In a turn race game the punishment for death essentially becomes missing turns as the time limit approaches or having to travel further wasting turns.

Action points: When playing with a turn limit and giving each unit one move and one action per turn it becomes very easy to see what could be achieved in say 12 turns, when each unit basically gets 12 moves and 12 actions. To vary this I tried to include action points, so a team might have 4 action points and can spend them as they want. Meaning one unit might take multiple actions in one turn. This meant what could be achieved was greatly increased but it did take the race element out of the game which then made it a lot like any other skirmish minis game. The excitment came from a combination of time limit and respawning. If only i could find a way to make it less predictable.

Tactics - I agree with Casamyr that tactics can come from defined roles in the team and unique abilities. I am relunctant though to create something that can be so easily defined as almost a sports type game, substitues would do this i think. I am a big fan of Blood Bowl but dont want to create simply a sci-fi version with a difference.

Team types - I have thought long and hard about creating different teams that play in different ways as suggested. Fast teams but weak, slow teams but strong etc. This does seem so unoriginal though that I was trying to come up with a different approach. Unfortunately I have not been able to come up with much. One idea is that everyone has access to the same units but different combinations create differnt result, and when combined with different guardians even more results are created.
For example, one unit might be fast and lightly armoured but one Guardians power might be to increase armour strength an speed, making this combination very powerful. Another player might take the same unit but with a Guardian that improves fire power making the fast unit deadly with a heavy weapon for example. Any suggestions on how to create differnt team options but without creating different set teams are welcome. If anyone has played Arkham horror they will know of the many differnt gaming experiences you can have just by changing the ultimate one and picking different characters.

There could be a very large number of units to choose from all with different strengths and weakness, some that can fly, some that teleport, some that can run up walls etc. They could have different costs associated to them so players could choose to have two or three expensive units or 5 or 6 lower cost ones that require more use as a team perhaps.
I am finding that this area is the hardest for originality.

Life Tokens: I like that idea alot. Particularly the idea of rewarding damage done against the Guardians as gving respawn counters. Although doing damage to the enemy guardian takes you closer to winning and so does having more respawn counters so it seems if your winning your gonna keep winning. Having them around the board is a good idea. I'll consider how that might work.

Gameplay. I intend the game to be a race to steal the flag and return with it and want to avoid gameplay such as digging in and defending the guardian. This is essentially why I suggested only Runners in the team, their sole goal is to get the opponents flag not defend theirs, although they can engage the enemy as they go past them. It does seem that ths might limit the gameplay a bit too though as so the idea of units with different roles should perhaps come in. I do want to avoid creating yet another tabletop skirmish game with players hiding behind cover and trying to shoot their opponents though.

Hope that helps to continue the discussion. Everyones ideas so far have been really helpful and motivating. I'll spend some more time working on the game today hopefully and repost if i get any more ideas.

Casamyr
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Fair enough about the team

Fair enough about the team sport analogy. I understand where you are coming from.

I really like the idea that Guardians have abilities that can change the attributes of the rest of your force. You could even consider giving the guardians a set of abilities that you can change up maybe a set of cards that give 3 abilities, but I think so kind of timer should be introduced to stop players spamming the ability and using it tactically.

As for gameplay, I really think that differing units is the way to go - if nothing else, but to give players a variation on what they can do. Your other option is for the Guardians to play that role with their abilities, and the big difference is how those abilities affect your units. Balancing it all is the tough part though

omni989
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Thanks Casamyr, I did

Thanks Casamyr, I did appreciate the idea about the teams so thanks for offering it up.

Ok, so the guardian has abilities that you actually play during the game, that brings in differnt tactics for the player to consider, when to you do what etc.

Another idead, the guardians could have different abilities before the game and when chosen the player chooses which of the guardian's abilities he will play with. Stops your opponent immediately knowing what your guardian will bring to the team once he sees which one you have and also allows some variation once you've commited to buying the miniature (if its a mini game)

Ill try and stay away from Warmachine with this though, dont want the Guardian turning into a warcaster + warjack creation.

I agree differnt units will make all the difference to the gameplay.

Im considering these variants for movement atm:

Flyers
Runners - use speed
Wall Runners
Roof Runners ?
Teleporters
Shadows - stealth runners
Chargers - heavily armoured and slower runners.

Defences can include:
Anti personnel turrets
Rocket Turrets
Anti Air Turrets
Land Mines
Trip Wires
Blades and laser cutters

Defences could keep being randomly generated once destroyed.

So gameplay atm is basically trying to get through the defences to reach the enemy Guardian and maybe do it some damage whilst trying to get past and steal the flag and then run the gauntlet again to get it back. you can engage the enemy runners but I dont want that to be a big part of the game, not sure how to make players concentrate on the flags more atm.

Also still considering how this might work as a card game:

Different roles for units. Defensive units, they only come in when opponents try to get to the guardian or they enhance the guardian. Hunters that specifically hunt Runners if they are in play. Support units- try to get the Runners through the battlefield.
Perhaps a limit on the number of units you can have in play so if you have more in defence you will have less in attack.

Not sure how it could work as a board game, i probably dont play enough of them.

simons
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One question and two thoughts

Cool stuff. I had one question and a couple thoughts about this:

First, in your earlier entry, you said this:

omni989 wrote:
This meant what could be achieved was greatly increased but it did take the race element out of the game which then made it a lot like any other skirmish minis game.

I'm a little intrigued. What about your game felt like a race? And how did achieving more turn it into a skirmish? I've at times struggled with not wanting my game to feel like just another skirmish, so I'd be curious what made it different.

Second, you said:

omni989 wrote:
Perhaps a limit on the number of units you can have in play so if you have more in defence you will have less in attack.

That's one way to handle this. Although, it is a little less intuitive as to why there would be an artificial limit as to how many characters you could have on the battlefield (which is not to say that you couldn't explain it, just that you would have to). One slightly more traditional way that this is handled is by giving each player a limited number of actions. That way, even though you have 8 guys, only 5 of them can act, which somewhat takes away the reason to have those last 3.

Last, you mentioned trying to brainstorm ideas for different units and different armies. Why did you think it would be uncreative to have each army have a different theme? I mean, I guess I see where you're coming from, but the other option would seem to be every army is basically the same. As an alternative, you could make up a neat new ability for each team (i.e. the undead, that respawn easily; the elves, who get magic; the dwarves, who get unusual war machines; etc), although that could get complicated fast.

If you're starting to think about brainstorming lots of unit types, my advice would be don't. When I was starting on Escape From Illeria, my first game included just a few unit types, and my main focus was just on getting the game mechanics to work. Once you have a solid game, then you can start brainstorming units. If anything, you'll have lots of new ideas as to what would be useful. And if you come up with new unit-based actions, then those could be tacked on later (like, once you have developed a solid game without flying units, you can add in rules for flying units and adjust from there).

Simon

Casamyr
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have you considered

Have you considered one player being the runners, while the other plays as the guardian, then swap over?

You could set a time limit on the game, probably a set number of turns for the Runner player to get through the gauntlet, past the guardian to the flag and return it. This would also be more like the Race Game you have referred in earlier posts.

The Guardian player gets a number of things to spawn into play each round in order to try an outwit your opponent, force him to go a longer path and the game could be a little more chess like, rather than a straight skirmish game.

The Runner player perhaps has x action points a turn and needs to consider how and in which order to activate his Runners in order to get the guardian player to second guess his feints and make it easier to get past to the flag

Just throwing this out there to consider in order to get other ideas for making sure this isn't just another skirmish game for for.

Simon is right, I wouldn't worry too much about unit abilities now - they will be all abilities that should change the rules somehow which are far easier to implement once you have the base rules sorted.

cottonwoodhead
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Respawn points

I think that one way to stop the game from going on forever is to introduce a runaway winner effect. While I think these are normally to be avoided I think in the case of unlimited respawns it might be a good idea. The disadvantage of dying with respawns is being out of the action for however long it takes you to move up again, with multiple respawn points things could be more interesting than a strait skirmish. The goal would be to get respawn points closer and closer to the enemy guardian and to avoid the enemy from spawning near yours. If the Guardian has some ability to regain headpoints than the only way to defeat it would be a steady stream of units. In addition the number of units that can be deployed at once would matter. Possibly for each spawn point you control you can deploy x troops at once, you might even vary types of spawn points to make different units.
That's one way to do runaway winner. Another way would be attrition defense, having set defenses that are destroyed over time and leave your troops more and more vurnable and makes your flag easier to take. A good example of this general concept is League of Legends with the Tower Lanes. I don't think you should have a turn timer if it can be avoided and I think the idea of unlimited respawns is too interesting to pass up.
As to troop types, you should definitely need more than one. However I would limit yourself to less than five including the guardian. Runners would be fast and deal significant damage but have low headpoints, Hackers would be required to take over spawn points but would be slow and unable to attack. Smashers would destroy obstacles and be used to deal heavy damage to the Guardian but would need to be accompanied by Runners in order to survive. This would probably involve Runners either intercepting fire or forcing your opponent to shoot your Runners.
If Hackers are used like this you could make everything on the map hackable. That way the two ways to win would be slow and steady area control and quick dash flag win and players would probably have to balance between the two to a certain extent.
For the random elements on the map you could have a deck of cards detailing obstacles and their locations, one deck for each side of the map would be better. Each player would draw a certain number of cards and then discard some of them deploying the rest. That way randomness is mostly retained while allowing players some input into the organization of the battlefield.
I've run away a bit from any original point I may have had but I hope there's something useful for you in here.

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