'Nother idea. Mech battles. You start out with a basic mech, and fight each other/opponets/campaign. Winning gives you cash to upgrade your mech. 3 classes; Light, medium, and heavy. Most of my idea is on the pic, so check it out, and tell me what you think.
Mecha Battle
I too am working on a mech wargame. based on your picture of your notes, our ideas seem a bit different but if your are interested in working something out or just throwing ideas at each other let me know.
I am working in a mech game but diferent too.
My game is inspired in mech/robot battles like Medabots (the anime) where the winner robot take a part of opponents body to upgrade yourself.
My game could be solo play or 2-4 but i need to work in the interactions between players.
The mechanics are similar to the Munchkin card games, fast to learn and easy to play.
Your idea sounds good
o/
There are 3 problems with mecha games right now.
First they are long and complicated. They are very similar to war games.
Second, they are not playable out of the box like any other game.
Third, it's hard to find people willing to play a campaign
So if you can have a game that offer predefined mechs playable now and a campaign mode while simplifying the game to make it playable in 1 hour (like Heroscape did with miniature games) then you can have a winner.
CAV... Best Mech Game I've played.
Heavy Gear was good too, but CAV had fast play and fun combat. I'd suggest looking them both up if you're not familiar.
What if you had Mech stat sheets/pages with all of their stats/hit points/arms/legs, etc. on top of the Mech's silhouette. Anything on the mech that you could customize would have a card shape overlay. All extra weapons and upgrades take the form of cards that you can place on your mech in the appropriate area. So if you swap it's Arm, the mech now uses the new arm with the arm card's stats/weapons, etc (which are covering up its basic arm stats/weapons). Upgrade point values could also be on the cards.
While this is functionally the same as using pen and paper, visually this would allow much quicker customizing as well as not requiring it. Players could play with the basic mechs to learn, and upgrade them once they're more experienced.
Hopefully that all made sense.
Are you talking about:
http://www.boardgamegeek.com/boardgame/13363/cav-combat-assault-vehicle
On first look, I don't like the analog map that requires real terrain. I prefer having an hex map, or using hero scape as a map like somebody did in one of the picture.
Landscape map immediately makes the game not playable out of the box, and there is tons of gamer, like me, that stay away from any game with an analog map.
Yep, that's the CAV i'm talking about.
Any analog map game can be converted to work on hexes, Cav especially since it already uses Hex shaped bases.
Also, landscape maps don't make the game unplayable out of the box. The box can have printed terrain you can place however you like on the table. They're just different. There are just as many gamers out there that prefer open game boards as opposed to hexed or grid maps.
Ultimately it depends on the style the game designer is going for.
It's more the rules the problem, because in analog games, they give you distances to measure (which could be converted as hex (move 5 inch = move 5 hex)) and they give you shape of explosion and cone of effects (which are much more complicated to convert in hexes.)
@larienna
my game (game idea) is based on fast paced play with only a few mechs per side. usually 3v3 maybe 5v5 max. The level of customization for the mechs is very high. but this is all done outside of the game. in game the stats all boil down to a few easy to read numbers with a few modifiers. This game is based on an arena type setting played on hex grid so playable out of the box wouldn't be a problem i think. My game uses some new (i think new but i haven't played all that many wargames) game mechanics to keep the action and suspense up and be fast paced at the same time.
@NomadArtisan
I have never heard of CAV i will have to check that out. Thanks.
If anyone is interested in hearing more let me know.
Howdy,
I mention this here in the hopes that it'll provide an alternative take on miniatures combat and inspire new ideas...
Back in March of '08 I made a print-and-play mecha game (with a steampunk theme) called Steamwork Arena. You can find the rules and download the components at: http://www.invisible-city.com/play/474/template-battles
The rules are short, so it doesn't take too long to learn. The teams are typically one v. one or two v. two and the play area is small, so games tend to be fast. It's "hexless", so it uses measuring for movement and distance, but the "rulers" are part of your mecha's character sheet. It uses a "pick-a-hand" bidding system instead of dice, so every conflict has elements of bluffing and strategy.
Enjoy!
Thanks. Yes, I have also experienced the problems with the length that most mech games have. I guess I didn't explain myself quite well. The maps are relitivly small, using a city or a base, or whatever. You start out with a pre-equipped mech that's very basic. The three classes all have advantages/disadvantages. You could play campaign or skirmish. It's fast without a lot of extra crap. I like your guys' ideas! Yah. Check out my other games, like Survivor.
Thanks,
BW