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Help on a Cornering Mechanic

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DarkDream
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Joined: 12/31/1969

I'm reworking my chariot racing game, and I am looking for some ideas on a mechanic when the chariots go around the corner squares (one at each end of the arena).

In Roman chariot racing the semi-circular structure at the end of the barrier splitting the arena, was called the meta or "goal". The chariots going around the metae was one of the most dangerous and dramatic parts of the race. Obviously to cut the distance down, chariots would try to shave as close to and as fast to the meta as possible.

If the charioteer cut the corner too shallowly, the chariot would end up hitting the meta. If he cut it too wide or lost control, the chariot would end up moving towards the roaring crowd. This would obviously loose ground and could potentially cost the race.

With my ideas so far, a chariot can travel 1-10 squares per turn. Right now, each lane (starting with the one nearest the meta) has a safe speed where nothing will happen if the chariot goes around the corner at that speed. For lane one, this is 3, lane two 4, and so on -- there are 8 lanes.

Each chariot has an alloment of energy that gets used up when moving. The faster the chariot moves, the more energy it costs to move.

On exceeding the safe speed, a random die roll needs to be made to see if the chariot experiences one of three possibilities:

1) neogotiate corner just fine.
2) loose control of chariot and will move outwards towards the stands until can gain control again.
3) something nasty.

I have left option 3 ambiguous. If the chariot is in lane 1 (right next to meta) and something nasty occurs, the chariot smashes against the meta. In any other lane, the horse gets slightly injured and the player looses energy or something.

On exceeding a corner's safe speed, the most likely thing to happen is that the chariot looses control, and less likely something nasty will happen. In doing this, I am trying to set up an interesting decision, where players need to weigh the risks of going fast around the corner to gain a few lengths.

I have noticed in typical race games that players that are ahead will usually play conservative. If a leading player knows they may experience a minor problem of loosing control of their chariot, they will go ahead and risk it. However, with the nasty possibility they will shy back as its realization may cost them the game.

The players behind will, however, risk a nasty outcome.

In other words, if the loose control possibility is expected but not so damaging, and the nasty outcome harsh but not so likely, it will present a balancing mechanism to allow players behind to catch up.

My first idea was to have a bunch of six sided die with symbols on it. One side would have loose control on it, and another a nasty symbol. The player would roll as many dice as he is over the safe speed. If a player rolls one or more loose control symbols the player looses control. If the player rolls any nasty symbols, the player rolls again with the same number of nasty dice rolled. If one nasty symbol is rolled, the nasty thing occurs. The nasty outcome and the loose control outcome are not mutually exclusive; both can occur.

The only problem with this idea is that you would have a lot of dice (at least 6). Do you think so?

Maybe instead a player could roll a d20 or d10 to get a similar outcome.

I am also considering at this point giving the option of players using energy to go ahead to increase their odds. With my idea above (players have typically 50 or more energy a race), the cost of increasing their odds by removing a die rolled, would equal the energy cost to travel at their present speed. At speed 10 this is 10 energy, at speed 9 this is 8, at speed 7 this is 6 and so on. Maybe this is too much.

Anyway, any input or suggestions would be appreciated.

--DarkDream

Anonymous
Help on a Cornering Mechanic

This mechanism seems to rely solely on probability. You take an X% chance to gain some fixed advantage, or play it safe. How about having simultaneous "orders"? Players can anticipate each others' moves, and try to "bump" another chariot that they think will be playing it risky at the metae.

For example, if player A decides to try to pull to the left into player B, but player B decides to increase speed, then B pulls ahead, and A swerves left, possibly out of control.

Another example: Player A goes beyond safe speed to catch B. B swerves left to bump him. Unsafe speed + being bumped = greater chance to lose control.

DarkDream
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Joined: 12/31/1969
Help on a Cornering Mechanic

Ekted,

Interesting reply. I did think about simultaneous movement. The only problem is that in order to give simultaneous orders, players will have to record somehow their movement and then reveal it at the same time. This would constitute in a speed change first of all, and how exactly they move -- two squares forward with one line change to the right and so on.

How to implement this I am not entirely sure. The only thing I thought of is having a set or cards. The player would then place the cards face down to indicate movement and only reveal them when it was their turn to move. The only problem is that you would need quite a few cards. For example, you would need maybe a card to indicate acceleration and deceleration, then a number card following it, to indicate how much. Similarly you would then need a change lane card to the right and left, then a number card to indicate how many times to change lanes. For foward movement you would need a number card.

It seems to me that it would slow the game down.

Maybe you have a better idea of implementing it.

Any more suggestions would be greatly appreciated.

--DarkDream

Anonymous
Help on a Cornering Mechanic

Use a point system for actions. Each player has a set of cards representing all possible actions. Each turn, all players choose which action they perform, difficult actions costing more than standard ones. You pay for your actions from a set of counters you keep in front of you. If you perform lots of difficult actions, you will start to run out of counters (simulates exhaustion), and you run the risk of losing control. If you perform lots of simple actions, the counters can build up over time. At the end of each turn, all players receive a 2 new counters.

Possible actions and cost:

1: Normal move
2: Slow down (used to cause potential bumper to miss you)
3: Lane shift left/right
3: Burst of speed, 1:3 lose control
4: Bump left/right, (2 lane shifts if no chariot present, 1:3 lose control)
5: Large burst of speed, 2:3 lose control
5: Burst + bump, as above
etc.

Loss of control results in potential lane shifts and slowing down (no forward motion), and requires counters to correct.

Another interesting idea is to allow players to customize their chariot/character. Points could be given to chariot speed, maneuverability, horse's endurance, character skill, etc. The effects of improving various categories could be:

less chance to lose control
less cost (counters) to perform certain actions
easier to recover from loss of control

Can chariot riders also attempt to fight each other? :)

DarkDream
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Joined: 12/31/1969
Help on a Cornering Mechanic

Ekted,

Thanks for you further comment.

From what I understand is that you are proposing a renewable point system where players use up points for various maneuvers. The more difficult the maneuver, the more points are used up, the less difficult, the more counters you have.

You come up with an interesting idea of limiting the optimal strategy of simply going really fast by making it a risk proposition. On the loss of control you force the players to slow down and use counters to gain control again.

With my game the chariots can travel at a speed of 1-10 and each point of speed means moving one square. I am making an energy system where it costs more energy to go faster. The amount of actions is limited to the amount of movement where a lane change costs two moves. I believe an energy system would do the things you indicate, except the loosing of control. I'm not so sure how to incorporate that.

If anyone has any ideas specifically on the cornering mechanic itself, I would like to hear it.

--DarkDream

Brykovian
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Joined: 07/21/2008
Help on a Cornering Mechanic

Does each lane have the same number of spaces going around the corner? Or do the inner lanes have fewer spaces than the outer lanes?

-Bryk

DarkDream
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Joined: 12/31/1969
Help on a Cornering Mechanic

Brykovian,

The inner lanes have a less number of squares. For right now lane one will have 4 squares, lane two 6 squares, lane three 8 squares and so on. A chariot takes up two squares.

This is done to obviously reflect the fact that a route nearer the meta is shorter in distance to an outer route.

--DarkDream

Brykovian
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Joined: 07/21/2008
Help on a Cornering Mechanic

That makes good sense, DD ... in fact, I think you are on a good path with your dice idea.

The only thing new I would put foward would be to only allow up to 4 dice being rolled. This would make a top-line "totally unsafe speed" for the inner few lanes. If the "safe speed" for the innermost lane is 3, then you would roll 1 die at speed 4, up to 4 dice at speed 7 ... anything beyond that would automatically "lose control" or "something nasty" (say, at speed 8, they lose control for sure but still have to roll the 4 dice to see if "something nasty happens" ... and at speed 9 or 10 they automatically have "something nasty happen"). Obviously, at lane #4 and further out, there wouldn't be a "totally unsafe speed", but the dice would still occur.

This would require the player to make a choice as they entered the turn -- slow down or shift lanes.

I like the idea of the players being able to spend their energy to have fewer dice to roll. Perhaps, this energy was being expended in order to put more effort into controlling the charriot. I think that spending their speed to remove a die would be a bit severe ... perhaps half their speed per die -- but you'd probably need playtesting to figure out the best cost.

Finally, how about a custom die or a small number of cards to randomly decide what problems occured to those who "lose control" or have "something nasty" happen to them. A "swerve 2 lanes inward" when the player is in the inner most lane would result in them contacting the meta. Or other swerving or slowing down may result in some type of collision with the outer wall or other chariots resulting in damage rolls.

-Bryk

DarkDream
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Joined: 12/31/1969
Help on a Cornering Mechanic

Brykovian,

I think that is an excellent idea of only allowing a maximum of four dice being rolled. This cuts down on the number of dice and makes things realistic -- there has to be some point where a player automatically looses control if they reach a certain high speed. With the scenario you described for going at a "totally unsafe speed", maybe for speed 10, something really super nasty automatically happends -- chariot flips over and is out of the game.

I did think spending energy is a good idea to cut down on the number of dice rolled. I do agree that the amount of energy equaling the player's speed may be too harsh.

I do think a custom die would be in order. Like I described, I was envisioning a d6 with one side with a "nasty" symbol on it and another for loosing control. The only problem as I previously mentioned is if one or more nasty symbols showed up, the player would have to roll as many dice as nasty symbols as before to see if the nasty thing did really occur (one nasty rolled means nasty did occur).

When a player looses control (they turn their chariot backwards to indicate they are out of control), they are forced to keep making line changes to the outside until they can regain control again (this can continue after a player's turn finishes). For each lane change made, they roll the number of dice equal to the amount of squares over the safe speed in the lane they are currently on (sounds familiar?). They only regain control if they roll no more loose control symbols. Obviously when the chariot regains control, it is turned in the correct direction.

If there happends to be other chariots in the way of the chariot loosing control then rams occur.

Typically, swerving inwards would not occur due to the centrifugal force experienced by the charioteers. Smashing to the meta only really occured if a chariot was pushed in the meta or taking the inside lane, they cut the angle too short. I think I'll reserve hitting the meta only for the inside lane.

Any more thoughts would be greatly appreciated.

--DarkDream

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