There is a game idea that passed in my mind a few weeks ago. I tried to develop it a bit just to see how it could look like and I have 2 bugs that are both related to the fact that the game is too complex. The problem is that the game must be complex to make the game more interesting and get the right feeling.
I am now thinking about making 2 depth for the same game, the simple and complex version.
To summerise quickly, it is a space ship rally game where you must race against other ships, overcome some obstacles and fight with a few players. Then you win cash which would allow you to upgrade and tweak your ships.
--- The first problem ---
is the fact that I need 2 maps. 1 map is the rally map where you can see the various check points and where you are in the race. And a zoomed tactical map used for making ship battle or manuvers through asteroids for example.
Would people find it anoying to constantly move from one map to another for each event that occurs. Would it be better to solve the whole encounter with a simple dice roll?
--- The second problem ---
is since I need people to be able to tweak the ship in many ways, I need to create a complex ship printout structures with many modifications possible which will result in many ship stats so that we can see the changes. So we cannot summerise a ship with 3 or 5 stats, we will probably need a few dozens of stats. For example :
Movement could include : Speed, Turn, Inertial control
Shield : Rechange, deflection, strength, overload protection,
I want it to be possible for a player to work an hour on his ships printout just to see how he can improve it. I would have intended to get very deep in the configuration. Like spliting some ship components in smaller components that you can change or remove. You would also be able to determine for example if you want a centered power supply or an individual power supply for shield weapon and drive. You could decide to remove all the security system to get more power but your ship`s "saves" vs many hazard would be lower.
So as you can see, it can get really complicated. So my question is, is it too complicated?
As I said, I might intend to make a simple and complex version of the same game, compatible with each other, to make my target audience larger.
- I have already played a few games of battletech and I remember vaguely how it works. There is also star fleet battle which is something that I want to stay away from. If I do make a complex system, it will be a simple complex system, or a complex system which is not annoying to play with.
- I also tought about fusionning the 2 maps but the map would be really huge, or the hex really small, or the race really short. And yes there would be a lot of swapping between both maps. If the tactical encounter are resumed fast, it could still be acceptable. Still removing the tactical map was my best choice but I also tought about removing the rally map. The rally course would have been determined by a series of cards that determines the obstacle and the distance between each.
- For the ship config, I really prefer using battletech style sheet. I have also tough of having a grid where you draw your components on the sheet and connect them the way you want. Using tokens is not so bad to record damage. I will always try to limit the write/erase on the sheet. So tokens and paper clip will be used to keep track of damage and shields. And making a card system for the configuration would not work unless the cards are not drawn randomly. I'll have to see if it can works.
Of course, if there is no tactical battle, there is no need to get that much in the details since an encounter will be solved by a simple dice roll. I also tought of making a kind of table top RPG style encounter. Which mean that you receive a description of what's going on and must make various rolls to succeed but there is not map where you see your ship moving. This kind of encounter would speed up the game.