I know what I want from my combat mechanic. I just haven't figured out how yet. The baseline that I'm comparing it to is Risk. Everyone knows the Risk dice mechanic. It's simple, intuitive, and uses easy to find d6s. I'm not adverse to using other dice or completely different mechanics than Risk I just wanted to point out who the audience I'm aiming for (Easier to learn than Axis and Allies, but more depth than basic Risk). After I figure out the basic mechanic there will be plenty of things that mess with it, but I need to figure out the foundation before adding anything crazy.
The Requirements:
-Has to use only one kind of die (yes, it has to use dice. Advanced stuff might add different dice)
-It's a conquest game with only one unit type (so, no paper-rock-scissor stuff).
-The average result is a 1:1 loss ratio (if it's a little off that's okay, but not by more than .1)
-No simultaneous elimination (This only means that I don't want the possibility of any territory being empty after a combat)
-The maximum number of units you can lose is double the other army. I'd prefer if this was elegent and not the ugly statement “You can't lose more units than 2x the opposing force”. (example: If I attack with 10 guys vs your 4 I should never lose more than 8; except for Advanced rules).
Preferences (I'm not likely to be swayed unless it's otherwise perfect)
-Use d6s, d8s, d10s, or d12s (I don't care if they're pools, or added together as bell curves, or something else)
-If dice with non-standard faces are used there shouldn't be to many dice used (to keep costs down)
-No percentile dice
-No Charts
-No subtraction
-No division
-Just try to keep it simple
If you've got some ideas for Advanced rules I'd love to hear them too, but right now I really need to get the basics down.
I feel I should add something about myself to help clarify that I know a lot about game design and that I actually plan to publish this game, but anything I write is just me talking so I'll make it short. I've played a huge plethora of games. Everything from Starfleet Battles to Wallenstein including plenty of simple games too (like Java or Zombies). I also understand pretty high level math, and strategy. The point is that I don't want anyone babystepping or holding back.
I plan on posting quite a bit more on this site, so hopefully I didn't come off to bad in my first post (I tend to sound blunt and pushy when typing).
Zomulgustar: That mechanic is quite a bit like the Dune boardgame. I like the mechanic, but it's not the flavor of this game (which is a meant to feel like Risk).
Filwi: I don't understand the whole mechanic you're presenting. What kind of dice? How many dice? Thank you for putting in that seed of an idea though. Maybe it'll end up as “the larger army automatically gets one hit”.
Jpwoo: The game needs to be a dicefest (but hopefully in a good way). The “almost everything is a hit” idea came across my mind. If I use d12s it gets even more even. But, it can end with mutual annihilation so it won't work without modification.
TheReluctantGeneral: Well it cooould have PRS, but I don't want the focus of the game to be the dice mechanic. I'd prefer if the dice where a simple randomizer with the parameters I layed out. Maybe an advanced portion of the combat might have PRS, but not the basic mechanic.
Epigone: The 1:1 ratio just needs to even out over lots of rolls. I'm looking for balanced statistics mostly so that the game is “fare”. If the statistics said that each side of a 1unit vs 1unit battle had a 50% chance of winning I'd be happy. Risk has this kind of problem too. The ratio is almost 1:1, but at really low numbers it won't feel very even since one side can be wiped out quickly.
Sedjtroll: Yes, I've played Blood Feud. Not a bad game, but it still has the 1 guy taking out 5 problem.
Jwarrend: It is a conquest game. There is a large chunk of people who like these kinds of games (me included). I've played most of them including old and new. I've played the Gamemaster Series, Dune (I'd say more diplomacy than conquest), the new Risk's (2210 being the “best”), Eagle Games (Blood Feud, Attack!, revised Conquest of the Empire), and I'm sure I'm leaving out some.
The game will be published using a POD method. It doesn't cost anything until somebody orders a copy. Well, except for the infrastructure but that's a long story. The game is targeted at casual/light wargamers. That's because I am one, and I don't see my needs being filled. Most games made are more complex then they need to be, or they take to long for the fun created. I'm looking to make a streamlined conquest game. Currently Risk 2210 is my groups most played conquest game. It's almost 5 years old and I think there is a void to fill. 2210 has quite a few problems that I hope to address.
Some of the things I feel that most game publishers miss about my demographic is: We don't care about historical accuracy (why I don't like A&A. The rules become fiddly just to get the “feel” right); We don't want it to take more than 2 hours (most Eagle games take a good 4 or more); Conquest games need to be about combat and attacking (Twilight Imperium 3 got this all wrong); and the atmosphere and production values need to be really high (nothing better than little plastic men, but if you go cheap on just one thing we'll noticed and complain about it).
All of your suggestions are good, and they may be used in the Advanced areas of combat. *The Advanced part of the game isn't going to be separate or an add-on, but I'm not going to have it shape the basic game mechanic*.
What is Risk combat inadequate for my needs? The problem with the Risk mechanic is that 1 unit can kill 30 in a horribly unlikely chance. But I've played enough games where I've seen it to many times for my liking, and It's a common complaint levied at the game. So, the Risk mechanic is almost okay, but I don't see any way of making it elegantly not going over a 2:1 loss ratio. That's why I'm looking to create an all new mechanic.
I think it's kind of funny that I've played so many games, but the one I want to make first is a Risk knock off. At least I'm not trying to make a new Monopoly game :p. It's hard not to sound amateur when your first post is talking about making a better Risk :lol:.
I've got funny sleeping habits, so I haven't thought about this to much because I posted then went to sleep. What I'm going to do is try and figure out a way for a minimum loss vs maximum loss to end up with a 2:1 ratio. I don't know the best way of doing this (I can understand high level math, but I'm not good at starting it). I'm not going to concentrate on dice right away. I'm just going to figure out the common %s and # of units that are lost.
I'm really happy with the amount and quality of the posts here. I wish I would have stopped lurking earlier.