I normally don't like to start a post with a disclaimer, but I think it's necessary here ...
Disclaimer: I know that this forum is a "Board Game" design forum, focussing on games played interactively between people at the same location, normally across a table top. And I know that this is *not* a computer game forum ... And yet, the game I'm putting up for discussion this week is intended to be a computer game. However, I feel that the game itself has enough boardgame-like qualities that I would get very valuable feedback from having board game designers look at its design. So here it is ...
I have posted the design details, including a related narrative, in a thread on my website's message board. You can find the info here:
http://www.mwgames.com/MessageBoard/viewtopic.php?t=139
If you want to get to the "good stuff", scroll down through the first 4 posts ... past the posts marked "Narrative, Part 1" and "Narrative, Part 2" ... you'll find a post that starts "Okay ... here's the design in a nutshell". And then I use another handful of posts to detail out the design concepts and what players will be able to do during their turns.
I am *not* looking for help in how to technically implement these ideas in a computer game -- for the most part, I have that worked out ... or I'll get figured out as I need them.
What I *am* looking for help on is the normal board game game-play stuff ... are there enough interesting decisions? does the game seem balanced? Are there too many turns (or not enough) for each quarter in order to allow the "board" to change enough between polls? etc., etc.
Finally, I think it would be interesting to try and port this game's concepts into a tabletop version, but haven't had any good thoughts on how to do this. There seems to be too much accounting involved (which makes it a nice candidate for a computer game) ... If you have any ideas on how to make it playable as a tabletop game, I'd be very happy to hear them.
Thanks for the help!
-Matt
Thanks for the kind words, rkalajian ... I think the ideas would need to be greatly simplified or some sort of component or other device would need to be used to make the book-keeping easier in order to move to the tabletop ... I haven't found the ticket yet. ;)
DarkDream ... The answer to your original question ("How do players get credits?") is that they start with 20 and get 10 at the start of each turn. I think the credits need to be steady and consistent for all players, so there isn't as much of a chance for the rich getting richer. For an in-theme answer, think of it as the mother company giving each director a budget with a steady supply of funds ... the planet/cities can't fund the different companies until after the votes are done and the contract is signed (at the end of the game).
However, your other comments were really interesting -- about cities having pre-conceived "leanings" toward one player or style or another. And the idea of the agents having different types of styles that play toward one area or another is very interesting to me. Having certain "special duty" agents as well -- for changing a city's leanings or blocking off an area from other players' agents could add some interesting flavor and decisions to the game.
Thanks for those ... I'll let them purculate in the back of my head for a bit. ;)
-Bryk