Hi all,
Okay so my post is regarding "Dice vs. Strategy". What I mean by this is to replace the luck of dice by another mechanic which would be more strategic.
Right now my combat mechanic look like this:
1-The attacking and defending players each roll one (1) dice
2-If the defending player's roll is HIGHER than his opponent, combat ends
3-If the attacking player's roll is HIGHER than his opponent,
The difference between rolls + Crew Rating (1-5) + Weapon Rating (1-5) damage is done.
Player's mark the damage on the plastic sleeves of the cards...
Okay so here is what I am thinking:
-I want to be able to have a mechanic that does not need to TRACK damage (currently I am tracking damage via Dry ink pens and card sleeves).
-I am thinking that Crew Rating (=Defensive capabilities) and Weapon Rating (=offensive capabilities) would allow you to *configure* dynamic starships. Each starship has a health rating and two (2) modes: Defend and Attack.
So I am thinking about this mechanic more and would like some explanations.
Can anyone explain what Magic: the Gathering does to resolve Combat...? Can somebody explain to me combat in MtG???
There is no *propulsion* or *movement*. Basically once the cards are in *space*, they can either attack or defend. Once the starship is in space, it cannot be "reconfigured"; it can only be destroyed.
This is okay: weapon does damage (based on a hit - successful dice roll).
How it works now:
-You use 3 cards to "configure" your starship:
1-A Model/Class of the starship
2-A Crew that has a rating (1-5)
3-A Weapon that has a rating (1-5)
The model/class has a set of SHIELDS, the Crew rating and Weapon rating get added together when damage is dealt to a starship. BUT this requires TRACKING of damage...
Here is what I REALLY want to try to do:
-I would want that "Crew Rating" becomes the DEFENSE value of the starship.
-And would make the "Weapon Rating" the ATTACK value for the starship.
So if one player has a starship with:
-Weapon = 1, Crew = 2 (that would be like a 1/2 creature)
I would probably like to give a DEFAULT according to the CLASS of the starship. So maybe a Class E (utility starship) would have a 0/1 default value (Defense) and 1/0 default value (Attack).
Therefore the player would have (with the default in defense):
-Weapon = 1, Crew = 3 (and that would be like a 1/3 creature)
So you would need a starship with the minimum configuration of 3/2 to be able to defeat the above one.
BUT I still need to formulate a way to have MULTIPLE attackers vs. MULTIPLE defenders.
I REALLY think this has GOOD potential. The problem is understanding how to handle multiples at the same time...