This is part 2, 3? Anyway, to make sure no one reacts to the wrong posts. I thought of recreating this topic instead.
You know. I really fit my avatar. I creep my games. Make them act X3M. Then I blow them up.
Not good. Not good.
Any way. (Like how I always try to get to the point after my ranting :) ).
The number of pieces and what is on them is very important for a game to work.
And I still need to cut.
There are 3 major things that I am working on.
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Strategy Points
For starters. The new RPS mechanic that I am trying out. It doesn't need the bonus rule. It has Strategy Points already.
I already asked, what to do with these SP.
Put them on the pieces (which replaces the bonus number) Or actually put them in the manual? Since they are much more linked to the resources that a piece costs?
Further more, with the mind of expansions. These SP might change. So, I know that I never published any thing. I don't want to cut my self with this issue.
I keep the fact that rifle infantry might one day be able to harm a tank. There are plenty of other units that cannot. Theme wise, it should be ok though. AND, it is a double edged sword for those who do not fit the role any way. Rifle infantry are just lucky if they are not hunted down.
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stats on the pieces
-Costs
a number
A crazy looking money symbol
€# or even €## in rare cases.
-Armor
a symbol
@
Which is 1, 3 or 9; soldier, jeep, tank, square that is filled with either white, grey or black.
-Multiplier * Damage
a number * a symbol
#@
Which is 1, 3 or 9 for the symbol; I have no idea about the 1 and 9 yet. But the 3 is going to be an explosive with the colours yellow, orange and red, for reasons.
-Speed
a number
S#
Where 10 is the max but displayed as X.
-Range
a number
R#
where 10 is the max but displayed as X.
-Strategy Points
a number
P# or even P## in rare cases.
But rather not.
That leaves me with at least 5 stats. You might have noticed that accuracy and durability aren't even mentioned. I have a default accuracy of 4/6th. And structures have an extra durability of 2 rolls of 3/6th.
I already have an exception on one of those. Maybe I should have that exception for the rest. eg. All black squared symbols indicate a one time only roll of 3/6th instead of 2 rolls. Making medium and heavy armored structures equally in costs. Only the type of armor is different.
***
The number of pieces
What do I want to do?
As much as possible. Obviously, or else I didn't rant again at the top of this post. But I know, that can't work.
If I design only 1 army for all players to play with. I have 2 problems. One, the game is a bit boring in terms of chess, mirror armies aren't fun. Two, same type units need indication of to who they belong too.
To fight against this. Each piece group has to be unique. It will not change the total amount of pieces.
The question is, should I design with 4 or 6 players in mind? Or just 2 teams?
Each team is going to get 12 sets of units. 3x3+3.
The bases are going to be simpler. Perhaps colour coded any way. But at least the movable armies and defences can be customized.
Kinda like how in MtG, all players use the same 5 land types (I know there are more now).
I'll let it rest for now.
Will be explained in the manual.
Also, with missions in mind. Custom resources where already the case. So with SP. Why not?
SP is not on the pieces.
2 more subjects to go.