I've been thinking about designing a flicking co-op adventure game, think catacombs without the DM. Obviously there will be other things to make the game different, but thats the easiest way to explain my basic idea.
The problem is, if there isn't a player whos role is specifically to control the NPC, then how are the NPC's controlled?
I've had some ideas like;
Have the players flick their characters, but NPC's move a predetermined way, like move towards the closest character and then a specific amount like 2" or so, and if they end close enough they attack him.
Have the players flick their characters, but at the end of the turn, they have to flick X amount of NPCs. But if they fail the attack, an event or something else bad and random happens.
The main problem with this is that the players can basically just move the NPC towards the completelly opposite direction and just take the chances with the event/other bad stuff card.
One way to fix that is having the player to flick the NPC towards the nearest character, IE setting their flicking finger in 180degrees from the direction of the nearest character.
Another way could be to have the NPCs not move at all, but then I don't really know what their point would be..?
Could also make the board gridded, and have them act like the monsters in Castle Ravenloft/Wrath of Ashardalon
These are some of the ways that I've been thinking about. Got any better ones, or expand the ones I listed?
I'll try to ask any questions if I didn't explain myself well enough :) Thanks for taking the time to read.
I guess I should have said semi co-op, since in the beginning the players are the "good guys" but during the game they receive cards which may or may not convert them (if they get enough of the convert cards). For more info about this look up http://www.bgdf.com/node/4762 .
This means it can't be team vs team from the getgo, since then it'd be unfair fo....... hold on
One possibility COULD be that players start in different teams, and then during the game both sides might turn on each other, so you don't know who's on what side anymore?
This is why posting here is great, it makes you think about something you've already thought will never work :)
Not sure if that'd work, but at least thats another option to think about.
But basically the main idea before posting here was that the players all start as the good guys, and then during the game slowly turning and causing paranoia.
I feel this COULD work pretty well in a flicking game; since mistakes like friendly fire could happen pretty easily, but is it a mistake? or is it on purpose?