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Health tracking; maximum damage per projectile

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X3M
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I have been thinking. But perhaps I should change something drastic. Making the cardgame like my prototype game. But then simplified.

And I keep a separate topic for this before I return to the main topic.

I shortened this post for making the question as simple as possible.

***

Let's say, a squad of troopers have 6 health.
In this squad, there are 3 troopers. So each has 2 health.

If a tank shoots at the squad. With a projectile doing 16 damage. The maximum damage on the trooper squad is only 2.
While 16 damage is easily more than 6 health, the tank needs to hit the trooper squad 3 times in order to defeat it.

Then the card is gone.

How to put this information on each card?
I mean, how to rephrase the:
"Maximum damage per hit on this card"

X3M
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names...

Players must choose the lowest damage indication.
If a weapon does 16 damage and the target is a 1. The damage is changed into 1.
If a weapon does 1 damage and the target is a 16. The damage remains 1.

Health will be 2x, 4x or 6x (or more) that of the "is a"...

Names that I came up with through brainstorming, for the targeted cards:
Armor (used in my proto type game, but counter intuitive)
Damage modifier
Body size
Unit size
Size (after all, a big weapon hits a big size, but this doesn't work if players think it is also splash)
Cover (a reversed rank?)
Cover rank
Armor rank
Defense (rank)
Guard (rank)
Protection (rank)
Immunity
Barrier (counter intuitive)
Buffer
Certainty (rank)(Maybe... but players might expect more from this?)
Fix (It surely is...short word, maybe this will "fix" it)
Insurance
Salvation
Stability
Strength (rank)
Sponge
Collateral
Compact (well, i like this one...)
Guarantee
Ward
Absorber (counter intuitive again)
Imperviousness (rank)

As you can see, I am at a loss here.

questccg
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Modifier???

Modifier??? Can be multiple types of Modifiers: Armor Modifier, Size Modifier, etc.

Isn't this more appropriate, no?!

Don't understand what it is you are looking for in "TERMS" of a "name"...

X3M
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Some here said that the term

Some here said that the term armor was incorrect for my proto-type game.

Where the damage of a projectile is either the given damage, or the armor value.

An example is that if the damage is 16 and the armor is 4.
The real damage done on that unit is 4.

When the damage is 4 and the armor is 16.
The real damage done on that unit is 4.

So higher armor means that the unit can receive more damage from bigger weapons.

***

Instead of armor. I would like to use a name that represents the change.

Sure, modifier is a good word.
It explains if the damage is reduced to the value of the modifier.
Then I could explain to the players that the real damage is equal or lower than the modifier.

Some of the other words aren't useful in this regard, right?

X3M
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Alternate suggestion by a friend

Having the card contain a number of units that are part of the card.
Thus having the health being dealth with, together with unit chips anyway.

While the ammount of units are still present but declining, the damage remains the same.

Now for the suggestion part:
Instead of "armor" being multiplied by 2. The card simply owns 2 units to begin with.

Thus a riflemen squad that originally had 4 units, could be designed with 8 in mind. Yet the weapon would only be 4 projectiles, each doing 1 damage.

This way, everytime when the health has been removed, a unit counter is removed. And health is restored again.

I don't know why, but this sounded kinda interesting to me.
I would be having "2" health bars.
Number of units
and
Health per unit
What do you think?

Of course, the damage tracking could be reversed. By simply counting the damage.
And then also the injured number of units.
Once it reaches the number of units on the card. The card is defeated.

Riflemen would have 8 units and 1 health per unit, while 4 projectiles.
Combat Tank would have 2 units and 16 health per unit, while 1 projectile.

X3M
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Why this way ?

This way I can put the H/D ratio in solid numbers.
Instead of accuracy.
And the 0 will be a softer yes/no situation.

The accuracy roll is separate and mostly non existent

X3M
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Size of a card

Not sure yet how much "units" a card will hold.

Still awaiting the oppinion of others on the fact that multiple units will shoot only 1 projectile. But by the looks of it, this is going to be the case.

Further, I can have for example, 5 units while only 3 of them will fire their weapon.

Drion22
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So if I get this right

So you're looking for a name for unit health that intuitively explains that this is the max damage a unit can take?
I think you can simply explain in the rules that units don't take excess damage once they reach 0 health. Why is keeping track of damage dealt important?
Unless you mean that units have both a health and an armor which is the max damage they can take from one hit?

X3M
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Drion22 wrote:So you're

Drion22 wrote:
So you're looking for a name for unit health that intuitively explains that this is the max damage a unit can take?
I think you can simply explain in the rules that units don't take excess damage once they reach 0 health. Why is keeping track of damage dealt important?
Unless you mean that units have both a health and an armor which is the max damage they can take from one hit?

That is correct.

The word Modifier is a good replacement.

I did explain it to my players in the proto-type game. And they understood. But they have incredible intelligence (more than me).
If I want to make a game understandable for the public. I need to make things simpler in rules and mechanics. Yet my main goal is maintaining the hidden RPS mechanics.

Drion22
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Sounds like a tough

Sounds like a tough proposition, as that might make some sense thematically and even mechanically, but it's not usually how we think of damage. You can call it Max Wounds, Unit Health, even Armor. You could try showing it by making each of these squads a stack of units, so a squad of 5 units would be 5 cards/tokens in a stack, and each of these units would have 2 places for damage markers on them (2 health) . Then you can say that each attack can only remove maximum one unit, but you can still place counters on them for partial damage.

If there is a thematic reason for this mechanic, then I recommend scrapping it for something more understandable, like armor, which is a flat amount you subtract from each damage they take, or a shield which can completely absorb a single attack but is then removed. You can mimic this if units only have one health, then everyone knows that each attack will remove a unit, and is a good counter to high damage attacks.

X3M
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Almost exactly

Seeing as how 2 health per infantry unit causes the counter intuitive feeling.

I decided to "double up" the number of units instead.

Instead of 6 riflemen with 6 rifles, 2 health each and 1 "armor" or a modifier of 1.
I now have 12 riflemen with 6 of them shooting and 1 health each.

Still, this sounds a bit weird.

So, perhaps I should have a total health?

1 Riflemen squad with 6 rifles, 12 health and a modifier of 1.

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