i am toying with making rock paper scissors (rps) more complex. most of the approaches i have seen are to add more elements ie. rock, paper, scissors, lizard, spock.
this is fun but the game is still basically a guessing game.
my solution involves cards. i have chosen 12 per player. 6 offence and 6 defence each with an rps symbol (i have actually chosen high, mid and low but it works the same). i am thinking a round is 7 moves.
if offence meets defence the attack either misses (no damage), offence gets past the defence (defence takes damage) or defence counters (offence takes damage)
offence vs offence means either one player takes damage or you both take damage.
defense vs defence means either a miss or one player gains hp.
this all means that if you are playing offence your more likely to deal and take damage. playing defence is safer but you wont deal damage (only a 1/6 chance).
i am hoping this gives a little more strategy but it still seems a little too random
part 2: the next step involves player powers (but i need a better name). each player will be given 5 and can choose 3 per fight. the powers will either benefit your offence or defence. they will also cost hp to put down so better powers make you a weaker fighter.
i am thinking these powers will give a clue to your opponents strategy ie if they have given themselves 3 powers that boost offence, they are likely to attack.
part 3: my final idea are combos. like powers but reliant on the previous turn. things like " if you attack after you successfully defended deal 1 damage"
it should be easy to track using the top card of your discard pile (orientation could show success or failure). again this will give a clue to your opponents move ie if they just successfully defended they might try to attack next to use their combo. i know they have no high attacks left so if i play high defence i can stop the combo and counter their attack.
i need to work out a lot of stuff but has anyone got any ideas so far?
hi. thanks for the input guys.
firstly some amendments to my initial idea.
i have dropped the non combo powers- they seemed too powerful.
i have decided players will start with 25 hp and 12 random combos that cost 3 hp to assign- so if you add 8 combos you will only start with 1 hp, if you chose to have no combos you have 25 hp
i have made the damage dealt to a defending player x2 if they are hit to even out the attack/defend options.
tim; there will be a bit of second guessing, but with rps it is completely random - there is no relationship between your previous turn and your next- its always a 1 in 3 chance. or it would be if humans were better random generators. in my game your options are being cut down as your move cards are played (only 2 of each) and your/your opponents hp will have an effect (i hope).
i like you suggestion of having asymmetrical rps but i think it might complicate things too much for this project.
x3m; i think making the damage dealt for getting past defence double will help with turtling. i like your suggestion but i want to keep tracking to a minimum.
at the moment a round is 7 moves (1 more than the number of attack or defend moves) so if you have to attack or defend at least once per round. i may change this to 8 moves.