I'm working on a new game idea. The theme is WW2 era technology, specifically naval warfare. It is not a historical game at all. It will simply be 2-4 sides competing for control of cities on a random map layout every game. I have some ideas, but would like input so as to expand the mechanics a bit.
The Map:
The map will be grid based, 1x1" squares. I'm thinking about a hex map, but not sure yet. There will be various island, coastal tiles which can be placed. I need a mechanic to randomly place these tiles on the board. I would like a little asymmetrical-ness, just for the added gameplay tactics it could add. After the map is created, players would take turns placing cities on the islands/coasts wherever they want.
After all tiles and cities are placed, players would then draw 2 city cards out of a city deck (one card for each city), and choose one as their starting city.
I did think about using dice to place land tiles, ( roll1 = x plane, roll2 = y plane) but I am thinking of making the tiles different sizes and shapes, so that complicates things, such as how do you orient the island if it is larger than one 1x1" square.
Combat:
At this point, the best thing I can come up with is dice based. It could be ships roll different dice based on their class. For example, a battleships rolls 3 or less on a 6 sided die. A destroyer rolls 3 or less on a 10 sided die, etc.
Player could research or buy technologies to help in combat. For example, advanced targeting technology, can either add or subtract 1 to a die roll. The biggest thing about dice combat is the randomness, which I know turns some people off. However, I also feel like it could be fitting for battleship-esque combat.
Summary:
I am looking for ideas on map creation for a 1x1" grid based map. Tiles will be different sizes and shapes. Picture Tetris pieces for reference.
Combat is die based at this point. Looking for ways to make it interesting and for players to feel like they can go into battle with an advantage, or a chance at winning if they have a smaller force.
A dx for x part of the island to be the center.
If they are all the same size. D4 again?
How big is the grid itself?
For combat. Can you supply more details? Like the complete mechanics as you have right now?
The game board would be modular, depending how big you want the game to be. At the largest, I am thinking about 24x32ish, using modules of 8x8.
The islands will not all be the same size. A possibility could be letting the player decide which way to orient the island, as long as its placed closest to being centered as possible.
For combat, essentially my idea is die based at this point. Different classes of ships will roll for different chances. For example, a transport ship would roll for "one or less", and a cruiser would roll for "3 or less". The thing I don't like about die based combat is how random it is. I would not be happy about losing a battleship to a transport ship, for example. Axis and allies has combat similar to what I'm describing, but I am searching for a way to make it way deeper, and to integrate researchable technologies and other variables into battle.
Examples:
-Smoke Screen, advanced radar, better AA and turrets, etc. I suppose a combat deck could be made. Not sure where I'd start with that though.
One thing I would like, is to make ships not be simply sunk with one hit. Rather they can retreat for repairs and fight another day.
I am also planning a radar detection type mechanic, where players can have their ships upside down so their opponents can't see what they are, unless they are in range of a radar tower.
Hope this adds a bit more to the picture!