A lot has happened to me. And I did a lot. But not regarding board games.
The hobby game is dead at the moment. But I still get idea's from time to time.
Seeing as how a card game is not going to work. And a super simplified wargame game is haunted by imbalances.
I thought of cutting out aspects of the hobby game. And see where I will end up.
For those who don't know about what game this is. It is a hexagon tiled wargame with strong RPS mechanics.
No more XP gain and no more XP spending
Units stay as they are. This means that you can't have like a dozen different rifle men. Sure it was fun having them. But it made the game to complex. It saves me a lot of rules too.
Only health tracking
Since XP is removed, the little whiteboard pieces will only track health now. Speaking of health, any given health can be applied now. Not a strong set of 5 times armor. But any number is possible. Even half sets and third sets are possible!
No more durability rolls!
This has given me a headache way to often. No more durability. And there is no need any more since health can be variable now.
Variable healing/repairing/restoration/generation
Again, it was linked to a set of 5 times armor as health. Since it was linked to durability. But now it is lifted. An unit with a lot of health, needs a lot of healing.
Attributes
Basic attributes stay. This for the healing/repairing aspects.
Other attributes regarding durability are removed from the game if tracking is involved. A sniper will not have extra damage against infantry by durability. Perhaps only by an extra shot.
Event Cards need a change
These need to be made from scratch. However, a lot will be re-usable. They certainly need to be simplified.
All weapon adjustments
Need a new approach. Because the main part of this topic is about to begin. No Rope!
I discovered a magic number.
The game showed that Ranged into infinity would beat Speed into infinity. This only for open maps.
The most optimal Speed against a given Range, would win. But into infinity, the optimum would drop below the winning line (turning point line).
Range was overpowered.
And I did a lot to the maps and rules to make sure that Range would not be overpowered everywhere. The sea was the hardest part. I even had "waves" as water hills.
I am sure you understand, it doesn't work like that.
Then the magic number. Which seems to be the square root of 2. All I need to do was apply this number as factor to Range adjustments.
I decided on 1.5, which resulted into:
Body = Armor * (0.6 + 0.2*Speed)
Weapon = Damage * (0.6 + 0.3*Range)
I always had a suspicion through some old weapon modifiers. But I have finally seen the proof through a simulator.
Range is still good in certain situations. But going towards infinity will be a no go for Range. The disadvantage will grow. But never reach 0, if you will.
This is much better than the previous way of reaching 0 for Speed instead and go waaaay beyond in the negative numbers.
Open maps
I clearly can use open maps now. And I want to use this chance to remove the rope that we use.
The rope was used to determine the path of vision. It went from centre point to centre point.
All hexagons in between, complete or half. But add obstruction points.
I now want this to be different.