We have a new idea.
Discarding Action Points.
And completely rely on Strategy Points.
Would it be any good?
What is your oppinion?
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The difference would be in how the game will progress.
The Action Point method already has Strategy Points.
But you can only get Strategy Points through incomplete unit designs.
Example is an unit that costs 7.
Each area can hold up to 24 points.
So only 3 of these 7 are allowed.
That is 21, and thus we are missing 3 points.
These 3 are given to the player, every round. And are called Strategy Points.
When performing an action, 1 AP is used for that squad. The squad will only be 21/24 effective.
When the player has saved enough points.
One of the units with cost 7, will be able to do 2 actions that round. But you buy the extra AP for that.
With the AP removed. A player simy receives 24 SP. And spends 21 SP. Keeping 3 SP for the next round.
Players always can save up SP infinitely. But spending on the same unit works cumulative.
If I want to copy my AP system. 7 AP translate to 24x7 SP. Which is 168 SP.
I could round this to a nice 150, or just 100, or even 200.
Again, what do you guys think?
Would it be a good idea?
Or too complex?
I did get rid of the difference in SP income per player this way.
And I think AP will still be used in order to track activity.
But paying for an Action has become more complex for the players brains.
Example round with 4 squads:
100 - 24 = 76
76 - 21 = 55
55 - 17 = 38
38 - 20 = 18
Next round 100 added, 118 to spend.
118 - 24 - 21 - 17 - 20 = 36
The squad of 17 can spend another 34 for one extra action. 2 SP remain.
What I want to see is that players have like 10 squads. But only a few can perform an action.
If a squad is smaller. In the old version the action would be weaker for a same cost.
But I want to change this into, you pay for each unit in that squad, deal.
Also, if a squad is split into 2 new squads. One of them has to wait a turn if the other does an action. This also makes it weaker. But having less cost for an action would make thinks more balanced. And the weaker players have a better chance.
Of course, having one squad perform multiple times should be harder.
But if a squad is 7 times weaker, then performing 3 actions instead of 1 should be a must.
In a sense, a big enemy squad moves. And a smaller squad moves into range, then attacks twice.
With a bit of luck, they certainly refund themselves this way.