Hey, I'm brand new here, so forgive me if I am posting this in the wrong forum!
I'm a new hobbyist/for-fun game designer, and I am stuck trying to find the best way to deal with my game board for a new game idea. The game is essentially going to be strategy/battle+city building. What I need help with is what to do with the main board. I would like it to be malleable to allow different map possibilities, make sense, and "feel" right. I can sacrifice the malleability so long as it can at least feel like a new game each time.
The activities that will be going on on the board will be the movement of parties of army units (represented as colored/numbered discs) via a set number of movement points, building of strongholds and the gathering of resources. So, I need the unit-movement to make sense on the board, i.e. not be to quick or too slow, but I'd rather it not be just another "carbon-copy" hexagon-based board, I'd rather it stand out in some way.
So far, I have considered these options:
A set game board, with blank white squares denoting where strongholds could be built, and small circles denoting where resources may be collected. My problem here is how to balance the amount of stronghold/resources spaces with the movement and how to actually move the units. (via illustrated paths, via "tent" spaces, via lines that connect all the landmarks similarish to this http://doc-0c-8g-3dwarehouse.googleusercontent.com/3dwarehouse/secure/hh... (which might actually quite nicely regulate speed on different terrains, but be extremely confusing/intimidating looking), or just jumping from landmark to landmark?!)
A grid (like graph-paper-type-grid), where there are no set spaces to build strongholds (you can just build them in any old square/rectangle), with numbers and types of resources available in each square noted on the board. Presumably, one movement would allow you to move from one square to an adjacent square.
Large two-sided hexagon tiles (maybe 3-4 for the entire map), with stronghold and resources spaces denoted similarly to the set board. Yet again, how then would movement work?
I am extremely stuck with what to do, and could really use some new ideas/input! If you need additional information feel free to ask, I tried to give as little info as possible to not overcrowd the question (though I think I may still have overcrowded it...as I always do...). Thanks in advance!
I am making a board game, not a video game.
Actually, I did not want a 3D board. What I meant to demonstrate is the lines in that picture could be used on a 2d board, and they COULD simulate the terrain by, for instance, being "bunched up" where there are mountains, and being much more spread out in plains, etc. Presumably the tokens would move along the lines, stopping at each cross section, thus moving slower in tougher terrain, and quicker on flatter terrain. But, like I said, I am probably not going to go that route because it would be crowded and confusing/intimidating looking. It was only an idea I played with.
Also, like I said I didn't want to babble on and on that's why it's so general sounding. If you have specific questions, I'll be happy to answer them.
If it helps, the inspiration for the game is coming from Ogre Battle 64 and a little bit of Culdcept saga. The aim is to have small parties of army units (represented by discs) moving around the game board, and when there is a battle it would be fought off the map with cards representing the army units. I guess, I am not sure what you are exactly needing to know...again I am new to this forum! I guess I figured strategy game board was self explanatory. I tend to ramble on and lose people when I try to explain things, and that's because I can imagine it all in my head perfectly, but trying to relay it exactly how I see it is not so easy for me.