I just played the multiplayer part of the"Kane & Lynch 2: Dog Days" PC game, and for a 3rd person shooter; It's pretty unique and interesting.
Lemme' break it down fo'ya:
So the idea is that the players are a group of robbers whos goal is to get away with as much cash as possible whithout getting killed by a legion of attacking policemen. The interesting part is that it's possible to kill off the other players in the midst of battle and take the money they're carrying.
In theory, this is really fun although the PC game comes with a couple 'problems. But what I'm getting at is that this concept probably would make for a great board game.
Just imagine the paranoia of not being able to trust anybody and having the cops closing in at the same time.
The concept needs to be reworked, but one thing at a time.
Game rounds should be fairly short and the player with the most money after -say three skirmishes (as in Kane & Lynch)- be the victor.
Now, my first question to you guys: How can I encourage players to betray each other whilst preventing civil war?
This problem could possibly be related to objective. I want players to be greedy: playing dirty and throwing the finger around the table. Winning is the important thing here. Money should be the main concern (over loyalty towards the other players), as they act as victory points at the end of the game.
But it doesn't make sense to share even among the surviving players, then it would be smarter to watch each others backs rather than stabbing them. And if every player gets what they each have collected; why cooperate at all?
The answer to the latter question could be the police as a common enemy. Pandemia comes to mind (I've heard some call it Pandemic, but that might just be the title in another region, I'm europeanlol) in which you HAVE to cooperate because the game is so hellraisingly difficult to beat.
I hope I wasn't too dull. Any and all feedback are welcome.
Thanks for your support!
Small-note-that-should-be-in-the-bread-section-of-the-post: Obviously, the players who tend to betray the group is those carrying a smaller ammount of money. I'm just sayin'.
I like the idea of lying to stay alive, but I don't think the hidden abilities would work practically. I mean, to use your skill you'd have to show it or else you wouldn't be able to prove you had it, right?
dnddmdb: I still like a situation with essential team-members. Though if every member had 1 ability each, wouldn't the safe-breaker be killed pretty immediately after he broke open the safe? Or does it work to go "I aint' openin' this'ere safe until I have a guarantee y'all won't go ahead and shoot me !"?
Redcap: The cop-respawn was actually in the PC game, I think it's a fun way to have your revenge and the more players are out, the sooner the game will end.
Simons: This could possibly be a solution to the safety regarding Safe Breaking Bob... but oh, the playtesting @_@