Lemme break it down: So I'm a big videogamer -err... PC gamer, and I've been wanting to do a kind of skirmish-y game with the basic game concept of simply running about and shoot each other. The problem is I don't want to have a Pokemon situation.
You know, I attack. You attack. I attack. You attack. If I wanted to play a game like that I'd play Yatzi.
My straightforward question is: How does one make basically "Counter Strike: The Board Game" interesting? What mechanics do I use, do I do something with the board etc.
My second request: Namedrop me some other board games with the skirmish concept. I'm sure most of them aren't re-skinned Yatzi... Except Risk. That is Yatzi lol.
Tack för att du är en bra medmänniska
/DARE
Thank you for your comments! Reading posts on this forum really gets my mind going, if not in a productive way then at least in a exciting way.
Your ideas really helped my mind advance and I've been thinking a lot about this the last couple of days. I've been thinking about different kinds of videogames and the tactical value of rock, paper, scissor... and how to project those mechanics in the game world.
I had yet to define the theme but while playing Mafia 2 there is little you can do but get rudely smashed in the head with images of suited men in the early half of the 20th century, sporting six-shooters and magic powers...
So my current imagining of the game: I want to portray close quarter cover-clinging firefights with the occasional sword fending and magic.
The fiction is for me an important thing and I'll be using a lot of drawings and portraits to try and give a feel for the fictional world. By now it almost feels like I'm basing the game on a noir novel... one not yet written.
Your comments are a great help!
InvisibleJon: A very inspiring post, I'll definately try to make something of the rock, paper, scissor combat.
I have decided that I want weapons to grant bonuses to certain throws and then have different characters have certain weapons, but I'd have to specify later. It makes positioning all the more important but I believe it'd take more than three combat options...
SwampBug: Powerups is something I really like about videogames. However, I don't know how to fit something like that into the theme I've chosen to go with. Guess I'll be thinking about that.
I agree strongly that the maps themselves are a big part of FPS games and an important element of the map is spawn-points. I'm considering respawning, in which case characters should be easier to kill and a possible objective could be collecting points by taking out enemies.
rcjames14: After reading your post I actually started working through a couple of my shooting games, taking notes while I was playing.
Here are some answers this yelded me:
Players control a party of characters (I'm thinking 3-6) and I want gameplay to be tactical but tense. I'm looking to recreate a very specific feel of tight firefights and shooting from behind cover as well as a noir kind of atmosphere.
I want each character to be it's own class with unique functions in the group.
About co-occupancy of spaces on the board: I want to represent cover in some way. It seems like this subject could bring out some ideas regarding cover...
Louard: Since players take turns moving and attacking with their units this seems like a great way to bridge the turn based elements and the simultaneous elements!
All of your comments are a great help, people!
Currently on my mind:
- Combat...? Awright...
- How do I decide damage...?
- What in the world is this mafia-fantasy theme I've come up with anyway???