Skip to Content
 

Input needed: Over Berlin - Airplane Dogfighting Game

7 replies [Last post]
abdantas
Offline
Joined: 11/13/2012

So I had this idea this morning come to me while I was playing a game on my iphone. I have not seen many dogfighting board games. I know it's a popular game type for consoles but not for the board.
So bear with me on this and tell me what you think,

begin.
Everyone is dealt an airplane and a given a deck of about 20 cards (varies depending on the plane), this deck of 20 cards is your gas tank, if you run out, you're going down. Players are also dealt a "base" card where tehy can go to refuel, and 2 mountains are placed on the board (think catan with the seafaring expansions)

execution/gameplay
players will draw 3 cards, they pick one of them and everyone reveals simutaneously, (these cards will be like, left, right, gun lock, missile) Never is a player allowed to have more then 3 cards in their hand. There will be 3 different kinds of plane. There will be the big and tough, with more HP and a bigger deck, but less maneuvers like dodge, barrel roll, and loop, there will be smaller planes with less HP and a smaller deck BUT they will be much more mobile, their guns wont be as big but they'll be able to run laps around the opposition, able to use all 5 sides of the hex for movement, as well as 180 turns and such.

If two players ever end up on the same tile there is a mid air collision and both players are out, also, if any player moves onto a mountain they are also out. To reshuffle your deck, you need to fly over your own base to "refuel"

Also, i don't know if this mechanic will be in there or not yet, but i thought that maybe, if you have a player controlling multiple planes, and they just use 1 card per turn, as in whatever planes he doesn't move will move straight. but this will open the option of giving players "ace" tokens. He can use the kill tokens he uses to either buy back more planes that have been shot down or to upgrade planes already on the field whenever they come to refuel. The ace token would let you buy neutral cards to add to your own deck (like armor plating, that when played it adds 1 HP to your plane, or BIGGER GUNS, that after you play it, your plane does double damage with the "GUNS" card. Or maybe even a bombs away card that lets you damage your opponents base making it unusable for a certain number of turns)

goals"
the key to winning the game is to figure out where your opponent is moving towards and playing your weapon cards when they are in your line of sight.

I think it'd be fun. Do these mechanics sound like they would work? Does this sound like an idea t hat's worth pursuing to you guys? Any input is greatly appreciated.

abdantas
Offline
Joined: 11/13/2012
weather

i forgot to add this above,

but i thought that maybe it'd be interesting to add some sort of weather mechanic. Any thoughts?

JustActCasual
JustActCasual's picture
Offline
Joined: 11/20/2012
Cool!

I like the idea :) A couple of thoughts: maybe give the players an objective to drive them forward like "bomb the base of the player to your left". This would keep the game fast and flowing rather than getting into a perimeter run or otherwise turtling and thus ruining the aggressive dogfight feel you're looking for. I like the idea of weather, but it might skew the ingame timeframe towards a longer battle (days rather than minutes): maybe just have one weather effect per game, which would increase replay (awesome! I've never fought in the thunderstorm before!). Maybe the weather is a continuous modifier, or maybe it happens every round (gust of wind) etc.

Sperber
Sperber's picture
Offline
Joined: 03/22/2011
Two comments

Two things come to mind:

1) I think you should weaken the air rash mechanism a bit. At least for smaller planes because I think they have the maneuverbility to avoid crashs in the last second. You could however give them some kind of penalty if they dodge like forcing them to move one turn straight since they have to cancel the g-forces of the evade maneuver which puts a lot of stress on the pilot.

2) Even though I like the idea of a mountain, Berlin is not known for his snowy peaks. As a matter of fact a topographic map of Berlin doesn't show much difference in heights at all. Back in the Ice Age glaciers pretty much flattened the northern half of Germany.
So a mountain or two, even though they add a nice feature, don't really go along with a setting in Berlin.

This is not a really big problem though, you could simply ignore it, but I thought I better mention it since it is a little antithematic.

abdantas
Offline
Joined: 11/13/2012
THUNDERSTORM!!!

JustActCasual wrote:
I like the idea :) A couple of thoughts: maybe give the players an objective to drive them forward like "bomb the base of the player to your left". This would keep the game fast and flowing rather than getting into a perimeter run or otherwise turtling and thus ruining the aggressive dogfight feel you're looking for. I like the idea of weather, but it might skew the ingame timeframe towards a longer battle (days rather than minutes): maybe just have one weather effect per game, which would increase replay (awesome! I've never fought in the thunderstorm before!). Maybe the weather is a continuous modifier, or maybe it happens every round (gust of wind) etc.

I thought that weather could be a continuous modifier, my idea was mainly wind, being that if you fly against the wind you move at half speed, as in if you were to turn against teh wind instead of turning and moving , you would turn adn stay in the same spot? maybe. I considered a rain mechanic to lower visibility, so instead of having the capability of shooting 3 spaces away, it'd be limited to two. My biggest concern is the same as yours, it might skew the time capabilties, i thought maybe i'd add it as an alternate rule set and have people if they want it use their own dice. I feel like with the gas tank mechanic and keeping the board small people will have a hard time "turtling" because the ammount of movement cards that are available to the player are definitely not enough for him to make it all the way around the board. The deck set-up i was thinking of is this, player gets 20 cards to their tank regardless of which plane they are, 10 of those cards are just straight movement cards that everyone has, it lets them move forward or forward right/left, but not make the sharp turns, the other 10 cards are divided between maneuvers (like barrel roll, that would place you on the next line over facing the same dirrection, loop that would move you backwards two spaces, 180 degree turn that would keep you on the same tile but reverse your direction, and sharp turn, that lets you move straight right or left), other then the maneuvers you can get weapons like (cluster bombs that lets you damage everything within a radius, like your target square plus everything adjacent, heat seekers that if you play em and keep your target in light of sight on your next turn as well they'll fire and you cant miss, and a couple of things like armor piercing ammo, flammable ammo {this gives me the idea of making certain weapons and maneuvers less effective in certain weather conditions} armor piercers could possibly hit through multiple enemies in line of sight) One thing i thought is doing a card value mechanic, so regular movement cards are worth 1, weapons and maneuvers are worth 2/3 depending on the effectiveness of it, and your "gas tank" could have up to 25 points, i think this would add a lot to the replayability of it. I thought about adding some sort of dice mechanic but i'm getting the feeling that random card drawing is enough, especially since players will have 3 cards and one needs to be played every turn. Keep these ideas coming, weather could be great. I think it'd be hard to incorporate, so maybe I'll hold it off as a possible future addition or maybe an expansion.

abdantas
Offline
Joined: 11/13/2012
thematic

Sperber wrote:
Two things come to mind:

1) I think you should weaken the air rash mechanism a bit. At least for smaller planes because I think they have the maneuverbility to avoid crashs in the last second. You could however give them some kind of penalty if they dodge like forcing them to move one turn straight since they have to cancel the g-forces of the evade maneuver which puts a lot of stress on the pilot.

2) Even though I like the idea of a mountain, Berlin is not known for his snowy peaks. As a matter of fact a topographic map of Berlin doesn't show much difference in heights at all. Back in the Ice Age glaciers pretty much flattened the northern half of Germany.
So a mountain or two, even though they add a nice feature, don't really go along with a setting in Berlin.

This is not a really big problem though, you could simply ignore it, but I thought I better mention it since it is a little antithematic.

Great Ideas Sperber,

here are my thoughts on both
1) I thought about adding an altitude mechanic to the game but that seemed like it's a little too much, like i said, thats another complex mechanic that can be added to a future expansion maybe. Players will have the choice of adding a "daredevil dodge" maneuver to their deck in case they want to play chicken with another player or something like that, and i don't see why it couldn't be used in the same way whenever there should be an on air collision. But i think your g-force either is good and worth considering. A stress mechanic could be fun, like if you do too many maneuvers in a short period of time your pilot could "pass out" and your loose a turn.

2) Over Berlin is kind of a working title. I was thinking of setting it over an alternate reality where we never got over WW2 so it'd be updated technology with that old world feel. Almost steampunky but more alternate reality. this would explain why players would be able to turn in their "ace" tokens for upgrades onto their plane and still be something that could fit with the overall theme. The name will probably change before long, but Over Berlin helps me think of what i originally had in mind. Also, i think a steampunky world would make for cooler looking planes, think "crimson skies" if you've ever played it

JustActCasual
JustActCasual's picture
Offline
Joined: 11/20/2012
Alternately reality is always

Alternately reality is always fun for design :D

Some neat designs you may not have seen:
http://en.wikipedia.org/wiki/Blohm_%26_Voss_BV_141
http://en.wikipedia.org/wiki/Focke-Wulf_Fw_189
and, of course,
http://en.wikipedia.org/wiki/Horten_Ho_229

abdantas
Offline
Joined: 11/13/2012
Indeed

http://forum.worldofwarplanes.com/index.php?/topic/113-steampunk-airplan...

I was thinking of something like this

Also, have ou seen my journal post about my other games?
http://www.bgdf.com/node/7706

Syndicate content


forum | by Dr. Radut