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Miniatures Skirmish game with resource management

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omni989
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Joined: 04/30/2011

Hello

I'm not sure really how to use this forum. I would like to share my game design and get help and feedback from others as I develope it. Should I start a blog here and what should I include in the blog? - should I be worried about my idea getting copied??

So I have designed and am currently developing a miniatures skirmish game that encorporates power management. Players have a team of 5 miniatures that do battle with each other whilst trying to secure generators. The generators give them power and ultimately they use that power to register an artefact and win the game. The power is also used to enhance their combat attacks etc so the management side is a balance between winning combats and saving enough power to win.

It is in the early playtest phase and has so far been a lot of fun to play. I am considering making it a board game rather than a miniatures wargame - example Tannhauser rather than 40k but I do like the hobby games market and its loyal gamers. I am currently developing the Theme of the game further as this is what seems to attract the playtesters, more than just gameplay.

I'd love to discuss it with people if they are interested.

budleiser
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Joined: 07/28/2011
Cool beans. At first the

Cool beans.

At first the title sounded like my game www.SummonerTactics.com what is the combat system like?

omni989
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Joined: 04/30/2011
Summoner Tactics looks cool.

Summoner Tactics looks cool. I liked your video.

Combat uses a dice mechanic - you roll to hit and roll to damage.

Movement is a key element of the gameplay and I wanted a system that represents unit's that are moving swiftly around the battlefield. They use things boost packs which allow them to boost high into the air and land somewhere else and also dodge attacks. The system I have was just a quick D10 one while I tested the other elements of the game but it works so i'm keeping it for now. Basically D10 rolling against your opponents Agility value, exceed equals a hit. Then weapon strength + D10 versus oppnents armour value, exceed equals 1 wound. The weapons have different strengths and rate of fire, some of which can only be accessed by spending the power you are accruing.

I'd like to add things to the system that include range and modifiers for moving over certain speeds but all I can think of is +/- to the dice roll and I dont want the system to be all about adding up modifiers.

budleiser
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Joined: 07/28/2011
omni989 wrote:Summoner

omni989 wrote:
Summoner Tactics looks cool. I liked your video.

Combat uses a dice mechanic - you roll to hit and roll to damage.

Movement is a key element of the gameplay and I wanted a system that represents unit's that are moving swiftly around the battlefield. They use things boost packs which allow them to boost high into the air and land somewhere else and also dodge attacks. The system I have was just a quick D10 one while I tested the other elements of the game but it works so i'm keeping it for now. Basically D10 rolling against your opponents Agility value, exceed equals a hit. Then weapon strength + D10 versus oppnents armour value, exceed equals 1 wound. The weapons have different strengths and rate of fire, some of which can only be accessed by spending the power you are accruing.

I'd like to add things to the system that include range and modifiers for moving over certain speeds but all I can think of is +/- to the dice roll and I dont want the system to be all about adding up modifiers.

o_0 seems like too much to keep track of/be aware of.

omni989
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Joined: 04/30/2011
Actually it's quite minimal

Actually it's quite minimal compared to the majority of tabletop wargames out there. There are no modifiers for range, cover, movement speed and whatever else Infinity and Battletech have., just roll against one difficulty score then roll against another adding strength, pretty standard for a tabletop wargame unfortunately. Thanks for your feedback though.

MatthewAlan
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Joined: 10/16/2011
omni989 wrote:Actually it's

omni989 wrote:
Actually it's quite minimal compared to the majority of tabletop wargames out there. There are no modifiers for range, cover, movement speed and whatever else Infinity and Battletech have., just roll against one difficulty score then roll against another adding strength, pretty standard for a tabletop wargame unfortunately. Thanks for your feedback though.

while simplicity might be easy to design its not always ensures a good game.

I would recommend you look at Warmachine and Hordes from Privateer press which basically already do what you are thinking about.

Warmachine is a resource management game with its focus, while hordes is a risk management game with its fury.

hotsoup
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Joined: 08/28/2009
omni989 wrote:Hello I'm not

omni989 wrote:
Hello

I'm not sure really how to use this forum. I would like to share my game design and get help and feedback from others as I develope it. Should I start a blog here and what should I include in the blog? - should I be worried about my idea getting copied??

Welcome, Omni! This is a great place to get feedback. And people copying your game is something that I've learned to accept as a non-issue. A.) All games are ripped off of other games to some degree, it's how the form develops B.) It's impossible to copyright a game C.) Copying someone else's design entirely is so looked down upon among gamers and designers that it isn't a problem.

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