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Missile and anti-missile idea... has it been done?

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Gideonbob
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Joined: 03/10/2011

Hi All. I took a much needed break from game designing, but I am back on the horse.

My working title is "Nothing But Offense" and the basic idea is a large hex board where each player has a base 3 hexes long and a type of missile. Each missile has the following characteristics: hit points, speed, damage to missiles, and damage to bases, and some will have special abilities. They all have unlimited range.

The idea is that each turn you get to shoot 1 missile from 1 base. You get $$ for blowing up missiles or bases and then you can buy better/cooler missiles or stash VPs for your deeds. (You always get 1 VP for blowing something up)

Its simple by design, but my hope is that each turn will feel be a little nerve-racking as you see the missiles inching towards you. Can you take a turn to shoot towards a base, or must you shoot at 1 of the oncoming missiles?

Some ideas for special abilities thus far: an accelerating missile, a shrapnel missile, a bouncer that changes the direction of an inflight missile..

All feedback is much appreciated, but my main question is: Does this already exist?

Thanks! Good to be back.
-Gideon

Dralius
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Joined: 07/26/2008
I don't know of any head to

I don't know of any head to head missile battle games. There are plenty of games with missiles, war games mostly; I can't recall any like you described.

Chrisrawr
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Joined: 07/23/2012
It's like Chinese checkers

It's like Chinese checkers with a deadly twist. Kind of. Sort of...

I really like this - The deciding factor will be board size, and what you can spend VP's on.

Another thing to spend them on, besides defenses and missiles, could be abilities for missiles in flight. Double Move, Invincible for a Turn, Splinter - Could be interesting.

Awaclus
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Joined: 07/17/2012
This sounds like a dangerous

This sounds like a dangerous positive feedback loop to me, which is often not a good thing. You should probably think of something that would either keep the game interesting for the ones that didn't do so well in the beginning (which would be something like getting VPs downgrades your missiles or another way to make winning possible even when you're in a losing position) or make it short enough so that the losing player doesn't have to endure that he knows he's going to lose for sure, but he'll be sitting there for another 20 minutes.

Gideonbob
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Joined: 03/10/2011
Thanks

Thanks for the feedback thus far.

I like the idea of mid-flight abilities. I was thinking of them being part of the missile, and that you could spend VPs on enhancements.. and those could provide novel abilities.

Awaclus, I am definitely (painfully) familiar with the runaway winner problem you described. I am also nervous of bouncing too far to the other extreme, where you have to try to be in last place until the end. I think the robber in Settlers is a nice example of lessening this effect without reversing it... maybe I could have a "hacker" that downgrades the guidance system of 1 missile type...

I appreciate all the ideas! Thanks.
-Gideon

kos
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Joined: 01/17/2011
Runaway winner

Limiting to one launch per turn, combined with different speed missiles, would offer some opportunity for tactics. E.g. I could launch a series of slow-moving missiles, followed by some fast-moving ones so that they all arrive at the same time.

Special abilities could involve missiles that can only be shot down by specific types of counter-missiles. E.g. ICBM requires an anti-space missile, while a ground-tracking cruise missile requires a special heat-seeker. If these abilities require VP's to purchase, then this offers choices about what tech to upgrade.

One way to mitigate the runaway leader would be to put an upkeep on the surviving bases. Thus a losing player automatically pays less upkeep, but stands in danger of being put out of the game by one (un)lucky strike.

Regards,
kos

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