To make things very simple. And giving my card game a rest.
I have been working on my "public" version. Which is an overly simple version of my proto-type game.
Some elements of the card game are also in this "public" version.
With all the new insights and testing. And also preventing weird overkill effects. I made a new table for design in a spreadsheet.
Since the public version is designed to be a board game instead of a card game. The board should be very simple....how about no hexagons, but rather a random design?
There is different elevation. Which has effect on the accuracy of projectiles. Each difference is a subtraction of 1 on a d6.
And a subtracion of 1 on the weapon range.
A region can hold only X in worth.
For movement, there are ramps that allow for less X.
Regions that are hard to move through also have less X.
The maximum allowed units? No more than around 24. But the total limit is less than what the game provides. So, the player has a chance to combine properly.
4x6+6x4=2x24
5x5=25, so for 2x24, another army is 23.
Chances are, costs can be 0.5 as well... Not sure yet.
But 2x11.5 would be fun to add to the game.
There are no attributes so far.
Not sure if I should add bases. But a HQ build on top of a resource spot should be sufficient. So, a building, is simply a base... Maybe I make it more detailed. But I don't see the point anymore.
The health and damage values go in duplications.
1, 2, 4, 8 etc.
Basic accuracy is 1/3th.
The defender ALWAYS decides on the landing of the projectiles.
3 projectiles of 1, cost the same as 2 of 2.
Where 3 projectiles of 1 can kill 3 units with health 1.
2 projectiles of 2 can kill only 2 units with health 1 or 2.
The 2 projectiles of 2 can kill an unit with health 4.
A simple RPS now.
Going for, yet again, Dune design:
(1.0) 1; infantry and anti personal weapons.
(1.5) 2; troopers and light explosives.
(2.0) 4; light vehicles and higher caliber guns.
(3.0) 8; medium vehicles and cannons.
(4.0)16; heavy vehicles and rockets.
Each faction will have all weapons. But only 3 types of armor. So 3x5=15 different units max. Some might have multiple weapons.
Then 3 walls.
And some defences.
Where a binairy peg system is in place. The last tier has room for 4 flame's on the body. (Think lego style)
Flame's go in worth of 1, 2, 4 and 8.
That's it. All I have to do is design the armies.
With a total worth for the army in mind when determining the worth.
I can take any map. And put lines on them with numbers. Which represents the regions with how much worth fits in.
For elevation, I print the same map. Cut out what is higher. And paste this on the other map.
The 2 little gaps:
The ramps....idk yet. Advice on this for when I prototype the game?
Bases:
step 1 is only a HQ on a resource region.
step 2 is having a harvester on a resource region with the base providing 1 refinery.
step 3 is adding in barracks and factories while the HQ becomes a CY, but I don't like this step unless it is really only a barracks, light factory and heavy factory. And thus making the total of structures 5. Walls will provide extra protection.
In a sense, Dune 2(000) has most units designed in the same way.
I could add a couple of units as a faction.
Then again, small variations are also possible if it comes to movement, accuracy and attack range.
Maybe I got too much types of armor and damage. This is a personal creep that I keep falling into.
3 has always been a magic number.
Should I do 1, 2 and 4 health?
Or 1, 4 and 16 health?
Or maybe having an absolute minimum in designs?
Where I keep the tiers for both weapon and health the same. Except for 2 cases where I switch them or add them.
***