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Author Topic: 100% Customizable Units Wargame  (Read 2879 times)

Too complex? Propose a suggestion on how to make it simpler. Personally, I think its fine. The stats after health can be OUTRIGHT ignored for simplicity's sakes.

Example of a wargame: 40k http://en.wikipedia.org/wiki/Warhammer_40,000

So I made a wargame in math today. You make units with diff points in diff stats. The total amount of points is the cost of that unit. I tried thinking of stats that are naturally balanced without tweaking the point:cost ratio of each stat. So here are the stats:

( First off... )
( Each round the players switch who goes first. )
( On your turn, for each unit, you can either move then attack/heal/load/unload, attack/heal/load/unload then move, just move, or just attack/heal/load/unload. When done moving all units then roll to regenerate shields. )
( And the era is far future. )

Speed - How many spaces/inches the unit can go.

Range - How many spaces/inches away the target can be in order to attack.

Attack Bonus - For each attack, you roll to see if you hit. You add your Attack Bonus and if it meets or exceeds your target's Defense Roll (see next stat), then you hit. However, if you roll a natural 6, you automatically hit.

Defense Bonus - When you are attacked you roll and add you Defense Bonus. This is your Defense roll and is then compared with the attacker's Attack Roll (see previous stat).

Damage - Once you hit this is how much damage you deal. However it does not immediately affect the targets health (see Armor and Armor Piercing).

Armor - This is how much the defending target negates of the Attacker's Damage. If the Attack Roll was a natural 6 then the least amount of damage done is 1. Otherwise it is possible for Armor to negate all damage.

Armor Piercing - This is how much the attacker negates of the defender's Armor!!! If Armor Piercing meets or exceeds the defender's Armor than full Damage is done. Otherwise, Attacker's Damage - ( Defender's Armor - Attacker's Armor Piercing) Damage is done.

Health - this is the value that Damage affects. When it reaches 0, the Defending unit is taken out of play.

Splash Range - The Attacker also makes attacks on ALL units withing the Splash Range of the initial target.

Splash Attack Bonus - This is the Attack Bonus used for Slash Damage attacks.
Splash Damage - This is the Damage used for Splash Damage attacks.
Splash Armor Piercing - This is the Armor Piercing used for Splash Damage Attacks.

Splash Defense Bonus - If points are spent on this stat, then this replaces Defense Bonus only when defending against Splash Damage.
Splash Armor - If points are spent on this stat, then this replaces Armor only when defending against Splash Damage. This completely ignores the Attacker's Splash Armor Piercing, however...

Splash Armor Bonus Piercing!!! - This is the way to pierce Splash Armor. This is used by itself (not in addition to Splash Armor Piercing) to pierce Splash Armor.

Heal Range - How many spaces/inches away the friendly target can be in order to heal.

Heal Amount - This is the amount of health healed to the friendly target. You cannot heal past the original health amount. When a unit is restored back to full health, or if the unit was healed already at full health, all Speed Reduction and Range Reduction effects are removed.

Shields Amount - If points are spent on this, then you can roll to see if you shields negate all damage (see next stat). On each successful roll subtract a shield point. If there are no more shield points left then you cannot use shields anymore.

Shield Chance Bonus - To use a shield, you roll, then add your Shield Chance Bonus. If it equals or exceeds 6 then your shields successfully negate all damage.

Shields Regeneration Chance Bonus - If points are spent on this stat, on the Shield Regeneration phase of your turn, roll to see if you regenerate. You roll, add your Shield Regeneration Chance Bonus, and if it meets or exceeds 6 you regenerate 1 shield point. You cannot regenerate past your original Shields Amount.

Shields Extra Damage - If the Attacker has points spent in this stat, and the Defender's shields successfully negate all damage, then this is how many of the defender's shield points are subtracted in addition to the original 1.

Transportation Limit in Eights of Points - If points are spent in this stat, this unit can 'load' other friendly units that have a combined cost/point value equal to or less than the # of points spent in this stat x 8.

Influence Range - How many spaces/inches away all friendly targets can be in order to have this unit's Influence Bonuses applied.

Attack Bonus Influence - If friendly targets are in range, and this stat is higher than their Attack Bonus, they can use this one instead.

Defense Bonus Influence - If friendly targets are in range, and this stat is higher than their Defense Bonus, they can use this one instead.

Speed Reduction on Attack Chance Bonus- If points are spent in this stat, on every successful attack you can roll to see if the Defender's Speed is reduced. You roll, add the Speed Reduction on Attack Chance, and if it meets or exceeds 6, then it is successful (see next stat).

Speed Reduction on Attack Amount - If your Speed Reduction roll is successful, this is the amount subtracted from the units Speed. Unless the unit's Speed was 0, their speed cannot be reduced past 1.

Range reduction on Damage Chance Bonus - If points are spent in this stat, when you damage a target you can roll to see if the Defender's Range is reduced. You roll, add the Range Reduction on Damage Chance, and if it meets or exceeds 6, then it is successful (see next stat).

Range reduction on Damage Amount - If your Range Reduction roll is successful, this is the amount subtracted from the units Range. Unless the unit's Range was 0, their Range cannot be reduced past 1.

Self Destruct After Attack Chance Bonus - If points are spent on this stat, then after every attack you must roll to see if the attacking unit is destroyed. You roll, add the unit's Self Destruct After Attack Chance Bonus, and if it meets or exceeds 6, then the unit is taken out of play immediately. Each point spent on this stat reduces the cost of the unit by 3 (or 2, or any # agreed by the players)!!! You cannot exceed 5 points in this stat.


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Before the players create/draft their units, they decide on the point value each team will have. They can also decide if each unit will have a point value max.



Cover/Buildings can be made by making a unit with no stats except ones for defense and Influence.
OR
Before the game the players can decide how many points of terrain and they take turns placing their terrain creations. If this way was played then the terrain can be invincible for free if the players like.



The stats influence the look and lore of each unit. For example very fast units can be flying, high damaging can be explosive, high armor can be vehicles, and Shields Extra Damage can be lazers. Etc, etc, etc.



Any questions? Comments? Trouble comprehending? Do I need any revisions to make it more understandable/coherent? Are there any obvious balancing flaws? Anything else you want to say?
« Last Edit: January 15, 2011, 01:50:57 PM by onesis »




lol ever played 40k? this IS simple
No, I like simpler RTS games. Like ATK, DEF, MUST BE >= DEF/ATK TO WIN kinda games :v

No, I like simpler RTS games. Like ATK, DEF, MUST BE >= DEF/ATK TO WIN kinda games :v

*faceplam 40k is a tabletop miniatures sorta-like board game.

*faceplam 40k is a tabletop miniatures sorta-like board game.
I wanna play.


*faceplam 40k is a tabletop miniatures sorta-like board game.

WarHammer 40k? I really want to play that.

just go find some faties on facebook
this is too complex for a forum game

this is too complex for a forum game

lol we dont have to PLAY on the forum. I'm just getting feed back. and also check out http://forum.blockland.us/index.php?topic=141588.0

Y'know some some visuals or summin' could help me understand this.
Or maybe you just have to lay out the page better.

Y'know some some visuals or summin' could help me understand this.
Or maybe you just have to lay out the page better.

kay thanks for the feedback, ill work on visuals.

Y'know some some visuals or summin' could help me understand this.
Or maybe you just have to lay out the page better.

better?