Im working on a card/Strategy/dice hybrid game. But im Stuck on which Features to keep and which are too complicated.
there are 4 types of cards. Divided into sub-categories and a single "Player" Card.
The Player Starts on the Grid as a Single player card and a HQ. You win by Destroying the HQ or Causing the Player Unit to Re-spawn 5 times(on Death the player re-spawns next to the HQ)
The turns:
1)Roll
2)Collect Resources in Pools
3)Manage Buildings
4)Play Units
5)Move Units
6)Combat
7)Free Step
8)End Turn
Turn Explanation:
1)Roll - Roll 4d6 for the Generic Resource Pool and 4d6 for the Action Pool.
2)Collect Resources in Pools - Any resource Buildings you have Collect those in the appropriate pools. See Buildings
3)Manage Buildings - Play any Building you have the proper resources, Buildings can only be placed 3 Spaces from the Player Unit and only on Flat Land or Forrests. Buildings take time to build, Time is listed on the Building card.
4)Play Units - Like buildings can only be Played if you have proper resources(listed on card) Units can be played 3 Spaces from the player or a Building, except Vehicles which can only be placed next to a workshop.
5)Move Units - Use Action points to Move your units. 1 space = 1 AP Unless on a unique land type.
6)Combat - detailed later uses AP
7)Free Step - Allows the player to Move and Build Units as well as Build Buildings. with any resources left.
8)End Turn
This is how the game would essentially play. But I feel like the Game Becomes Too Complacated as you have to start managing more and more Units and buildings. So I came up with 4 Modifications to the Design in an attempt to make the game easyier.
The First Mod:
This Removes Buildings entirely. Keeping the Equipment element making the game more about Commanding a Small Squad With a bunch of weapons then Trying to mass as many Units as possible in order to overrun the Opponent. Instead of having many types of resources all the Units would use a generic cost. in general this makes the game move along faster but takes away a lot of the Strategy of building a fort to protect your HQ.
The Second Mod:
This Removes the Player/Commander units and allows the player to focus on Managing Units that have static Stats and Resources. as I Felt the Equipment system made each unit over complex for the number of units you could have.
The Third Mod:
Takes out the Resource Buildings only. Keeping Walls and "Repair" Buildings for strategy. And also Removes Generic Units and Vehicles. Emphasizing the Equipment system
The Fourth and Final Mod:
Basically Take the Third mod and Add a Class System. Allowing Further Customization of the Units and adding Class Specific Weapons. This is the only Feature I ADDED in a Modification as I didn't Feel it fit in other versions.
I'm still Ironing out Combat But I was looking for Peoples Opinions on some of the current Feature Ideas before I Finalize combat as it will depend on if I'm keeping buildings/equipment or not.
Should I :
1)Keep All
2)Remove Buildings
3)Remove Equipment
4)Remove Resource Management
or
5)Remove Resource Management, Generic Units, and Add Classes
If anyone has any questions, Feel free to ask!