Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411423 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 19, 2024, 04:40:35 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperDesigntranslating fighter mechanics
Pages: 1 [2]
Print
Author Topic: translating fighter mechanics  (Read 1863 times)
thunderhead.hierophant
Level 0
***


View Profile
« Reply #20 on: November 21, 2012, 05:45:29 AM »

Simplicity, and something testable. 

To that end I pared it down to the essentials of what I want and I'll be testing it today on a chessboard.

Gone is the concept of "combo depth levels."  Basically, chaining together multiple moves is it's own reward...no need to have more powerful moves unlocked if you're on a hot streak.   Gone is "momentum," an artefact from the design's previous incarnation. 

I'll keep you posted.
Logged
Graham-
Level 10
*****


ftw


View Profile
« Reply #21 on: November 21, 2012, 01:22:41 PM »

cool
Logged
thunderhead.hierophant
Level 0
***


View Profile
« Reply #22 on: November 22, 2012, 11:22:22 AM »

I'm testing against humans, and I'm really pleased so far.

I stripped it down so almost every unit has just move or attack on a regular winning roll and another special action on the bonus roll.  Or on a bonus roll, you can do 2 regular actions.  Double bonus is 3 regular actions or one regular and one bonus.

A lot of the tension comes from knowing when to commit to a strategem.  You might lose initiative after you give your plans away!  So I imagine in high-level play there'll be a lot of fake-outs and feints.  Of course, if you roll in the bonus, you can execute a couple moves in succession, really altering the game space.

None of the (now 8 ) classes seem to be OP, and I'm not even sure what the best is.  But you can only have 2 units from the same class on your squad of 8...that and the randomness gives me some balance breathing room.

Edit: Ruleset is here:

http://www.fantasystrike.com/forums/index.php?threads/evaluate-my-ruleset-competitive-trpg.7220/
« Last Edit: November 24, 2012, 01:36:53 PM by thunderhead.hierophant » Logged
joseph ¯\_(ツ)_/¯
Level 10
*****



View Profile
« Reply #23 on: December 06, 2012, 12:13:39 PM »

I'm sorry to reply so late. http://en.wikipedia.org/wiki/The_Riddle_of_Steel The riddle of steel uses a similar 'dice vs dice, compare difference' mechanic to what you're proposing, but places around it an elaborate tactical game based on betting and losing dice on actions -- it's wonderful and an effective simulation of the risk/reward of attacking and defending. It's emphasis is modeling simultaneous action in a turnbased dice game.

There's a playable combat simulator here to feel out the ruleset -- it's pretty great.

http://www.driftwoodpublishing.com/support/
Logged

Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by panic