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Cloud_Ratha
02-06-2009, 06:48 PM
After a quick check on Google, it seems this hasn't been done.

This is a 2 player board game. Each player has control of 6 units, either CT or T respectively. The map terrain used will be a grid board based off popular CS maps. At the beginning of the round, the players will have the opportunity to purchase weapons, armour, and ammo and physically attach them to any of their units. once all units are equipped the round begins.

With a roll of the dice the player to roll the highest starts. The player is able to move one unit around the board, moving as many spaces as the dice indicates. Once the player has moved his unit, he is able to attack, deploy bomb, crouch, change weapon, etc. Once the unit has performed its action, it ends its turn. Each player can only move one unit at a time in their turn.

Each unit has a marking of either 1,2,3,4,5 or 6, indicating its position.

Each weapon has its own specific range and damage and ammo limits.

Suggestions?

Kensei
03-06-2009, 12:04 AM
Sounds almost like it should be a turn based strategy game, but I guess that is how all the turn based strategy games started, as board games ^_^

Sounds completely doable given the time frame. My suggestion is to do what Fengol has been doing with his L4D card game, sit down and write down ALL the game rules before even starting to code. As far as I understand it, when designing board games you need to have a set of solid rules to use.

Think about the usage of Action points, ala Jagged Alliance, where crouching costs 1 AP but chucking a grenade costs 2 AP x tiles being thrown.

Fengol
03-06-2009, 08:13 AM
I also think you're gonna win with Action Points rather than rolling a dice to see how many movement points you get. If you can find them, look for the rules to Space Hulk, a VERY shooty boardgame. AP is also well implemented in, as Kensei says, Jagged Alliance and XCOM too.

Besides limiting the players movement and forcing him to think about his actions (1 AP to forward 1 square, 1 AP to turn 90 degrees, 1 AP to reload) you can also give the player the opportunity of saving some of his AP for the end of his turn to he can at a potshot at any moving targets that he can see. Normally these potshots are less accurate than those taken in his turn, but it means enemies can't just run up in front of him and knife him because it's not his turn. Of course, this is the trade off, spend your AP to deal better damage, or reserve it in case stuff happens out your turn.

Cloud_Ratha
03-06-2009, 08:45 AM
Ill take a look at those games mentioned today. I actually have space hulk but i doubt it will work anymore! I remember seeing an online version somewhere. I should play it again as i have forgotten its mechanics. I was also thinking of maybe doing an advance wars style. But iv got to sit down and go through everything.

Shad0wstr1k3
08-06-2009, 07:59 PM
Sounds like a good plan, but like the others said, work out your rules and everything first. Try to make sure there are no loop holes. People have killed for less

Cloud_Ratha
10-06-2009, 12:36 AM
Basic board
http://i246.photobucket.com/albums/gg120/Cloud_Ratha/de_dust.jpg

I still think that using dice to move is better than AP, seeing as it is a boardgame. Otherwise it just doesn't have the same feel. I could be wrong though.

Darth
10-06-2009, 06:51 AM
Basic board
http://i246.photobucket.com/albums/gg120/Cloud_Ratha/de_dust.jpg

I still think that using dice to move is better than AP, seeing as it is a boardgame. Otherwise it just doesn't have the same feel. I could be wrong though.

This isn't the first board game I'm making... and as a DnD player as well... I can tell you one thing about what makes or breaks a boardgame..

You do not want the luck of dice to run your boardgame!

Dice should only be use in one area with regards to luck... and that one area should be an area that does not effect too much of your game, only enough to mess with your strategies only - and only a little. A skilled player at a boardgame should almost always win at the game. Otherwise, your game will lose its appeal very quickly when people learn that it doesn't matter how good they are, it all depends on the dice.

All your heavy stratgies should be dependent on strategy!

In our boardgame, we're making dice only effect your combat. You can increase or decrease the odds for combat by careful strategy, and skilled players will put themselves in positions where they will only need odds of like 5/6 to hit the enemy instead of 3/6. By increasing your chances with great strategy, your rolls will have a higher success rate. A skilled player will still be a skilled player.

Although, you could do what I did and roll two 1s in a row when your enemy has 10HP left only, and miss both your shots with the shotgun. I could have rolled 2 or higher once and I would have won, I had set myself up well.. but I rolled two 1s. Thats where boardgame luck with dice should effect... it messed with my strategy... but didn't run my strategy.

Fengol
11-06-2009, 01:56 PM
I agree with Darth, it's why I worked to leave dice out completely from L4D:TCG. I recommend looking at Backgammon as the perfect marriage between skill and dice, a skilled player will always beat a novice regardless of the rolls to move pieces