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May 19 2008, 03:45 PM
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#1
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Newbie ![]() Group: [HOSTED] Posts: 7 Joined: 2-January 08 Member No.: 55,613 |
So i'm at it again.. Heres what i have so far.
Tech Items All tech armors will have bonus armor points Bonus armor points are to be used as one time hit points Some have more armor points, some have more abilities possibility of chance to avoid armor locations, for com penalty Speed Burst bonus scatter vs lob bonus to charge Reroll Hit armor Ranged Deflection Miss chance armor Misschance x means +(D(2x) -x) to defense Clone armor Misschance + lesser attack bonus(using misschance formula) Shocking Burst Set damage attack Jump Bonus to scatter DFA OnHit, add Size to AP Blinding Flash Re-roll opp's attack Dark Strike Poison (X) Roll Con Die type(Base 6) +- mod Force Extend +2Str Power Weap +2power, -1 dex Repulse Blast No attack this round, +3 Armor Combat Drugs min 1 wound/round, +3 con Exo-Skel Counts as a Large creature except wounding +3Strength, -2Dex Enchants(x) Protection Roll D(x), if greater then combat no explosions Skill Reroll attacks that miss Ranged Tech Items Energy Bursts: (Lasers) Direct Ref Shot/Turn Chrg Spirits: (Missiles) Direct Will Shot/Com % Burnout Crystals: (Grenades)Throw Ref One Time One use Damage on Crystals tapers off 1 by 1 for each miss Squads Have stats the same Same equip + possible tech on leader Represent dead/remaining models with dice on board Can Swarm(only one unit can engage this unit) Make TargetSize + Mind(tactics) attacks per round Receive plus X to each attack for the X^2 units not attacking So 5 vs ogre(3) = 3 attacks, +1 to each since 2 don't attack Many hero units are anti-squad based, able to swim through Sample Squads S/D/C/M Militia squad 0 /0/0 /0 Weap/Light Armor/Shield Guard squad 1 /1/0/ 1 Pike/Medium Armor Heavy Infantry 2 /1/1 /1 Weap/Medium/Lrg Shield Carry Ammount(Weight) 2 +/- Str mod Standard troop can carry Weap(1), Chainmail(1) = 2 Giving difficulty of 2(Size) + 2(Armor) = 4/6 (+2 Size) Encumbrance x encumbrance means x com/ref penalty Weapons/Armors Armor Leather 0 Armor 1 Chain 1 Armor 2 Plate 2 Armor 3, -1Dex Tech x Armor (A + B + Effect) Weaps Weap 1 Daggers 1 Throwable(1), 2 attacks, -2A, +1 per explosion Spear 2 FS, +1A/Size,+1TH, -2TW L-Sword 2 +1 Com Shield +1 +1Ref, +1Arm, -1 com 2Weaps 2 2 attacks, -1Com DieType Heavy 2 LS, +2A Axe 2 -1A/die, 3 die explosion Ranged Weaps (Arc + Direct) S-Bow 1 Rng 1+1 L-Bow 2 Rng 2+1 Light C-bow 1 Rng 0+2 Heavy C-bow 2 Rng 1+1 +2AP Ranged attack modifier Size = +1 per category Char = +3 Squad = +2 Unit = +1 Legion = +0 Shields = +1 per ref bonus Direct Attack Ref vs Ref + Modifer Tohit, then D(x) damage attack Arc Attack Ref roll vs 5 + modifier Tohit, then D(x) damage attack Thrown Ref vs Ref + Modifer Tohit, then D(x+Str) damage attack Combat Chart Compare attackers Str + Dex vs Defenders Dex + Mind Base D6, +/- die types as shown Both stats beaten -1 One Stat beaten by 3 -1 Normal 6 One Stat by 2 +1 One Stat by 4 +2 Both stats by 1 +1 Both stats by 2 +1 Roll appropriate die over 2+Armor to hit(1 damage) Or Roll and subtract (TOHIT) + sizemod + Con + Str(max con) to do x dam On a maximum die roll you may choose to replace the die with 2die rolls. So ranges from D3 to D12 + D4 6/2 vs 4:4 6/3 vs 4:4 5/3 vs 3:2 1/1 vs 0/0 +1 +1 +1 0 +1+1 -1 +1 -1 Unit Xp based on % chance levels of gain When a unit levels it is replaced with a different card Each card is a standard unit Squads that lose people pay a standard cost to replace those people, they don’t just “recover” Characters that are wounded recover with time that unit and get better at it Map Representation Possible model for model representation, possible army representation Army representation shows stealth and big battle cut scene opportunities Model for Model is a more standard view Army Rep – Lietenants = short range generals, commanding squads/characters on “Missions” Ex: Sneak attack(Led by Liet) Lietenants are attributes of characters, (ability to lead or not, and skill thereof) Buildings All buildings are card/tile based Factories flip cards to reveal how much they produce Farms, buildings, etc Building Units Supremacy buildings Farms/Stables/Inns/Mines/Lumbermills/Markets?/Barracks/ Factories/Forges/Towers Pay for a unit card, draw x cards(based on barracks, inns) Select and place one card Pay extra for your next unit draw, or repay same to choose new set of cards # of buildings will determine number of cards to flip, and therefore your choices and options Many units/cards cannot be used unless you have a tech, this does not mean they cannot be taken Cards that are taken and played without the appropriate tech are considered “in training” and worthless until the tech is discovered/learned Spys show what is hidden on a successful “infiltration” On infiltration the spy card is attached to the unit/army/building/area The player is aware that he has been infiltrated Units/armies have organization(Security) level to counter spys/infiltration Age of Guns? Watchtower/Camps Can place a military presence on this tile Armies have a general with a tactics and leadership rating The general pulls tactics cards Individuals pull tac cards as an option, any round, some are bad Leadership rating adds to combat Characters can Band* together X squads, based on Mind So a Mind 0 char can be part of a unit, but band none Negative mind characters can’t join units Banded squads add one attack for each extra unit Match your largest units vs the opposition, while not outnumbering you can add a new unit to attack So 1+1 v 1, or 2+1+1 v 3 or 2+2 v 2 but not 1+ 2 v 1 Chars can always add on and attack a squad Chars can be attacked by 1 unit or 2 characters A character in a squad can be targeted 1 + sizemod times Attacker places attacking units, defender pairs with blocking units On subsequent rounds the “reserves” can be declared to attack, if they are undefended they can add onto any combat they wish Building some units Possible unit sets Medieval Medieval + Tech Modern/Future + PersonalTech Medieval units - Phalanx/Militia/swordsman/pikeman/monks/various other thingies Monsters - all... ?? Marines/Rifleman/Comando/Guerilla/Grunt/Paladin/ TechBasic/options Vehicles, not intended but unavoidable Computer version Unit types can be player constructed Automatically assigning an xp cost to build that unit based on its components XP cost goes down as you continue to train Manuevers/Items Draw Mind Tactics cards @ beginning of battle Possible Tac cards Cleave Gain one bonus attack for each hit on a squad @ -1dietype Com Reflexes Subtract Mind from outnumber bonus Whirl +1dietype per outnumber bonus Luck Reroll one attack Riposte Hold, +1A/point missed you Quick First Strike this round Trade Blows Hold, +1die type, +1die type enemy Precise -2A, Add Mind to Com Beat Opp adds Str to Ref, +1k0 attack dice Fury -2Mind, new attack for each hit Rage +1Str, +2Con, -2Int for duration of fight Backstab Only able to attack an engaged foe(flank) Subject adds his Mind to Reflexes Roll 2d(1/2 die type) Healing Wave Heal 1 wound to each unit, 1 charge per Healing Touch Roll D(Power), heal that many wounds Walls (Magic/Tech) A unit declared to be attacking the walling unit is stopped or suffer the wall consequences Inspiration Add Mind+1 mod to Combat or Reflexes Stats Strength Dexterity Mind Constitution Combat Reflexes Willpower Toughness Weight Focus Wounds So for the grand total unit examples If a unit has Strength 1, Dexterity 1, Mind 1, Endurance 1 (which would be a fairly tank human, trained humans will have 2 1's, 2 0's, for start generally) You could have 1 extra weight slot, So if normal is Chain armor, Weapon, Shield. They could have Chain/Specific weapon(with a combat effect)/shield, Plate/Weap/Shield, light/Big weapon/shield, etc. They will have a combat of 2(str+Dex), a Reflexes of 2(Dex+mind), Will be able to take 1 additional wound before they lose members of their squad, and will have a tohit/wound of 2+Conmod+Armor/+(2+Conmod+StrMod) This post has been edited by GameSmith: May 19 2008, 03:50 PM |
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May 20 2008, 02:00 PM
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#2
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Super Member ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 399 Joined: 14-November 04 From: Elysium Member No.: 2,280 |
Yes. No. Maybe?
Ok, from what it looks like, it seems like an interesting game, but I can't understand half of what you're saying. Prime example: QUOTE Precise -2A, Add Mind to Com Beat Opp adds Str to Ref, +1k0 attack dice Ok, I'm assuming D&D based literature here, str = strength ref = reflex what's com, A, and +1k0 mean? Second, what exactly is the story/background behind it? There is no good 'game' unless it is meaningful. |
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Jul 21 2008, 09:11 PM
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#3
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Newbie [Level 2] ![]() ![]() Group: Members Posts: 29 Joined: 19-July 08 From: Windsor, Va Member No.: 65,235 |
Wow.... That's.... You typed a lot. Have you thought of people in your game? Or... Do you imagine your character up and play pretend? What kind of Game is it? Action? Adventure? Rpg? Puzzle? Puzzles are really boring so I don't think that's what it is but... From scrolling through it (It would be a little boring to read the WHOLE thing) I'm Guessing a Military game? I don't play them that much, so I dunno but... I don't know a good name for that type of game. Sorry.
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Jul 23 2008, 09:31 PM
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#4
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Newbie [Level 1] ![]() Group: Members Posts: 13 Joined: 22-July 08 Member No.: 65,364 |
hmm...
it seems like your game is a tech game, so the name would have to be mainly tech based. For example: Techfury or Technology Is Killing Us or something. Whatever you choose, it has to be related to technology!!! |
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Jul 24 2008, 02:27 PM
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#5
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Super Member ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: [HOSTED] Posts: 423 Joined: 6-May 07 Member No.: 42,685 |
a) By tech he does not mean technology, as far as I can tell.
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Lo-Fi Version | Time is now: 6th September 2008 - 02:27 AM |