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Forum Turn-Based Strategy Game - Part 1: Ideas, Ideas

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I've been thinking about this idea for quite a long time: to introduce some sort of forum turn-based strategy game to NF. Everything, from the map, setting and characters to the balancing and rules would be made by me. God knows I have the imagination to think of all the background and produce the map, and I have enough basic video game experience to think of some simple rules.

In this blog and all its upcoming iterations, I will be publishing my thoughts on how to make this game, and how to make it accessible enough for forum use. The first post might be the largest one as it will hold most initial information. Subsequent blogs will contain more specifics, alterations to earlier ideas, more detailed plans and stats lists. I encourage discussion and feedback as I need this game to work well in a forum environment, and I need it to be balanced enough to yield different outcomes every time.


Beta
When I feel the game is sufficiently developed, I will be hosting beta matches. Matches can take several days or even weeks depending on the level of guile ont he part of all participants. The first beta will likely only have 4 participants and a GM. The GM's job will be quite difficult unless I think of a way to streamline the system. For the players, the system should be fairly straightforward.


Map
The map is currently in development. I already have a rough outline for an island and there are a few placenames I have set aside for this. The map will be an island divided by a grid system which will be the basis on which you move your units. Units can only move a certain number of grids per turn. Any details on how/if surface types affect movement and other things still need to be pondered.


Factions
On the beta-island (as well as the final version of this map) there will most likely be 4 factions. These will be the Nobles, the Guilds, the Veterans and the Monks.

The Nobles will have a large starting capital, can quickly draft low-quality units, have the highest tier cavalry and can hire foreign mercenaries.

The Guilds will have a large number of trade routes/high income (depending on whether I decide to put in trade routes) and have the highest tier archers.

The Veterans are the only faction that can move their main city (as they don't actually have a city but a camp) and hide it. They have the highest tier infantry in the game.

The Monks have the highest overall morale of all factions even if they lack in fighting power. Monk units also affect other units' morale.


Policies
All players will be able to have policies that affect their faction. Each player has a finite number of policy slots, and some policies take up more slots than others, depending on their usefulness. Policies can affect units, income, movement and much more.


Movement
Each unit has a given number of grids it is able to move per turn. Units can be attached to eachother, which combines them into a larger force. There will be a maximum number of units per grid (like 10 or 20 or something). Units will be able to hide to ambush other units. Units can travel while hidden but will move only half as slow. Units can set up camps which they can use to block off passages.


Battle
Battle will take place whenever opposing units are placed on the same grid, or when a unit enters another unit's area of influence (for instance in an ambush or when a camp is involved). How each unit will do in relation to another will be calculated by a (hopefully!) easy stats system. I am still working on some ideas, which I will list here:


Stats
Each unit will get some statistics. I will try to balance all units but I will need beta testing before I can be sure. We're not at that point yet, but when we are: be sure to give me lots of feedback!

Here are the first preliminary stats:

Health: A unit always starts with a 100 men, so all units will start with 100 health. As a unit suffers losses, it will drop below 100. If units are combined, they can rise over a 100.
Morale: The number displayed here will actually be the number of men a unit can stand to lose before running. A unit of peasants may run after losing only 30 men, while a monk unit may only run after losing 80 men.
Movement: How many grids a unit can move per turn.
Attack: How much damage the unit does.
Defence: How much damage the unit can take. (I'm not yet 100% sure how to handle attack and defence. I have a few small ideas but I will definitely welcome suggestions!)
Additional Skills: Some units may have extra skills they can use in certain situations.


Home cities
Each faction has a home city. I'm toying with some ideas here. My latest idea is that each home city will be a small sub-map that has its own grid system which you can use to put down buildings or maybe even have city battles. Some cities will be larger than others, and some may be stronger of better fortified.

The Veterans' home city can be moved and hidden with the right policies adopted. I'm thinking it will lose some health points but will drop off the map for any attacker unless they stumble into it.


Diplomacy
Every player is more than welcome to talk to any other player throughout the game. No diplomats are needed to enter negotiations, you can simply PM the other user on the forum. See if you can outsmart your opponent... or even your ally.




How will this play?
There will be a GM. In this case, this will be me. The map with its grid system would be posted in a thread, and all players would take turns to make their moves. The turn order can be decided by whatever, aphabet or tossing a coin or something. In a single turn you can make a number of moves. You can move your units/armies around the map until their movement points are depleted, you can buy new soldiers, increase your income, construct buildings, upgrade existing ones, manage your cities, manage your policies and play political mindgames with your fellow participants.

When you have made all your moves, you can PM them to the GM (me) and the next move will start. The playing speed will not be VERY high as I will need to manage a lot of stuff in the background and update the map for every move (the main map in the thread would of course be updated so everyone can see all enemy soldiers... unless of course they're hidden, for which purpose I would have a map here that has ALL info).



Who's in?
Of course this hasn't started yet and likely won't for a few weeks until I finalise the map, stats, rules and units. Still, apart from beta testers I need people who have a better head for maths than I do, and people who can think with me and suggest cool stuff. I have quite a few units planned for all factions already, but if they don't have proper stats (and prior to that, a proper stat system should be in place first!) they're not going to matter much.

So I'm looking for anyone who wants to help get this off the ground.

After that, I will be looking for enthusiastic beta testers.

And finally, I will be looking for more players, as I have yet another map almost ready to go that can hold up to 10 or maybe 12 players! (as opposed to just 4!)



Shoot me a comment here, send me a PM, whatever.


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Next blog, I will be revealing a First Look on the Beta-Island map, as well as post a list of unit ideas for each faction.

Updated 09-18-2011 at 06:38 PM by von_lipwig

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Forum Turn-Based Strategy Game

Comments

  1. Reaper's Avatar
    Isn't this similar to what Starcy was talking about? His 'Game of Thrones' Boardgame and us all playing it over the internet? Or is this different?

    I'd be up for it eitherway!
  2. von_lipwig's Avatar
    Well, the main difference would be that this has its own set of rules and a completely different background and setting. But I guess it would essentially be the same idea. That is, if I can make it work properly.

    I'm planning on putting up another blog entry with some background info, will probably be part 3.
  3. Reaper's Avatar
    Cool! Sounds interesting and the way I see it the more forum games like this, the better.
  4. von_lipwig's Avatar
    Yep! The biggest hurdle will be to make a system that is easy to understand for the user while at the same time providing enough depth. I want to make it several layers: battles, political, economic etc.

    And you got that right, would be awesome to have a big game of this going.

    I hope at some point I'll be able to streamline the GM's job to such an extent that someone else can do it and I can actually play... or maybe I can automate it, but that's a long way off and likely really complicated as it will probably involve programming...
  5. Bloodbane15's Avatar
    Sounds like a cool concept Vonny, It'd definitely be an interesting thing to try

    For the Attack and Defence stats you could always just try something simple like:

    Actual men lost = (Attack Power of Attacking Unit x Modifiers (Eg: Special Abilities? Maybe Terrain Modifiers?)) - (Defence Power of Defending Unit x Modifiers)

    The problem then would be what happens if a units defence is higher than an enemies attack, so the stats would need some balancing and testing to see how that worked to make sure low tier units dont become completely worthless or something.

    But sounds awesome so far
  6. greatlordd's Avatar
    If you need any help, just give me a call von, I hosted and ran quite a few games of mafia over the forums using varioous themes and thus rules, running from my ever so simple Bletchley park (not so simple lol in that the game had certain players to be assasinated lol) all the way to Lord of the rings (20-25 players who all had at least one mechanic attached to them, to the point that even with multiple play throughs not every mechanic would be used lol).

    To be sure this would be different compared to mafia, but mafia games are notorious to balance the second you try to make a Lord of the Rings Themed game, god that was fun to mod.
  7. Flimmeister's Avatar
    Sounds great! I'll be watching this closely, hopefully take part en help where ever i can
  8. von_lipwig's Avatar
    Awesome! Bane, I think your system looks like what I had in mind and that I explained in Blog #4. Could you take a look and see if it looks good?

    Lordd, thanks. Being a GM will take a LOT of work and maths though, so I'll need to at least slightly streamline that first...

    Flim, thanks I hope to make use of any suggestions you may have!
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