Revamping Spaces in My Massive LEGO War Game

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CORbricks

CORbricks

Күн бұрын

Пікірлер: 8
@cubecookie3333
@cubecookie3333 4 сағат бұрын
I really like this idea! A common problem in strategy games is that the speed that gives interesting and fair tactics is not a good speed for the grander strategy and logistics. In fact this reminds me a bit of the upcoming changes in Civilization VII where they're introducing a new unit called a 'commander' which can carry an entire army in a single tile and then plop them down when entering the warfront, and also allows for newly built units to disappear and reappear next to them after a few turns, instead of having to move them through an entire continent. These ideas are obviously not as applicable to your man-on-man wargame but I do believe that making a distinction between the movement to get units to battle and the movement done within the battle ought to be different, though this could also be done through more specialized mechanics like marching or something like the caravans mentioned in the playthrough videos instead of being the default. As for the aesthetics of tiles (which I think could be called chunks but that's probably just 'cause minecraft) I do think it does lose a bit of texture, however not only is it good for this change but also it could probably help with better judging distances, even within a battle. It generally just makes the space more readable which is nice, though it does accentuate the need for decoration
@greatreaper
@greatreaper 7 сағат бұрын
It may be a good idea to make a similar rule concerning being in enemy-neighboring tiles but for when you're in the range of a ranged enemy? Like, you can't run away from an archer if they have the possibility to shoot you down.
@CORbricks
@CORbricks 4 сағат бұрын
That is definitely something I'll have to think about!
@prophetofbeans6781
@prophetofbeans6781 7 сағат бұрын
In D&D, your character has two major actions: movement and an attack action. If not in a combat encounter, but still using the grid, you make movement a full round action moving up to 2 or 3 times your normal movement speed (depending on your race/class/magical abilities/armor type). Normal is 30 ft, each square is 5 ft, so 6 spaces in D&D speak. Not sure if this is applicable, but it's the closest analogue I have as a super nerd :/
@CORbricks
@CORbricks 4 сағат бұрын
I'm pretty familiar with DnD's combat (I think it's combat is even more complicated than mine). I don't necessarily want to create more options for my players to choose since there's already quite a bit of "analysis paralysis" when someone is taking a turn, but I should keep the DnD "dash" action in mind going forward, perhaps for some unit abilities. Otherwise, I am hoping the tiles speed things up without creating more decisions for my players to make.
@prophetofbeans6781
@prophetofbeans6781 3 сағат бұрын
@@CORbricks gotcha. I do like your tile hopping idea. Being in or out of combat does seem to be the sticking point then. Didn't realize what level of experimental the rules where in, which is fine cuz my brothers and I were always trying to come up with games and their rules as kids. Though nothing we tried ever got to THIS stage lol
@matte-93
@matte-93 9 сағат бұрын
is there a way to like run or something like it. will the than become big titles
@CORbricks
@CORbricks 4 сағат бұрын
Not outside of specific unit abilities, but I'm hoping this more or less solves that issue.
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