member66170
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There are alot of skill in trying to predict what moves the enemy is going to do, normal turn based is very deterministic as it lack the chaos factor which mean it can get very predicatable what is going to happen. The system would not work for chess because it game rules are not designed for it.I'm not really in favor of simultaneous turns. The big problem is that instead of acting or reacting, you'll have to try to predict what the enemy does. It makes luck an important factor and turns chess into rock-paper-scissors.
The basic idea is that the game should be unpredictable while having interesting decisions and strategies. By changing some rules such as round length, stamina cost and duel length you can effect what strategies are going to be used.I like it! It looks like a very good demonstration of how simultaneous resolving of turns can add both strategy and excitement to a game.
The nice thing about the system is that you need to plan several moves each round while not knowing exactly what your opponent is going to play (so you can not counter every move). Cards come in many flavors with the basic idea that low risk mean low reward while high risk mean high reward. Low risk card would be easy to play but carry little reward while high risk cards have requirements such as a certain level of charge up points or high stamina cost but these cards if successfully played can do things such as instantly KO the opponents which instantly win the game.Sounds like it has the right mixture of preparation and responding. I think the balance to be struck is that your cards need to be influenced enough by your opponents cards that you can't use the same tactic in every game, but not be so strongly dependent that the game turns into rock-paper-scissors.
I have not thought as much around card control. Main card control way is stamina and health. There are cards that effect the rules of the game such as increasing round length or stamina consumption. Some cards have certain requirements before they can be played such as a certain level of charge ups so these once are particular vulnerable to stuff such as stunners and are powerful if played so the threat that these once or even just basic charged cards (which can be very dangerous as well) may effect how you play.Have you considered restrictions on what cards can be played from round to round? IE: if I use card X now, I can't use it next round. Or if I use card Y now, my opponent can't use Z next round.
I think I have already talked about this. The long term strategy is how you manage your health and stamina while working towards the victory conditions, but yes there are cards that effect the game rules. You may not know what your opponent are going to play but you know what you are going to play and may predict what your opponent is going to play by looking at the stamina and health level as well as figuring out what strategy the opponent is using. But taking risks are part of the game.This would allow a player to gain information/manipulate what the next round will be like, and therefore pick cards that are suitable for that. This would allow for long term strategy.
Title says it all really. By simultaneous turns I mean that each turn is divided into a planning and a resolution phase.
Or it turns into who can click the mostest and fastest.I'm not really in favor of simultaneous turns. The big problem is that instead of acting or reacting, you'll have to try to predict what the enemy does. It makes luck an important factor and turns chess into rock-paper-scissors.
I'm not really in favor of simultaneous turns. The big problem is that instead of acting or reacting, you'll have to try to predict what the enemy does. It makes luck an important factor and turns chess into rock-paper-scissors.
Pseudo-Turn-Based real-time like we find in Paradox games is a way better solution in my opinion, it gives you the time to react without having to rush decisions thanks to the delay on attacks and rather slow warfare overall. It does still require you to make decisions in somewhat reasonable timeframes, but I think a bit of that is fine.
I don't think it is a good idea for a civilization game because it would just be to messy and outside the focus of a civilization game in my opinion even if all the solutions are simple such as scouting could be done with click on the map exploration points (instead of units) I think it is simply going to get to messy with so many units all over the map. Maybe you could make a return of doomstacks and make combat like in age of wonders and use that system in combat.
The concept of simultaneous turns is a pretty advanced one, so generally only hardcore players with some experience in gaming would understand it. This essentially cuts off most of the younger audiences, mobile and casual players.