Pastor Rick
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Registered: 07-2005
Location: Texas
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Re: Design Concepts
I am thinking about another "card plus action points game" this one might have a new thing added to it if... I can get the concept settled in my own mind...
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8/5/14, 10:41 am
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Pastor Rick
Head Administrator
Registered: 07-2005
Location: Texas
Posts: 595
Accolades: 4 (+4/-0)
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Re: Design Concepts (game grid)
I have designed a (hopefully unique) game grid for use in future games. Yes, I am still working on a "Cosmic Empire" space game.
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8/29/14, 12:17 am
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OldWarrior
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Design Concepts
Interesting.
--- Old Warrior
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God bless you, everyone!
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8/29/14, 2:44 am
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Kaunisto
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Registered: 01-2008
Location: Finland
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Re: Design Concepts
Would the "between" spaces have some meaning/use (borders etc.)?
Otherwise, isn't that just square board with rule to only move diagonally?
Also - note that I don't have experience of such games - that zero seems kind of out of place for me, I'd make it 10 or leave out (hex...) or move to before 1.
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8/29/14, 9:17 am
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Pastor Rick
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Location: Texas
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Re: Design Concepts
Thanks, I enclosed each square with polygons which can be used to indicate north, south, east, and west relative to the square. Movement is from square to square to keep things simple.
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8/29/14, 9:47 am
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Pastor Rick
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Registered: 07-2005
Location: Texas
Posts: 595
Accolades: 4 (+4/-0)
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Re: Design Concepts
I moved the "0" to the beginning octagon. Since each of the squares are equidistant from each other this makes movement more realistic when moving in a diagonal. The polygons help in visualizing a players position and opens up new ideas on any combat or scouting related activities. The visible choices equate to 5 choices in movement:
Using octagon 0-0 has the example we have:
0-0 = on the square
0-0-N = coming in from the northern polygon
0-0-E = coming in from the eastern polygon
0-0-S = coming in from the southern polygon
0-0-W = coming in from the western polygon
When it comes to combat the grid gives 3 options:
if... the players are in the same area combat or scouting would be unmodified.
if... the players are in adjacent areas the combat or scouting could have a adjustment of say -1 to the results table.
if... the players are in opposite areas the combat or scouting could have a adjustment of say -2 to the results table.
Other ideas, if... we wanted a total 3D effect then we could use H and L to indicate High and Low so for example 0-0-N-H would say the player was coming in from the North and High (relative to the center of the square). In a 3D setting I think we would need a -3 adjustment to the results table to give realism to the idea of:
Player A movement: 0-0-N-H
Player B movement: 0-0-S-L
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8/30/14, 9:32 am
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Pastor Rick
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Registered: 07-2005
Location: Texas
Posts: 595
Accolades: 4 (+4/-0)
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Re: Design Concepts
I have about half the star map done now... I might actually get a chance to start on the 1st rules draft for "Cosmic Conquest" next week.
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8/30/14, 9:54 pm
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Kaunisto
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Re: Design Concepts
The space theme got me thinking of a game that would be set in a star system: planets and moons, some habitable, some you could mine and perhaps some just points to travel through.
Maybe each planet and moon could be a chess board battle area, Arena-style...
Actually that could make an extended version of Naval Arena.
Possibly coming in future: Space Arena
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9/3/14, 12:50 pm
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Pastor Rick
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Registered: 07-2005
Location: Texas
Posts: 595
Accolades: 4 (+4/-0)
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Re: Design Concepts
Coolness, depending on what you come up with "Space Arena" might make a nice addition/alternative to what I am working on in "Cosmic Conquest."
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9/3/14, 5:55 pm
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Pastor Rick
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Registered: 07-2005
Location: Texas
Posts: 595
Accolades: 4 (+4/-0)
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Re: Design Concepts
I have been thinking (uh oh)... What about a "treasure hunt" or "scavenger hunt" type of game? We could use just this message board or have some puzzle pieces scattered on other "member boards." Good idea?
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11/19/14, 12:00 am
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