| Post/Author/DateTime | Post |
|---|---|
| stjan12-01-04, 12:29 PM | I got this idea some time ago. The most of things are not original. So far, things are abstract on purpose (and forgive my english, it isn`t my primary language) The world: The world is made of terrain tiles aranged in hexagonal fashion and warp-around edges. Each terrain tile has its type ( Basicaly, there are sea and land terrain types; sea terrain types could be: continental shelf, deep sea, undersea mountain, ocean trench, ...; land terrain types could be: grassland, mountain, desert, swamp, hills, tundra, glacier, ... ). Spells could change one terain type into another (related type). Warp-around edges are not terrain and come in pairs (each pair of them has its own mark); terrain tiles next to the halves of warp-around-edge-pair are considred to be one next to other. It would make sense, if the halves of warp-around-edge-pair have opposite orientation. The topography of the world doesn`t need to be flat or spherical. Things in the world (fixed and movable): Movable objects: Movable object is determined by its describtion marker, location marker and status "card" (tapped or untapped, damage, anything attached or imprinted) (all three have the same mark). Movable objects are units(creatures), enchantments and artifacts. Units can be costructed-trained (result of production) or summoned (result of spell). All units have their structure (toughness - the upper limit of how much damage can they take before they are destroyed). Damage can compromise the performance of some units (group units). Normally the damage is removed from units during upkeep (the fraction of total structure). Units can have specified: how they deal damage during combat if attacking or attacked, how the damage can be prevented when they are dealt damage, abilities during combat (archers) or(and) abilities out of combat (engineers, settlers). Trained units may require as additional cost of creation a fraction of town popularion and require gold for upkeep. Costructed units might not be able to remove damage during upkeep and require gold and mana for upkeep. Summoned units require mana for upkeep. Enchantments are result of (enchantment) spell (flavor reason) and require mana for upkeep. Artifacts can be result of spell or production. Magical artifacts don`t require upkeep. Imprints are part of artifact spell and have their own describtion and location marker. Roads: Tehnicaly, the roads are (land) terrain modifications created by special units (engineers). Fixed objects: Mana sources and Portals: Mana sources and Portals are (supposed to be) defended by neutral (magical) creatures (units). Currently I don`t have a good idea how (and by who) the neutral units should be controlled. Mana sources become, after cleaning and a little of magical treatment, the sources of mana. The Portal is the gateway to its other location. Moving through it should have some movement cost (a low one). Towns (settlemens): Towns are created by Settlers. Towns are population centers. Each unit of population can be assigned to its task. Proposed population tasks are: merchant (gold), worker (production), scientist (research), worshipper (mana). Basicaly, population growth is function of current population size and "maximum population size" (the -a*cps*(mps-cps) where a is closer to 0 than to 1, comes in mind). The "maximum population size" is determined by location of town and status of its surroundgings (presence of roads and enemy units, terrain types ..) The resources: Gold: Gold is used for upkeep of non-magical units. It can be converted (at loss) into mana, production or population growth. Production: Production can`t be moved to other town. It is used for construction of non-magical units and artifacts. It can be converted (at loss) into gold or population growth. Mana: Mana exists in stable form. There is exactly one form of mana. It is used for upkeep of magical units and enchantments, and for casting spells. It can be converted (at loss) into gold. Research: Research is used for progres of research projects. Descriptors: Descriptors describe all properties of spells and movable objects. The descriprtor is usually the result of finished research project. Spell Casting: Whenever there is made any progress in casting any spell, there is reduction in current remaining casting skill and mana reserve equal to progress made. Before you start casting spell, you need to have its descriptor. There are the "standard" and "combat" spells. The "combat" spells can be cast only if MR and CRCS allow it and only during combat phase during your combat turn and last only until end of combat. The "standard" spells can be anouced only during your anoucement phase. If MR and CRCS allow it, spell is resolved instanly, otherwise spell progress is updated during your next casting update(s). There could be some spell interposing (one level of allowed spell interposing sounds sensible). Spell being cast (spell in progress) can be target of other spells. The Turn Structure: 1. Taxation step: The Player gets mana from secured mana sources. 2. Upkeep: The Player pays the upkeeps, untaps and removes the damage(fractions). 3. Production update: For each town: The production/turn is added to current production reserve. Then, if CPR becomes larger than or equal to production cost of first item on production schedule, the production of this item is finished, the CPR is reduced for its production cost and remaining CPR is checked agaist next item on production schedule until something isn`t finished or production schedule runs out of items. 4. Research update: The all research/turn is added to current research project progress. Then, if CRPP becomes larger than or equal to research cost of CRP, the CRP is finished. 5. Casting update: If there is no spell in progres, the new current remaining casting skill becomes equal to the casting skill (and casting update ends); otherwise: Add the casting skill to CRCS, then, if CRCS (and MR) allows spell in progress to be completed, spell resolves; if resolved spell interposed other spell, check if the interposed spell could be resolved too; otherwise reduce CRCS to casting skill and add the difference to progress of spell in progress (if MR allows, otherwise add MR to spell progress). 6. Population growth update: The function of CPS and MPS. 7. First anoucement phase: Spell casting (of "standard") spell can be anouced. Items can be rearranged, added to (if you have descriptor) or removed from production schedules. 8. Movement phase: Untapped units can be moved (only the active player and one at the time) up to the limit of their functional mobility. Moving the unit taps it. Units can`t move through terrain tile occupied with opponent`s unit, but it can end its move there. 9. Combat phase: Wherever at least one unit ends its move on terrain tile occupied with at least one opponent`s unit, the combat must be resolved. The battlefield is hexagonal chessboard (with edge of 8?). The defender`s units start in the middle, the attacker`s at the edge. The defender gets first combat turn. During his or her combat turn player can cast one combat spell (summon a unit, cast temporary enchantment ...) and move units, use abilities of units or(and) use them to attack opponents` units. The attacking unit needs to next to its target and non-flying unit can`t attack flying unit. 10. Second anoucement phase 11. End of turn Acronyms: CPS - current population size MPS - maximum population size CPR - current production reserve CRPP - current research project progress CRP - current research project CRCS - current remaining casting skill MR - mana reserve I may have forgotten something important. |
| baalzamon99912-15-04, 12:26 PM | Sorry, but I don't think we're looking for a turn-based strategy game. I believe this board is for a D&D-based role-playing game. |