Mittwoch, 27. April 2022

Working on the SSSSSS

First of all I want to boast with a new coverdesign, which is going to be the front and back cover for a print version:


The two fleets depicted are courtesy of two awesome members of the Super Cheap Wargaming group at facebook!


Anyways.

I received a playtest report! YAY! There is nothing cooler for a gamedesigner than seeing other people playing his games! 😃

Issues mentioned:

* "Stat 6 ships are autohitters". That's true. I've got an approach for this, which includes rolling more dice to the mechanics of a "success-system":

A ship's stat equals the number of dice it gets to roll to attack an opposing ship. 
Each result of 5 or 6 on a single die is a success.
For short range, the attacker receives a +1 (success on 4,5,6), for long range a -1 (success on 6 only).
The formula 7-(ship's stat) gives you the number of ship's defense dice.
Attacker and defender roll their dice. If the attacker rolls more successes than the defender, the defending ship is damaged / destroyed.

By using this mechanic, I could implement a "hull point" system, where you have to shoot down the hull points of a ship before it gets destroyed. I just need to figure out, how to balance those ...


* "Low stat ships are slow". Also true. The current iteration of the rules recommends placing the ships on a 2"x2" base and using 2" as the scale for 1 step.
I need to add into the rules that a ship MUST move at least 1 step and may only move full steps!
So, even with a movement of just 1 step a ship technically moves 4" - which is few, but at least a visible bit on a 3'x3' area.


* "Low stat ships cannot hit their opponents and thus are useless". Well. That depends. In a carnage scenario, this might be true. However, in the "pickup from asteroid base" they are the ships carrying the cargo. They are not meant for hitting hard, but for protecting what they are carrying! Now watch your opponent deciding between having to hit your lighter ships in order to not get harassed or shooting your heavy ship in order to prevent it from scoring victory points!


Thanks for reading and kind regards,

Kai


Check out the latest iteration of the rules here: https://bit.ly/SuSiStShSkSy
If you want to playtest the game, too, please do take the "success-system" as described above instead of the "auto hit" system into consideration!
Also, if you think you figured out, how to implement "hull points" into the system, please do drop me a note!

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