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Showing results for tags 'Playability'.
1 simple question: Is it playable? Well, most of you know that I am working on a board game. But I have my own way of playing. For me it is playable. I mean; I know where to look, how to place units, and the units themselves feel good enough for me, etc. But is it playable for others? To answer this question. I would like to have the opinions of others. And it has become a serious matter. After all, the first demo should be as good as possible. So, I got this Risk/Axis&Allies kind of board game. Where you actually play like if it is C&C or any other RTS. It is partially turn based, but by random. And the players play as much as possible at the same time. The playability at first hand, matters on how the units look and feel on the board. Can you pick them up? Do they have enough room? (All Risk units in Australia). Can you add things to them like experience? Etc. On before hand, I would like to say: - Players are able to take over enemy units and use them as one of their own. A capture has to get an indication as well. - The fields are big sized hexagons (sides 5 or 6). Even if the field has "no room". You still can place every unit anywhere on that field. - There might be elevation in the future. But the angle of 1 field will never be higher then 15 degrees. - More then 1 player can be in a field. So I decided to split 2 kind of options, combined would mean 9 options: For the units, there are several possible ways to indicate to who they belong too. But which way do you prefer? Option 1 - Each unit has the owners colour before hand. Like in Risk or Axis&Allies. Units will always be forced to belong to 1 player. Separate cards needed for a capture. Option 2 - Each unit type has a unit statistics card, that a player owns. Units will always be forced to belong to 1 player. Unit types can be switched from game to game to make it more dynamic. Separate cards needed for a capture. Option 3 - Each unit or group of units has a colour card on top or under the pile of units that he/she owns. Unit statistics are placed in an extra manual. Units can belong to any player, so mirror fights are now possible. No separate cards needed for a capture. I also would like to know, do you think this option works with? A - A pile of cards? Where even the cheapest unit can be bought separately. The unit cost range is between €30 and €3600. But there will be groups of 10 units in 1 as extra support. Micro management is on a one unit basis. Experience effects can be great. Maximum players on 1 field, about 12? B - Miniatures? Looks better. But. The cheapest will always be part of a squad. This means, the squad will act as 1 unit as a whole. The squad cost range is between €600 and €3600. Micro management is on a squad basis. Experience effects are mediocre. Squads however do increase durability of the smaller units. Maximum players on 1 field is 6. C - Miniatures again. But this time, 1 unit/squad for each hexagon. Smaller hexagons though. About a sides are 2 scale. It starts to look like Runescape. Micro management is on a 1 unit/squad basis. But each field with an unit has now a blocking option. This way, taking cover is still an option. Maximum players on 1 field is 1. I thank you for your time and opinion. PS. There will be a silent era from me. But if you have questions, they will be answered.