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blackout

Designing a Wargame

Me and a buddy from ISW are working on creating a strategy wargame, and wanted to know if anyone was interested in getting in on production. It draws a whole lot of inspiration from RTS games like Warhammer 40,000: Dawn of War, and Command and Conquer 3: Tiberium Wars, as well as Classic Battletech.

The storyline for the game is set in the 29th century, when humanity has colonized other star systems, and encountered other races. There's a grand total of 12 races, including humans.

Anyways, these races worked together for awhile, but eventually a horrible event happened, lost to history, and every species blamed each-other for it.

This cataclysmic event, whatever it was, split the Terran race into two factions, one who wanted to try and form an alliance with one of the alien races, and the other who wanted to actually go to war with them all. Regardless of what happened, the Galactic Alliance wound up splintering, and each nation has a sizeable amount of the galaxy under their control. Border conflicts are extremely common.

This is where the player comes in. The player is in charge of a contingent of their race's military, and fights against other players, like in other wargames.

Anyways, the game actually takes place on a hex grid, like in Classic Battletech, and relies on the use of a handful of d6s. Each player starts the game with a certain amount of 'Requisition', like in Warhammer 40K: DoW.

You use this Requisition to buy new units and bring them into the field. You get a certain amount at the beginning to buy your starting units, and gain more by killing enemy units and taking and holding strategic locations on the game board(another element from Warhammer 40K). Each unit has it's own Requisition cost.

I've divided units into several different types, which are in turn divided into sub-types.

Care to hear more?
Wukei

I could help with production...any way you need me...I just hate wargames, so you'll have to get help with the play from someone else ^.~

I've done art for rulebooks and such before, though...it's where I'm best suited.

I mean, if you want me.
blackout

Certainly. Welcome to the production team, me and Paleryder will be glad to have you aboard. =)
Wukei

I'm also an editor, if that helps...

my last team seemed to have forgotten that as an important detail...

*cringes at rulebook*
Uberblah

But... the comic...
Wukei

I can still do the comic...just waiting til the beginning of the year...and I don't think theres will really get started off til then, either.
Uberblah

Ok.

I'm not to into Warhammer, and I'm not an artist, but I can edit as well if you'd like, blackout.
Wukei

yeah, it'd help to have at least 2, if not 3 editors on staff.
blackout

Well, you don't have to be into Warhammer, 'cus this isn't Warhammer. It just draws significant inspiration from the game. Welcome aboard, Uber.
Uberblah

Alright, if you want me, I'm in.
Wukei

You and your friend better be real good at describing a scene you want drawn if you want me to be an artist...

I can also do angles if you need it done for figurines you plan on making.
Nevrmore

Sadly, war games are not terribly interesting for me...

...But worldbuilding is. If you wanted I could help you with creating planets or fleshing out races, or coming up with monsters to fight and feats to gain for each race/class/whatever.

Just don't expect any homebrew stuff from me. God, I despise numbers.
blackout

Excellent, I was hoping to get someone on that, Nevr. =) Welcome aboard.

So, the game itself is pretty simple and easy to play. Gameplay takes place on this hex-grid, and every unit has a movement limit. Depending on how high their movement limit is, they can move a certain number of hexes per round. No rolls involved yet.

Then, comes the Shooting Phase. Each unit has an armor value, damage value, and a range limit, as well as it's own HP limit. The attacking unit shoots at a defending unit, and both of them roll 3d6. If the attacker wins the roll, then the attack is successful, and the unit takes damage. If the defender wins the roll, then the attack fails. Whenever a unit takes damage, the defender subtracts the defending unit's armor value from the damage, and then subtracts what is left of the damage from the unit's HP. Simple enough.

Anyways, unit types.

Infantry come in squads. This is important to keep in mind, because each individual squad member has it's own HP, even while the squad operates as a single unit. When an infantry squad is hit, then you roll 1d6 to see which one is hit. Whichever squad member is hit takes the damage, and the rest of the squad stays alive and unhurt. The only time this doesn't apply is when a squad is hit with artillery, a grenade or an airstrike. In such an event, the whole squad is attacked, and each squad member evades or takes damage accordingly.

Infantry come in five sub-types: Riflemen, Rocketeers, Specialists, Commandos, and Snipers.

Riflemen are average cannon fodder, geared towards killing other infantry, and come in squads of six. 'Nuff said.

Rocketeers are the anti-vehicle version of Riflemen, and again, come in squads of six.

Specialists are very nice units. Each race has a variety of specialist-style units to choose from. Combat Medics, Engineers, Squad Leaders, and Field Officers are just a few. Most Specialists can be attached to infantry squads, or are on their own, but every Specialist can effect friendly and enemy forces in significant ways.

Commandos have to be the toughest, and most dangerous type of infantry in the game. Coming in squads smaller than the typical infantry, their expensive in terms of Requisition, and you can only get one squad for a whole game. These guys can perform a variety of tasks, from painting targets for artillery and air-strikes, to blowing up Walkers in quicker, less casualty-inducing ways.

Finally, there are Snipers. Snipers come in teams of two: A Spotter, and a Sniper. The Sniper unit is the only unit in the game that can paint targets for artillery and airstrikes besides the Commando. If the Spotter dies, then the Sniper loses this ability, but if the Sniper dies, the Spotter can't shoot people.

There are a variety of other units in the game, including Vehicles, Aircraft, and Walkers, each of which has their own limits and abilities in the game. This was more or less a 'sneak peek' at infantry, which I think are going to be the bread-and-butter of every army in the game.

Anyways, everyone, I'll get to you on what I need you to do, so just sit tight.
Lord Vader

I won't be much help for creating actual rule mechanics, but I can proof them, suggest new rules, and come up with unit designs. This seems cool.

Also, Blackout, technically Snipers are a specialist infantryman.  Razz
Sophistemon

If you need help with fluff, I offer myself as a writer.
Lord Vader

I should also be able to help with fluff/etc.
Penguinizer

I'd be happy to help. I'm not that much of a writer. But I might be able to write some fluff. I'll try to help in different ways.
blackout

Lord Vader wrote:
I won't be much help for creating actual rule mechanics, but I can proof them, suggest new rules, and come up with unit designs. This seems cool.

Also, Blackout, technically Snipers are a specialist infantryman.  Razz


Glad to have you aboard, Vader. Also, Snipers needed to be their own sub-type. =P

And, Penguinizer and Sophistemon, you guys are in too, if you want. =)
Penguinizer

So, do we Godwin the human faction which is against aliens. Or do we want more of a type where the aliens are demonised, and the people are lead against them with fear.
blackout

I guess because of fear. The CITP on the other hand has a very nice slogan that depicts the aliens in a way that's a little different.

"We didn't want this war, but peace will never come until every last one of them has fallen." They originally liked aliens, and didn't want to fight them, but when you're getting shot at, you do what you gotta do.
Timberwolf

Hmmmm. Well, I guess I'm with Nevr, I've never gone in for games like this so I'd be next to useless at rules at such.

However, if you want and can take account of the fact I have an extremely... odd schedule which involves the whole of March to June 08 being... gone. Then I might be able to see about designing you a faction of some description or something.
blackout

Glad to have you aboard. =) But, considering you played Classic Battletech(or, rather, I thought you did), I'm actually surprised. O_o
Oh well, thanks for joining in. =)
Timberwolf

Yep, never so much as handled a rulebook for it. I just don't come from a wargaming family / area / anything really. Ah well, that just means I suck at inventing rule mechanics.
blackout

Well, I'll get to you when I need your help for fluff. =)
Baeleck

I'm interested, and I'd like to help with the game mechanics, or rather creating stats for each unit type. I'm not sure what exactly you need to include, but I'm gonna start designing a few units, and then you can see what you think.

Sound good?
blackout

Why not? I need someone willing to get the stats and requisition costs. The other guy I had on that actually begged for another job. =)
blackout

OK, I'm finishing up the Alpha Test-stage's rulebook as I type this.
Penguinizer

Hmm, I have some thoughts for names and designs for the human units. With one, I'm thinking of going with a more cyberpunk-ish design, with the other, a more futuristic sleek look.
blackout

I like that. Can't believe I didn't think of it myself. =)
blackout

NEWSFLASH!


Red alert, folks. Sorry for the radio silence here, but I've been kinda busy constructing another development team here at home in Michigan. I've met some folks that have decent computer coding skills, and we've decided to shift the paradigm from wargaming to computer gaming. My reasoning behind this is fourfold. One, there is a significantly bigger market for computer games than there is for wargames. Bigger market = more money. Two, it's more cost effective. Paying for a bunch of CDs, and cardboard boxes instead of paying for miniatures, game boards, rulebooks, etc. is cheaper. Three, I didn't have the resources I have now when I cooked this idea up initially. I can't code for shit. Four...well, who knows? Maybe this idea will catch the interest of Blizzard, or Bethesda, and they'll pay me royalties to sell it. I will, of course, get copyrights and patents and such.

Thanks to all who have helped me thus far, here on Enupnion. I owe you all alot.
blackout

SECOND NEWSFLASH!

I've just been given an excellent idea, via my friend, Katonta.

Anyone looking to be a beta tester for the game when production nears completion will recieve a free copy of the game, and some other perks.
Destro Yersul

I'd love to be a beta tester. I've been trying to get into the beta for warhammer online, but it's tough to be selected for something that huge.

Also, I like creative stuff. Give me a shout if you need ideas. I won't even charge you for it.  Razz
Penguinizer

Heh, I'll be happy to help with testing Very Happy

I never did get around to writing that flavor text...

I'm bad at getting stuff done :<
Lord Vader

Destro Yersul wrote:
I'd love to be a beta tester. I've been trying to get into the beta for warhammer online, but it's tough to be selected for something that huge.

Also, I like creative stuff. Give me a shout if you need ideas. I won't even charge you for it.  Razz


My friend got selected for that...lucky bastard.
Dartonus

I'll be a beta tester. The best part of beta testing is thinking up all sorts of situations that the game might crash under before the players do.
Kyrian

Sure, I'll beta test.

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