Post by typo on Sept 8, 2009 13:43:18 GMT -6
Against all odds, I'm actually continuing to make progress on Peacekeepers. I've been working on it in the form of notebook charts and scribbles, and I'm actually starting to put things into a coherent draft. Between notes and my head, I have about 80% of the game in place, and the rest should be pretty easy to finalize as I come to it.
As currently designed, the game has one faction, but I think this would expand to three before any "real" release (depending on playtesting, of course).
The game is designed around small teams moving in and out of cover across a battlefield. Cover is very important, as is timing movements between cover in order to have the best chance of avoiding damage.
The most important mechanic to the design is the assignment of "order" tokens. Each round, every model in play is issued a secret "order" token which determines what actions it can take as the round plays out.
Each force consists of either six or seven models (playtesting will determine which works better - I like seven on paper but it might be too cumbersome). There is one leader and a handful of troops. There are seven troop types, with a couple more as possibilities. The troop types are:
Soldier -- Generic all around trooper, fairly average in most respects. Can create suppressive fire that limits their opponents' mobility.
Gunner -- Slower but more deadly than the Soldier. Can create suppressive fire for multiple opponents in range.
Marksman -- Longer attack range, lower "armor." Can make "one shot, one kill" attacks.
Scout -- fast, high initiative, weak offensive skills. Can add "spotting" bonuses to teammates' attack scores against opponents that both teammates have LOS to.
Assault (shotgunner) -- fast, short range, high offensive skills. Can make a "charge" attack that allows for a powerful attack after a long movement.
Grenadier -- Slow, heavy. Shoots RPGs and can destroy cover.
Medic -- Weak combat skills. Can "heal" wounded teammates, and can offer a saving chance against death for nearby teammates.
The leaders are less finalized, but all have a substantial special rule that affects the way the whole squad functions.
The game has (I think) a pretty unique way of deciding turns -- instead of "You Go, I Go" or alternating or random decisions, players essentially "bid" on when to activate using their characters' initiative scores.
Endgame conditions are still kinda uncertain. "Kill 'em all" seems obvious, but could easily lead to really annoying turtling tactics, and close games could stalemate out if neither player wants to risk sticking their neck out. I have a few ideas, but nothing certain and I think I'll playtest a simple kill 'em all concept before trying anything tricky.
As currently designed, the game has one faction, but I think this would expand to three before any "real" release (depending on playtesting, of course).
The game is designed around small teams moving in and out of cover across a battlefield. Cover is very important, as is timing movements between cover in order to have the best chance of avoiding damage.
The most important mechanic to the design is the assignment of "order" tokens. Each round, every model in play is issued a secret "order" token which determines what actions it can take as the round plays out.
Each force consists of either six or seven models (playtesting will determine which works better - I like seven on paper but it might be too cumbersome). There is one leader and a handful of troops. There are seven troop types, with a couple more as possibilities. The troop types are:
Soldier -- Generic all around trooper, fairly average in most respects. Can create suppressive fire that limits their opponents' mobility.
Gunner -- Slower but more deadly than the Soldier. Can create suppressive fire for multiple opponents in range.
Marksman -- Longer attack range, lower "armor." Can make "one shot, one kill" attacks.
Scout -- fast, high initiative, weak offensive skills. Can add "spotting" bonuses to teammates' attack scores against opponents that both teammates have LOS to.
Assault (shotgunner) -- fast, short range, high offensive skills. Can make a "charge" attack that allows for a powerful attack after a long movement.
Grenadier -- Slow, heavy. Shoots RPGs and can destroy cover.
Medic -- Weak combat skills. Can "heal" wounded teammates, and can offer a saving chance against death for nearby teammates.
The leaders are less finalized, but all have a substantial special rule that affects the way the whole squad functions.
The game has (I think) a pretty unique way of deciding turns -- instead of "You Go, I Go" or alternating or random decisions, players essentially "bid" on when to activate using their characters' initiative scores.
Endgame conditions are still kinda uncertain. "Kill 'em all" seems obvious, but could easily lead to really annoying turtling tactics, and close games could stalemate out if neither player wants to risk sticking their neck out. I have a few ideas, but nothing certain and I think I'll playtest a simple kill 'em all concept before trying anything tricky.