To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
Post new message to lugnet.gamingOpen lugnet.gaming in your NNTP NewsreaderTo LUGNET News Traffic PageSign In (Members)
 Gaming / 1465
1464  |  1466
Subject: 
Re: New Lego Game?
Newsgroups: 
lugnet.gaming
Date: 
Tue, 22 Apr 2003 14:34:11 GMT
Viewed: 
3351 times
  
In lugnet.fun.gaming, Laurence Hurst writes:
I am planning on writing my own rules from scratch.

That's probably your best option, BrikWars isn't very well optimized for
such stealth-intensive combat.  The main fun of this game is that the
terrorists and anti-terrorists don't know each other's positions; that's
also the trickiest part to make rules for.  I can see two ways of doing this:

1. Have some kind of game master or moderator who can see everything.
Players tell their actions to the moderator, and he determines whether or
not opposing forces spot each other and the effects of combat.  This is kind
of painful because you either need to build several copies of the same map,
or play the game over the internet, reducing the fun factor of playing with
actual bricks (you might as well just go out and buy Rainbow 6 at that point).

2. Have the terrorist player set up his forces secretly, writing down their
positions on a paper map or something, with notes on any unusual
circumstances ('sniper hiding inside potted plant, not visible from southern
entrance') ('guard on patrol, 1/6 chance of being in any given room on
patrol route when CT team enters') ('terrorist leader, alerted if sentries
fail to check in every five minutes') and so forth.  Terrorist units are on
'automatic pilot' until they notice a CT unit or hear an alarm or are
otherwise 'alerted,' at which point the terrorist player takes active control.

You'll have to write rules for things like visibility and audibility
factors, certain actions will be much more noticeable than others.


I was thinking along the
line of each game consisting of a number of rounds, and the players can buy
weapons and ammo between the rounds. The game will probably be quite paper
intensive (remembering who has what weapons & how much ammo etc...)

It doesn't have to be paper intensive if you can make a simple rating system
that you can build out of bricks on a baseplate.  Different colors for unit
and weapon stats, with individual bricks being equal to (for instance) +1
stealth or +100' weapon range and so on.  In this you'll probably want to
simplify as much as possible to keep the game from slowing to a crawl.

- Mike.



Message is in Reply To:
  Re: New Lego Game?
 
(...) I am planning on writing my own rules from scratch. I was thinking along the line of each game consisting of a number of rounds, and the players can buy weapons and ammo between the rounds. The game will probably be quite paper intensive (...) (21 years ago, 22-Apr-03, to lugnet.gaming)

5 Messages in This Thread:


Entire Thread on One Page:
Nested:  All | Brief | Compact | Dots
Linear:  All | Brief | Compact
    

Custom Search

©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR