Subject:
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Re: big brikwars game...
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Newsgroups:
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lugnet.gaming
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Date:
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Thu, 11 May 2000 11:09:02 GMT
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Reply-To:
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wubwub@wildlink.comAVOIDSPAM
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1496 times
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"Jeff Stembel" <aulddragon@wamalug.org> wrote:
> In lugnet.fun.gaming, Stephen F. Roberts writes:
> > ...We were going to do some Brikwars at the East Coast Brikfest (june 9-11,
> > join lugnet.org.us.wamalug for info), Jeff proposed a 'round the
> > clock/continuous game' kind of thing. So I'm posting my initial ideas for how
> > to structure this thing to get feedback/ideas from youse guys.
> >
> >
> > My idea: Kinda like a 'king of the hill' scenario.
> >
> > ...I was thinking of a big area with some 'target' spots on it. Players start
> > from any edge (or maybe some defined 'landing zones') and get points at the
> > end of their turn for having a minifig alive and kicking uncontested in a
> > target.
>
> I was thinking of a "Last man standing" kinda thing. Basically, just try to
> take out all vehicles/troops, and whoever has the most points at the end wins.
> Points would be equal to the CPs of the enemy units destroyed. I've been
> thinking about allowing teams/alliances, too, so the person who brings two
> hundred troops won't have an overwhelming advantage.
...They'd have an overwhelming advantage, but specially if we use the divide by points
fielded idea, they still wouldn't necessarily come out best. And if we have several target
areas spread out by >30", if the player with 200 pts wanted to take more than 1, theyd
have to spread out, making them an easier target if another player concentrated.
...This whole thing kinda hinges on there being enuf players who want to play. And there
should be fewer targets than players (musical chairs :-). This would force someone to be
the 'odd man out' and have to fight to get in. Also, make less defendable target areas
worth more. Like a target that's in a field surrounded by light cover is worth a lot more
than a target that has some cover.
> > ...New players can start at any time by just grabbing a squad or two and
> > joining a table edge. If any player gets wiped out, they can just grab a new
> > squad and join in again (points keep adding up).
>
> What if someone fields their entire force at the beginning? Should there be a
> wait time before they can field the same units again, or can they not field
> them again at all?
...Hmmm... ok, they cant field anything more until they have lost everything else on the
board. Then maybe make them wait a round and they can re-field the force, but the new
fielding adds to their total CP. This would let players come with a small force and just
keep reusing it over and over (multiplying their total CP every time).
> > ...And to reward good play, perhaps divide their points by how many CPs total
> > they brought in. So players who bring in huge forces wont necessarily do
> > better than players who bring in a couple small teams.
>
> This would definitely make the scoring fairer. A must if there is no limit to
> the amount someone is able to field.
...I guess, depending on how big the field is and how many players there are, we might
need to limit how much is fielded at one time by a player... but this may be something we
have to find out as we play.. :-/
> > possible other things:
> > ...give points for each fig killed (maybe 100 points for a target, 10 pts for
> > a fig?) to encourage bloodshed :-)
>
> Basing this on the troop's CP would be better, as a trooper with a deathgun is
> more of a challenge than one with a pistol.
...Yea, but if everyone is worth the same, you'll go after all the cannon fodder, leading
to more bloodshed! :-) I was thinking 10 pts each just to make the math easier, at 10pts
each, just put a tick mark on a sheet vice having to write down all the kill cps.
> > ...bonus points for spectacular deaths (small missile takes out 15 figs), best
> > unit, amazing saves (1 fig survives full onslaught of a heavy mecha), most
> > stoopid thing done, etc
>
> This has possibilities... :)
>
> > ...some fixed 'neutral' weapons or bunkers that can be operated by whoever
> > happens to get them (optionally, neutral weapons are indestructible).
>
> Indestructible might not be a good thing... A smart player could have some
> troops hole up in a bunker and make them nigh invincible. Weapon choice would
> play a big part here. On the other hand, major bonus points could be
> awarded...
...But if the bunkers and weapons arent part of the target zones, they could hole up there
all day and still not win (tho get lots of points for killing ppl! :-)
...you can go back to ignoring me now...
wubwub
stephen f roberts
wamalug guy (http://wamalug.org)
wildlink.com
lugnet #160
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Message has 2 Replies: | | Re: big brikwars game...
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| (...) You've got to watch out, a game like this is going to get bogged down by inexperienced players fielding bigger armies than they can handle. What you might want to do is set a 20-30 minute time limit on each player's turn - this will serve to (...) (25 years ago, 11-May-00, to lugnet.gaming)
| | | Re: big brikwars game...
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| I have to agree with Mike here ... when I first read the initial posting, I shuddered at the prospect of a huge game. Our second NELUG game (the one that we finished) took about 4 hours to play to conclusion (11:30 to 5:00, with about an hour for (...) (25 years ago, 11-May-00, to lugnet.gaming)
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Message is in Reply To:
| | Re: big brikwars game...
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| (...) I was thinking of a "Last man standing" kinda thing. Basically, just try to take out all vehicles/troops, and whoever has the most points at the end wins. Points would be equal to the CPs of the enemy units destroyed. I've been thinking about (...) (25 years ago, 10-May-00, to lugnet.gaming)
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