Fanmade mecha TBS game

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Freighttrain
Posts: 33
Joined: Sun Aug 11, 2019 12:19 am
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Fanmade mecha TBS game

Post by Freighttrain » Mon Feb 15, 2021 5:41 am

Hi I'm Freighttrain and I'm making a TBS mecha game, here is some eye candy: https://i.imgur.com/usDHGHE.jpg
Last edited by Freighttrain on Sun Feb 28, 2021 12:19 pm, edited 1 time in total.

Freighttrain
Posts: 33
Joined: Sun Aug 11, 2019 12:19 am
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Re: Fanmade mecha TBS game

Post by Freighttrain » Sun Feb 21, 2021 2:48 am

That picture is of a Venn diagram showing the different battlespaces that combat can take place in, and how they interact with each other during gameplay, each battlespace has its own specific dynamics that interact with a player's units and other variables.

Depending on the battlefield chosen during the pre-gameplay sequence, more than one battlespace may be included in any particular game, and many units have mobility in more than one battlespace and some can even strike an enemy from a parallel battlespace. Units that are able to may instead (instead of moving within a single battlespace) spend a turn moving to a parallel battlespace to engage or evade an enemy, or as a stepping stone to the next battlespace in order of altitude etc.

I also intend to integrate into gameplay the designations used in my realistic mobile weapon classification system.

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Arsarcana
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Re: Fanmade mecha TBS game

Post by Arsarcana » Tue Aug 03, 2021 8:25 pm

Do you remember how nobody was interested in your 'realistic' classification system and pointed out to you that it's an exercise in overcomplication? If your 'battlespace' concept is any indication I have to assume that should you actually manage to complete this game of yours, it would be a system that requires fifty random rolls to generate characters/MS, ten to perform the simplest action in-game and take approximately an hour to determine that 42 of your bullets in a salvo hit 19 separate bits of the enemy MS and did... hold on, I can't calculate the damage because I lost the will to live after trying to make sense of the armor penetration rules.

Let's just look at your map idea to see why this entire project is doomed to failure when all you have is one bit of a concept to show for it. You have five separate 'Ground' terrain types, you have four Water types (how anything would be functionally different between 'Amphibious Subsurface' and 'Naval Subsurface' is anybody's guess), you have a separate 'Pelagic' classificaiton which is literally meaningless since that word just means 'open ocean' which you apparently already cover with your Naval classifications, multiple altitudes of air combat... it's just way too much detail and almost none of it means anything.

Are you at all familiar with the Super Robot Wars series? You know, games that regularly combine mecha from all sorts of franchise and makes them all work well together. Do you want to know how many terrain types it has, in total? Four. Ground, Water, Air and Space. Take a hint from the people who literally get paid to make giant robot games.

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