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Guns of Icarus Online - The Board Game!

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Thomas:
The map was just commandeered from the one Muse released at some point. I just used my vast knowledge of paint to apply pretty colors. I was planning on using stars instead of circles for capitals, and squares or such for the major cities just to make them pop more; which can easily be done.

Of course if someone with artistic ability (ie: Not me) would like to redo the map, that would be lovely.



The reason I went with this map is mostly because it represents the game world, and the other being that I was lazy and didn't feel like drawing (really finding, who am I kidding? xD) a different map and putting nodes and connections on it. It is a bit large (just about 200 nodes), but for some reason when doing this I expected a large amount of teams.

What do you think would be a good node amount? If we're going to do a custom map, we should base it around the teams participating. Giving each team a starting capital, then have various 'major' cities in the neutral zones between them to fight over.



As for the needing to purchase weapons and ships, that's really just my desire to get players using other weapons. With the free stuff, you'll never be shipless/weaponless, and you'll still be able to kill the enemy (the gat/flak combo is free so it won't take ages). And it just gives players another reason to try and grab nodes, as well as protect their own nodes; while taking into account the risks of going into a fight. Combat is the fastest way to earn resources, but you can also end up losing a lot. Making teams have to weigh the pros and cons of doing so.

If we stuck with this map, the plan was to give players a starting 'zone', several nodes to begin with; so they can start earning resources right away. Then in two or three turns they should be in prime position to buy ships and weapons. Giving players that feeling of accomplishment.



If it is too much of a bother, it can easily be removed and just turn into more of a Risk type game, as the nodes would no longer need different values since the resources would serve no purpose.

Kitty.Hawk:
I'd look at this more like Diplomacy or Game of Thrones Board game. My one issue is what happens when one team starts to dominate the entire map? Or if two teams ally together to take the entire map? Such is the nature of board games.
 
I'd personally move the galleon to be 1 move, 4 react to make it the opposite of the squid. I'd also change the pyra to be 3 move, 2 react. It is already a very dominant ship, why make it have the best stats strategic stats as well?
 

I think people could organize it well enough with the easy going rules on subs. Just have to find a way to make the resources and movements easy to do.

Cid Ferringer:
For ship sizes, you could take fuel into consideration too..
Could a Pyra really travel as far as a Galleon with it's limited fuel/supplies?

50 nodes for 5 teams sounds pretty reasonable..

Thomas:
Well with the map size, I wouldn't be against teams forming alliances. You are able to trade and such, but it ensures there's no way of entering someone else's node without claiming it as your own; limiting just how much people can work together. It'll also help the game from lasting forever and a day, especially we new teams being able to pop up during the game.

For ship movement, I really just looked at their speed and size. I'd like to keep the galleon at 2, just so it can make some progress; although since team movement is based on the average, taking it down to 1 might work better. For the Pyra movement, I just didn't want to stick it the same as the goldfish, although I agree that a 3-3 move-reaction might be too much. Still might work for the mobula since it's a difficult ship to use anyways.



50-ish Nodes for 5 teams seems like a good starting point. I think if we can get at least 10 teams we'll stick with this map, otherwise we'll do a new one more suited to the number of teams. I know a few of the larger clans our there could probably scrounge up 2-3 teams each.

Thomas:
I give you...... Version 2!




This was a blank map blatantly stolen borrowed from:
http://www.cartographersguild.com/regional-world-mapping/21103-thaldar-first-map.html

Using that as a base, I derived the map above, creating the nodes and connections between them. You'll noticed that most nodes are not long cities, but 'Resource' points. There's about 56 nodes on this map, making it significantly smaller than the original. This includes 6 capitals and 10 major cities.

Using IvKir's suggestions, the rules will be changes so that owning a capital or major city is required for 'respawning' once destroyed in combat. Failing to hold those will result in your team's removal and any remaining territories belonging to your team going neutral upon your defeat.



At this point I think we can go ahead and start the Mock Sign Ups, essentially looking for interested teams. I'd like to have 4 at the very least, upon which we'll have a 'captains' meeting to discuss the rules of the game; allowing teams to suggest and vote upon changes they deem desirable or necessary. At this time we would also set a start date.

So any interested teams please using the following format and reply to this thread (colors are first come, first serve and will be used to display territories on the map. Try to keep it simple.):

-----------------------------------
Team Name:
Team Color:
Team Logo (optional):


Team Captain:
Team Sub Captain (optional):
Team Members:
-----------------------------------

Remember that you need a minimum of 6 people to form a team (subject to change if necessary).

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