Original Post
Hi all,
When I was younger, I was into Warhammer 40k. As you'd imagine, there used to be (and probably still are) a boat load of conventions and meets where players would get together en masse. I never got into it deeply enough to attend any, but they were fairly well covered in some of the magazines etc... and always looked pretty fun.
One of the big attractions were these huge halls where the organisers would set up a big (...big) super-table made up of many smaller ones and cover it with terrain models. Players would turn up, set up their armies that they had brought along somewere around the edge and essentially stomp off into a big battle royale. Naturally, it would depend on the event, but often, there were no rules about how big or small a force you deployed because the game evened itself out. Players who brought huge forces had might on their side, but moved clumsily and slowly - players who brought a detachment of three tanks couldn't last in a sustained fight, but had guerilla tactics on their side.
The games would last several hours, generally the smaller forces would hole up in easy to defend bottlenecks and cause as much trouble as they could, while larger players would hammer eachother on big battlefields. The last man standing would win.
-
I've been interested in the idea of a turn/tick based massively multiplayer wargame universe for a while, and was wondering what lessons could be learned from massive scale gameplay in tabletop games.
I'm looking to design a game mechanic which ideally allows the following in a (massively?) multiplayer context:
> The building of an army/empire.
> The ability to progress an army/empire through a leveling system and technology tree.
> Armies/empires cohabiting/fighting over a game universe which changes according to the actions of it's inhabitants.
Basically, a massively multiplayer online turn based strategy, but one that lets you control units at a Warhammer 40k level of detail.
Does anyone have any experience, ideas or suggestions they'd like to throw in?
When I was younger, I was into Warhammer 40k. As you'd imagine, there used to be (and probably still are) a boat load of conventions and meets where players would get together en masse. I never got into it deeply enough to attend any, but they were fairly well covered in some of the magazines etc... and always looked pretty fun.
One of the big attractions were these huge halls where the organisers would set up a big (...big) super-table made up of many smaller ones and cover it with terrain models. Players would turn up, set up their armies that they had brought along somewere around the edge and essentially stomp off into a big battle royale. Naturally, it would depend on the event, but often, there were no rules about how big or small a force you deployed because the game evened itself out. Players who brought huge forces had might on their side, but moved clumsily and slowly - players who brought a detachment of three tanks couldn't last in a sustained fight, but had guerilla tactics on their side.
The games would last several hours, generally the smaller forces would hole up in easy to defend bottlenecks and cause as much trouble as they could, while larger players would hammer eachother on big battlefields. The last man standing would win.
-
I've been interested in the idea of a turn/tick based massively multiplayer wargame universe for a while, and was wondering what lessons could be learned from massive scale gameplay in tabletop games.
I'm looking to design a game mechanic which ideally allows the following in a (massively?) multiplayer context:
> The building of an army/empire.
> The ability to progress an army/empire through a leveling system and technology tree.
> Armies/empires cohabiting/fighting over a game universe which changes according to the actions of it's inhabitants.
Basically, a massively multiplayer online turn based strategy, but one that lets you control units at a Warhammer 40k level of detail.
Does anyone have any experience, ideas or suggestions they'd like to throw in?