Web based classic strategy game
Inspired from classic table top strategy games, an idea of a computer supported variant was formed.
A number of high level ideas for this game
- Imitate the experience from old school turn based table top strategy games
- Keep the simple hexagonal maps with units that are moved around and rule based
- Don't use the nowadays common card based mechanics for the game
- Avoid the complexity with huge rule books of old games which made them very slow to play
- Try to define simple rules while not sacrificing game complexity
After some thought this idea is most reasonably built by going to a computer based game
Some more concrete ideas on how to build this
- Each player control their turn from their own laptop or tablet
- Possibly a common board can be used to show the current status/dashboard of the game
- This could either be physical/printed and manually updated or possibly a common computer/tablet
- Game map is hexagonal based with fixed size
- Each player may pan, zoom over the map
- Game rules are completely controlled by a common game server
- Player turn movement/actions may be done in parallel
- Only valid actions are possible from each player
- Game turn update is controlled by computer after all user movement/actions are complete
- It is possible to zoom in on different battles for detailed updates on progress during update
- This could be shown on common or all tablets
- It is possible to zoom in on different battles for detailed updates on progress during update
- Game end criteria is controlled by computer
- Checked after each turn
- Outside event could be used to make game more dynamic
- E.g. weather affecting conditions
- Updated after each turn
- Different game mechanics that can be supported
- Different advantage in battles can be supported as e.g.
- Advantage in number of troops
- Advantage from terrain (e.g. attack from high ground)
- Movement may also be affected by terrain
- Advantage from fortification
- Advantage from number of attack flanks and flanking maneuver
- Advantage from troop fatigue
- Advantage from effective combination of troop kinds (e.g. archer, spear, infantry and cavalry)
- Advantage from speed an surprise ???
- Troop visibility may be dynamic and require scouting
- Troop supplies may be dynamic
- Supply chains from fortification sites could be used
- A working supply chain can be shown on the map
- Supply chains could be cut off by enemies which requires them to rebuild
- Alternatively supply could be supported as units that has to be moved to different troops
- Supply chains from fortification sites could be used
- New troops may be created based on strategic situation
- Important to make sure advantage is not magnified too much (compare with e.g. monopoly and RISK) to make the game uninteresting
- Different advantage in battles can be supported as e.g.
On the technical side
- Web based UI to make it platform independent
- Map hexagonal based which support pan and zoom
- All possible player actions are restricted by UI
- All graphical items on map is SVG based to support nice scaling
- Maps, unit types, game variants supplied as JSON
- This may also support different themes, unit types by different SVG icon sets
- Database (like SQLite) to support runtime game data
A very promising similar concept is in development apparently KingdomHex.