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Made in ca
God-like Imperator Titan Commander




Halifax

@Stormou: Yeah, like that! The term 'retro' was bandied about. I was just trying to avoid stuff that was already out there, and stuff I personally didn't like.

@JohnHwangDD: Going with the original design of entirely draftable mechs seems like the most do-able thing at this point. Mainly because, as an MVP, it can be done without miniatures. Those match up with the dashboards where there's tokens representing systems that slot in and out.
   
Made in us
[MOD]
Dankhold Troggoth






Shadeglass Maze

That's actually a really interesting idea, Nurglitch - it seems like the current mechs are either a negative, or at least not a draw, for most people. What about looking into a board game version without miniatures, where upgrades are just tracked on a dashboard like you described above?

I would honestly be much more interested in something like that, personally - it lets you try out the cool mech combat idea, but in a much slimmed-down format.

It would let you make the game footprint much smaller on the table, too - it might even be a really portable game.

This would ideally bring production costs wayyyy down, without closing the door on making a "deluxe" version with miniatures in the future. But for that, I really think you would need the budget for a complete overhaul of the mech design (likely outsourcing it). And this might help you take a step in that direction and what's more, get people playing and trying the game you've been working on.

It actually sounds much more unique, and like it might stand out a bit more, in the above format. It would of course have to contend with the broader board game market, so the game itself would have to be really fun and good... but making that the focus might be the better plan, I think!
   
Made in ca
God-like Imperator Titan Commander




Halifax

Swapping out the plastic components for printed components would certainly make it cheaper to produce. I suppose the impact on the game's tabletop appeal would be minimal... The game is really fun and engaging, but the problem is so are all the other games on the market.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Right now, your minis are HUGE, which I assume to be the point, but what if they were only 40mm tall, Terminator-sized? That would be a smaller mold, so cheaper to cut.

What if your buildings were nesting pyramid stackable? That would shrink your box size and also reduce cost.

Gameplay-wise, your game could reduce to something like a Cheapass box, with 4-6 colored pawns and a fold-out map.

   
Made in us
Near Golden Daemon Caliber





Affton, MO. USA

Couldn’t the buildings be made out of cardboard/paper/cardstock instead of plastic? If they could flat fold that would also save space for storage and printed buildings would not require stickers.

LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13

I'd put you on ignore for that comment, if I could...Alpharius 2/11/14 
   
Made in us
Grizzled MkII Monster Veteran





Mississippi

As some one mentioned above, I think you should consider a version with only cards and/or cardboard components. Until you can get some traction, you might also want to consider standees instead of minis. Battletech did start that way, and as you get more popularity, you can introduce plastic components.

Also, swinging back to the swappable head; besides cosmetic differences and possibly “sensor” differences, you could also align head styles to factions, and possibly even give them special traits for that. For example, the current head might symbolize the Hoplites, who azure known for aggressively closing with the enemy and using “lance” close range weaponry and energy shields. Meanwhile, the Minotaurs revel in destruction and maneuvering through the maze-like corridors of buildings and streets...

It never ends well 
   
Made in ca
God-like Imperator Titan Commander




Halifax

I'd agree that it's a good idea to start small at this point. There's the advantages of pushing down the price, the cost of manufacture, and adding more actual content (2-6 players, additional systems, different types of building, etc). The tricky part is then ensuring a premium product with plastic components is doable as well.

I'm not 100% sold on factions in part because they were cosmetic for Battletech prior to the Clans, and the neat thing about AT was that you could use all 6 Titans in the box for your personal Titan legion or share them as Loyalist vs Renegade for 3-on-3 with a friend. Also, faction-wise the plan was to follow the Hellenic mythology of factions being things like the Titanes, the Gigantes, the Hekatoncheires, the Cyclops, the Olympians, etc.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

As I see it, you'd start with standees. Sell a Miniatures pack, and a Terrain (buildings) pack.

   
Made in ca
God-like Imperator Titan Commander




Halifax

Standees wouldn't work so well. I'm thinking octagonal markers with a portrait matching the one on the Titan Dashboard, and an arrow indicating facing to match the System Diagram.

But yes, part of the original plan was to sell a multi-part Titan kit, and then an Extra Building kit.

Currently, looking at getting quotes for a purely printed copy I'm trying to determine how to fold the drafting and army-listing modes together. Currently there's cards, tokens, and plastic models colour coded yellow, blue, green, and pink. Colour-coding is still useful for determining who owns what buldings, but is it useful for giving players a broader range of options to draft than just weapons? Or just kicking that can down the road again and offering the minimum modularity offered by existing art and components.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

For things that are supposed to be super tall, standees are preferable to flats.

   
Made in ca
God-like Imperator Titan Commander




Halifax

I suppose. My plan so far would be to have building tiles replacing the grey building wall sections, and they would still be stacked to show how big the building is, so one tile would be a small building, two would be a medium building, and three tiles would be a large building. The flats would be punchboard.
   
Made in us
Regular Dakkanaut





I just watched the game play video you posted on the 26th. In that game, there seems to be a lot of open space on the board and the majority of the fight seemed to take place in one corner. Is that normal?

When I designed Giant Monster Rampage, static fights was something I kept trying to prevent, but they kept happening. It didn't take me long to realize that those types of fights are common in games where there are single combatants and no real reason to keep the combatants moving.

I recently reworked my entire game from the ground up with an eye towards forcing a more dynamic style of play and an increased number of combatants. Watching your gameplay video, I can't help but wonder if your game suffers from many of the same issues that my early design faced.
   
Made in ca
God-like Imperator Titan Commander




Halifax

It's more normal for the buildings to be set up in the middle of the board, but I made something of a strategic error in setting my buildings up in the corners*, and my opponent followed suite. He was much better equipped to destroy buildings, and at range, so I should have set up in the middle for an ambush so I could take out his Rocket Pod and Laser Blade while he used them on big, tempting targets.

As it was I made an increasingly bad series of decisions, the first of which was spreading out my buildings where I couldn't protect them with my shields. As it was we turned the game into a race to destroying building, and my opening gambit to hobble my opponent at the starting line backfired.

Much of the game-play is also off-board in the cards and on the dashboards, which we should have put into the picture better. The Titans standing around while we hemmed and hawed over which cards to play did indeed lend itself to the impression of a static game. That said I managed to visit all four quadrants of the board. Since I lost by 3 VPs, or the cost of a Medium Building, I should have started on the enemy building in the quadrant I started in rather than rushing into a confrontation and losing that building anyways.

Certainly that was a problem with two-player games since I started the project 10 years ago, and a problem with a variety of games before that (Battletech, Adeptus Titanicus). I took the approach that it should be like a boxing match in which someone is on the offensive, and the other on the defensive, with the opportunity of a successful counter to switch the roles. I feel like it's successful in terms of meshing the card-driven and initiative-integrated action with the positions on the board.

More importantly players find it engaging to play and want to play again. Which is great for me because I enjoy playing it as well.

*Why? In my previous game I'd set up in the middle of the board, and my opponent had set up in the corners. She proceeded to mash my buildings while I futilely tried to stop her. What I should have done was drop shields on the buildings to protect them and headed off to run a circuit around the board picking off her buildings. So not only fighting the last war, but applying the wrong lessons-learned as well.
   
Made in us
Longtime Dakkanaut




Houston, TX

If I can offer one suggestion - the cover art for the box really turned me off. Rather than have two mecha in mighty combat, it's one running away while being shot in the ass. Not really an epic narrative.

This message was edited 1 time. Last update was at 2019/05/02 23:11:31


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

@Bossk_Hogg: It was supposed to be an ambush, but part of the issue of communicating with artists is they tend to quote by the hour and don't do words greatly. The most effectively solution I've found is to draw them a picture which they will then de-nurglitch.
   
 
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