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Made in ca
God-like Imperator Titan Commander





Halifax



While Titanomachina is pushed back to a hobby thing for me, I figured I'd try to solicit some feedback about the new card layout and Titan Dashboards. First, the Dashboard. I've reverted to a record sheet for 5.5"x8.5" intended to be used with a dry-erase marker. Instead of tokens, the slots in the stacks are just filled in with pencil. The background is meant to look more like the octagonal bases Titans are mounted on, and I've included a direction indicator to line up with the Titan model's facing. Size and Initiative is tracked via boxes now, with size equal to the number of limbs, and initiative being modulo-6, meaning it loops around.



Additionally, I've gone back to the cards and put in the rules associated with playing ("activating") the cards, as well as labelling the iconography (except for the HR/VP value in the top right). Cards read left-to-right, top-to-bottom.



Crew can do two things now, so not only to they provide charge for activating other cards and repair work, but they enhance the Effect of systems played after them in the same round. This gives a player motivation to play them early in the round or last.



Limbs are complicated, as not only do they contribute to the Titan's Size score, they can combine moving and attack, and I've moved the Block action from a general rule to a specific thing only certain systems can do when they're activated. Note they have a range because they can allocate some of their Effect (plus any Crew bonus) to an attack.



Weapons have their traits after Range, and don't need as much room for the text. I've replaced the previous Shock icon with an octagon, as Shock only affects Titans.



I've put the Hard Rounds trait in between Charge and Effect because it lets the player spend extra cards to increase the system's Effect. So a player can spend 1 other card to charge a Rocket Pod for Effect 1, or up to 3 other cards for Effect 3. I've also changed how Armour Piercing (AP) and High Explosive (HE) works, as I've broken buildlings up much smaller, and so these spread Effect amounts stacks of buildings or systems in a board square.



AP1 hits the stack behind the target stack (0), relative to the attacker (A).



HE1 hits the stack beside the target stack, relative to the attacker, dividing the Effect between them. HE2 hits two stacks beside the target stack, again dividing the Effect. So a Rocket Pod would need Effect 2 to address two stacks, and its full Effect 3 to take advantage of its HE2.

Notably I've taken out the dice, so Effect 1 will straight-up cause light damage to a system, be cancelled by a shield token, or destroy a building section. Initiative starts at 1-4, depending on the number of players, and a card draw at the beginning of the game. Thereafter it's increased by activating Sensor systems, and taking damage on Extra Armour systems.


This message was edited 1 time. Last update was at 2019/11/14 14:36:08


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Speaking of context, here's a link to a rough draft of the rules for making sense of all this:

TITANOMACHINA 4 Rules

Rules updated on 16/12/2019

This message was edited 2 times. Last update was at 2019/12/18 19:04:58


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Some of the changes made include:

Removed dice. You can have RNG-in, or RNG-out, but where the cards and players function as RNG-in, having players roll dice to resolve an action was also RNG-out, and initiative didn't need dice to determine it - it can be done with a card draw at the beginning of the game.

Scoring. Players score points for bringing building sections to path the board, block line of sight, and generally make it hard to hurt each other. They don't score points for destroying terrain (creates a perverse incentive). Players do score points for destroying enemy systems. There's a mercy rule carrying over, where a player that is 10pts ahead of the next player ends and wins the game. With the buildings it acts as something of a counter-weight against min-maxing in the List Building format because putting all your points into systems and crew, and none into terrain, will see you lose from the get-go.

Board is smaller. I'm going with 6x6 at the moment as it gives each of 4 players a 9-square, leads to a higher density of terrain, and the game tends to happen in roughly that area of the 9x9 board.

Terrain is smaller. I've taken the 40mm x 40mm x 50mm building sections and building tops, and redesigned them so the building tops aren't needed (because stickers have been adjusted to denote ownership). and buildings can have mixed ownership. I've halved their height, which means that I can fit 8 building sections into the space one of the previous building sections did. This also means I can simplify attacks on buildings as removing sections or stacks of sections rather than requiring damage tokens. I think 17 building sections per player is about right, for drafting, and as a pool for list-building.

Speaking of damage tokens, I've removed virtually all the tokens from the game in favour of a BT-style Dashboard where players write in their systems and crew, the Titan's size, and initiative. Damage is noted as a /, an X, and a line-through when destroyed. The squares of the system diagram are now 'stacks' to blend with stacks of building sections, and they're the targets players can attack.

I've added in different kinds of systems, including Big Arms (like gorilla arms) and Digitigrade Legs to available Limb systems, Sponsons as a type of Turret systems, Plasma Thrusts as Jump Jet systems, Plasma Cells as Capacitor systems, and Deflectors as Shields systems.

Shield tokens are still there, and the Deadline token moves around the edge of the board now, since the board has 24 squares on its sides, meaning the game can be tracked around three sides, leading to a neat early, middle, and late game indicator of progress.

Game-wise I've decided to err on the side of simplifying it, not only reducing the Charge (opportunity) cost of most systems to 1 or 2 other cards, but having the turn order in each round be activation and then resolution, then activation and resolution, and so on. It's the player instinct rather than the two-tiered activation phase and then resolution phase thing, and the proper development thing is to go with player instinct in these matters.

Likewise movement is opened up. It's 1 MP to move a square in any direction, and 1 MP to change direction. I've re-worked the AP and HE weapons to stick their target and hit the stack behind it, or split Effect between the target and stacks beside it, respectively. It sounds complicated, but again explaining it via diagrams in the rules vastly simplifies it although it removes the bonuses from the HE and AP weapons against particular targets and gives them a generalized effect. Additionally it means using the Block action, that's again restricted to just a few cards rather than all cards, means you can get some amusing collateral damage results.

The cards I've changed as well, forsaking the art in favour of improved graphic design and words. The cards now read left-to-right, top-to-bottom, and include a summary of the rules they follow when activated. Some systems give players a choice. Notably Crew cards give players the choice of giving the next activated system an Operating bonus to its Effect, as well as repairing damage to the Titan. Their Effect is in proportion to their experience and Charge cost.

I've also worked up some summary cards so players have something to reference during their first game. I need to create a board layout for a first game, but there's the recommendation that players start with all their limbs, turret, and weapons as their first 8 cards so the first thing they can do is move, attack, and block.

Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Okay, so the rules need to have the Line of Sight rules inserted, as it's an important part of the game to hide behind buildings and such.

The basic notion is that Titans are Size 4 and each building section is Size 2, so that Titans can hide behind two building sections stacked atop each other. Where buildings are divided up into 4 sections per previous section, it gets complicated along the x-axis, but I think where targets are now buildings (or stacks of building sections) and stacks in a Titan's system diagram, it's worth diagramming when a stack on a Titan (or building) has LOS.

Also, apparently I need to re-jig the written-version of the Dashboard to include space for a logo or portrait like on previous versions (and distinctly under-exploited...).

Oh, and a version of the Raptor Titan without arms:

Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Napoleonics Obsesser




MN

You are bearing the lede. Pushed back to a Hobby thing?

Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/ 
   
Made in ca
God-like Imperator Titan Commander





Halifax

That it's a personal, hobby project?

Speaking of re-designing stuff, here's a first crack at a LOS diagram. Would probably work better as an isometric view though...

The attacker's Weapon (A) can see the following targets (T), seeing Sz4 stuff like Titans and Buildings over Sz2 Buildings but not Sz4 Buildings. Non-targets are the shapes with a dotted line.

This message was edited 1 time. Last update was at 2019/11/19 16:13:20


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Powerful Phoenix Lord






Have you considered a simple solution, similar to maybe Star Wars Armada. Have a single point on your base (indicated with a pip or a bit of paint) and simply measure from that to the opponent's similar pip...if that line crosses intervening obstacles it's simply declared "in cover", etc. Or do you want the amount of crunch you're indicating?

 
   
Made in us
God-like Imperator Titan Commander





Halifax

I have considered the point-to-point. I've seen that implemented in a bunch of games, but generally it works for games with an open board rather than board with defined squares and such.

You do raise a good point though. The diagram is intended to show four cases:

1. Completely obscured, like the Buildings in the first column. They can't be seen behind Buildings of the same size or greater.

2. Mostly obscured, like the Titan in the lower-right corner. Two stacks in its system diagram are obscured by two Size 4 Buildings, leaving the corner stack exposed over a Size 2 Building.

3. Slightly obscured, like the Titan in the upper-right corner. One stack in its system diagram is obscured by a Size 4 Building, but the other two facing the attacker in the top-left can be seen over a Size 2 Building.

4. Not obscured, like all the Buildings with nothing between them and the attacker.

I probably shouldn't cram them all into one diagram to confuse things.

Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Powerful Phoenix Lord






I concur if you have fixed squares that makes it much easier to implement more intricate rules. Squares still create some odd ball issues depending on range - you start getting to weirdly acute angles at certain distances, but as long as you have a black/white definition, it would work fine.

 
   
Made in ca
God-like Imperator Titan Commander





Halifax

What I've noticed so far is that in terms of squares there's essentially three cases that match the following Chess pieces: Rooks, Bishops, and Knights. So 0 & 90 degrees, 45 degrees, and 1-44 degrees.

Anyhow, here's new Arc Diagrams. Targets of attacks need to be in the 90degree arc of the attacking system's stack on the Titan's 3x3 system diagram. The center stack points out the front.

Front and Center


Corner


Targets of attacks need to be within Line of Sight, meaning they cannot be behind a Building or Titan of the same size or greater. 1. is a clear shot, 2 is partially obscured and the available target stacks are indicated with (T), 3. is fully obscured and otherwise potential targets not in Line of Sight have a dotted line.

Buildings 1


Buildings 2


Titans

This message was edited 2 times. Last update was at 2019/11/20 21:25:50


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Working on a modular board (150mm by 150mm by 2mm). The clips (blue) hold it together are 1mm thick and intended to press in. The yellow squares are slots for buildings and lines for the 3x3 grid. I think I need to do some more work on the clips though.


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Trying to show off the modular Titans here:


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

And then the Green Titan:


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Napoleonics Obsesser




MN

Nurglitch wrote:
That it's a personal, hobby project?



My apologies. I misunderstood as I had thought you were moving forward with a Kickstarter.

I really like the modular board idea and set-up.

Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/ 
   
Made in us
God-like Imperator Titan Commander





Halifax

 Easy E wrote:
Nurglitch wrote:
That it's a personal, hobby project?



My apologies. I misunderstood as I had thought you were moving forward with a Kickstarter.

I really like the modular board idea and set-up.

No problem. Given the previous attempts at a KS it's logical to assume I was winding up for a third-time lucky.

On topic, the modular board was originally suggested by a reviewer as a way of allowing players to put their sets together for really big battles. It's definitely easier to do, design-wise, with a plastic components than printed ones. It did occur to me how to better shape the clips though...

Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Right, time to set up some diagrams. I might change the colour of the board sections though...


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Now re-making the diagrams in 3D!


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Titans can spend the Effect of their Limb systems to move, sort of like 'movement points'. They can (1) move forward, (2) move sideways, (3) move backwards, (4) turn 45 degress, or (5) turn 90 degrees.

Moving


Turning

This message was edited 1 time. Last update was at 2019/12/10 17:02:17


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Titans can move diagonally, but not between squares where buildings block the Titan's path between the corners.






Automatically Appended Next Post:
Also, some sexier pictures:



This message was edited 1 time. Last update was at 2019/12/11 15:29:23


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Here's the first-game layout, now with stickers (real-world versions in the first post):


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Okay, updated movement diagrams:

Walking Titans can spend each point of their Limb's Effect to move (1) Forward, (2) Sideways, or (3) Backwards, or turn (4) 45 degrees, or (5) 90 degrees.





Titans can move diagonally between squares with buildings in them so long as those buildings aren't in the corners that the Titan is moving through.



Do those make sense? What can be done to improve them?

This message was edited 1 time. Last update was at 2019/12/16 13:57:18


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Napoleonics Obsesser




MN

Nice images. Very cool looking.

I will have to look closer at the rules question, but I wanted to share my visceral reaction.

Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/ 
   
Made in us
God-like Imperator Titan Commander





Halifax

 Easy E wrote:
Nice images. Very cool looking.

I will have to look closer at the rules question, but I wanted to share my visceral reaction.


Thanks. I've updated the link up-threat, and just repeating it here for convenience:

Titanomachina Rules

Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Here's the one I've had some issues with: diagrams defining arcs. The notion is to map the arcs defined by the system diagram onto the board.

Previously:


Updated:


Previously:


Updated:




Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Powerful Phoenix Lord






I don't know much if anything about Titanomachina, but I think your illustrations are well done. I would remove the clover-leaf connector icons on the tables when showcasing basic rule mechanics. They don't add anything to the illustration and actually seem a bit confusing. They're a bit prominent and I look at them and think "Is that a scoring zone or something?". They clutter up the basic rules images quite a bit.

The squares make it difficult to really easily visualize who can move where/why...but I suspect as you play the game you'd become more accustom to it.

Aesthetically it's not a game that appeals to me as a mecha-nerd, but it sounds like you've got a pretty solid handle on writing the rules. Is it something you play often?

 
   
Made in us
God-like Imperator Titan Commander





Halifax

 Elbows wrote:
I don't know much if anything about Titanomachina, but I think your illustrations are well done. I would remove the clover-leaf connector icons on the tables when showcasing basic rule mechanics. They don't add anything to the illustration and actually seem a bit confusing. They're a bit prominent and I look at them and think "Is that a scoring zone or something?". They clutter up the basic rules images quite a bit.

The squares make it difficult to really easily visualize who can move where/why...but I suspect as you play the game you'd become more accustom to it.

Aesthetically it's not a game that appeals to me as a mecha-nerd, but it sounds like you've got a pretty solid handle on writing the rules. Is it something you play often?

That's a good point about the board connectors.

I should also obscure the slots for the buildings because they do clutter the board squares.

Aesthetically-speaking I seem to be off on my own island insofar as mech design goes and I've made my peace with that.

I play about once a week or so, when I can wrangle up an opponent or three.


Automatically Appended Next Post:
How's this? Clearer?

This message was edited 2 times. Last update was at 2019/12/18 16:02:32


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Powerful Phoenix Lord






Yeah, when they're less contrasting it doesn't look as "important". Also if you put up front what/why they are there in the images it'll make plenty of sense.

 
   
Made in us
God-like Imperator Titan Commander





Halifax

Here's some updates:





Also, I noticed that the annotation isn't all the same colour and I've updated them all to blue squares with white numerals.

This message was edited 1 time. Last update was at 2019/12/19 14:53:03


Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
God-like Imperator Titan Commander





Halifax

Systems mounted on a Titan have a 90 degree arc.

This is the corner arc of its Gun Battery


This is the front arc of its Macro Laser

Maybe the Squats were all the Space Marines we made along the way.  
   
Made in us
Napoleonics Obsesser




MN

They make sense to me after re-reading some of the details.

Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/ 
   
 
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