This is a game I started on that will be programmed in Hybrid Basic. Unlike other projects I put on Cemetech, I will post on this one frequently.
Calsiah will be a strategic board game. It borrows a couple of elements from RISK, but for the most part it is an entirely different concept.
For my first post, I want to make sure that the gameplay is appealing. Please comment or make suggestions on the gameplay!
Calsiah will be a strategic board game. It borrows a couple of elements from RISK, but for the most part it is an entirely different concept.
For my first post, I want to make sure that the gameplay is appealing. Please comment or make suggestions on the gameplay!
Quote:
In creating the S.A.D. spin-off board game called Calsiah, my goal is to create a game in which both large, epic battles and smaller battles (such as harrasment) occur. I don't want Calsiah to be a game where a player moves every unit in a clumped up ball around and around the board, and I also don't want it to be a game where units are weakly spread all over the place. So I'll tell you what I've cooked up, please let me know what you think!
* The object of Calsiah is to take control of the planet Eralo (located in the center of the gameboard). You must control 4 outer planets before attempting to control Eralo.
* Each player starts with one "Operation Center" in a quadrant of one planet. In other words, each player starts with their own planet, controlling one section of it. It should be the player's goal to control all four sections of their planet, thereby controlling the entire planet.
* Each player also starts out with a basic assortment of all their units. These units start on the planet.
* Resources are generated each turn. Each Operation Center generates 10 belthium crystals. In addition, if at least two units control one of 8 asteroids around the planet Eralo, 1 ton of titanium is generated each turn for every asteroid controlled. (Think of belthium crystals as Starcraft minerals, and titanium as Vespene Gas.) Crystals and titanium are used to buy more units.
* By keeping a Scouter in one quardrant of a planet for one turn, an Operation center will be built. Build 4 Operation Centers and you gain control of a planet.
* You have a certain number of spaces you can move per turn, equal to the number of pieces you have. Some pieces can only be moved one space per turn, others can be moved many spaces per turn. Movement is mostly based on a grid, like a chess board.
* Air units can go wherever they please. Ground units must stay on the planet unless carried by dropships.
* There are three main reasons to attack: To establish map control, to take away an enemy's hold on titanium, or to eliminate control of planet quadrants.
* Ground units are the primary forces used for ground assault/defense when it comes to planets. (Air is not as good for planetery attacks except for harassment opportunities or emergencies). Ground units can be moved from quadrant to quadrant in a planet, but if a quadrant is under attack, the quadrant can only be defended by units in that quadrant. Just like the game of RISK, where a territory under attack cannot be defended by adjacent territories.
* If you control all four quardrants of a planet, you control the planet, and the planet is considered "impenetrable." Such a planet cannot be attacked unless 3 capital ships "break the shield," so to speak.
* The object of Calsiah is to take control of the planet Eralo (located in the center of the gameboard). You must control 4 outer planets before attempting to control Eralo.
* Each player starts with one "Operation Center" in a quadrant of one planet. In other words, each player starts with their own planet, controlling one section of it. It should be the player's goal to control all four sections of their planet, thereby controlling the entire planet.
* Each player also starts out with a basic assortment of all their units. These units start on the planet.
* Resources are generated each turn. Each Operation Center generates 10 belthium crystals. In addition, if at least two units control one of 8 asteroids around the planet Eralo, 1 ton of titanium is generated each turn for every asteroid controlled. (Think of belthium crystals as Starcraft minerals, and titanium as Vespene Gas.) Crystals and titanium are used to buy more units.
* By keeping a Scouter in one quardrant of a planet for one turn, an Operation center will be built. Build 4 Operation Centers and you gain control of a planet.
* You have a certain number of spaces you can move per turn, equal to the number of pieces you have. Some pieces can only be moved one space per turn, others can be moved many spaces per turn. Movement is mostly based on a grid, like a chess board.
* Air units can go wherever they please. Ground units must stay on the planet unless carried by dropships.
* There are three main reasons to attack: To establish map control, to take away an enemy's hold on titanium, or to eliminate control of planet quadrants.
* Ground units are the primary forces used for ground assault/defense when it comes to planets. (Air is not as good for planetery attacks except for harassment opportunities or emergencies). Ground units can be moved from quadrant to quadrant in a planet, but if a quadrant is under attack, the quadrant can only be defended by units in that quadrant. Just like the game of RISK, where a territory under attack cannot be defended by adjacent territories.
* If you control all four quardrants of a planet, you control the planet, and the planet is considered "impenetrable." Such a planet cannot be attacked unless 3 capital ships "break the shield," so to speak.