Board Game Assignment Play Testing Notes

This game is a game similar in style to the risk games, but is played on a grid based map. I will upload the design document later when it is to a more complete standard. Basically, the players would move around the map, create settlements on grid spaces, collect money and troops from settlements to be able to built up an army or use money to build up more settlements, to produce more money and troops.

Play testing indicated that this would work better as a video game. The reason being that it requires a lot of calculations to calculate the strength of the player armies. Admittedly  the rule of training a squadron (a player chosen number of troops) multiplies it's attack by 1.9 is difficult to calculate without a calculator. The problem worsens when the player has multiple squadrons of different sizes, and even if they squadrons are joined to form a whole army.

Players also commenting on the fact that being able to move a maximum of 6 grid squares per turn is too slow. In future  increasing it to say, using 2 dice for a maximum number of grid squares that can be traveled to 12, doubling game play speed.

It was also questioned why the number of troops in a battle determined the outcome of the battle. It also meant that the player with more troops would will the battle every time. I thought the loosing player would retreat to safety and build up a larger army, but evidence seemed to show that the weaker players seem to lunge themselves at the player. It could be possible to use the dice as a multiplier which determines the attacks strength of both sides in a battle (one roll for each player) which could increase the player with fewer troops a chance to win. For example, player 1 has 300 attack whereas player 2 has 240. If player 1 rolls a 1, they get a bonus of 1.1 to make attack of 330. Player 2 could roll at least a 4 to beat player 1. This shows player 2 beating the odds and winning in battle, even with fewer troops.

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