by Thaedael » Tue Jan 11, 2011 10:30 am
[Warning: Long post ahead]
1: Introduction:
Essentially just spent the greater part of two or three hours reading the whole thread, transcribing most of it to a document so I could actually bold/italicize, organize, and understand this game better. I want to also state that I do have understandings of how pen and paper games play, having played dark heresy, dungeon and dragons, mechwarrior, deathwatch, and many more. However the title of the thread is a little mis-leading to say the most.
Long story short, any game that essentially has a leveling system, uses skills, and has combat is a pen and paper game. Diablo, which has been super popular over the years, is essentially a pen and paper game. Granted it doesn't feel like one because you aren't doing the gm'ing, or reactive, but it is more or less an automated pen and paper game.
What you have described on the other hand, is more of a hybrid between rpg elements meeting with a tactics game on a 3d hexgrid.
2: Initial Thoughts:
The most important thing with any game of this genre, or any game design document is clarity. I don't want to come across as an ass but it is hard to understand all the information if it is presented in walls of text, spread out over many posts. I would suggest either recomposing the information in a document that you keep updated linked in the first post, or have a initial skeleton of the game in the first post, with links to the different segments of the game so it is easier to have the information at hand. Indenting, or numbering, or some other form of quick recognition of selected topics would be very helpful too.
The next thing that comes to mind is the sheer complexity of the idea you have proposed, and all the nuances included there-in for the game. I agree, get a full skeleton of everything you would ever want written down, but for the time being make the game as simplistic as possible.
That being said here are my critiques:
3.1A: Objectives:
So if I understand correctly, there is a city with a fixed population (since fluctuating would be more interesting but would add way too much complexity), with a monster den/spawning pool within a stone throw away. The goal of the game is that you are randomly assigned one "frame" of which to add different "nodes" to the "slots" on the frame, and through this "model: monster" you want to breed with women. The different nodes have different effects, however no matter what happens all your given stats must be lower than the women's collective stats so that you can gain their "attributes/specialities/etc." otherwise they are just used as a breeding container for your already existing monster.
So the game is an open ended sandbox? Or is there say, a queen at the top of the food chain that once you get her you win the game, and as such your every movement is towards that end.
What is the ultimate objective: what wins you the game or is it an eternal sandbox?
4.1A: Frames: Monsters:
You have the 4 "frames": small, medium, large, huge. Each frame is dependent on "type", and can have things added to the frame depending on "slots". Each "Frame" essentially has its own stats/attributes which are further augmented/changed through the additional "nodes". That being said would you have it so that you can say... add a small fame to a medium frame to make a large frame, and to make a medium frame and a large frame add together to make a huge node? If so this could lead to even more configurations, but would need to have a draw back. However this would allow hybrids of say, insect/"x".
The problem comes in with the breeding, assuming I understand it correctly. To get certain advancements you have to be below the stats of a female. That being said certain "frames" have fixed stats, and the different nodes add the different variables. If the variety is not there that means you will have to sometimes downgrade your monster to fight different people, and that the available "nodes" will have to be chosen according to this. This in itself isn't a problem. HOWEVER when you are shoehorned into making a VERY specific type of monster you lose customization, and to counter this you would need multiple parts, but if you make multiple parts you might have redundancy or an overly complex system. Just something to think about.
4.1B:Frames:Humans:
There is only one, and the frame remains constant. The importance is the armor, clothing and weapons, as you dictated. Pretty straight forward.
Maybe include a pregnant node to show if she is pregnant and what with. This would help keep track as you change monsters etc. Also maybe hybrid nodes that activate when she takes on characteristics of the monster type raping her.
4.1C: Frames:Human/Monster Hybrid:
If you rape a woman, she takes on characteristics but isn't under your control, and as such a frame might be needed for this.
5.1: M.T.O. : Monster Theatre of Operations:
Using x-com as a base has an added side bonus, I actually played the game so understand what you want. Essentially you have a fixed map based of the scenario at hand. Instead of having the whole world why not have a city that is subdivided by district (if it is medieval it doesn't even have to be that big, so you kill two birds with one stone), the districts being the scenario being played. That way you can have maps of the general areas for the conflicts by block, and since they would only be small blocks you wouldn't have to do as much work.
As you control the different blocks/districts, it would have effects on others, such as increased military presence, or rich people pulling back to the safer sides forcing the beggars and poor people to the extremes (which places an importance on whether to breed them with the poor people thus having numbers but at the cost of time and changing environment, or whether to attempt to get higher quality monsters through moving into the city.)
Each district would have set scenarios, so if it was say a 5x5 block district, you could have 2 fixed obejectives, one being a flavor thing (like rape as many women as you can in the possible time frame), and the other being the final objective to advance to another area that is adjoining of your choice. The fixed objectives could then become strong points for both humans and monsters, humans while they remain in human hands, monster lairs/breeding centers/etc. while you control them. The rest of the areas can have randomly generated battle with randomly generated women who have randomly generated traits etc.
6.1: Battle fields:
Hex won't work any where near as well imo. The problem is that hex allows for more directional movement, more flanking etc, but at the cost of more complexity. There is also terrain, how does that play in. Will it be more like advance wars where being on different type of terrains affects stats, or will it be more simple like where you can and can't walk. If it is the latter of the two then you have more trouble as you begin to impliment large footprint units like the proposed huge monster you dictated as taking up 7 squares.
As far as I am concerned, the battle field should be simple. From a graphical point of view it can be as complicated as you want, I think a block approach would be the most simple so that you can guarantee there will always be a wide road, which would allow for the huge monsters to walk along the edges. The buildings would be randomly designed to fit in the square (each district having a select few to fight through) but would be a shell. Of course you can make exception for the scenario fixed ones that I talked about previously.
Also, the graphics should be simple imo. If you don't go with isometric sprites, you can have face or symbols representing the people by type or armament etc. However you can do it like other games such as fire emblem where the over-world sprites are different from battle sprites.
6.2:Battles
I think that medieval would work best for this style of game, since most weapons have huge ranges and as such the scale will either be ridiculously huge (which is unweidly and goes against the block approach I outlaid) or disproportionate.
Everything you said more or less is clear, however I think I missed/didn't see the armor part properly. You need to tear off the armor and clothes, but how does this compare with the stats of the monsters. If you need strong monster to tear off armor, but weak monster to breed this could lead to an interesting mixed armed approach I guess.
If you go with battle animations the world can be simple but the animations can be overlaid using LOK style graphics. Do something along the lines of corta with one standardized girl base with multiple variations, however the monsters would have to be compromised as 1 or 2 models per type to be viable as a game, otherwise its an art and programming fiasco.
7.0: other:
I pretty much only covered your ideas, because a lot of the other stuff people said didn't appeal to me. Here is my take on a few things I would add. When you play as the humans, the ability to switch weapons with the person next to you should be allowed, combined taking the weapons from comrades, perhaps an ap per point of damage or armor (a sword of 5 attack would need five ap to take) that way you have incentive to keep people alive and using the equipment, but if something happens unexpectedly you can react.
The rolls should be pretty simple, go with dark heresy style 1 die representing the "Tens" digit, the other the "ones" digit. Number generating programs are easy, and thus the battle calculations etc can be easy. If everything is adapted to this scale then it would be fast.
eg: a woman punches a monster. The monster's toughness is 60, her strength is 15. She rolls 1 d10, resulting in a 4, and a second d10 resulting in a 5. Therefore her result is 45. Add her 15 strength and it equals 60 equaling the monster toughness.
As for teching. This is my personal take. If you have it as a medieval port town, you can have the port bringing in weapons. As "x" many days go buy they get new wepons, each day/night cycle (12 hours) results in the weapons moving one district. So a normal sword takes 5 days to appear, so 5 days they appear in port. It then takes 1 day for the swords to arrive two districts away from the ports.
That is all I have for now, I still need to finish reading and formulating an opinion on this whole concept.