オリジナルの投稿元:Destiny Board games
I am making a destiny board game based in the video game and a unique combat and loot system. I would like some help with card designs and ideas. I have some ideas for a 2 sided board for the first base game where you can build with tiles on top of the board different lvl sand strike missions. The gameplay could be based on rpg dungeons and dragons. A 3D printed figure for Titian, warlock and hunter. Of course bosses would be 3D printed figures. Regular monsters and enemies would be on cards like the thrall. A mat with xur whose cards for sale would change from a xur Deck every 20minutes or game. A crypttarch that will decide engrams that are randomly dropped.Any ideas or people wanting to help comment
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3 通の返信You should print two of each so you could have a raid team to take down raid bosses. I think that would encourage more people to play.
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1 返信The board would be incomplete with parts missing here and there. Only way to get them is to buy them from the bungie store. Just to make it more accurate to the actual game.
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5 通の返信Archangelion1により編集済み: 11/6/2016 12:21:18 AMApparently I am having issues posting on the group page. Dice Idea [spoiler]Three colour sets of 8 sided die Green has 3 hits and 5 misses Blue has 3 hits 1 special and 4 misses Purple has 4 hits 2 special and 2 misses Rolls are based on ability vs defence Defence (difficulty) modifiers are added from range, special defence abilities, and environmental effects. Rolls can be modified through abilities. Examples of such include adding die of a specific colour, re-rolling die that have a specific result and/or color. Changing a dies result. Adding a die result without a roll. Removing or sacrificing die with certain results or before a roll is made (remove two green die from yiur die pool to add one blue die to your roll)(sacrifice 3 hit results to add one special result)[/spoiler] Character Sheets [spoiler]These will need to include the following; Character class and subclass Artwork depicting the character An area for quick referance of the turn sequence An area for level progression, this area will include markers along the track showing when certain ability cards unlock. A small track showing movement speed (some effects will slow player movement, some abilities and equipment will increase movement) Health/Sheild bar, this can be represented simply enough by a health track. This will allow armour, abilities, and character level to increase this bar. A secondary bar below this bar will have a number of spaces (depending on balance) to represent the health regeneration cool down time. Each space will represent a player turn, thus at certain intervals the players health will start to regenerate. Ability (grenade, charged melee, and super) spaces and linked cool down bars. The spaces will be on the sheet edge to alow a small card to be placed next to the player sheet. The cards will have artwork and the abilities rules printed on them. The cool down tracks for each ability will have a marker on them whose location will be determined by the players armour. Armour/weapon spaces, again these will be located on the sheets edge along with a notation that only one yellow item of each type (armour/weapon) may be on the sheet at any given time. For layout, weapons and health along the top, just under the class/subclass name, Movement speed just below this. Grenade, melee and their tracks to the left along with the primary weapon that will be above them. The super, special and heavy weapons will be on the right with the weapons being on the top again. Armour will be along the bottom of the sheet beneath the upgrade track which will be on the bottom portion on the sheet. Artwork of the character will be in the middle right of the sheet just below the super track. Quick referance will be to the immediate left of the upgrade track. Each subclass will have its own card set that includes each ability's varient. The basic abilities will be printed on the character sheet above their respective cool down tracks. The ability cards will add to or modify these basic abilities and can be changed or upgraded during a player turn at the cost of time (like a player action, how many actions a player will recieve can be determined when play testing and balance is being figured out, most games have 2 or 3 actions per player turn).[/spoiler] Basic Weapon Layout Idea [spoiler]Each weapon card will include artwork of the weapon, a range, and a number of die rolled for each attack. Basic attacks will use 3 green die and will subtract 1 if the range to the target is beyond the weapons range, 2 if the target is double, weapons cannot target beyond double their range. Some weapons will work worse or better at closer ranges. Shotguns, hand cannons, side arms, and fusion rifles all gain a bonus green attack die if the target is at half range. Shotguns and fusion rifles gain a second green die if the target is at a quater of the range. The above weapons suffer an aditonal penalty of one die for targeting beyond weapon range. Sniper rifles loose one die if the target is at half range and lose an additional die at one quarter, but they do not loose a die for the target being at a longer range until the range is at double, at double a snipers range 1 die is lost. The rule about weapons never being able to target beyond double their range does not apply to sniper rifles. Rocker launchers have a chance to damage the user if the target is at quarter range. But do splash damage, which can help with crowds. Blue weapons have a few changes. They roll 1 blue die in addition to the 3 green. The blue die is not lost due to range effects. Blue weapons have a special 'perk'. Some of these will require a special result from the blue die. Others will require a number of hit results etc. Similarly, purple weapons also have these perks, but they tend to be slightly more powerful and/or can have up to two perks. They roll 3 green, 2 blue, and 1 purple die. For all weapons. If a special result is rolled and is unused/uncanceled then a single 'charge' will be gained for that players super if the attack results in a kill. Exotic weapons will be, at their base, the same as purple weapons but will have unique properties that may change how they are used.[/spoiler]
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4 通の返信
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1 返信So I was going over components in my head of stuff you'd need and it occurred to me that having all four races in the base game would probably be too much. My suggestion would be to have the base game have fallen and hive (earth and moon boards). Expansions would then allow the gme to be fleshed out. First vex, then cabal. Then maybe a crucible box. Then a raid expansion that comes with more copies of the figures and expanded rules. It can just keep going from there, so long as the sales hold.
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3 通の返信
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1 返信hahaha its like monopoly but instead of " EARRRTHHHQUAKKKEEEE" it will be "WIIIIIPPPPPEEEEEEE"
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6 通の返信
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4 通の返信Just remember that once you're finished development to run in past Bungie and Activision for permission to release it. Now on to the game. A room tile RPG based game is probably the best bet for the game layout. Alot of board games that I've seen that are quick and simple in they're play style (and thus can appeal to a larger audience) use custom die that will depict hits, misses, and other special effects through different symbols or lack there of on the die face. I'd suggest going with this method for attacks. For loot, have four decks green, blue, purple and yellow. Different enemies will drop different items. The green deck will contain cards for low level items (each player starts with white starting items), but it also includes moats of light (for upgrading character abilities). The blue deck will contain cards for mid level items, moats of light (in higher values per card) and strange coins (for purchasing items from the yellow deck). The purple deck will contain high level items, along with moats of light cards that also have higher values than the blue cards, stage coins cards that make you roll 3 dice. Giving you strange coins for hits [b][u]OR[/u][/b] a yellow random draw if you get at least one special result. The yellow deck obviously contains exotics that can be purchased when the round marker hits a Xur spaces on the board. Basically the game would be a light dungeon crawler that would play out like a strike with optional advanced rules to make it more like a nightfall. Expansions would make it capable of forming a raid. Players would purchase ability cards for their subclass with moats of light so long as they meet the level requirement. Defeating certain enemies would gain you experience points. I do play a fair bit of board games. So if you want to hit me up for more feel free to PM me or something. I could probably flesh out the above more. But it's something to go on.
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2 通の返信Does that mean one person playing the game has to be a Game Master, who can buff and nerf sub classes/guns whenever he/she wants?
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1 返信firepeanutにより編集済み: 11/2/2016 10:26:08 PMIt would be easier to make a Jumanji board game with all the animal error codes. Or you've been "Dosed Attack!" card, proceed to flip the board
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3 通の返信Destiny unfortunately doesn't lend itself well to board games if you think about what it is at its core. Destiny is a looter shooter RPG. At its most elemental it's a dungeon crawler and that genre is derived from pen and paper board games and is already suffused with iterations. What can you add that isn't covered by D&D or tabletop games like Warhammer? I'm not talking about variety (there's tons of variety in this genre already) I'm talking about what a game actually is, a set of rules that each player knows and adheres to attached to a win scenario. Think about what rules you can implement first that adhere to the game style of Destiny and then you'll have a fun game to play.
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1 返信make sure you have to buy the half the board separate from the res of the game or else it won't be truly authentic.
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1 返信comicchameleon4により編集済み: 11/2/2016 6:01:51 PM
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1 返信Considering 'Destiny' is Bungie's IP, I'm sure they may have something to say on this. If it's a success however, Activision will buy your soul (and game IP) for 30 silver.