31 Mar 2015
Hi guys.
I'm designing a nautical wargame. The basics are: You build your ship and then battle the enemy ships.
Currently i am trying to write rules for this game but i have little experience doing a boardgame so i need your help.
I'm starting slow and just focusing on the basics. So now currently i'm stuck at movement.
I want my ships to move like in warhammer fantasy which means that the board has no squares or hexagons. Flat surface and measurer are needed to play.
Ships are very slow and turn very narrowly.. How can i make my ships turn realisticly and reduce "drifting" which means the ships tail getting too happy when turning..
I was thinking about making the ship forced to move at least a fixed distance when turning. This way the ship turns but moves forward so the ship isn't just spinning in place. (Try rotating a massive battleship like a tank.)
What do you guys think?
EDIT:
The ship models are made out of paper and the size of the ships vary. Bigger the ship, easier the enemy will hit you. But bigger ships have more hitpoints.
I was thinking about adding a half circle on the nose of the ship so it can declare how much the ship can turn. (Like a red mark showing that the ship can only turn 30 degrees.)
But can the turning mechanism be made without the half circle marker? It's a tough one to figure out.
I'm designing a nautical wargame. The basics are: You build your ship and then battle the enemy ships.
Currently i am trying to write rules for this game but i have little experience doing a boardgame so i need your help.
I'm starting slow and just focusing on the basics. So now currently i'm stuck at movement.
I want my ships to move like in warhammer fantasy which means that the board has no squares or hexagons. Flat surface and measurer are needed to play.
Ships are very slow and turn very narrowly.. How can i make my ships turn realisticly and reduce "drifting" which means the ships tail getting too happy when turning..
I was thinking about making the ship forced to move at least a fixed distance when turning. This way the ship turns but moves forward so the ship isn't just spinning in place. (Try rotating a massive battleship like a tank.)
What do you guys think?
EDIT:
The ship models are made out of paper and the size of the ships vary. Bigger the ship, easier the enemy will hit you. But bigger ships have more hitpoints.
I was thinking about adding a half circle on the nose of the ship so it can declare how much the ship can turn. (Like a red mark showing that the ship can only turn 30 degrees.)
But can the turning mechanism be made without the half circle marker? It's a tough one to figure out.