Terrain Design Procedures
Hey gang!
So I have interest in creating a new type of terrain and maps for outer space scenarios. Basically I want to let superheroes fight in the vacuum of deep space. I've polled the Heroes and as it turns out, the easiest, cleanest way for me to do this is to simply build an outer space map and use that as a way to create a set of optional rules that give mechanics for this new terrain type.
To that end, I'm wanting to brainstorm with you all as to what that would involve. I know at least
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Tornado
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Lazy Orang
and
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Arkham
have expressed interest in something like this. Others seemed at least somewhat interested, but I'm going to put up a link where we were discussing this after I make this post.
Here are the basic ideas I have so far:
1. It seems it would be most effective to have Cosmic or Cosmos spaces done as a big playmat, like the one pictured here for sky spaces
2. I think figures with the Flying special power should be able to move normally in space. Figures that don't have it probably have to have some major movement restrictions, whether that's some sort of mechanic for pushing off of things and then just drifting, or if we do the one space at a time like in water, or whatever else. Finding some level of balance will be key.
3. I think space should be harmful. Technically figures like Superman and Silver Surfer don't really have to worry about exposure in space, but you could say the same for lava and bullets, but they're definitely vulnerable to both for game balance reasons. To that end, and with the idea in mind that I don't want Silver Surfer just kiting enemies all day until they die, here are some lose thoughts on Exposure Damage:
A. Figures without Super Strength receive somewhere between 1 and 4 automatic wounds at the end of each round if they're occupying a Cosmos Space.
B. Figures with Super Strength either roll one unblockable die or receive 1 automatic wound at the end of each round if they're occupying a Cosmos Space.
I'd want these to scale together until we get the right balance.
4. Though whatever map we arrive on will probably be mostly if not all a vast vacuum of space, I could see using rock tiles to break it up here and there. I'm not sure whether these should be safe spots from exposure or not, should allow you to move normally on them or not, and whether they should drift at the end of the round or not (like asteroids). This might be a separate asteroid mechanic that's worth discussing.
5. The last thing that comes to mind as something to consider or not is if we want to do LOS blockers any differently in space. I could see a world where level one hexes could prevent you from tracing LOS through them to represent the different spacial dimensions at play. I'm also OK if we dismiss that as overly complex.