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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#1
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Auto mission generator
I was thinking about how neato that many of the scenarios produced in the master set booklet have a round counter and mission objectives instead of a straight forward DeathMatch.
Then I wondered. Is there some kind of point system based on the map for createing the mission. It would take into consideration the following elements of any random generated map. A. Number of playable spaces B. Number of elevations C. Number of water tiles These would add up to a total score from which the following could be determined. 1. Mission objective 2. Army Draft Points available 3. Special Rules 4. Number of rounds in the game The main purpose of such a system is that the it is not dependant on having 'This expansion' or 'that expansion' or 'this character' or 'that character'. Though certain expansions and tiles would possibly affect the overall outcome of the scenarios generated. Expansions such as Ice, Lava, wet sand, roads and castles would integrate into this system in my vision. I've seen the 'Mission card set' on the downloads. I could easily see those implemented into such a system. Though the 'comander cards' just tend to reek of an older game 'battle masters'. Does anyone know of such a system? Most of the scenarios provided in the Valkarie Master set seem nearly identicle in playable hexes, (around 220 av) Elevations (7 av) 21 water, 400 draft points per two players, DeathMatch, 3.5 glyphs, and 9 rounds av. Though the special rules that apply Do make them Quite differnt from one another. Oh and one other question. I recently got 3 marvel master sets for 10$ apiece localy. The concrete is so Light that I'm considering using them as-is, when used in a map as snow -or- roads. For some reason altering the asphault with a drybrush of red to become 'lava' just doesnt seem attractive to me. (shrug) Has anyone else done this before?? Bob out. By the time you think of something, 10 other people have thought of it and at least one has acted on the idea. |
#2
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Re: Auto mission generator
There are so many types of scenarios like that to be made, a map sort of has to be tailored to suit those needs. And about the asphault, while I havent done it, Im sure someone has. Still, it looks very cool next to the lava terrain. Try it sometime.
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#3
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Re: Auto mission generator
Is it me or was 'Wet Sand' basicly the early version of 'Snow' before they came out with the artic expansion?
By the time you think of something, 10 other people have thought of it and at least one has acted on the idea. |
#4
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Re: Auto mission generator
Essentially it was. But they probably still would use a rule like that sometimes since people dont all have the tundra set.
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#5
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Re: Auto mission generator
So far What I've acomplished is as follows
Map movement difficulty is determined by - # of clif hexes over 5 hi - # of water hexes directly adjoining land hexes - # of sand/snow hexes - # of elevations - # of playable hexes (not including spires) - # of fly access only hexes The map movement difficulty Limits - Army size Mission type Limits - Army Size - Special Rules - Rounds for game Together mission type and map movement difficulty have some interaction that helps to determine one another. and to create an overall rateing. Other data: Mission Types available - Deffend/assasinate specific figure - Death Match - Escort figure/ attack figure - Defend feature/ attack feature - Defend artifact / Steal artifact - Aquire artifact first Special Elements available - no flight - mud = sand - 1 space mele only (no long range attacks from firearms etc) - Rising gas / water - Item encumbered movement - Backup arrives - Random Bombardments of region As mentioned before Its how to rate each feature/element/mission type And then how they affect each other. the main goal is to use the map to determine army size Then based the map, limit what missions CAN be used Then based on both map AND mission to limit what special rules are used. Together they form a kind of 'difficulty rateing' which determines the number of Rounds. But thats just my idea that I've hammered out so far. I know that customized missions and special rules per map is best But I'm just trying to figure out a method of making sure that the maps and missions fit one another. Some form of -auto scenario-. That way anyone could pick it up in seconds. formulate a mission & rounds and end up with a kewl session. Oh I know that no matter what formula is used that there is bound to be Massive errors in various cases. But the goal is Fun. What do you guys think of my rambelings so far? Any tips on how to formulate the relationships between the primary elements??? Bob-Out. By the time you think of something, 10 other people have thought of it and at least one has acted on the idea. |
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