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Competitive video game inspired by Heroscape
Hello all! It's been several years (a decade maybe?) since I've made a post as I am evidently the ultimate lurker. My friends and I have been playing Heroscape since 2007 and we always do our best to keep up with anything new happening with the game, including the excellent customs our fellow Heroscapers have created!
I'm here to find out what any of you may want to see in a video game that is in the same vein as Heroscape. I've been learning to work with Unreal Engine for the past few years and have worked on somewhat of a basic framework for the game, but I'm now trying to focus on more of the specifics. As a competitive person both in games and sports, a (mostly) balanced, competitive game is what I'm interested in creating. That doesn't mean things like single player scenarios or custom map building are out of the question, but they are things that have taken a backseat compared to the higher level 1v1 gameplay. I think Heroscape is a fantastic game and is still my favorite PvP board game ever; I love doing plenty of theorycrafting, teambuilding, and testing, but in terms of balance and variety it's a little lacking when it comes to competitive armies. My boy Erevan Sunshadow is my guilty pleasure unit, but I can't deny the fact that he doesn't bring much to the table when comparing him to similar costing units. Now, the beautiful thing about video games today is that they allow us to tweak things like stats and point costs if we really need to, while data such as win percentages and army lists can be utilized to further monitor balance. We're also able to do things that could be difficult/impossible to have in a board game, such as a temporary fog of war. With that all being said, what would you, my fellow Heroscapers be interested in including? For example:
I could honestly go on with these examples but I know I've already taken plenty of your time if you happened to read all of this. The bottom line is that I want to make a game for the people, one that would not replace Heroscape but that could be somewhat of a spiritual successor to it that has fun and deep gameplay elements. If the idea of a game like this sounds good to you, if you like any of the possible examples or even have reasons why you wouldn't like those inclusions, or if you have any ideas of your own, please feel free to comment and let me know your thoughts. In the meantime I'll be working on the game! Thanks, fellow 'Scapers! |
#2
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Re: Competitive video game inspired by Heroscape
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Status effects would be cool in a video game. Quote:
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Formerly known as capsocrates -- Remixed Master Sets - challenge yourself with new terrain combinations! -- Colorado Fall 2023 Multiplayer Madness -- caps's Customs Redux - caps's multiplayer maps - caps's maps - Seagate -- Continuing Classic Heroscape: C3V SoV |
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Re: Competitive video game inspired by Heroscape
Not too familiar, but Wartile has been having success doing a Heroscape-like video game but I’m not sure if it’s PvP or even competitive or difficult. It may be more of a scenario/campaign game.
Not really sure what i WANT to see. I think it’s more of a “I’ll know when I see it”. FWIW Wartile seems kinda meh, so don’t do what they did probably? Idk Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#4
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Re: Competitive video game inspired by Heroscape
Tabletop Simulator comes pretty close
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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Re: Competitive video game inspired by Heroscape
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As for the status effects, they seem like one of those things that would have been sweet in Heroscape but were too much of a pain to track. Sure, there are certain figures that have abilities involving markers and whatnot, but temporary slowness or things of that nature are just way easier to deal with in a video game. Quote:
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It sure does, Batman! Heck, that's the primary way I play Heroscape nowadays! (Still need to find the time to try the Google Docs version...) Somewhat related to that, even though my goal is to make a new Heroscape-adjacent game, if possible I would love to be able to bring the original Heroscape game to my framework at some point! That would be quite a bit down the line though so long live TTS and OHS! |
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Re: Competitive video game inspired by Heroscape
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They also don't give *everyone* attacks of opportunity. Only some characters have them, which I've noticed makes the battles more fluid as people move around with less fear of getting hit. Formerly known as capsocrates -- Remixed Master Sets - challenge yourself with new terrain combinations! -- Colorado Fall 2023 Multiplayer Madness -- caps's Customs Redux - caps's multiplayer maps - caps's maps - Seagate -- Continuing Classic Heroscape: C3V SoV |
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Re: Competitive video game inspired by Heroscape
In the battle sim/grand strategy game series Dominions (which has a handful of similarities to HS, notably combined arms combat), some units have the trait called “Ambidextrious .” This trait reduces the penalty for multiple attacks.
To convert a similar concept, something like the EI (who have double attack) might have less of a penalty for attacking a second time. Maybe even letting them have a partial move plus 2 attacks per turn? A rules change I could see working would be limiting the amount of wounds you can do at range if you can’t see the “head” of your target. Maybe special attacks/alternate attacks/spells/etc wouldn’t be restricted. Hard telling. Being able to hotfix units is also awesome. Status effects would be cool, as long as you don’t go overboard. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
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Re: Competitive video game inspired by Heroscape
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I have been considering the attack of opportunity situation for a while now and have been leaning towards not everyone having one as you brought up. That allows for certain units to have those attacks be a boon that they can provide to their team over other units, like how only certain units have engagement strike abilities in Heroscape. So you could still set up a screen as becoming engaged when moving adjacent is still a thing, but maybe take units with attacks of opportunity if you want to keep them locked down or scared. Quote:
I think this idea is a pretty good one and the nice thing about the ability system I'm using is it's pretty simple to tweak things here and there to create new abilities for specific units, such as allowing the regular attack and move abilities to remain on a unit like the EI while also giving them the option to have a double attack plus half their movement instead. They're also in a database so that I can just copy and paste already created abilities onto new units I'm testing in order to see how they work with them. Oh, and the way Dominions calculates damage is *really* intriguing to me as I've been looking at many different combat calculation systems and that one is a stand out IMO Quote:
With all of that being said, the way line of sight works at the moment (and how it's easiest to work with) is an invisible line is drawn between the units and if any part of the defender's body can be seen then it works just like Heroscape. Now making the actual head portion of each unit be a specific thing to take into account might be a bit tricky, but I am working on a partial cover system kinda like how XCOM works where if you're behind, say, a half height barricade or something like a HS battlement, you'd get a defense bonus. I've seen suggestions in the past like limiting HS squad units to dealing a max of 1 wound each per turn, which I thought wasn't a bad idea to try out, but in an HP system I think just giving the ranged squad units an attack value less than melee squad units, which have less than ranged solo units and then of course melee solo units, should be sufficient enough. Of course, you could have an expensive melee squad unit that deals tons of damage or a really weak solo defender unit with lots of health, but I was just speaking on the philosophy as a whole. Either way, I'll have to keep testing and see if those ideas work out before deciding on anything for certain. ----------------------------------------------------------------------------------- One other idea I've thrown around is something that you may be familiar with if you've watched or played something like Hearthstone: hero powers. So the basic idea is that if this were a part of the game you'd pick one of these powers to have throughout the game when building your army and you'd have it no matter what units you use. They also could work differently where some of them are passive while others are active powers. For example: There could be a Necromancer power where once per game you can resurrect a small or medium unit from the dead. There could be a Commander power that grants a passive +2 to your initiative roll for the entire game. There could be a Rush of Confidence power that allows you to reveal your order markers at the beginning of the round in exchange for a movement boost for your army for that round. One more is a Meteor power that once per round could target any hex and deal a low amount of damage with a chance to be defended. These are just off the top of my head and of course are in no way balanced, but you can see adding these additional powers can make even a team of the exact same units play a bit differently. |
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