• I've created Defcon but in tabletop style!
    7 replies, posted
[highlight]Better rules [url=http://www.facepunch.com/threads/1071269-I-ve-created-Defcon-but-in-tabletop-style!?p=28710261&viewfull=1#post28710261]here[/url]. Also updated map.[/highlight] I've been doing a complete conversation of the nuclear holocaust-simulator Defcon to PC, that can now be played as a tabletop game. Six (or more if people want to work together in a faction, dividing control of the arsenal) players can take the role as a leader for one out of six factions. The factions are USA/Canada, Southern America, Europe, Russia, Middle-east, Africa and Southern Asia/Australia. The map is nowhere near accurate in terms of how it has been cut up (for instance, korea is together and at peace obviously, afghanistan is part of russia and other innacuracies) and for that I apologize. I made it overly simplified to make it easier for everyone involved. I have also refrained from placing any actual cities on the map. I did this so that it would have more balanced gameplay and because a lot of cities would be really close to eachother, which would complicated it even further. Thirdly, the world population is also nowhere near the actual number, once again this is a decision I had to do to make it more balanced and less clustered. Instead of citites, players will place out population centers, ranging from low-density (where 15 million people live in any area) to high-density, where 100 million people live in an area. It is up to the player to decide where he wants his cities. Placing them close to eachother can be a good idea if you want to make it easier to defend against missile attacks, but can also be a bad idea if the enemy decides to launch a massive amount of missiles at you. The same can be said for placing them all far away for eachother, where it can be harder to launch a massive missile strike at you but you will also have to stretch your defense. The goal is to gain the most amount of points in 24 hours (each turn is one hour). You gain 2 points for every one million people you kill, and you lose 1 point for every one million of your own people that dies. Every faction have their own advantage (and disadvantage), some may have less people (and more space) to place their cities and units whereas others have more funds to buy units/buildings for. Every faction can also ally with eachother (do this either through talking in the thread or through PM) and having an ally can make the game a lot easier for you. And your opponent. So, let's get on with how this works. You first pick your faction (listed farther below), then you place all the population centers as you choose. You can place up to five buildings (population centers count as a building) in a tile. After that, you use your funds to buy buildings and units. Buildings have to be placed in tiles occupated by your faction (as seen by the colours), also have to be placed in tiles occupied by your faction. Ships however, can be placed anywhere. Beware though, every player can see your ships (except for submarines, they are invisible for every type of unit beside carriers). After that, it's a full-scale global thermonuclear war. The game is decided by your wit, and through me rolling a d6. Players who fail to send in orders after two consecutive turns will be considered MIA and anyone (beyond current players) can take command of that faction. The actions I will list are the following : Movement (and attacks by ships/ground forces/aircraft) Missile attacks and trajectory (I will not list on what population centers they are targeted at, I will however post if a missile is sent from say... G 16 to H 14). Damage report (units/population lost). Every new update will have an updated map with updated movement, capacity of silos/carriers/submarines, updated healthbars on population centers (measured in percentage, one pixel being 10 percent). So, let's start with showing you guys the map first ; [img]http://img577.imageshack.us/img577/288/mapworldoutline5.png[/img] The factions you can pick (and their colours) USA(Light blue), Europe(Green) and Southern Asia/Australia(Purple) 140 credits 4 Low-density 6 Medium-density 3 High-density POPULATION : 600 million people Southern America(Dark yellow) and Africa(Cyan) 90 credits 8 Low-density 4 Medium-density 1 High-density POPULATION : 380 million people Middle-east(Bright yellow) 140 credits 4 Low-density 7 Medium-density 2 High-density POPULATION : 540 million people Russia (Red) 120 credits 6 Low-density 5 Medium-density 2 High-density POPULATION : 490 million people And the units available (and their cost). (4) Destroyer. 3 or less to destroy Fighter/Interceptor. 4 or less to destroy Carrier. 5 or less to destroy Ground Forces (only if on water). 1 or less to destroy MRBM/SRBM (one each turn). Can attack aircraft from 2 tiles. Can attack Destroyer/Carrier from 1 tile. Movement : 1 tile every turn. (5) Carrier (10 MRBM, 10 SRBM). 4 or less to destroy Submarine. 5 or less to destroy Ground Forces (only if on water). Can send Strategic Bombers with MRBM, SRBM (one each turn). Can send Fighter/Interceptors (two each turn). Can launch up to two aircrafts each turn. Can attack Submarine from 1 tile. Can spot submarine from 2 tile. Movement : 1 tile every turn. (8) Submarine (5 ICBM, 5 MRBM, 10 SRBM). 3 or less to destroy Carrier/Destroyer. 5 or less to destroy Ground Forces (only if on water). Can launch ICBM, MRBM, SRBM (one each turn). Can attack Destroyer/Carrier/Submarine from 1 tile. Movement : 1 tile every turn. (2) Ground Forces (5 SRBM). 1 or less to destroy Strategic Bomber. 2 or less to destroy Fighter/interceptor. 3 or less to destroy Ground Forces. Can launch SRBM (one each turn). Movement : 1 tile every turn, can move on water (not able to attack while on water). (4) Radar/airbase (10 Fighter/Interceptor). 2 or less to destroy Ground Forces. 1 or less to destroy Fighter/Interceptor. Can send out up to two Fighter/Interceptors every turn. IF player has 1-2 Radar/airbase he can only intercept one missile every turn for each Anti-missile. IF player has no Radar/airbase he can't intercept missiles at all with his/her Anti-missile. (8) Anti-missile/airbase (10 Strategic Bomber, 5 MRBM, 10 SRBM). 2 or less to destroy Fighter/Interceptor. 1 or less to destroy Strategic Bomber. 3 or less to intercept Missile MRBM/SRBM . 4 or less to intercept ICBM . Can intercept up to two missiles every turn. Can send out up to one Strategic Bomber every turn. Effective range for intercepting missiles is 10 tiles. (10) Silo (10 ICBM, 10 MRBM, 10 SRBM) Can send up to three missiles every turn. Fighter/Interceptor. 3 or less to destroy Fighter/Interceptor. 2 or less to destroy Strategic Bomber. 2 or less to destroy Ground Forces. 1 or less to destroy Destroyer. 2 or less to destroy Carrier. Effective range before having to go for refuel : 6 tiles in every direction. Movement : 3 tiles every turn. Can remain "stationary" on a tile for a turn, counting as moving 1 tile. Strategic Bomber. Effective range before having to go for refuel : 8 tiles in every direction Movement : 2 tiles every turn Can remain "stationary" on a tile for a turn, counting as moving 2 tiles. Can only carry one warhead (MRBM/SRBM). ICBM Effective range : No limit. Movement : 1 tile every turn. MRBM Effective range : 12 tiles. Movement : 2 tiles every turn. SRBM Effective range : 6 tiles Movement : 3 tiles every turn. Missiles work like this: Turn 1 ) Launch and movement Turn 2 ) Movement (If the missile has reached its destination then it is on the way to its target. If the defending player can not defend against the missile or if anyone can't/won't shoot it down then it is considered a hit and it does the damage. A missile can not attack units on the same tile as itself. Strategic Bombers work like this: Turn 1) Deployment and movement. Turn 2) Movement (If the Strategic bomber has reached its destination then it is dropping its payload. If the defending player can not defend against the Strategic bomber or if anyone can't/won't shoot it down then it is considered a succesful bombing run and it does damage, and starts to return to base. A Strategic bomber can attack units on the same tile as itself. A fighter/interceptor works like this. Turn1) Deployment and movement. If the fighter can reach its target on this turn it will try to attack. Turn2) Same as Turn 1, a fighter can both be attacked and attack on the same turn, meaning a roll to see if it can destroy its target and a roll to see if the defending player can attack it (either through fighters, destroyer or anti-missile) then that roll will be rolled at the same time. If both rolls succeed then the target of the fighter will be destroyed, and the fighter itself. A fighter will return to base as soon as its target is destroyed or if it is being called back. Aircrafts that are returning back to base can be attacked by anti-missile/destroyers/fighters. USA(Light blue), Europe(Green) and Southern Asia/Australia(Purple) 140 credits 4 Low-density 6 Medium-density 3 High-density POPULATION : 600 million people Southern America(Dark yellow) and Africa(Cyan) 90 credits 8 Low-density 4 Medium-density 1 High-density POPULATION : 380 million people Middle-east(Bright yellow) 140 credits 4 Low-density 7 Medium-density 2 High-density POPULATION : 540 million people Russia (Red) 120 credits 6 Low-density 5 Medium-density 2 High-density POPULATION : 490 million people Currently giving this game a try in general discussion ; [url]http://www.facepunch.com/threads/1071198-Nuclear-Holocaust-Forum-Game[/url]
There's not much to say. This is pretty cool. Make it into an actual game-board and stylize it and add cool points and stuff
[QUOTE=k00lwhip;28709663]There's not much to say. This is pretty cool. Make it into an actual game-board and stylize it and add cool points and stuff[/QUOTE] Thanks man, yeah I would be lying if I said I haven't thought about it :) I have no idea on how to do that though (making it an actual board-game) and I definiatly need to talk with the studio who made the PC game Defcon before I go ahead and make an actual board-game out of it. I've rewritten the rules to make it easier to understand how it works now : I've been doing a complete conversation of the nuclear holocaust-simulator Defcon to PC, that can now be played as a tabletop game. This is intended for use on forums. DEFCON the board game Welcome commander. You have been summoned here because we are now in Defcon 1, the highest alert level. As you might know, defcon 1 means we are now at full global-scale thermonuclear war. It is now up to you to best use the arsenal at your disposal to annihilate the enemy while minimizing our losses. Good luck, and may God have mercy on our souls. -End of Transmission- Welcome to DEFCON the board game! DEFCON the board game is a complete conversation based upon the PC game DEFCON where you take control of one out of six factions, all fighting to use the combined nuclear arsenal of that faction to oblitierate your enemy while making sure friendly soil isn't completely wiped out. You can take control of the following factions : North-American Confederation(Light blue), Europe(Green), Southern Asia/Australia(Purple) 140 credits 4 Low-density 6 Medium-density 3 High-density POPULATION : 600 million people Southern America(Dark yellow), Africa(Cyan) 90 credits 8 Low-density 4 Medium-density 1 High-density POPULATION : 380 million people Middle-east(Bright yellow) 140 credits 4 Low-density 7 Medium-density 2 High-density POPULATION : 540 million people Russia (Red) 120 credits 6 Low-density 5 Medium-density 2 High-density POPULATION : 490 million people Every faction has their own advantage and disadvantage in terms of both funds and geographical location. Factions such as North-American Confederation or Europe have more funds, but will struggle to keep their people safe as their people is concentrated in bigger cities and smaller areas whereas factions such as Africa or Russia will not have to worry so much nuclear weaponry hitting hard on their population. This is reflected with less funds to spend on their arsenal however, and wider area that has to be defended. Every player will be able to place the population centers and buildings as they please, as long as they place every population center in their own territory. You may only place up to five buildings (population centers, radar/anti-missile/silo) in one tile that you own. Instead of cities, the player has population centers. These buildings represent areas of a country where 15 to 100 million people live (ranging from low-density to high-density) and one single nuclear weapon will kill off a certain percentage of that number. The goal of this game is to gain the most amount of points in 24 turns. One turn represents one simulated hour. You gain 2 points for every million of people you can kill, and you lose 1 point for every million people you lose. At the beginning of the game, every faction is at war with eachother. However, it is strongly advised to ally with other people to ensure that you don't have to worry about their nukes and units for the time being. Be aware though, alliances are easily made and can easily be broken, so make sure you're always one step ahead of your enemy. Keep your friends close, and your enemies closer! [img]http://fc04.deviantart.net/fs70/f/2011/080/3/5/nuclear_holocaust_map_1_0_by_gregah-d3c2gcs.png[/img] The current map being used. The world is round, so going from A to Y is therefore possible. Remember to keep this in mind when you place your buildings and units! As a GM, remember to colour the ring around each unit in the colour of the faction controlling them. The game works like this: The players (2 to 6) all pick one faction. After that, they must place their population centers on the world map. You can only place five buildings on one tile. Low-density, medium-density, high-density population centers all count as one building each. Now it is time to spend the budget on units and other buildings! You can spend the budget however you like, radar towers are necessary for anti-missile to work at full efficency however. To achieve full efficency you need three radar towers. If you have one or two radar towers, the anti-missile can only intercept one missile each every turn. If you have no radar towers, then the anti-missile can not intercept any missiles at all. Buildings and Ground Forces must all be placed in your own territory, ships however can be placed wherever you want on the world map. After that, it's a full-scale global thermonuclear war. The game is then in full effect, and you can decide to use your units however you want. The world map is always visible to everyone involved to reflect the use of satellites, submarines however are always invisible unless a Carrier has spotted them and is within visible range of said carriers. Missiles work like this: Turn 1 ) Launch and movement Turn 2 ) Movement (If the missile has reached its destination then it is on the way to its target. If the defending player can not defend against the missile or if anyone can't/won't shoot it down then it is considered a hit and it does the damage. A missile can not attack units on the same tile as itself. Strategic Bombers work like this: Turn 1) Deployment and movement. Turn 2) Movement (If the Strategic bomber has reached its destination then it is dropping its payload. If the defending player can not defend against the Strategic bomber or if anyone can't/won't shoot it down then it is considered a succesful bombing run and it does damage, and starts to return to base. A Strategic bomber can attack units on the same tile as itself. A fighter/interceptor works like this. Turn1) Deployment and movement. If the fighter can reach its target on this turn it will try to attack. Turn2) Same as Turn 1, a fighter can both be attacked and attack on the same turn, meaning a roll to see if it can destroy its target and a roll to see if the defending player can attack it (either through fighters, destroyer or anti-missile) then that roll will be rolled at the same time. If both rolls succeed then the target of the fighter will be destroyed, and the fighter itself. A fighter will return to base as soon as its target is destroyed or if it is being called back. Aircrafts that are returning back to base can be attacked by anti-missile/destroyers/fighters. Remember to be as detailed and intricate as possible when you send in orders to the GM! The GM will have to keep a lot of information together so it is highly advised he/she keeps notes on where every unit is heading (aircraft and missiles), where they are stationed and how much health buildings have. It is also important to note how much nuclear arsenal units such as carriers and submarines have too, and buildings such as anti-missile, radar and silos. A GM should write down the following information in each update he/she makes: Movement of units such as Ground Forces, Destroyers/Carriers (Submarines IF a Carrier can spot them), and Airplanes. Movement of Nuclear Missiles (ICBM, MRBM, SRBM). Both where they are heading from, and where they are moving to. Detonations of Nuclear Missiles. Successful attacks. Failed attacks. Current status of buildings. This can (and should) be done by changing the various coloured bars on both units and buildings. One pixel is either one point (when looking at units and buildings other than population centers) that is either one health-point or one missile of one of the available types, or ten percent off a population center. The game uses a d6 to determine whether attacks and intercepts are succesful. Missiles do not require a roll of a die to see if they are succesful in their attack. The units are formated this way: (cost) Name of unit <abilities> UNITS (4) Destroyer. 3 or less to destroy Fighter/Interceptor. 4 or less to destroy Carrier. 5 or less to destroy Ground Forces (only if on water). 1 or less to destroy MRBM/SRBM (one each turn). Can attack aircraft from 2 tiles. Can attack Destroyer/Carrier from 1 tile. Movement : 1 tile every turn. (5) Carrier (10 MRBM, 10 SRBM). 4 or less to destroy Submarine. 5 or less to destroy Ground Forces (only if on water). Can send Strategic Bombers with MRBM, SRBM (one each turn). Can send Fighter/Interceptors (two each turn). Can launch up to two aircrafts each turn. Can attack Submarine from 1 tile. Can spot submarine from 2 tile. Movement : 1 tile every turn. (8) Submarine (5 ICBM, 5 MRBM, 10 SRBM). 3 or less to destroy Carrier/Destroyer. 5 or less to destroy Ground Forces (only if on water). Can launch ICBM, MRBM, SRBM (one each turn). Can attack Destroyer/Carrier/Submarine from 1 tile. Movement : 1 tile every turn. (2) Ground Forces (5 SRBM). 1 or less to destroy Strategic Bomber. 2 or less to destroy Fighter/interceptor. 3 or less to destroy Ground Forces. Can launch SRBM (one each turn). Movement : 1 tile every turn, can move on water (not able to attack while on water). (4) Radar/airbase (10 Fighter/Interceptor). 2 or less to destroy Ground Forces. 1 or less to destroy Fighter/Interceptor. Can send out up to two Fighter/Interceptors every turn. IF player has 1-2 Radar/airbase he can only intercept one missile every turn for each Anti-missile. IF player has no Radar/airbase he can't intercept missiles at all with his/her Anti-missile. (8) Anti-missile/airbase (10 Strategic Bomber, 5 MRBM, 10 SRBM). 2 or less to destroy Fighter/Interceptor. 1 or less to destroy Strategic Bomber. 3 or less to intercept Missile MRBM/SRBM . 4 or less to intercept ICBM . Can intercept up to two missiles every turn. Can send out up to one Strategic Bomber every turn. Effective range for intercepting missiles is 10 tiles. (10) Silo (10 ICBM, 10 MRBM, 10 SRBM) Can send up to three missiles every turn. UNIT STATISTICS Fighter/Interceptor. 3 or less to destroy Fighter/Interceptor. 2 or less to destroy Strategic Bomber. 2 or less to destroy Ground Forces. 1 or less to destroy Destroyer. 2 or less to destroy Carrier. Effective range before having to go for refuel : 6 tiles in every direction. Movement : 3 tiles every turn. Can remain "stationary" on a tile for a turn, counting as moving 1 tile. Strategic Bomber. Effective range before having to go for refuel : 8 tiles in every direction Movement : 2 tiles every turn Can remain "stationary" on a tile for a turn, counting as moving 2 tiles. Can only carry one warhead (MRBM/SRBM). MISSILE STATISTICS Missiles can be launched at an enemy through three ways. Either they can be launched from a stationary Silo, launched from a Submarine (they will remain invisible if no carrier is within 'sighting range') or be transported with a Strategic Bomber. The range of a missile being carried by a Strategic Bomber is the same range as a Strategic Bomber. The Effective range is how far it can fly after being fired from either a Silo or a Submarine. ICBM Effective range : No limit. Movement : 1 tile every turn. MRBM Effective range : 12 tiles. Movement : 2 tiles every turn. SRBM Effective range : 6 tiles Movement : 3 tiles every turn.
You might want to use a different map projection. Obviously Greenland is off limits in Defcon, but the grid is going to be a little off distance-wise in northern Russia and the Arctic Sea, which is going to be visited by subs frequently.
Yeah the game uses a square-type of grid which means the world isn't properly shaped in terms of the size of every portion of the world. I decided to go with this out of game balance issues. You got a good point though, I should probably make it accessable for subs. :)
The actual map isn't really a problem, it's the fact that the distance across one square of the grid isn't consistent across the board. H12 is shown as being the same square area as I3, which is absurd. And Defcon isn't a sphere, so it's projection isn't perfect either. They have the missiles appearing to travel in arcs, but they're actually going straight towards their target. I guess you could have the distance between the lines increase slightly as you got closer to the north pole, in the top 1/3 of the map. The equator isn't centered so the rest of the map is pretty accurate. I'm almost splitting hairs though. This is probably way too small a detail to actually make the game unfair. And it's not like the territories are all equal in Defcon anyway.
All valid points nonetheless, I'll see if I can work something out :) Thanks for the feedback!
[QUOTE=Splarg!;28711495]The actual map isn't really a problem, it's the fact that the distance across one square of the grid isn't consistent across the board. H12 is shown as being the same square area as I3, which is absurd. And Defcon isn't a sphere, so it's projection isn't perfect either. They have the missiles appearing to travel in arcs, but they're actually going straight towards their target. I guess you could have the distance between the lines increase slightly as you got closer to the north pole, in the top 1/3 of the map. The equator isn't centered so the rest of the map is pretty accurate. I'm almost splitting hairs though. This is probably way too small a detail to actually make the game unfair. And it's not like the territories are all equal in Defcon anyway.[/QUOTE] I've done this now ; [img]http://fc04.deviantart.net/fs70/f/2011/080/3/5/nuclear_holocaust_map_1_0_by_gregah-d3c2gcs.png[/img]
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