Your Move Games
May 20, 2013, 01:43:40 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
   Home   Help Search Login Register  
Pages: 1 2 [3] 4 5 ... 7   Go Down
  Print  
Author Topic: Ideas for future releases  (Read 16220 times)
Laranostz
Newbie
*
Posts: 10


« Reply #30 on: August 23, 2007, 10:18:17 pm »

Hmmm, the problem is that I keep trying to think of things that haven't been done before...good luck with that eh?

Perhaps something like a mage/construct army?

And army based around really tough melee units that are made up of one or two 'figures' (IE, one health bar with no yellow or red, or like trolls/ogres green/red nothing in between) that are 'controlled' by mage units. This is kind of like how the shaman and such work in Umenzi, but even more vital to the army. As in, without these vital 'command' units, the golems don't function at all (no offense, only strike in defense, cannot play command cards on them, etc,) but those command units can play spells on the golems while they are in play, again, like the spellcasters in the umenzi army currently.

Second Idea? CLOCKWORKS!!!

Inventive little gnomes making tinkered toys...that happen to beat things to death, or cut things up, or grind them into the ground...etc...etc..etc. all driven by big nosed little dudes that are royally PISSED OFF!!

Ahem...

Logged
GAWD
Newbie
*
Posts: 11


« Reply #31 on: August 24, 2007, 12:13:33 am »

I'd just as soon keep as far away from GW stuff as possible.  That's why the Umenzi are so cool.

Please ... please ... please don't do demon/chaos armies.  Very blah ... very GW ... very sinking ship.

Instead:

The aforementioned clockworks idea is interesting.

Felines (preferably all female, amazonish)

East Asians

Also, how many different races does the game need?  Wouldn't it be more interesting to get new units or new command decks for existing races instead of just throwing out more regurgitated races?
Logged
StormbringerGT
Newbie
*
Posts: 2


« Reply #32 on: August 24, 2007, 03:02:09 am »

Love your artwork Flak!

Yeah the multiple Mages is like a Squad of wizards that use group speel casting to create highly destructive spells. So as the unit loses health, since there are now less of them, they lose access to better spells.

Laranostz,

Thats exactly what I was talking about in my previous post, you described it in better detail than I did however!
Logged
Forevernyt
Hero Member
*****
Posts: 729


Harbinger of Doom


« Reply #33 on: August 24, 2007, 09:02:22 am »

Well, we already have human, orcs, elves, dwarves and lizardmen. Why not do a chaos/demonic based/evil human army? If we can do it better and make it look cooler then why not?

I kinda like the clockworks idea too and I know of a few things I could use. I've got robotic wasps, snakes with wings and there's even a steamworks dragon I could use. Very interesting idea. That's the other way to go too, is steampunk/clockworks.

I have no idea (well, with the exception of a few units) what's going to be in 3M. But, I'm anxiously looking forward to it. I just have to really dig into my currect puni...project. Wink

BTW, for those of you who don't have an FLGS nearby that carries BGFW, you can purchase them through Amazon.com.

http://www.amazon.com/s/ref=nb_ss_gw/104-4605037-3878315?initialSearch=1&url=search-alias%3Daps&field-keywords=Battleground%3A+Fantasy+Warfare&Go.x=12&Go.y=7

I also like the idea of increasing the versatility of the existing armies, **cough**High Elves** cough**. I could see some different human armies: Barbarian, Amazonian (all female, who wouldn't want to play that?, [chicks in chainmail]).

For those of you clawing for an Oriental based faction....be patient.

I could also see Dark Elves, maybe some other kind of Orc army. How about a Lupine army? And army of werewolves? NICE! Anyone have one of those yet?

So many options and possibilities exist with this game. However, I think, through my experience, we should appreciate the armies that are out now. We shouldn't have too much too soon, or there will be glut and people will lose interest. I've seen it happen with comics and other games I've played. I don't think YMG needs to worry about that anytime soon though. Especially at the rate that the artwork is produced. Tongue

Peace out, battle brothers.
Logged



If it weren’t for physics and law enforcement, I'd be unstoppable.
Snizitch
Newbie
*
Posts: 20


eep!


« Reply #34 on: August 24, 2007, 01:03:16 pm »

This may have been brought up already, but a mercenary booster would be cool; any army could add them to their ranks, but maybe limit them to 25% of your total points spent. 

Not to keep going back to games workshop, but they had supplement and minis under the "Dogs of War" line that consisted of mercs.

EDIT: ugh, I just read something on mercs... oh well Tongue
« Last Edit: August 24, 2007, 01:04:50 pm by Snizitch » Logged
Laranostz
Newbie
*
Posts: 10


« Reply #35 on: August 24, 2007, 02:06:44 pm »

I believe that Rakham's game Confrontation has a werewolf army...well, a wolfen army, maybe not werewolf. They also have a companion 'jackal' army, since they seem obsessed with having a good and evil version of every army they offer.
Logged
Lucas
Newbie
*
Posts: 22


« Reply #36 on: August 25, 2007, 01:29:18 am »

I'm not sure if this has been proposed yet, but how about dragons? You know, on really BIG pieces of card, with really long health box row ... imagine it - such a monster on the center of the table and units marching against it, being slowly eaten/torn apart/burned alive one by one.
Logged
Forevernyt
Hero Member
*****
Posts: 729


Harbinger of Doom


« Reply #37 on: August 25, 2007, 09:15:59 pm »

Again...patience...
Logged



If it weren’t for physics and law enforcement, I'd be unstoppable.
ApokalypseTest
Guest
« Reply #38 on: August 25, 2007, 10:58:04 pm »

I read this discussion with a lot of interest and something came to my mind:

Most of the posts rotate around armytheme and background. What I would find way more important/interesting: What type of gameplay and strategic focus do we miss in the present armies (if at all). I for example really like the umenzi because they play so different from other factions. I freely admit that my main reason for playing tabletops always has been the strategic part and not the nice looking/painting/background part.

So I want to raise another question: What types of Units and Strategies do you miss? For me, it is mostly a high mobile army, since the Hawks seem to be the pinnacle of the possible ones atm. I would like to see how a mostly cavalry army (could be mongolian-type) would fare. Or how about highly mobile skirmishing units (one free reform on beginning of the turn or something like that)?

I am curious

Apoc
Logged
Jens
Newbie
*
Posts: 11


« Reply #39 on: August 27, 2007, 10:48:41 am »

I'm making this at the same time as another post in a new topic about game Lore. This one continues on from my comments there so my ramblings might make more sense if you read that first.

So, while I think that the factions in the game so far are perfectly good at creating a "generic fantasy system" I can't help feeling a lot more could be done to give Battleground an identity of its own. The Umenzi are a nice touch but at the same time I think they're too soon, expaning the world before the central players have been fully fleshed out.

My biggest gripe is the humans. Presumably a major player in the world the existing faction sounds like it comes from a single city rather than a large Kingdom or Empire So...

New Faction #1: The Kingdoms

A new pack with extra units to fill out a  human army. Using the existing human troops as a base special troops from this pack can give the army a unique flavour to represent 6 different European human kingdoms.

Italianesque: Crossbowmen, Pavisse Crossbowmen, Elite Pike, Organ guns (Ranged attacks)
Despotic Tyranny: Slave troops, Hill savages, Allied Bandits, Elite Guard (Mob power + Hvy Command)
Religious Empire: Fanatic Peasants, Zealots Priests, Holy Knights (Incredible morale)
Pastoral Shire-like Kingdom: Warrior Monks, Rangers, Peasant Levy, Royal Guard (Light Armour, masters of terrain)
Plains Nomads (Obviously Rohirrim-like): various additional cavalry troops (mounted army)
Northern Barbarians (Norse): Berserkers, War-dogs, Were-men  (close-combat specialists)

And with that we'd have a core world around which to better imagine our large scale death and destruction.

Next I have to tackle the idea of a Chaos Amry that seems to be popular with so many.

Aarggh!! No!!

I love Chaos in the WarHammer setting myself. To a large extent it defines the world...and that is exactly why it shouldnt be copied wholescale in Battleground.

And yet....well, obviously we have to have someway of fielding a purely despicable army with hellish beasts of carnage.

I would prefer to see demon worship as something that corrupts the existing Armies/Races/Kingdoms, i.e. Human, Elf, Orc or Undead Armies could work with Allied demon Units but each group basically despises demon worship (as the cost is always higher in the end than benefits) so a tainted army might be fighting an untainted one of its own kind. As such...

New Faction #2: The Dark Cults

Cultists: A cultist group for each race representing crazed worshippers
Coven: The leaders of the force, possible controlling the summoning of demon troops
Race-specific Demon Troops: At least one unique type of demon for each race
General Demon Troops: Other demon types that can be summoned by any race.

Each army would be a mix of summoned troops and regular units. Players can either field an Amry as a Racial leader simply gone bad and making use of evil allies, or as a demon commander using his cults (so that the race he uses can change from time to time).

Apart from that some other general comments:
If other regions are done (such as an Arab faction) I hope it can wait until the central European setting has been fleshed out a bit better.
If Oriental factions are eventually done I'd much rather see some complexity and originality rather than your standard samurai & ninja nonsense.
If Dark Elves are introduced I pray they arent the typical D&D scantily clad S&M type and something better is done. In fact I would make them your Japanese/Chinese faction, making used of Oni, hengeyokai allies and having the Asian humans as Indian/SE-Asian.
Hopefully the Magic system being introduced will have different schools of magic that will allow you to fit spellcasters to the themse of your army (e.g. necromancers, elemental magic, nature-based, etc.).
The idea of a clockwork/steampunk faction as mentioned above would by itself be a game killer for me. The existance of a single faction whose level of tech changes the entire feasability of the game world. If you want a long-lived product some thought has to be given to internal consistency.
« Last Edit: August 27, 2007, 10:52:04 am by Jens » Logged
ApokalypseTest
Guest
« Reply #40 on: August 27, 2007, 12:49:32 pm »

I beg to differ Jens,

I completely disagree. I can see why people play Warhammer Roleplay due to the interesting world, but for shure not the Tabletop. Whta I really like abour BGFW is that it is limited to absolutely necessary amounts of fluff instead of putting Style over substance. I honstely don't care at all, if a new army is clockwork engines or chaos or roman legions as long as it adss some unique new units and strategies to the game. There are plenty of fantasy worlds out there that are well devised from a story point of view and lpenty of games in those worlds. The thing that makes BGFW unique is not the background, it's the concept of the game.

No offense meant, but it will never have an as fascinating and pulling background as WH - what is has is the way better gameplay and usability.

I would say: Rather play on your strength then try to overcompensate weaknesses.

That being said: I can understand many of your points, I just think, with limited ressources available in manpower and artistry, I'd rather see them focus on Gameplay the anything else.

Just my two cents

Apoc
Logged
GAWD
Newbie
*
Posts: 11


« Reply #41 on: August 27, 2007, 01:17:54 pm »

I'll cosign Apo's sentiments.

At the end of the day, I think the fantasy & historical interaction you all are aiming at will provide you with plenty of room to grow.  The idea of Hannibal's Carthaginians facing off against the Umenzi is very cool.

A few more fantasy races is okay, but please ... please ... please don't do WH Chaos style silliness w/demons, etc ... .  We don't need a Manichean mental exercise in good/evil duality; the world isn't that simple, and neither is your game.
Logged
Jens
Newbie
*
Posts: 11


« Reply #42 on: August 27, 2007, 09:10:27 pm »

“What I really like abour BGFW is that it is limited to absolutely necessary amounts of fluff instead of putting Style over substance. I honstely don't care at all, if a new army is clockwork engines or chaos or roman legions as long as it adss some unique new units and strategies to the game. “

I think you’ll find that the scope for new factions with truly unique styles of play is truly limited until you begin creating weird factions that require the addition of strange new rules to make them stand out.

Strangely, this is exactly why some people argued against the addition of fluff in the other thread I posted in yet it seems to me that the existence of world fluff would actually work to keep the game mechanics tighter and more consistent.

“That being said: I can understand many of your points, I just think, with limited ressources available in manpower and artistry, I'd rather see them focus on Gameplay the anything else.”

Given that fluff is probably the least manpower intensive factor possible I’m not sure it’s really a question of having to choose one over the other. Again, I think the continued addition of new and exciting factions will in the long run irreparably hurt the gameplay of the system

“The idea of Hannibal's Carthaginians facing off against the Umenzi is very cool.”

And completely feasible given that the two systems will be compatible. Should your view that the fantasy setting can freely disregard and background be taken as an argument for ignoring any historical accuracy in the Roman/Carthaginian factions?

“A few more fantasy races is okay, but please ... please ... please don't do WH Chaos style silliness w/demons, etc ... . We don't need a Manichean mental exercise in good/evil duality; the world isn't that simple, and neither is your game.”

So on the one hand  you feel the addition of Demons is just getting silly and yet you’re arguing for the game to be kept a simple as possible with the absence of any fluff and the possibility of Roman/Elf crossovers?

Considering Manichean theology rejects the notion of the embodiment of a good/evil duality it’s actually far less simplistic than the dominant world religions. Personally I’d love to see a fantasy world influenced by the ideas of braneworlds and supersymmetry but accepting the fact it has to have some mass appeal I find it hard to criticize GW’s rejection of the clear-cut designation of good/evil fantasy races in favor of the wider notion of corruption vs. puritanism.
Logged
GAWD
Newbie
*
Posts: 11


« Reply #43 on: August 27, 2007, 10:41:11 pm »

I think you’ll find that the scope for new factions with truly unique styles of play is truly limited until you begin creating weird factions that require the addition of strange new rules to make them stand out.

Strangely, this is exactly why some people argued against the addition of fluff in the other thread I posted in yet it seems to me that the existence of world fluff would actually work to keep the game mechanics tighter and more consistent.

I don't see how your final stipulation has any bearing in reality.  For the most blatant examples, you may wish to revisit GW's various Chaos armies.  It is impossible to sustain the notion that fluff can actually improve game mechanics, all it does is complement the gamer's experience.  Or how about the 6th ed High Elf rule that they had to randomly select a general for each battle b/c "... High Elves love intrigue and politics.  Unfortunately, this sometimes means that their armies are trusted to the care of individuals on the basis of the political faction they follow rather than their ability to lead" (Warhammer: High Elves 2002, pg. 6).  This not only an example (one of many that litter GW's games) of a rule stacking upon a rule (eg: the need for "general" to begin with), but it's also an example of rule that flies in the face of logic and army construction (i.e.: "if you want a high leadership general, forget about it b/c he might just be some schlep ... sorry about your battle line; go get an archmage instead").

Given that fluff is probably the least manpower intensive factor possible I’m not sure it’s really a question of having to choose one over the other. Again, I think the continued addition of new and exciting factions will in the long run irreparably hurt the gameplay of the system

Yep this is just the exactly wrong attitude to take.  Fluff is not "the least manpower intensive factor possible."  Authors spend years on their manuscripts: brainstorming, researching, drafting, revising, reading, asking for outside opinions etc ... .  Good fluff is not something you pop off your keyboard and throw into an army book; good writing is not something any Tom, Dick, or Harry can do b/c they've read a few books here and there.  New factions that are have poorly conceived and written rules will hurt the game in the long run (re: GW); it has nothing to do w/whether there's fluff backing them up or not.  Good systems are good systems; they don't need fluff to make themselves work (re: Puerto Rico).

“The idea of Hannibal's Carthaginians facing off against the Umenzi is very cool.”

And completely feasible given that the two systems will be compatible. Should your view that the fantasy setting can freely disregard and background be taken as an argument for ignoring any historical accuracy in the Roman/Carthaginian factions?

Guess what?  BG has, to date, pretty much zero background and we've all come to their game system eventually anyway.  So yes, a game can freely disregard its fantasy background (code word: fluff) and be successful (re: Heroquest, Dungeon Twister, Talisman, etc ...).  History does not need to serve the game in the way you imply.  It can simply be the muse for a new army.  For example, Numidian cavalry can be introduced to the game w/out needing to get into any historical minutiae about the origins & specifics of the unit.  The game unit just evokes their tactical flavor (very fast, hard hitting, but very fragile and unable to sustain long engagements = requisite stats & point cost).  So it's a matter of how accurate you want to get, but the more accurate it is the more ponderous and suseptible to abuse it'll be.

So on the one hand  you feel the addition of Demons is just getting silly and yet you’re arguing for the game to be kept a simple as possible with the absence of any fluff and the possibility of Roman/Elf crossovers?

In short.  Yes.  If the game system can support a Roman Legion vs. Elven Legion battle, yes.  I just don't like how GW has implemented the Chaos aspect of their fluff in their rules.  That's GW's mess, and I'd like to see BG flee from that "model" of how to construct the conflicts that will drive their mythology.  Yep, that's personal preference you're sensing there.

Considering Manichean theology rejects the notion of the embodiment of a good/evil duality it’s actually far less simplistic than the dominant world religions. Personally I’d love to see a fantasy world influenced by the ideas of braneworlds and supersymmetry but accepting the fact it has to have some mass appeal I find it hard to criticize GW’s rejection of the clear-cut designation of good/evil fantasy races in favor of the wider notion of corruption vs. puritanism.

First, there are many garbs assumed by Manicheism, from the Cathars to GW, but we'll just stick to the basics.  Manichean theology is "far less simplistic" in one sense: it attempts to synthesize them (from Buddhism to Zoarastianism to Christianity) under one umbrella, so that it has to negotiate a wide array of conflicted philosophical and theological systems.  Unfortunately, the only "umbrella" that can even begin to hope to reconcile such widely divergent faiths is a simplistic dualism that reads like poorly written "fluff:" an overarching struggle between "light" and "darkness." 

St. Augustine, among many others, has deconstructed the underlying binary faults of their dualist philosophy; I'd encourage you to reread some actual Manichean texts and Augustine to get a better picture of a religion you mistakenly believe is "far less simplistic than the dominant world religions."  Then try to sort out the doctrine of the Trinity or Nirvana; you won't be able to (no one else has).  Why?  B/c dualism is simple the other stuff is not.  It is the most simplistic religion b/c it is dualist.  As a basic rule of thumb, when anyone can actually make sense of a theology it's very simple.  When the best and brightest (Augustine, Aquinas, Rashi, Milton, Dante, Hegel, Zizek, etc ...) of their day find it engaging and struggle with it, like the Trinity, then not only is it not simple but it's also significant.

None of the other major religions are conceived from the ground up on such a simple premise.  As a brief primer, "Satan" doesn't enter the Western monotheistic religions until relatively late and even then he's a beaten nuetered version of what you find in Manicheism; Elain Pagels can help you out here.  And, none of the major Eastern religions is built dualistically; Hinduism is a layered pantheon and Buddhism is borderline atheist at all.

Nevertheless, this is all to say that I don't find fluff built on dualism to very interesting at all (yep, personal preference).  Furthermore, the major game system that many of us leaving to come to BG and other games--cough ... GW ... cough--is built upon fluff hashed out by a handful of 20 somethings w/nothing to do but play D&D all day, and the way this fluff affects the game play of their systems, as reflected in the army rules (I've already said the base system is an outdated beast), has become a liability to the development of their game system.  I'd simply like to see that BG doesn't even start to go down that road ... it's treacherous.

Some assorted smilies:  Smiley Wink Cheesy Grin    Cool
« Last Edit: August 27, 2007, 10:45:20 pm by GAWD » Logged
Jens
Newbie
*
Posts: 11


« Reply #44 on: August 28, 2007, 12:38:44 am »

Regarding your examples of GW's introduction of new rules. I don't consider this as either a failing of the game mechanics or the backstory but rather purely a result of the marketing strategy of GW. The rule changes are introduced neither to improve gameplay or to represent backstory (surely the High Elves have been as prone to political manouvering since the1st Edition) but to justify new rulebooks. In fact, the existence of the game's lore for so long without the neccesitation of such results stands to point out the utter lack of need for them. This is why I feel pre-established lore helps avoid such things; while it can't prevent designers trying to justify uneccesary rule expansions on the basis of fluff it can show how unnecessary they are, i.e. I feel it more likely that when left undeveloped designers will be more apt to introduce new rules with later fluff than if the from the outset they say "this is the backstory on the faction and this is how their army works".

"Fluff is not "the least manpower intensive factor possible.  Authors spend years on their manuscripts: brainstorming, researching, drafting, revising, reading, asking for outside opinions etc ... Good fluff is not something you pop off your keyboard and throw into an army book"

I suppose that would depend upon the person in question. It strikes me as something far easier to do, certainly to the extent where it can become a benefit in marketing the game if not quite to the level of spawning a chain of paperback bestsellers. I'm talking here of world settings of course, which I feel would be far easier to generate than actual fiction set within the world in question. The latter would I think, be a great deal more time consuming.
 
"Guess what?  BG has, to date, pretty much zero background and we've all come to their game system eventually anyway. "

But have we? Obviously this can't include those who would have been lured by a rich lore and haven't yet developed an interest in the game due to its absence.

"History does not need to serve the game in the way you imply.  It can simply be the muse for a new army. "

Then why distinguish between the two systems at all? By making clear divisions between their fantasy, historical and sf settings YMG are making clearly eschewing the possibility of Heroscape style anything-goes factions, a division I feel is only refined and enhanced by suitable background lore.

In the end you seem to feel that such lore will impact negatively upon the mechanics and the basic issue is that I don't think this is the case.

Equally so regarding Manichean dualistic traditions, Augustine's views on original sin and the Pelageans, their influences on  gnosticism and the futility of attempts to rationalize the irrational.

"When the best and brightest...of their day find it engaging and struggle with it, like the Trinity, then not only is it not simple but it's also significant."

I've never found an irrational hold on superstition to preclude great intelligence, even genius, in other fields of thought.

In any event while I'd be happy to discuss such things over a beer in a bar its hardly the reason I come to forums such as this  Wink

While I think I agree with your view that a direct copy of GW chaos faction would be pointless I don't see the inclusion of such beasts as any more derivative than the presence of the Elven, Dwarf and Orc factions. I'd still rather see them appear as single units summoned by specialist spell-casters or, as mentioned before, an influence on existing factions. Given the lack of existing lore to either define their nature, or rule them out entirely, appeals for their inclusion are only likely to grow as new players from games like WH switch over and notice their absence.

Someone mentioned elsewhere, possibly upthread, a feline faction. If developed they would make a nice basis for an Moorish/Arabic army. Bridging the gap between the European and African armies they would make suitable foes for each.

Insects were also mentioned and might make a nice alternative to the WH Skaven, i.e. an underground race capable of popping up anywhere and thus a suitable foe for all factions. I'd favour spiders rather than ants though, both from an aesthetic perspective and the fact that the additional legs mean more variety in troop configurations, e.g. 8 legs = fast hvy cav, 2 arms/6 legs = light cav., 4 arms / 4 legs hvy inf., humanoid with vestigal extra limbs + drones/light inf.

High elves are still to be brought in. As are human barbarians or celtic influences. Without the creation of an independent celtic faction it might be nice to see a slightly despotic Elven faction with some units of human celtic slaves. Perhaps based on some atlantean Hy breasil. I would also like to see a confrontational attitude between high and wood elves, with the latter also perhaps former slaves who fled their masters. Such a device wold have been enhanced by having the wood elves display a more bestial appearance (satyr horns or tusks) but I guess I'll have to make do with the standard.
Logged
Pages: 1 2 [3] 4 5 ... 7   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2006, Simple Machines
Valid XHTML 1.0! Valid CSS!

Bad Behavior has blocked 2434 access attempts in the last 7 days.