| Ferrous Moon http://www.ferrousmoon.com:80/forums/ |
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| ONLINK: White Board Hacker Edition http://www.ferrousmoon.com:80/forums/viewtopic.php?f=52&t=1843 |
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| Author: | FinalWarrior [Mon Jul 13, 2009 1:40 am ] |
| Post subject: | ONLINK: White Board Hacker Edition |
I know I've told both Tycho and Miah about this, but AFAIK, no one else here knows... I'm working on making a board game version of Onlink. "Why in the hell would you do that, FinalWarrior?" Well, because it's a homeplay assignment for this (free) online course in game design I'm taking. The game is far from complete, as I've still got no idea how to implement connection bouncing and trace logs (if at all), the mission cards still need to be finished, and so do the Systems (which I'm not sure if I want to implement, and if I don't, I have no idea how it is that I'm going to implement the connection bouncing/passive trace mechanics), but here's the rough alpha: EDIT: ALL OF THE RULES OF THE GAME IN THIS POST ARE NOW DEPRECATED. -- Griffinhart ONLINK: BOARD HACKER EDITION A Physical Adaptation of a Digital Game By Raphael Nguyen The Original, Digital Version of this game can acquired at http://www.ferrousmoon.com/forums/ Players: 2 (One player, one Game Master) minimum Materials:
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| Author: | Hawk_v3 [Mon Jul 13, 2009 6:31 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
Sounds... Interesting but complicated. |
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| Author: | FinalWarrior [Mon Jul 13, 2009 6:55 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
I tried to make a direct port from digital to physical, and as far as I can tell, it's probably not going to work, at all. (Or, if it does, it'll take even longer to play a game.) -- Griffinhart |
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| Author: | Hawk_v3 [Mon Jul 13, 2009 7:54 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
*grins* I would say cut down on the amount of stuff and the levels of stuff. Have like a card of each. Or make a multiplayer style card/board game based on the same principles. Two hackers trying to crack the same LAN. Mission card, optional cards and such. Mission is what you need to do to win. Optional jobs give you ways of slowing your opponent down. As for bounce paths and passive traces, just have some "bounce path length" cards, and if the length isn't sufficient, then the player is traced, if it is, no trace. |
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| Author: | FinalWarrior [Mon Jul 13, 2009 8:14 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
Like I said, I'm rethinking the mechanics. Although, instead of using Mission cards to slow down other players, I'm using them to make the player better (because that's how it is in Onlink; you take a mission, you complete it, you earn money, you get better soft/hardware). The difficult thing right now is the sense of urgency. In Onlink, doing a framejob requires speed and impeccable timing - and there's always that rush of "do I have enough time? Am I fast enough?" Not so much in my current boardgame... -- Griffinhart |
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| Author: | Switch [Mon Jul 13, 2009 8:38 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
You need to streamline, there's way too much stuff that fits perfectly into Onlink that just isn't going to work. I'd say remove PC hacking, cut down the amount of Gateways if you even need more than one; just have upgrade cards, at least 50% of the software can get cut, just have a Proxy bypass, killer or disabler is pointless because there's no real way to implement different time limits. Cut down the HUD, remove LANs until you get a decent playable game going. It's commendable that you want to be as faithful as possible to Onlink, but think about any successful adaption of anything. Two biggies I can think of is Harry Potter book to film and Pokemon video game to cards; both drew the primary ideas, cut out the bulk that doesn't work in a different media and made their own style. There's potential for this to be really good. You could possibly use a head to head system, rather than a GM. The hacking player secretly designates one of x amount of systems to make the final bounce point. He then gets x amount of tries depending on his cards to achieve his aims before getting cut off, the defending player gets x amount of picks at systems depending on his. Also, it has to be fun for the GM. Right now i'm baulking just looking at list of included stuff, let alone from the point of the GM. |
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| Author: | Miah [Mon Jul 13, 2009 10:20 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
You're going to hate me when 0.3.x starts up. |
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| Author: | Hawk_v3 [Mon Jul 13, 2009 11:28 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
Quote: You're going to hate me when 0.3.x starts up.
...This statement scares me slightly...
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| Author: | FinalWarrior [Mon Jul 13, 2009 11:42 am ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
And here is the major rewrite of the game! I've scrapped LANs for it. No way to really do it without making the LAN layout predictable. There's no longer a GM. The game is now a competitive "race to the finish" style game, where Players compete to be the first to crash the Ferrous Moon Mainframe (hehe). Another way to win is to be the only Player remaining in the game. Rules:
-- Griffinhart |
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| Author: | Hawk_v3 [Mon Jul 13, 2009 1:55 pm ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
Looks alright. It might take a very long time for a player to do a password or EC. I'd've said 5 or 6 for those, personally. |
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| Author: | FinalWarrior [Mon Jul 13, 2009 2:40 pm ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
Well, it can't take them more than 2 minutes before the trace timer counts down and they get caught. :p Speaking of which, I forgot to add what happens when the ATT runs out... If the Active Trace Timer runs out before a Hacking Player declares that they disconnect, they are caught in the act and are removed from the game. Harsh, I know, but seeing as you can disconnect from the System at any time... -- Griffinhart |
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| Author: | Hawk_v3 [Mon Jul 13, 2009 3:00 pm ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
*nods* What happens if they hack the password, disconnect and reconnect? |
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| Author: | FinalWarrior [Mon Jul 13, 2009 3:07 pm ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
Well, first off, they'd have to reconnect on their next turn (see the actions available; "ONE of the following"). NPSystems will have changed their password by then (they always do), and other Players can just claim they've changed their password (considering that the idea of the password is an abstract, and the card only codifies the length, not the password itself). -- Griffinhart |
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| Author: | sentinel [Mon Jul 13, 2009 3:21 pm ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
This is an awesome idea! Just one suggestion I'd make: board games that involve timers usually don't work, I think you should do things like time values, something like: "player gets 2d6x number of CPUs total time. Copying this file takes y time, that other z time" |
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| Author: | FinalWarrior [Mon Jul 13, 2009 4:02 pm ] |
| Post subject: | Re: ONLINK: White Board Hacker Edition |
Hmm, there's an idea. In practice it'd probably be a lot better, too - expedite gameplay. -- Griffinhart |
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