Wargame like FM

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cevozby
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Wargame like FM

Post by cevozby »

Hi everyone, I have been developing a game for a while and I came here to get your opinion.

As I mentioned in the title, I thought of turning FM logic into a war game. How does the idea of a game with league-like wars, player-like leader selection, and scouting operations, and clan management sound to you? :lol:

If I were to explain the game mechanics a little more ->
Simulation part: Most of the things here are similar to the FM game, there is a list of leaders, from here you can see the features of the leaders, all of the leaders have contracts. Apart from this, you can improve the features of leaders by giving them training or you can search for new leaders by scouting. There is also a league system where you can follow the league.
Leader.png
Leader.png (904.92 KiB) Viewed 15009 times
Let's come to the battle mechanics, which are really exciting and I think you will be interested in as well. 8)
Choosing tactics: Since this is a league-style battle (it is done as a sport), it will have certain rules. You can join the war with 10 armies (6 spearmen, 2 archers, and 2 horse units) and each army must have 1 leader. Here you can adjust the formation of the army and assign leaders according to the army type. For example, if you assign a spearman type leader to an archer unit, the strength of the archers decreases by x0.5.
Tactical.png
Tactical.png (1020.56 KiB) Viewed 15009 times
After completing the formation, there is a section to give orders, where you can give special orders according to positions (left wing, center, right wing, backline).
Order.png
Order.png (875.66 KiB) Viewed 15009 times
Battle part: I try to keep the battle part realistic, you are a tactician here so you are not the one fighting directly, you just manage the battle and I want to offer a real-time battle system, not a turn-based system. At the same time, leaders will also have their own decision-making mechanisms. For example, a leader with courageous features can attack the enemy, a cowardly leader can run away very quickly, or a smart leader can run to the side of his friends and put the enemy in a difficult situation. In short, you are not the only decision-making mechanism here, leaders will also have their own decision-making mechanisms and these will vary depending on their status. (I could only make simple states at this stage). Thus, I want to offer the player a realistic war experience.

The clan with the most leaders remaining within a certain period of time wins the war.

Note: This is a sports game, there are no killing or conquering elements. I made sure that no one died, the story takes place in another universe, and in this universe people invent robots, and robots are used in this war.

Extra note: We were inspired by Turkish culture while doing this, you start the game as the khan of the clan, if you become 1st in the league, you become Hakan (Khan of Khans) and you have small decisions specific to you.


I would be very happy if you could express your opinions in general. Do you think these mechanics are good, would there be any parts you would like to change or are there any areas you are curious about? As strategy lovers, would this kind of game interest you? :roll:
Jorgito78
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Re: Wargame like FM

Post by Jorgito78 »

On paper the idea looks interesting. Although, not knowing the extent of control the player would have over armies makes giving a opinion harder. For example, and taking the FM logic in which you based your game, on FM you have control over your units (players = spearmen, for example) ON and OFF matchday (ex: you train them, etc etc). Maybe some logistics, suply, etc mechanics would enrich the game. Well, I understand you have a training system for leaders but, I am speaking about the army. Are the soldiers well suplied (food, ammo, equipment). How's the morale among the men? Do they respect their leader? etc. Because, without some control off the battle, this may become a game of rock-paper-scissor (like the first iterations of FM were)
cevozby
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Re: Wargame like FM

Post by cevozby »

Jorgito78 wrote: Fri Jan 26, 2024 11:55 pm On paper the idea looks interesting. Although, not knowing the extent of control the player would have over armies makes giving a opinion harder. For example, and taking the FM logic in which you based your game, on FM you have control over your units (players = spearmen, for example) ON and OFF matchday (ex: you train them, etc etc). Maybe some logistics, suply, etc mechanics would enrich the game. Well, I understand you have a training system for leaders but, I am speaking about the army. Are the soldiers well suplied (food, ammo, equipment). How's the morale among the men? Do they respect their leader? etc. Because, without some control off the battle, this may become a game of rock-paper-scissor (like the first iterations of FM were)
In this game, I plan to make the soccer player = leader. What the player will directly deal with are the leaders. For example, leaders will improve as they play matches, but armies (spearmen, archers, etc.) will not show any development. Likewise, there is no need to supply them, because I designed the soldiers as robots.

The biggest reason why I designed it as a robot is to not confuse the player too much and direct his main focus to leaders and tactics.

If I don't want to bore you, I'll talk a little about the story and some more mechanics.

I thought of something like this for the story: At some points in the alternative universe, technology advances and robots are invented, and these robots are initially used in training. These robots begin to be used in practical courses at the tactician school, and then students take exams using them. Then this event grows and tournaments are organized about it. With the participation of other clans, it turns into a regular league system.
Here, the leaders are people who can manage the robots, for example, by wearing something like VR glasses and can direct the robots. The tactician manages the entire army. Frankly, I was inspired by the Kingdom manga for this type of game, the tacticians and battle management there attracted my attention.

If I were to elaborate the mechanics a little more;
I mentioned that the type of leader and the army must match, if not, there is a punishment multiplier.
Each army has a basic attack and basic defense. These numbers may increase or decrease depending on the features of the leaders.
You mentioned morale, in this case, if some of the leader's stats are low, his morale will deteriorate quickly. As his morale deteriorates, the strength of his army will decrease and there will be a tendency to flee from battle. Again, stamina etc. factors will be included.
There will be a repair fee for the robots, etc., but this is not something that the player will be directly interested in, the Clan management will take care of it.

The control during the war will be like this, not like click on the army and click on the place to go, like in tour-based games, but rather, I gave signals to the waiting units to move, the horsemen to make a flank attack, or you have 3 messengers and you can give orders to the army such as retreat, focus on this unit. I'm thinking of a system.
Also, I did not place the classical superiority logic in this game, such as the spearman -> horseman -> archer -> spearman superiority triangle.
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