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SIEGE (early WIP)

SIEGE
( Posted pretty much just so that I can talk about it on IRC; not anywhere near fully typed out, GDD wise. Read at your own risk. )
Objective
As the Commander of the Fortress, it is your duty to outlast your enemies until support can arrive.
As such, the player is expected to make key tactical decisions about their Fortress, rationing, and
reactions to the siege as time wears on; their choices will directly affect whether the fortress shall
survive or fall.

The length of the game should be around thirty minutes to three hours per attempt/session.

Key Components

Days: How many days have elapsed since the beginning of the Siege. The player's objective is to last for more than 30 (or down to 14) days for reinforcements to arrive to beat the game. At the end of every day, the clerical events occur: Your squads eat food, healing occurs through the night, and, if your Captain is attempting to boost the morale of a troop, he invites them to dine that evening.

Once all that has been taken care of, a random number generator is called and determines what, if any, event occurs during the night.

The event can either be positive, neutral, or aggressive. Aggressive events are “soaked” by the Defense value attributed to that sort of event.

000-005% : No Event (Defense 0)
006-050%: Minor Event (Defense 1)
051-085%: Standard Event (Defense 2)
086-95%: Major Event (Defense 3)
096-099%: Critical Event (Defense 4)
100-100% : Legendary Event (Defense 5)

Example of a Positive Events:
“The Enemy appears to be ignoring our crops. Shall we send out a unit to try and harvest some grain under the cover of night? [+5 Food]”

Example of a Neutral Event:
“Dark clouds, rain, and thunder block your view this night; concealing the Enemy's actions under the cover of darkness. [-1 Morale]”

Example of an Aggressive Event:
“Assassin in the Fort! Your Captain must survive the engagement or all is lost!! [Battle]”


Squadrons: Soldiers are the muscle behind the player's desire to act; Squadrons are the organized soldiers dedicated toward completing a task. The player starts out with four squadrons. Each Squadron the player has (the player counts as one himself) gives the player one action. Each Day will present a variety of interesting situations but the player has only a limited number of men to accomplish those tasks. Each Squadron may only be assigned one task per day unless they achieved a 'critical success', in which case they become available once more.

When all the squadrons and the commander have finished their assignments, the Day ends and the next day begins.

Each squadron has HP and Strength. Strength represents the number of men in the squad and HP represents the amount of health the first squad-member has. The squadmembers are not individual entities and do not have individual stats; their primary purpose is to describe the amount of units left in a squad.

Whenever HP is dropped to 0, 1 Strength is subtracted from the Squad's strength and HP is reset to it's maximum value. If the damage dealt would exceed HP multiple times, for each time it hits HP 0, 1 Strength is subtracted. The remaining damage is applied to HP. If Strength is 0 where HP is 0, the squad is destroyed.

The AGI of a squad is the number an enemy must hit to hurt a squad member in the squad. DEF is an amount of damage reduction applied to the damage dealt to the squad. For every point of DEF a squad obtains, a point of AGI is subtracted. DEF may be raised by giving the squad armor; AGI may be raised by removing armor or equipping the squad with lighter weapons.

Whenever a squad is killed, the Morale of all squads drops by a large amount. Whenever Strength is subtracted more than once, Morale is dropped. Whenever a Squad kills more than one foe in one attack, Morale is raised. Not having food cumulatively subtracts from morale on a daily basis.

“Explosions”: Whenever the maximum amount of damage an enemy or squad member can deal is dealt, an explosion occurs; if damage continuously hits maximum amounts, explosions continue to occur. The final amount of damage is distributed at-once in respect to DEF application.

Morale: The more confident your men are in your tactics and strategy, the more likely they are to succeed on any mission that you give them. Build confidence by correctly predicting the enemy's moves, successfully planning counter-assaults, and setting traps for your foes. If the Morale of your forces ever drops beneath 20%, your men surrender to the enemy and you lose the game if you are unable to Rally them to your cause. Morale is infectious: Every Day that a Squadron has low morale, the morale of other Squadrons decreases.

Food supplies: Food supplies are critical to the well-being of your fortress. Without enough food supplies, the fortress will slowly begin to starve, eating away first at your Morale; then swallowing entire Squadrons whole. Every day that passes subtracts an amount of food from your supplies. If supplies ever hit 0, Morale is automatically dropped to 0 for all squads; only one Squad may be kept past this point and must be constantly Rallied by the Commander, leaving the player with only one Assignment per day to assign.

Each squad takes ( (200%-SquadMorale) * Strength ) food to feed at every day's end.

Defenses: The Defenses of your Fortress serve as 'soaks' for much more antagonistic events that might otherwise occur. The less defenses your fortress has, the more dedicated you and your men will have to be on fending off your siegers. Defenses can be fortified every day by your Squadrons.

Defense serves as a modifier to the amount of enemies encountered in a Siege as well. For instance, having 5 Defense in a Siege:

Attacker Pool: 100
Amount of Defense: 5 (-85%)
Amount of Foes that must be defeated to Route Siege: 15

Or

Attacker Pool: 100
Amount of Defense: 1 (-5%)
Amount of Foes that must be defeated to Route Siege: 95

SIEGE! : Should the Defenses of your Fortress ever fall, a risky engagement proceeds as one Squadron is pulled away to rebuild up to one Defense of your fortress. While this is occurring, other squadrons will be pulled immediately into battle after battle until the defenses are back up. If a Squadron is defeated during a Siege, it is immediately lost and cannot be recovered, AND 1 Defense is subtracted, prompting even more aggressors.

If all Squadrons are lost, the Commander must put the defenses up himself while being under constant harrying be the sieging foes until the Siege has been Routed.

Rest: Rest is the only way to restore your soldiers back to health passively. Rest recovers 10% of the Strength of a Squad and 50% of its HP per day the Squad rests.

Medical Assistance: A Squadron can be retired to a Field Hospital if one has been built and recover a lot of its hit points and its morale. Each day that a Squad is being cared for allows it to recover 25% of its Strength and 80% of its HP.

Depression: If a Squadron has low morale for a long period of time, they can become Depressed. Depressed squads have a chance to Critically Fail on their assignments and not only fail their task but also be unable to complete another assignment for another Day. Squads can be Rallied when Depressed but this takes the direct attention of your Commander to do so and a Full Day, and a small amount of Food, to do it.

COMBAT

There are two kinds of combat in SIEGE: Sieges and Melee. Melee occurs when your Hero Unit (the commander) gets into a fight with other troops. Sieges are fought with your Squads. [To be completed; considering Commanders attached to squads, Commander vs. Commander duels, etc.]
 
looks pretty interesting. would make a game or ddm campaign scenario. i like the level of detail you put into it to. i'd definitely play if you intend to make it.
 

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