A Little Late Again…But Progress!

It has been a whirlwind time here at home over the past few weeks but things finally seem to have settled down. I have been developing some game play mechanics to make the rules feel more familiar to Division players who may pick up these rules.

First off is the level cap, agents may be developed up to level 30. This means that after level 30 a player may not put anymore improvements into the agents stat line, improve abilities or gain new abilities. After level 30 players will have to obtain better gear for their agents in order to improve them.

Here is a video to briefly explain and visually show you:

I had finally got my first and main character in game to 30 level. Usually at level 30 you have either completed or are very close to being done the more linear campaign. When the campaign is finished the story continues with various missions and incursions which the player can avoid doing if they wish. The focus changes to getting better gear and getting a set that works for your play style. In a way you do roam freer and have more choice as to where to go next .

I will post more as it develops.

Just Another Update

I have been having to deal with a few sick children around here which has limited my time for game design work. I have managed to gain some insight from playing The Division on my PS4 however which has made me reconsider some design aspects.

I am going to do my best to have a high focus on the gear in the game, The Division is at high levels a very serious affair. I group with some guys who had lv 256 gear and I was only level 27. The best I could do was cause a diversion or resuscitate downed team mates, my weapons were doing pitiful amounts of damage. So as a result for the miniatures game the maximum limits for stats will be higher as will weapon and equipment bonuses. N.P.C’s will be adjusted for level to remain a challenge for players as well.

This past Saturday I managed to get out to Broadsword III in Hamilton, I didn’t stay too long but I did manage to chat with the guys at 6 Squared Studios and met up with an old military friend whom I hadn’t seen in 20 some odd years. I am looking forward to next year and hopefully I can run a game.

Another Thursday, Another Video, Another Con

I have another video up on the Youtube page. I discuss briefly the terrain and miniatures I plan to use. You can see it here: youtube

I will be at Broadsword 3 this weekend in Hamilton, my old stomping ground. I hope to talk with Six Squared Studios about some MDF terrain ideas I have floating around in my head.

This will be another brief entry this week but I hope to report again sooner with how Broadsword turned out and more info.

 

Update

I did another video, just to give everyone a quick update: https://youtu.be/HrHys-OkpSg

For the most part I have a basic idea in my head for how the scenarios, random encounters and campaign will work out.

Scenarios will be fairly straight forward, with an objective and a set number of opponents per Agent and Specialist.

Random encounters will be events where the objective will be to reach the other side of the board or eliminate all opposition, loot will be at a minimum and the random encounters are intended to soften the player prior to an encounter or mission for a campaign.

For a campaign style of game I already have Lewiston divided into districts and will assign certain districts as low to high in threat level. The campaign will include the frequency of random encounters and a number of missions to be accomplished in a district.

lewiston_

This map is still valid, but will not be used for strategic game purposes.

I am just using the hex overlay version to give a basic idea as to the layout of a campaign model and to help present a story plot for the campaign.

For example the players might start in South Point and have to eliminate some Rioters and retake a strategic point in the area. From there they make their way to Ft Lewiston and break a roadblock to gain access to the base and more resources. Afterwards they slowly take districts and move the plot of the campaign along.

The campaign will be different than the video game but keep some elements which make the video game captivating.

Outdoor Play Test

I decided to take advantage of the clear skies today and do some play testing outside of my garage and use the bright sunlight to get better pics and to tan my pasty honky skin.

Some SHD Agents were taking on some Rikers who were looting Main St Foods, they are lead by their leader Gigi Ramone.

The fight was in the agents favour, but the Rikers put up a fight.

The media was there to catch events as they unfolded, they even had a drone to take aerial shots.

 

PS 4 Division Play

I finally gave in and got my PS 4. It is one of those things that is actually better than what I had hoped. The machine itself is smaller, quieter, and better than my PS 3 and I’m happy with it so you can imagine how happy I am with the 4.

I also finally got my hands on The Division. I got it at Walmart for $30, no season pass yet, that can wait.

Tom Clancy's The Division™_20170411102059

One of my characters, shores of Brooklyn at night.

The game is visually and audibly more immersive than youtube videos can show. I like how most of the sounds come from the TV, but I get ISAC messages from the controller and multiplayer chat is through a mic/headphone combo that plugs into the controller.

In terms of game play I’m hooked. I am not generally used to the controller, with my PS 3 I played mostly Gran Turismo 5 and used a steering wheel controller. So I am a bit clumsy with the controller but I am slowly adapting.

Currently I am playing two characters, my first character has gone to Manhattan and liberated the base. My other character is female and is close behind, I am currently clearing the precinct.

Tom Clancy's The Division™_20170412212503

My Second character with Splinter Cell gear on.

With the second character I am using the shield as my primary skill and with my clumsy play style it helps since I can make a stand and take some hits. The only bad thing about the shield is that only handguns can be used.

The game is over a year old now but as a new player I am kicking myself for not getting it earlier. I like the almost everything about the game and if I were reviewing it I would give it a 9.5/10.

Having the game is also giving me a better feel for the work I am putting into the miniature game. The two games have vastly different rules and style of game play, but I hope to capture the feel of The Division in my work.

As a side note The Division reminds me a lot of the Phoenix Command rules, with the exception of the player physically doing the aiming. The damage system is fairly complex with big numbers being calculated based on gear and character level. As a tabletop system however this gets too complex and cumbersome and is better left to gaming consoles and PC’s that can do the math.

Tom Clancy's The Division™_20170410205059

Tom Clancy’s The Division™_20170410205059