omegabob wrote:This is looking great J5.
Thank you.
omegabob wrote:What determines if a shot at the other team hits or misses?
One of the biggest challenges I had to deal with is the fact that in table top games so many things depend on a dice role.
I Googled around and tried to find some reliable dice rolling service that was cheat proof. I did find a few but they didn't seem all that great to me. I also considered that depending on this third party service doesn't make the platform entirely stand alone. In the end I opted to remove the need for dice role entirely.
That said, nothing prevents the rule from being tweaked to accommodate dice roles on a per battle basis.
The rules that will eventually be defined in the real time version could optionally be ported over to the remote version.
Now to answer your question, I hit never misses as long as it is in range.
Range is one of the team members stats.
omegabob wrote:What determines point cost for the teams to balance out the battles? Things could get out of hand if one guy brings 5 tanks and the other brings 5 Marines.
Each team consists of only 5 members maximum.
You can not have more than 2 transports (vehicles, aircraft, ship etc..) on a team.
Transports have to fit into one of three categories: Small, Medium, Large.
The fourth category is figure.
At the moment, all categories have predefined stats. Predefined stats is one of the ways I got around the dice roll. But don't worry I have worked in ways to gain experience points etc... to keep things interesting.
I'm still refining the rules as I re-read over them.
I'm trying to keep it relatively simple in the beginning to make sure we have a solid foundation to the game.