Originally posted by petesahooligan:
The Mastermind game is […] a brilliant game design. […]
It’s a brilliant game design for the one that’s not the ref, anyway…
Originally posted by petesahooligan:Unfortunately, there are algorithms that solve the problem in an expedient way and the game loses it’s mental engagement once players discover the method.
With a little tweaking, it could still be useful/fun as a learning game:
If we introduce a mechanism to select a pitch in place of (or along with) the coloured pegs, and institute a point system, you could have a desired chord progression that needs to be determined. The player would not be trying to guess the hidden note, but the note that when added to the hidden note would make up a hidden, desired chord (interval). Whether the player guesses their “end” of the interval correctly or not, they still can score points by guessing the notes’ relation to each other (e.g., fifth, fourth, etc.). Additional points are earned, of course, by finding the correct intervals, and more by completing the desired progression before they run out of turns.
Originally posted by petesahooligan:
Sounds like we have a couple of places we’re looking to “fix” Battleship:
• New Boards
• Ship Movement
• Shot (i.e., Guess) Arrays
• Shot Limitations (quantity)
• Screened / Open GameplayWhat design aspects are we missing?
To my mind, new boards would be a virtual requirement if movement is allowed/required. I’ve been thinking about how a new board would be, but I haven’t come up with anything satisfactory…
Opening gameplay would be tantamount to making it not Battleship, wouldn’t it? I mean, there’s only so far you can go with altering the core mechanics of a game before it isn’t that game any more, and since so much of the current game play revolves around the hidden fleet aspect (that is, I can’t see how you wouldn’t have to completely re-design the current game to accomodate it), doesn’t it pass that line? It is an arbitrary line, though, so YMMV.
Originally posted by petesahooligan:Nobody’s talked about dice. […]
Playing cards might help. […]
Dice could add a random variance to shots or the damage of shots (if we made each part of a ship have hit points, for example) or possibly the configuration/number/“diametre” of shots — each would only add to the luck factor, though they may be mildly interesting to play once or twice.
If we combine a die with clasher235’s suggestion, we might determine which ship may fire from the die (6 being “base” (i.e., originating from no ship, target anywhere)). If a die roll result comes up as a sunken ship, re-roll. ???
For the cards, what do you mean by each suit representing a certain “kind of shot”? I thought you didn’t like the multi-shots, so I don’t know what you mean by this.
If using a custom deck, one could use cards to determine which ship may fire (again, combined with clasher235’s quadrant/targetting idea; cards would including “base” or wild cards). If all ships would only fire one shot, the result of the die or card would be known to both players. As players would presumably have a hand of more than one card, it would reduce the random aspect of the die (you could just as easily roll more than one die and then select the one you want) and not require multi-shots to reveal which ship is firing.
Originally posted by petesahooligan:Another, different option… “Sonar.”[…]
I like your sonar idea. For most of the game, the negative effect is non-existant: With the number/size of ships versus the size of the board, sonar wouldn’t reveal any usable information to the enemy. After several ships have sunk, this quickly reverses, however (or so I imagine, not having actually tried it)…