[Mod Idea] Traditional Fantasy World Sports Simulator

Just a dumb idea I had the other day- figured I'd post it for fun and to get your guys minds working. Remeber that the turn based aspect of the combat engine can be turned off to allow for a real time game to be played.


Rules:

The Human Player (plus AIs) are Managers of the teams.

Each side has a maximum of 15 Captains (Champions) per side. 10 players are "Normal" players. 1 Player is the Goalie (TBD). 1 player is ????. The remaing 3 players are special units - used for various things like siege engines.,  - a 16th "Player" is the "Ball".

Players can be from a number of different classes and races. Race is very important in the game - a Troll is going to make a much better goal keeper than a halfling!

Every "City" in the game has a local team. Each "Player" (as in like the human) has their own teams, and there will be many AI Players roaming and competing as well.

Leagues are formed by nations. League rules will vary.

A world cup like event will occur every few years challenging each nation to field a team and compete.

There is also a trophy that pits the top teams in the world against each other.

In addition to Nations there will be one independent area for "Wild Play"

Nations will compete with each other. The "National" team

Captains can be traded.

Captains can be discovered.

Captains sign contracts which bind them to a team.

Cities each have a field. There are also independent fields, and "Dungeon style" fields.


Fields vary based on the design of its owner. Basic fields are based on the terrain around it. A forest for example would have lots of trees.


Weapons are usually allowed - however killing a player (wounding them is OK!) is a "Red Card" offense unless Deathmatch or Resurrection rules are in effect. Deathmatch rules allow for killing with no issue. Leagues using resurrection rules prevent permanent player death by raising them from the dead after the match.

Every Captain is a class. Some classes allow squadrons (up to 5 men) with them. Others must travel alone.

Squadrons are equipped automatically by the Captain.

Each game has an attacker and a defender. The Defender has "Home Field Advantage" - Not only did they design the field they have strong defend-able fortifications!

The "Ball" in each game is brought by the attacking player. The goal of the attacker is to claim territory. The goal of the defender is to drive the attacker back.

Different kinds of balls have different properties. One type might cause damage to whoever moves it, while another could be very heavy and hard to move.

Before the game each player can deploy traps (another advantage to the defender is they can set these in advance)

There are also neutral fields where neither player is the attacker or defender - in these fields the goal is to push the other player as far back into their territory as possible.

 

EDIT: Think Football manager meets Elemental.

 

EDIT 2: The fields would be like very long Football (Soccer) fields. Each section is like the length of a regular field (this is the area they are actively fighting in) If a team scores it moves further from the "Base" of the scoring team, and closer to the "Base" of the attacking team.

 

EDIT 3: I'm not actually planning to make this - just thought I would throw the idea out there for discussion sake.

5,523 views 13 replies
Reply #1 Top

>_>

 

Have you heard of Blood Bowl, by chance?

 

Reply #2 Top

Yeah but thats too simple, and it's american football (which sucks as a sport imo). Plus it's more of a sports game, wheras this would be more of a sports simulator. You don't play the game- the AI plays for you but you can issue basic commands (stratagies) etc. Look up Football Manager for an example of what I am talking about -- not quite that complex though, and of course with Fantasy Races, and classes... In a randomly generated world none the less!

Reply #3 Top

Quoting strager, reply 2
Yeah but thats too simple, and it's american football (which sucks as a sport imo). Plus it's more of a sports game, wheras this would be more of a sports simulator. You don't play the game- the AI plays for you but you can issue basic commands (stratagies) etc. Look up Football Manager for an example of what I am talking about -- not quite that complex though, and of course with Fantasy Races, and classes... In a randomly generated world none the less!

 

Ah those. . .sorts. . .of things. Yeah. I don't know how anyone derives pleasure from those things.

Reply #4 Top

It's actually a lot of fun - and I am not really a fan of the real sport! It's all about building up a team, managing contracts, trading players, gaining promotion to higher leagues, competing in cups, etc.

 

A mod like this could have a lot more RPG elements to it, making it a lot more of a game though - it's something I wish FM had.

Reply #5 Top

Have you heard of a game called Gladius?

Its about managing a team of gladiators, recruiting new players ... with some overarching goal which has more to do with Traditional fantasy elements above and beyond playing the myriad of Gladiator arena games that you end up playing.

You get to fight against nordic barbarians, romans (scutarii), undead, Satyrs, other animal people, etc. Its pretty cool, but there is no permanent death and you have full control over the battle (what your characters do)

its more of a tactics game (like final fantasy tactics) than a Sports Simulator, but its kinda set up like a Sports League.

Reply #6 Top

I have actually played it. Think of that as a simplified version of this idea. With this engine, you could make a much more dynamic league and world.

Reply #7 Top

Isn't it easier to make it based on Open Source game like The Battle for Wesnoth?

Reply #8 Top

Well it was just an idea for a mod.... but doing something new open source is much more difficult than a mod project - even something basic such as your example above.

Reply #9 Top

Well, you want to do a total conversion so i don't think there is a big difference - you need access to the source code (at least some of it) to do a mod like that. You're more flexible with an Open Source game (you have full access to the code), and The Battle for Wesnoth is 2D so it's much easier to make graphics for it. So IMHO it's easier to make something like that by converting The Battle for Wesnoth code to your needs.

P.S. Gladius sounds like fun, i guess i'll play it. So i would like to play an improved version as well :)

Reply #10 Top

No you really wouldn't need source code access. Per Frogboy the battle engine is real-time, with the game "Pausing" between turns. Kumquat actually seems perfect for a mod like this because it supposedly offers the freedom to do stuff like this.

Reply #11 Top

You know, this idea is a little silly, until I realize you could almost make a minigame out of it on a normal Elemental: War of Magic match. The Kraxis Killers vs. the Altar Angels? That could be quite fun in a weird sort of way. During peacetime instead of tactical battles you'd have tactical football matches... could be fun.

Reply #12 Top

Quoting strager, reply 10
No you really wouldn't need source code access. Per Frogboy the battle engine is real-time, with the game "Pausing" between turns. Kumquat actually seems perfect for a mod like this because it supposedly offers the freedom to do stuff like this.

I doubt Elemental will support "balls" in a tactical battle. You must write a new AI for it for sure. So, you can't make such a mod by changing some XML files only.

Reply #13 Top

Ball = "Neutral" enemy. When attacked it moves in the opposite direction of the attacker. Shouldn't be too hard to script (at least a basic version of it). Custom animations for "Kicking" or "attacking" the ball....

 

If anyone from Stardock reads this what is your take? Could something like this be done with the tools available?