stubby wrote:Bad news: BrikWars is trolls' natural environment, anyone who thinks otherwise is going to have a bad time.
Aye. But the trolls imply by their actions that they are ready to take as much berating as they dish out - such is the nature of the universe. If you punch someone, you are extending an invitation to be punched back. If someone is annoyed by the questions asked in a topic, no one is holding a gun to their heads forcing them to answer - they're free to simply ignore the conversation and leave it to the people actually interested in contributing to the discussion.
stubby wrote:What I think has more potential for BrikWars flavored strategy is a more story-focused game, where you hold battles and say "this is the effect the battle will have on the overarching plot" rather than strict resource accounting around "if you lose five units in this battle then you have five fewer units in the next battle." So I'm looking at story-driven games right now, although not really finding what I'm looking for yet. If I go this route, it'll be tricky to make it properly construction-brick-themed.
That would also give more "weight" to symbolic objectives/morale victories alongside objective tactical targets.
stubby wrote:Ideally I'd either like a system that gives the losing player the chance to pay a story price to bring his forces back up to parity for competitive battles, or I'd like a system that means a player could play a badly outgunned force in a losing battle and still have fun (probably because he knows it allowed his larger force to go off and do something more important).
Maybe something like in Rome: Total War? The tactical battles could still be fought by the standard rules, but then you'd have a certain amount of "strategic actions" you could take during the "seasons" in between (while in meatspace, the group takes a break to construct their new units and fortifications).