I have a few parts, mostly 5G. Yet a few hours ago, all whilst I was considering a few other things, whilst I was watching (again) NCIS, season 1 at present an idea for a new game came up. You see, I have nothing against shooting, I have been a well established CIA wet team operative and killed my share of people in Kabul (Delta Force: Land Warrior), yet I also saw the need for a tactical side and my mind went racing. In all I wanted a new way of tactical thinking which got my mind thinking back to Dungeon Keeper, but military style. I do not want some copy of a good game that someone else made, but the premise was good, so I took another side. Perhaps you all (the older people) remember the game Stratego by Hasbro. When I was young the issue became that the board was always the same, a setting a computer never has. Moreover, we can switch between urban and rural warfare in an instant. But the military mind is always similar per nation. So when we look at the Stratego pieces (as in the image we see the flag, the Marshall, General, colonel, major, captain and so on. But what if we change that setting. We still have a Marshall and a general, colonels, majors and so on. Yet the game had other lacks but not in a bad way, there is a difference on a board game and a computer game, and what was acceptable in 1972, might not pass water in 2022.
So consider a board, a board that is only partially visible, and pieces that might be there and are not known to what is there. Now consider the settings. An HQ, a Forward base, and the operational stage. The Marshall (flag also) is ALWAYS in HQ, the General can be anywhere. A colonel is set to a stage (in field or in HQ), the majors are in the field and every Colonel has 2 majors, every major has 3 lieutenants. Now consider that every lieutenants has a field. There are the engineers (for bombs, hardware), supply, logistics. There are three spies, one spymaster (HQ) and two spies in the field.
There are a few more items, but that is it. So how do you ‘beat’ pieces? First the map is one that is generated from a library, so there are dozens of maps (and more coming over time). Now the stage is that we move, but we all move in different ways. So the map is the same for both sides, but the way we move is not, and we do not see how the other side is moving, we can only see a game piece (without seeing the identity, when it is within two places). Now we see the functionality. It is partially the same. Engineers can remove mines and obstructions, a spy can identify ANY piece without the opponent seeing it, it is the only piece that can kill the Marshall. This now gives a new situation, the general MUST move to HQ. One Colonel can become Colonel plus (field general) and now the setting will influence the others.
The HQ is a different map, the spy remains unseen, only the spymaster can see an enemy spy and when the spy acts (like killing the Marshall) his ‘invisibility’ stops. He can only capture the flag and he needs to leave HQ to win. A spy can kill a spymaster, or can be killed by one. When the spymaster is lost, all spies are lost too. In the field each lieutenant has three sergeants and each sergeant has 6 troops. A troop can be a scout, a rifleman or a third type (still mulling that over). A scout can see any adjacent piece. A rifleman can shoot any scout or a sergeant two spaces away. Yet that is the larger setting. If a Marshall is killed, and line of succession starts general goes up, so does colonel, so does major and lieutenant. Yet anything below the promoted the lieutenant is lost. If succession is not done the enemy until their Marshall is lost will only move one against the opponents two moves. So it becomes a tactical setting that changes. Bombs instantly kills any piece (regardless of rank) moving next to them except the engineer, the bomb is removed when that happens (like in the game). So the game has three maps your HQ and the battle field. The HQ has a few pieces, but there is one catch, the computer moves one piece in any direction every turn, so you cannot create a static setting there.
I am still working out a few parts, but feel free to use this idea, It is free (a public domain idea) for Sony, Apple and Amazon systems. I came up with this setting in one hour, so if you are wondering why some game creators have a hard time coming up with ‘original’ ideas, I share your concern.
That’s al I have to offer at 3:30 perhaps there is more to this game soon enough, but I gave the larger lines, time for game creators to get clever programming.