@Dominic I see it as a possible good idea, so long as two conditions are met:
- The fighting is ‘short’ in that the robots have a much stronger attack than defense (slug-fests between tank like bots would get real dull real fast with ChoiceScript)
- There is a story to tie it all together. A straight up robot battle game with ChoiceScript would be boring, but if combined with good story, it could really do well.
What I do see being a problem is saves. One problem with CS is that you can’t save. Sure, for most CS ‘games’ its not much of a deal, because their less of a game and more of a branching story. You just play through again making the same choices, and you’ll (probably) end up in the same place. However, with a combat game, a save system is a bit more wanted. On the other hand, a lack of a save feature gives a much more visceral ‘If I lose I really lose’ sort of feeling.
@Nocturnal_Stillness About the stats themselves, I’d separate ‘Arms’ and ‘Legs’ out of the pack, giving it a Core structure with add-ons. So you’d have:
–Frame - determines your robot’s base stats
I’d recommend a handful of Frames with core stats, like so much damage they can take and how fast they react.
–Power (renamed from Cell) - determines how long your robot can fight for
I’d recommend that this be determined by the Frame, or Cell be another part which determines the starting Power with the possibility of add-ons giving additional Power.
–Armor - determines how much damage your robot can take
This is relativity strait forward, but I’d recommend adding a detriment to high armor to (as mentioned above) keep fights fast.
–Impact - determines how hard your robot can strike
I’d tie this into the Frame.
–Accel - determines how fast your robot can move
I’d tie this into the Locomotion.
–Wave - determines how powerful their wave technique is. [Wave Technique is a move where the robot uses artififical energy to fire from their hands]
I’m not much of one for soft Sci-Fi, so I won’t be commenting on this, except that all weapons should probably be add-ons.
–Left/Right Arm (renamed) - determines what modification are attached to your robot’s arms.
I’d give a slot (or maybe multiple slots) for each arm. (Actually, I’d probably go with a number of ‘hard points’ based on the Frame on which to mount weapons).
–Locomotion (renamed from Legs) - determines what the bottom of the robot is.
I’m not one for humanoid robots, but if they all were to be, I’d do away with the legs option altogether (tying that into the Frame) and go with Add-ons.
–Add-ons (New) - Determines extra features of the robot.
Give each frame a limited amount of ‘slots’ for add-ons, which can be any of a number of things, from accel boosters to extra power, to special abilities.
What I see as the largest problem is the opponents. Besides their own stats, you’ll have to actually build a certain intelligence to them, making sure that they fight in a way that optimizes their abilities.
What I do have to ask is what kind of robots are we talking about? Are we talking about the real life kinds (ala the TV series Robot Wars) or the giant kind (ala Power Rangers or the game series Super Robot Wars)? That significantly impacts the expected style of the game. If you’re talking about the giant robot, I’d recommend a more fluid ‘special skills with a handful of stats’ approach like in the game Gargoyle (http://gargoyle.unimatrix42.com/mygame/) by @Simski . If, on the other hand, you’re talking about the real life kinds of robots, I’d be happy to pass along a clock I did a little work on to get you started in the right direction. It’s not much (currently it’s just a clock) but I’d be happy to try to add some turn tracking functionality (I tried once, but didn’t get it working the way I wanted to) (PM me if you’re interested).