Post by Harkovast on Oct 12, 2015 18:56:02 GMT
One of the things to consider in games design is that you don't want a player who gets an early advantage to just continue to curb stomp their opponent.
To counter this Harkovast fetures several catch up mechannics designed to help the losing player stay in it.
Severa characters, experiences and challenges have events that trigger if you have less wealth than your enemy.
Wealth is a score each turn that determines how much money you recieve each turn to buy additional units.
The idea here is that since you are losing and fialing to generate as much stuff as your enemy, you need some help so it doesn't rapidly turn into a landslide.
The are also character who provide you additional money if the challenge you attempt that turn fails. So if your plans don't work, you can still get some benefit to keep you in the running.
Now we tend to refer to these as "false economy" because you aren't going to win the game by failing challenges. Ultimately successful challenges is the only path to victory, but they make sure that the losers in game economy can stay afloat to try to stage a come back.
Now we've deliberately avoided mechannics that give further advantages to the player who is winning, whats refered to as win-more mechannics. These would be things like meaning units that become stronger or give bigger advantages when you have more wealth.
The problem with these is that they are great fun for the person playing them, letting them pile on more success to their victory. However from the other players point of view its getting kicked while you are down and watching your opponent run away with it.
Not that you can't have a game like that, just that isn't what Clash of Nations is supposed to be about.
You can lose badly early on but still have a hope of turning things around with a few clever moves.
To counter this Harkovast fetures several catch up mechannics designed to help the losing player stay in it.
Severa characters, experiences and challenges have events that trigger if you have less wealth than your enemy.
Wealth is a score each turn that determines how much money you recieve each turn to buy additional units.
The idea here is that since you are losing and fialing to generate as much stuff as your enemy, you need some help so it doesn't rapidly turn into a landslide.
The are also character who provide you additional money if the challenge you attempt that turn fails. So if your plans don't work, you can still get some benefit to keep you in the running.
Now we tend to refer to these as "false economy" because you aren't going to win the game by failing challenges. Ultimately successful challenges is the only path to victory, but they make sure that the losers in game economy can stay afloat to try to stage a come back.
Now we've deliberately avoided mechannics that give further advantages to the player who is winning, whats refered to as win-more mechannics. These would be things like meaning units that become stronger or give bigger advantages when you have more wealth.
The problem with these is that they are great fun for the person playing them, letting them pile on more success to their victory. However from the other players point of view its getting kicked while you are down and watching your opponent run away with it.
Not that you can't have a game like that, just that isn't what Clash of Nations is supposed to be about.
You can lose badly early on but still have a hope of turning things around with a few clever moves.