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Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines)


From: Leo Wandersleb
Subject: Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines)
Date: Wed, 14 Sep 2005 13:14:06 +0200 (MEST)

Hi Eli!

Nice ideas you have. Think them over in chat we should.

greets, yoda

p.s.: perhaps these many gfx needed to realize your plans would not be too
difficult as the different kinds of inns should resemble and buildings made
of the same material should resemble, too. That would result in houses with
brown/gray/black walls for wood/stone/tar(??)

Eli wrote:
> In light of our recent game in which we discovered trade was completely 
> useless  in all situations, ( :P ) I've come up with an alternative 
> model. It's somewhat more intrusive than the above, but it would 
> promote trade more, as well as expansion, and allow somewhat more 
> interesting maps, I anticipate.
> 
> Basically, there would be many resources, rather more than our current 
> 4. None would be absolutely necessary, but all would be quite useful to 
> have. Thus, you'd want to trade, and you'd want to expand your 
> settlement to reach other resources you don't have.
> 
> For example, there might be three kinds of food: One that makes you 
> tougher, one that makes you faster, and one that makes you eat less. I 
> don't like the penalties because then if you had more kind of food, 
> they'd just counteract and make you have no benefits either (removing 
> any usefulness in variety.) On the other hand, if globs eat one of each 
> food, and one increases their armor, one their speed, and one their 
> stamina[1], then you'll be a lot more powerful than an opponent whose 
> globs eat only the food that makes them faster.
> 
> It would be a rather flat and not too effective system if it did not 
> extend beyond food, though. I'd suggest around 5 building materials, 
> for which each building takes one or two, possibly with more at higher 
> levels. Necessarially, no important function would be limited to 
> players who can access one particular resource: You can build inns with 
> wood, but to prevent wood from being overly influential, you can also 
> build some other kind of food-building with clay, or stone, or 
> something.
> 
> Of course, Inns would still be the best food-building. It's just that 
> they wouldn't be the ONLY food-building. You'd want to seize or trade 
> for Wood ASAP if you didn't have any to begin with, to build your Inns. 
> However, a map designer could place a patch of wood in the center as 
> the ONLY wood on the map, and people who didn't get there in time 
> wouldn't starve to death.
> 
>   The big problem with this is that it would take more buildings to be 
> designed, more graphics to be made... Maybe instead of buildings 
> requiring a certain resource, they could be treated like globs with 
> food: Certain resources help the buildings more in certain ways. Wood 
> makes the building serve globs faster, stone gives it more armor, and 
> algae, I don't know, gives it more oomph? Of course, the benefits would 
> max out at about half of the building's cost, so that a player wouldn't 
> build an inn all with wood when stone is available, so that having more 
> resources is actually useful. Different buildings would still benefit 
> more from different resources (some benefiting none, like building 
> towers out of wood) so it would generate variety.
> 
> Hmm, after all that, the idea is less complex than I thought: Ditch 
> fruit, split wheat in three, and make the kinds of food/materials given 
> to globs/buildings effect those things' performance.
> 
> 
> 
> [1] We need a way to refer to it other than "Makes them eat less" all 
> over the place. Besides, "stamina" is a good word for the amount of 
> time you can go in one stretch.
> 
> 
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