devalorization idea: 6/28/2015 11:09:43 |
ps
Level 61
Report
|
Had an idea for a game feature, just wanted to throw it out there to see what people think before submitting it to uservoice.
The principle is to have ways to valorize or devalorize a bonus through time.
My initial idea was that whenever a bonus gets broken it would devalorize (so anyone finishing it again would get less armies per turn).
My original reasoning for this was that whenever you attack something to conquer it completely you end up mostly destroying it's resources and end up with something less valuable afterwards.
Then i had the idea that this could also be a card (sabotage or investment).
Could make for some interesting tactics.
I think this would require a cap on the settings to how much a bonus can devalorize or valorize, a certain percentage of it's initial value. Otherwise the game could turn into a "dodge the completion of a bonus to avoid it's negative income" kind of game.
Well, just an idea, let me know what you think. If people find it interesting enough i'll submit it to uservoice.
|
devalorization idea: 6/28/2015 12:01:54 |
l4v.r0v
Level 59
Report
|
This would lead to some implementation challenges when it comes to superbonuses but +1. I like it because it adds another dynamic to the gameplay, especially in games where there's an early counter and one player successfully takes another player's bonus. Sometimes the game ends too quickly that way.
Here's how I think it would look:
- Pillage Card: requires you to control at least one territory within a bonus by the end of the turn (and at the beginning)
- Sabotage Card: requires you to control the bonus at the end of the turn (and at the beginning)
- Investment Card: requires you to control at least one territory within a bonus by the end of the turn (and at the beginning)
- Infrastructure Card: requires you to control the bonus at the end of the turn (and at the beginning)
With the Pillage Card letting you devalue a bonus by an amount usually less than how much the Sabotage Card lets you (and a similar set up for Investment and Infrastructure). Basically set it up like the Abandon/Blockade cards which have different conditions for being used but also different percentages (with Abandons typically having lower multipliers than Blockades).
However, Pillage would be a massive headache for superbonuses. And so would Sabotage on a map like RoR.
Edited 6/28/2015 13:46:36
|
devalorization idea: 6/29/2015 13:36:16 |
ps
Level 61
Report
|
thanks for the feedback! anyone else has any thoughts on this?
|
devalorization idea: 6/29/2015 17:26:23 |
Hennns
Level 58
Report
|
I think this works best as a card, think of it as a sanction card- just for one bonus. That way it should also work with superbonus (like surveillance card), enable to adjust duration and percentage, and be simple to use/ hard to master. (also, just like sanc card a negative value increases the value of the bonus).
I quite like it :)
|
devalorization idea: 6/29/2015 18:13:54 |
l4v.r0v
Level 59
Report
|
^ Ooh. Forgot about negative values. That would simplify things a bit!
|
devalorization idea: 6/29/2015 23:05:25 |
ps
Level 61
Report
|
Ghengis: well, my idea was that a territory could only devalue so much. a fixed percentage. So a territory starting to be worth 4 could only be devalorized to 2 or valorized to 6 for example.
ChrisCMU: hmmm
|