Topic Title: Vision Statement (Simple Topic)
Topic starter: Iiridayn
Topic started: 16:17:11 27th Jan 2015
Posts: 3 Last post: 04:23:21 24th Jun 2015 by Dios
Iiridayn | Posted: 16:17:11 27th Jan 2015 |
Posts: 1643 Topics: 98 Location: United States Gender: Male |
I think it might be useful for me to record my thoughts about the design of SkyLords, to reference later (easier to find as a separate topic).
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Tom Bomadial | Posted: 05:46:46 30th Jan 2015 |
Posts: 423 Topics: 76 Location: United States Gender: Male |
From my point of view- the trading aspect of the game might be a weak spot! The ability to sell to only allies and/or clan members would be nice. Another game I played had the option of selling to ships on a local market and the trade could be pass worded. There was an option for a reduced price for those with the pass word.
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Iiridayn | Posted: 17:35:50 31st Jan 2015 |
Posts: 1643 Topics: 98 Location: United States Gender: Male |
Yeah, looking at SkyLords as a 4x game, the trading aspect could certainly stand to be expanded. Its not currently core gameplay though, so I'm hesitant to change core game mechanics to bring it into greater focus. I've considered implementing planet "types", where planets can't be used to gather every kind of resource. It would add diversity and might provide some incentive to hold specific planets, potentially increasing interactivity.
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Dios | Posted: 04:23:21 24th Jun 2015 |
Posts: 2511 Topics: 165 Location: United Kingdom Gender: Male |
I'd like to see that trialled actually - it's not a bad idea at all. Personally I'd keep some things permanent (probably troops and/or energy) but have specific resource planets. If you're mid planning an attack and suddenly you can't produce any more iron it forces interaction. Might not have immediate impact given the number of players. But on the assumption that a vision includes expanding the player base I think it would have a good long term impact.
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