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Resources

Started by June 16, 2011 10:17 PM
0 comments, last by Zethariel 13 years, 7 months ago
I am working on a space warfare game.

Right now I am trying to decide on how to handle resources.

One way is that when you survey a planet you know specifically how much of that resource you can get. Another way is that internally the computer knows how much of that resource is on a planet, but will just give the player a general idea about how much of the resource exists. The final way is that the resources have no internal value, just a chance of it become depleted at that level, and the level of the recourse (abundant, average, sparse, poor) determines how much you can get out per turn and how much it costs to extract it.

There might be some other ways, just wondering what you all think.

theTroll
IMO the third option is too harsh - I mean, even with our current technology we can predict when a resource could be used up.

The second one was used in ME 2 and worked pretty nice, although I found it irksome when upon finding a large stash of minerals the planet would go from Ample to Depleted.

The first option grants an estimate of the planet's value. Saying that a resource is ample is very shaky - one player migth interpret this as around 500, while another as 5000. Having a real number attached to it (or at least having Ample as between 500 and 1000 resource points) allows better control and managment.

Guess your choice boils down to how much control you wish for the player to have - its surprise vs strategy. Both are interesting, both generate fun and pleasure. Surprise works good for players that don't focus on economy and are generally adventurous, seeking thrills and challenges. Strategy is obviously enyojable for micro/macro managment freaks, those that like to be effective more than anything else.
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