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Re: [semi-VV] Multiple resources - was RE: Game balance

From: Alan and Carmel Brain <aebrain@w...>
Date: Mon, 07 Feb 2005 01:34:29 +1100
Subject: Re: [semi-VV] Multiple resources - was RE: Game balance

Oerjan Ohlson wrote:

> It shouldn't be *completely* auto-balancing - ie., an advantage gained

> shouldn't automatically be *completely* negated by the game mechanics
- 
> but if there are *no* mechanics to rein in the leader, you usually end

> up with a "campaign" which is decided by the first few battles. Such 
> campaigns tend to be very short, since non-leading players usually
drop 
> out soon after it becomes obvious who'll win.

Concur.

See "Imperium" which managed this quite well.

For simple trading mechanics, see "Civilisation" and for that matter
"Risk".

Having 3 types of resource (call them Red, White and Blue, or 
Biologicals, Minerals, and Industrials if you like), where you need 
either 1 of each, or 5 each of any 2, or 20 of any one, to make a 
"Production point", and you get the idea.
For extra credit, make them mass different amounts, so you get cheap 
bulk freighters as well as expensive high-speed low-capacity couriers.

-- 
Alan & Carmel Brain
http://aebrain.blogspot.com
mailto:aebrain@webone.com.au

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