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