Occasional events

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Re: Occasional events

Postby KGB » Tue May 07, 2013 10:25 pm

Chazar wrote:For example:
I would dislike things like one city dropping production: if it hits a city producing scouts, no one cares, but if it hits a 4/5 dragon, it is certainly devastating - and more importantly massivly frustrating!

On the other hand, just delaying production in all cities of all players by one turn (i.e. preserving partial production), appears a lot more acceptable to me, since it hits everyone and each type equally, and everyone has to adjust.


Hence my suggestion about no negative events. If there were going to be negative events then I'd say the game would need to tell players at least 1 turn in advance so they can plan for it rather than be surprised by it.

KGB

P.S. Rounders is a fantastic movie. I watch it at least a couple of times a year. Typically before I go to play poker (friends house or local casino). Teddy KGB is a great villain.
KGB
 
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Re: Occasional events

Postby Igor » Tue May 07, 2013 11:27 pm

As I understood, Chazar told about negative events as well. His thought is that events ought not to have big affect, just a little. I think this is right, because big events can turn a game to another way.

May be to make a list of events as you see them? Let them to be both types, good and bad, at the first time, for to see farther what of them to choose. Or even to choose types of events.
Like this:
1. Production. +/- 1 turn, for every city for every player, for some kinds of units (1 turn time units, or all flying units etc) for every player (general events), or in 1 city for 1 player (personal event).
2. Weather. +/- 2-4 move points for some kinds of units (sea units, flying units, or land units).
3. Gold. +/- 200-400 gold.

Such events will not be very often I think, may be 1-2 times a game or less.
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Re: Occasional events

Postby Igor » Tue May 07, 2013 11:47 pm

KGB wrote:I would suggest having positive events only (extra income, extra production, extra movement etc).
The reason is people in general hate having negative things happen to them and tend to remember those events with more anger than having positive things happen to them (that's why people moan forever about bad beats in poker and hardly ever talk about the lucky river card to steal a pot).
KGB

KGB, many players never saw 'lucky river' because they play mostly with middle or strong combinations and drop down any trash wich could bring such big luck. It's not for good players I think, just for risky ones.
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