2 ways to reduce randomness
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- Posts: 16
- Joined: February 1st, 2009, 7:59 pm
Re: 2 ways to reduce randomness
Okay, thanks.Turuk wrote:Possibly, but the argument that making them wait involves a bit more strategy could be continued to say that having the player adapt to whatever traits they are given adds extra strategy.Unlucky Wizard wrote:Well, having the player pick them would be too easy on the player, although it's a possibility. Making the player wait introduces a little bit of extra strategy and planning. Though I might end up going with letting the player pick.
Making the player wait when they know exactly what traits will come when just seems a bit unnecessary. I know I proposed a solution that makes it ridiculously easy, but that's partially the point. I do not know if you are making this for multiplayer or campaigns, but for campaigns, making the player wait is pointless. The player will just sit on their keep and wait until the right TOD to recruit.

Aaah, I'm seeing hexagons everywhere!