2 ways to reduce randomness

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Unlucky Wizard
Posts: 16
Joined: February 1st, 2009, 7:59 pm

Re: 2 ways to reduce randomness

Post by Unlucky Wizard »

Turuk wrote:
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.
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.

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.
Okay, thanks. :) Campaigns for now. I haven't gotten around to trying multiplayer yet, and I'd imagine I'd be really bad due to my inexperience with the game in general. I guess I'll end up doing it your way. The main issue is that undead will be relatively weaker in your system, since other races get to choose their traits but undead don't get such a bonus for many of their units. But in campaigns it shouldn't be much of a problem. Perhaps I'll only use my system in multiplayer, and use yours in campaigns.
Aaah, I'm seeing hexagons everywhere!
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