Thursday 27 November 2014

Conflict Resolution.... 2nd pass

So conflict resolution.....


Recap.


Firstly there will be an expansion in the number of locations, a reduction in the strength of the locations, and an increase in the value of locations.


The issue arising out of the play test were (for me at least)..


- Clumping of minions – 'lets all go over here'.
    - Lack of value in guile/magic/swords against locations – 'my 10 magic makes you one weaker'.
    - Lack of value in guile/magic/swords defending locations – 'I've lost 1 orc – shrug – I've got lots more'.
    -The ease of attacking a kingdom heart on the first turn.

So lets start by asking what behaviour we'd like to see....


Generally we want to see stacks – from time to time – it's ok if an overlord concentrates there resources occasionally. But we need to make sure that concentration makes game for the minions.


We definitely need to make sure that the minions all need to convince the overlord that they should get the monsters this turn. Which turns out provides a really good answer about the question of 'should we empower the minions directly' so we are not doing that.


So lets remove an overlords ability to directly create one massive stack by giving each minion a 'command rating' which is the maximum number of monsters they can control. So an overlord has to do at least some splitting of there forces.


But we won't stop a Minion from dropping there forces onto a location where one of your fellow minions is – handing over control to them – but then it's an minions choice. It's there choice even if the overlord demands it..... Which is a good dynamic.....


I've actually realised something – a minion main opponent is the minion working for them same boss. So we just enforce the same rules about 'only one minion' otherwise they fight. So yes – you can totally end up fighting amongst yourselves......


That's clumping.


Well – value of guile/magic/swords against locations is a hero thing....


As for the value of guile/magic/sword in defending a location – I think just putting slightly more requirements to assault on location based on those will solve it. So a place with 4 guile might also have a 2 guile requirement – and yes that 4 quile is not defending it very well but you still need guile to attack it so it sort of is...... It also makes spoiler attacks easier – go in with what you need and lose one of your attackers to guile and your whole attack grind to a halt.


One final thing – monsters don't give strength. Strength comes from orcs – hordes and hordes of plastic orcs without a stat card. Monsters however are all about the bonus stats.... Hopefully that might make things easier on people. Things like an ogre will now give swords reflecting there ability to inflict harm rather make you generally stronger.....



Next – hero manipulation and room acquiring.

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