View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007412 | Valley 1 | Gameplay Idea | May 1, 2012 2:57 pm | May 1, 2012 3:43 pm | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.006 | ||||
Summary | 0007412: Incentivize spells through cost | ||||
Description | To keep a balance of allowing people to have their favorite spells while at the same time giving a gently incentive to try new spells, you could have continents randomly increase and decrease the price of certain random spells. This is a very gentle way to push players slightly out of their element and make every continent feel different. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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On second thought, I'm not sure how great this idea is. I think maybe if more of the map was covered by storm initially and each wind shelter only uncovered a small section of the map (perhaps a small cross pattern of a center tile and one in each direction), incentives would just flow from there. That seems to be the most natural source of randomization to determine which spells should be easy to get. Perhaps also, materials should not be as easily available in so many tiles. Materials should be found in only one tile type, unless it's a hard tile type like the deep or lava flats, in which case the material should have an alternate easier type (with a lower chance). |
Date Modified | Username | Field | Change |
---|---|---|---|
May 1, 2012 2:57 pm | Bluddy | New Issue | |
May 1, 2012 3:16 pm | tigersfan | Internal Weight | => Feature Suggestion |
May 1, 2012 3:16 pm | tigersfan | Status | new => considering |
May 1, 2012 3:43 pm | Bluddy | Note Added: 0023181 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |