View Issue Details

IDProjectCategoryLast Update
0007412Valley 1Gameplay IdeaMay 1, 2012 3:43 pm
ReporterBluddy Assigned To 
Severityminor 
Status consideringResolutionopen 
Product Version1.006 
Summary0007412: Incentivize spells through cost
DescriptionTo 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.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Bluddy

May 1, 2012 3:43 pm

reporter   ~0023181

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).

Issue History

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