View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0007450 | Valley 1 | Gameplay Idea | May 2, 2012 1:35 pm | May 3, 2012 11:35 am | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.007 | ||||
Summary | 0007450: Making spell choice more strategic | ||||
Description | After long discussions on the forums, the consensus seems to be that the best way to make spell choice dynamic between continents is to use the existing randomization of tile types on the map. This way feels the most organic. However, the problem is that the settlement uncovers a huge number of tiles: 3 in each direction and 2 on diagonals. I suggest that this radius be reduced somewhat. What do you do though if you get dealt a 'bad hand' and really have some crappy choices in the first uncovered tiles? First, this is pretty rare since materials can spawn in so many different tile types. Second, I suggest that every time you go up a tier, you get a free minor wind shelter mission. This ties the wind shelters to the tier, making the tiers also feel more positive. It also enables a strategic choice: I can speed through to the next tier despite having suboptimal mission rewards. I'll make do with these rewards so that I can uncover the next bit of land with a (minor) wind shelter. Perhaps only the first 3 tiers should give you free wind shelters, or perhaps all of them should. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
May 2, 2012 1:35 pm | Bluddy | New Issue | |
May 3, 2012 11:35 am | tigersfan | Internal Weight | => Feature Suggestion |
May 3, 2012 11:35 am | tigersfan | Status | new => considering |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |