Economy, Supply Cap, Turtling, and Predictabiliy
11-20-2013, 04:39 PM
Post: #24
|
|||
|
|||
RE: Economy, Supply Cap, Turtling, and Predictabiliy
(11-16-2013 09:49 PM)brayton Wrote: Also, does there need to be only 1 currancy in outwitters? Why not have a secondary, less substancial currancy(such as 'kills')? Outwitters obviously doesnt need research but... A 2nd currency is a great idea. I envision an account of KILS which is an accumulation of the 1 wit receved from a kill that can be used to perform an action from a 2nd category. This would/wouldn't be optional. If so, a bubble [Bank YES/NO]. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Possible uses: Heal base - a large cost vs small gain. (ex: 10 KILS = 1 BASE or simply 10% gain) + cap on # of hps/turn. At no point could base be greater than 5. Split base - 2 bases each able to be assigned hps totalling 5, and placed on special new hexes. "FORTS" Extra actions a la' brayton: Increase in damage Increase in reach Suicide bomber: send scout into FoW get a look & die. Prevents KILS point collection by adjacent enemy. Only available to runners. Dig a pit Plant a tree Build a wall Move-do-over (reset unit to original position, and then only action is move) A kind of alt version of mobi teleport. Just a very general thought, poorly written. I'm sure there are other less insane ideas, but a guy can dream... didgeralien ![]() ...winter is coming... |
|||
« Next Oldest | Next Newest »
|
User(s) browsing this thread:
2 Guest(s)
2 Guest(s)
Return to TopReturn to Content