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fibunaccis number sequense for progression based gameplay

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JensT
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I'm thinking trough a zombie game at the moment and wanted to get some input on using Fibunaccis number sequence for the progression based aspect of the game.

The idea is that you earn points during a round that you spend in a shop to be able to do better and score more points the next round.

I want to use a d10 for tests in the game, rolling under a certain number means success, rolling over means failure.

So where do Fibunacci's numbers fit it 2-3-5-8-13-21-34-55-89-144-233-377.

8- 5- 3- 2 (numbers used in the test)
13-21-34-55 (Points for beating the test)

89-144-233-377 (What things cost in the shop)

For example; Fight test: You get attacked by a zombie, roll under 8 on a d10. Success: 13 points

My question is, are the increase in points to much, can people afford things in the shop in a satifactionary pace and today I have the stats that are used to roll against printed on the character sheet making them harder to allign with the 2-3-5-8 sequence, any ideas on how to solve that?

NativeTexan
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Duration?

I guess it really depends upon just how long of a game you are planning on having. At this point, I don't know how long a round is, but I do know that it would take seven wins at each level in order to afford the things in the shop. Factor in the odds of NOT winning, and it could end up being a long game.

JensT
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short round

I want a complete game round to take about 30-45 min and the idea is that you spend the points to better your chanses for the next round and players draw a test car once they have spent their movement points and action points so a straight run gives you to onse side and back gives you 4 cards, but depending on how the maze are formed gives you closer to 12 test cards for one round.

I see what you mean with the possibility of being a long game, a possibe solution maybe is to give the players som starting points to spend in the shop before the firt round to better their stats and their possibilities of winning. I've been looking around for some other number sequence to use that would result in faster gameplay trough better chance at winning but no luck so far.

NativeTexan
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Cooperative money

Is it fair to assume that we are talking about the zombie grid game from another post? If so, then I noticed you have players starting with no weapons but they can acquire them later. I love that story arc and I think points / money should thematically work the same way. One possible solution to the whole issue of not having enough money to advance up the progressive point ladder would be to pool points / money. Given that it is a co-op, there is nothing that says the players have to have individual resource piles. They could pool them together to enable the purchase of more potent equipment. Then they can collaboratively decided what to purchase with those resources and who needs the equipment the most.

Kyle Gabhart
Driftwood Games
www.driftwoodgames.com

JensT
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Joined: 09/30/2011
Thats an good idea, Ive been

Thats an good idea, Ive been thinking of ways to make it more cooperative and to make the resources feel suitable scarce. And since the players turning to zombies keep their epuipment you dont want a zombie after you with a hard earnt sniper rpifle. Now to give the players incentive to attack their co players.

Thanks for the input:-)

NativeTexan
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Turning to a Zombie

It might also be cool if someone turns into a zombie that it takes one or two turns for them to become one (possibly even a way to randomize it). If that's the case, then there could be a window of opportunity while that person is 'turning' that their equipment can be picked up by someone if they are in the same square or an adjacent square. The advantage is they get key equipment back. The disadvantage is that they might be RIGHT NEXT to the Zombie once he/she has completed turning.

Kyle Gabhart
Driftwood Games
www.driftwoodgames.com

larienna
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The way you are using it is weird

I like the fibonacci sequence, it's just that the way you use it is weird. The advantage of the fibonacci sequence is that the incrementation is always by 60%. But you are comparing various sequence together which are not necessarily meaning full.

The ratio between the income and the cost is 6.8 times bigger. This means that you could have given any other reward/cost system and you would have got the same almost the same results

Reward 1 - 2 - 3 - 4
Cost 6 - 13 - 20 - 27

One thing you need to watch out about fibonacci is that they increament fast. This is why I use only low numbers. One thing you could do is to overlap them:

Roll: 2-3-5-8
Reward: 8-13-21-34
Cost: 34-55-89-144

OR
Roll: 2-3-5-8
Reward: 5-8-13-21
Cost: 13-21-34-55

This way, you hand up with much smaller numbers which makes it easier to manage during a game. The proportions should also not be affect. If you only think proportions, setting minimums could be even better.

Roll: 2-3-5-8
Reward: 2-3-5-8
Cost: 5-8-13-21 OR 8-13-21-34 OR 13-21-34-55

JensT
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Nice idea

A random duratin between infection and outbreak would indeed be cool, it would also give that thematic feel that you dont know when someone will return as a zombi, much like many plot turns in movies :)

JensT
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@ Larienna I'm the first to

@ Larienna

I'm the first to admit that numbers is not my strong suit. What I wanted to implement was a relation between the chancess of success and the reward and in turn the cards in the shop. Thats why I inverted the secon section in the sequence:

Roll under on a d10: 2- 3- 5- 8
Reward 55-31-21-13

this to give a higher reward for a harder roll and the deck should be somwhat self regulatory in difficulti since the easi cards will be used during rounds in the shop and the hard cards would be shuffeled back making the purchases in the shop necesaary to get a high score.

BUT I see the problem you talked about, I just wanted to clearify my intentions. I liked the overlapping idea. What do you think about removing the higher price point in the shop, the orignial post wpuld be 377 for the most expensive cards and in the overlapping 144. Would a removal of the higest price even out the chanses of winning enough points?

NativeTexan
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It's all about theme

JensT wrote:
A random duratin between infection and outbreak would indeed be cool, it would also give that thematic feel that you dont know when someone will return as a zombi, much like many plot turns in movies :)

EXACTLY!!

JensT
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Joined: 09/30/2011
the easiset way of doing this

the easiset way of doing this might be to draw a face down zombie card detailing how many round it takes for you to turn to a zombi, or to make it even more intereseting, if you get some special ability as an zombie so all the cards are not wait x amount of turns.

larienna
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Quote:I'm the first to admit

Quote:
I'm the first to admit that numbers is not my strong suit. What I wanted to implement was a relation between the chancess of success and the reward and in turn the cards in the shop.

What I means is that fibonacci has no relation to it. You could keep proportions with any numerical sequence. Here is an example for exponential sequence With over lapping

Die: 1-2-4-8
Reward: 4-8-16-32
Cost: 16-32-64-128

The sequence influence the relation between numbers horizontally, but not vertically. So for example, if you want to use an exponential sequence, you must ask yourself: do I want an higher level to be twice more difficult than the previous level. If you think that it increments too fast, then you could use a sequence that increase slower. Fibonacci is actually one of these sequence. But what ever the sequence you use, the vertical relation between numbers can be anything you want, you just have to define a ratio.

So if you way I want to use fibonnaci, but the ration between die, reward and cost should be 1/3, it would give you:

Die: 2-3-5-8
Reward: 6-9-15-24
Cost: 18-27-45-72

So you are not forced to use the same sequence for horizontal and vertical incrementation.

JensT
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Joined: 09/30/2011
I see

I see what you mean, really like the latest example Im going to work with those numbers instead to keep it more managable. Thank you:-)

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