Skip to Content

"Upgrading" buildings

8 replies [Last post]
keshiekay
keshiekay's picture
Offline
Joined: 05/31/2015

Hi, folks.

In my playtests recently, players have mentioned wanting the ability to "build" or "upgrade" the technologies in our game. If you have time, I'd love help brainstorming.

What we currently have is players spend 1 Power to roll 1d6 and draw Technology cards equal to the roll + any Develop Technology bonuses. They can take one card from the lineup. But what we've consistently heard is that doesn't feel as fun/interesting as other parts of the game.

Taking the "upgrading" idea to mind, we tried altering the tech cards to have level up abilities, where the 1d6 + bonuses gave the players cubes to spend on upgrading cards. We only playtested that idea once, but it really didn't feel right in that game.

I'm having trouble coming up with ideas that aren't too complicated, and I'm hoping you folks can help me brainstorm.

The object of the game depends on the scenario, but usually it's "survive # turns."

Thoughts?

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
Is there a place I can read

Is there a place I can read more about the game? Can't suggest much without context (i.e. which mechanics you already have in there / theme / scope etc ).

Chordcommander
Offline
Joined: 12/08/2015
I have a minor improvement

I have a minor improvement maybe (without changing much). What if you still roll for the amount of cards you may select from, but you flip them one after the other - if you decide to dismiss a card and flip the next one you cannot go back to take the card you dismissed. It's a minor change only but it could create more tention and speed things up as players often won't need to look throuhg all of the cards (as soon as there is one they like).

keshiekay
keshiekay's picture
Offline
Joined: 05/31/2015
Links

ElKobold wrote:
Is there a place I can read more about the game? Can't suggest much without context (i.e. which mechanics you already have in there / theme / scope etc ).

You can learn more about us on Facebook, where I post a lot about the game and share pictures of the prototype: https://www.facebook.com/omengames/

And here's a copy of the rules: https://docs.google.com/document/d/1MtJLg0FLC71w7g-EpsFHpEypb5MDGxAW_jzD...

Chordcommander wrote:
I have a minor improvement maybe (without changing much). What if you still roll for the amount of cards you may select from, but you flip them one after the other - if you decide to dismiss a card and flip the next one you cannot go back to take the card you dismissed. It's a minor change only but it could create more tention and speed things up as players often won't need to look throuhg all of the cards (as soon as there is one they like).

I like it, and at the same time I'm not sure it would work in this game. Reason being, they need to spend resources to Develop Technology, and should be able to choose whichever they like (because it's difficult to get Power) and it would suck to whiff on the tech. Plus, we try to make the Hero Phase the only time where good things can really happen (really, it's the place we aim to relieve tension -- the rest of a turn builds it).

kevnburg
kevnburg's picture
Offline
Joined: 05/02/2014
Maybe something like Race to

Maybe something like Race to the Galaxy? In that game, buying new cards requires sacrificing other cards; what if when players draw a new tech card, they can choose to instead play it face-down on another tech to upgrade it? Each tech could have something like a max. of 3 level-ups, and better tech development stats could make it easier/faster to upgrade techs.

keshiekay
keshiekay's picture
Offline
Joined: 05/31/2015
kevnburg wrote: what if when

kevnburg wrote:
what if when players draw a new tech card, they can choose to instead play it face-down on another tech to upgrade it? Each tech could have something like a max. of 3 level-ups, and better tech development stats could make it easier/faster to upgrade techs.

Ooh, that's an elegant fix. Yeah, we created level up abilities, but the allocating points method didn't work. It'd be good if one could "deactivate" a tech to upgrade another tech, but can later reactivate it (downgrading the other tech) if they want the bonus.

I really like that idea. I'll run it by my team.

Thanks, everyone!

Zag24
Offline
Joined: 03/02/2014
I like the "San Juan" / "Race

I like the "San Juan" / "Race to the Galaxy" approach suggested by kevnburg, too.

I would also suggest that you drop the d6 for how many cards you draw. Since they're only going to choose one card, anyway, and, with this change, they do have a use for cards that they don't want to play, having that much choice seems unnecessary. Just have them draw 2 + earned bonus of cards, choose one, or even just 1 + bonus.

keshiekay
keshiekay's picture
Offline
Joined: 05/31/2015
RtfG +5

Zag24 wrote:
I would also suggest that you drop the d6 for how many cards you draw. Since they're only going to choose one card, anyway, and, with this change, they do have a use for cards that they don't want to play, having that much choice seems unnecessary. Just have them draw 2 + earned bonus of cards, choose one, or even just 1 + bonus.

The issue with that is depending on the scenario, and how well the players are doing in the game, certain technologies are better to have than others. For example, if you have a lot of Harvest, the Medicine & Nutritious Meals techs are great -- but they're useless if you don't have Harvest to spare.

We think it's better to be able to choose which tech -- there's a reason in RtfG why the +5 Explore card is super helpful -- sometimes you just need to dig for the ideal card. It's that way in this, too.

Zag24
Offline
Joined: 03/02/2014
keshiekay wrote:The issue

keshiekay wrote:
The issue with that is ...

Thus making it all the more frustrating when you really need a particular card and you roll a 1. Welcome to my life. :)

In any case, if there really is an advantage of having significantly more choice, that's all the more reason for players to invest in the techs that let them draw extra cards. If Lucky Ed can, just by being lucky, get the same benefit I spent two or three techs getting, it doesn't feel right.

I sincerely doubt that the extra action of rolling a die is worth it. Look at all the advice from experienced designers, and "simplify!" is one of the very strong themes. If players already have dice in their hands for the other actions they are taking, or about to take, this isn't SOOO bad. If they don't, it's a no-brainer, IMHO. Of course, it's your game, but keep it in mind when you're play-testing.

Syndicate content


forum | by Dr. Radut