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Making a choice, easier to understand

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X3M
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Joined: 10/28/2013

I refined 2 mechanics for my war game.
But I would like to have players understand these 2 mechanics.
How can I make it easier for them to understand?

I tried making super simple choices. And put them in a list.
A choice out of 4 different weapons, regarding the 2 different mechanics. A 2x2 effect, if you will.

However, somehow I get the feeling it is a bit to hard to understand.

The 2 game mechanics:
Cool Down: The player pays the required Action Points and the weapon fires.
Charging: The player pays 1 Action Point each turn. Once the required amount is met, the weapon can fire. If there is nothing to fire at, that round, the Action Points are lost either way.

And these are the choices that I offered:

Rifle:
Charging=0
Cool down=1
Damage=1

Laser:
Charging=2
Cool down=1
Damage=6

Sniper:
Charging=0
Cool down=3
Damage=2

Grenade:
Charging=1
Cool down=2
Damage=4

I allowed them to fight against 3 health units, 6 health units, 12 health units and finally units with 36 health.

While the differences are obvious. And there is an optimum for each weapon against a certain amount of durability. My players simply do not see the basic logic behind it.

Is this a downside to hidden RPS mechanics?

X3M
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Joined: 10/28/2013
I guess, the choice isn't that simple

Title.

Hmmmm...

How can I make the choice simpler?

X3M
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Joined: 10/28/2013
I adjusted the first post

Since there where some balance changes:

- Sniper with a cool down of 3, went from 1.8 to 2.0 damage.
- Sacrificial units went from 3 to 4 damage.

I guess, you need to know the game to make a proper choice.

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