Aristeia Activation Methods
Work on Aristeia still continues, even if the blog is not updated with much. This work however, is relatively slow. A lot of it is me second guessing my methods or reasons for having something do a specific way, which does not help. In the example used we are going to look at the activation methods.
The original activation that was to be used for Aristeia was something quite simple; IG/UG or just alternating units. I have scrapped these methods for a number of reason
- It limits the way in which units and players can interact
- IG/UGs not 'responsive' enough while alternating does not give enough variability
- Alternating focusing too much on many small units?
In light of some of these complaints I have decided upon a card based activation system. These have been quite popular over the past few years with many games (Sharp Practice, Muskets and Tomahawks etc) using this method. I feel that such a method allows for a relatively responsive system where the choices are important and the for the ability to add cards throughout the deck during the game. These may be random events, Hero or Deity abilities and the like. It also gives some greater weight to NPC interaction and 'decisions' as it is unsure when they will take a turn.
I am unsure whether a hand system (where you draw the cards but add them to your hand to be played during the turn rather than instantaneously) would limit some of the randomness and allow for a more 'tactical' approach while still keeping a level of uncertainties, especially with cards added during a turn.
Hopefully I shall get a quick set of mechanics written down to test out in the near future.
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