Join the forums now, and start posting to receive access to our Scripts Vault!
An idea in BBG design is to increase game space by offering more choices to the user. This, imo, is a good practice as additional choices makes a game more difficult (as a player) to optimize, and attempting to optimize the development of your character/kingdom/ship/etc provides a sense of fun for the player.
Even though the two players upgraded different items at different times, their final destination is identical.
Change [...] based on time.
Choice can be stolen.
consider a player that buys choice A 3 times, then buys choice B 3 times against a player that buys choice B 3 times then choice A 3 times.
And that's why you voted during Business Minigame Competition on the game that had the most options, the most optimization dilemmas and the highest level of difficulty And you were not "scared" by agonizing difficult decisions like setting the price
In Lords I have various technologies that are basically all bought by all players in the end. I was proposing to change it but players countered it by saying that while indeed they end up with the same set of technologies they have a different order of buying of these which changes their strategies heavily and in reality they do not have the same technologies even though they end up with identical technologies
I liken the economics game design challenge to cooking dinner.
Change the value of choice B based on time. What if Walls/Rams start at 500 a piece, but raised by 2 GP per population?
are not a highly valued choice early game for increasing power, they very well may be a highly valued choice later in the game
Choice B can be stolen.
Some see browser games as a quick lunch not as a banquet. Anyway, as long as you see at least *some* exceptions to the thing you wrote I'm content Smiley
You have to be very careful, you can easily turn a game into boring one if you abuse it.
Since I know you won't get offended I will use the most precise words to convey my thoughts, "this is lame" Cheesy