Military Command

Each player must choose early on whether to go for a military role or merchant role in the game. The military ranks can be purchased at any time, although they must be purchased in order. Each rank improves the speed at which military ships can be built, and enables purchase of selected military ships.

Military Rank (Major)
- 10% improvement in military build times
- Enables purchase of Fighter & Bomber

Military Rank (Colonel)
- Prevents “Guild Rank (Trader)”
- 20% improvement in military build times
- Enables purchase of Droid & Drop Ship

Military Rank (General)
- Prevents “Guild Rank (Master)”
- 50% improvement in military build times
- Enables purchase of Battleship

Merchants Guild
The merchant guild ranks can be purchased at any time, although they must be purchased in order. Each rank improves the amount of income from trading stations depending on how many other trading stations are close by, as well as enabling purchase of selected civilian ships.

Guild Rank (Member)
- Trading income bonus for all faction trading stations up to one jump away.
- Enables purchase of Colony Ship

Guild Rank (Trader)
- Prevents “Military Rank (Colonel)”
- Trading income bonus for all faction trading stations up to two jumps away.
- Enables purchase of Trading Ship

Guild Rank (Master)
- Prevents “Military Rank (General)”
- Trading income bonus for all faction trading stations up to three jumps away.
- Enables purchase of Jump Ship

Resources

There are going to be three resources in the game: Mass, Energy & Credits. Mass and Energy will be quick and easy to get a steady income from, however Credits are more difficult to get hold of. Mass is essential early on for building structures and ships, while those who concentrate on energy will be able to benefit more from the special abilities. Credits are generally useful, especially for emergency situations, however they are harder to get lots of and the rate of exchange when trading is poor.

Credits
- Low rate of income
- Essential to hire Planetary Governer/Fleet Admiral
- Essential to purchase Guild Licence/Military Rank
- Buy/Sell of Mass/Energy is expensive
- Buy/Sell of Droid/Fighter/Bomber/Battleship very expensive

Mass
- High rate of income
- Essential to produce structures & ships

Energy
- Moderate rate of income
- Required for special abilities

Posted Thursday, September 4th, 2008 at 8:35 pm
Filed Under Category: General
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12

Responses to “Shadow Wars - Designing a Game - Part 2”

Sprot

Still the question remains: can player be merc and the military together? like general and trader or smth.

Zedd

The aim is to restrict the players from holding a full rank in both trees. There will perhaps be allowances for all ranks in the “Casual” game, however in the “Dedicated” game it is likely only one tree can be traversed to divide players.

The rankings provide benefits, but do not prevent Military players building trading structures, and do not prevent Merchant players building military ships. They simply give a player an edge in one area over other players.

Have no fear, all players can build military ships - its a war game after all!

Riithi

So how does the exchange between mass and credits actually work? Guess that will be the biggest part of being a trader. So enlighten us please :D

Zedd

Its a very standard feature of games these days - mostly called the ‘black market’. You sell the resources for less than their market worth, and pay more than their market worth to buy them!

Thats the basics, obviously I’ll look to beef it up with some interesting extras, perhaps make the market faction based and vary the market worth based on supply and demand (always a nice way to do things).

Buying ships will be more expensive than if you were to buy their equivalent in resources from the market (probably at least twice), to take into account the fact you get them immediately.

Cova Lue

Ranking is good, it will provide the better players a chance to show off a bit, ( a way of being graded for their acheavments.

? What if every one in the faction trys to be a war master????

Cova Lue

Dolon

In order to build battleships, you must be a General. Therefore those that choose the trader path are limited in their combat ability. Interesting, but I’m not sure many people will be willing to go the entire round without battleships.

Also, what is meant by the word “purchase” a rank? Are we talking actually cash money here, or some sort of in-game credit system?

Dolon

Oops, nevermind that last bit, I read all about it under Credits in Part II just after I posted that. ;)

Zedd

Actually the rankings just allow ‘purchase’ through the trading market. Everyone can build all ships if they choose to do so. Otherwise i believe like you say that most would want to build battleships and hence not go the other route. That said, exclusive trees that prevent you ever getting one unit or another may be used - we’ll see how it goes :)

Dolon

Yeah, perhaps a faster or better trading ship might only be available to Merchant Guild Masters, and maybe destroyers or some mid-sized warship could be made available only to Generals of the Military Command.

I was thinking that other guilds might be possible in later versions. Scouts who get bonuses to travel times, Smugglers (sort of like renegade merchants who have better armored trading vessels). Just a few ideas I thought I would toss your way. :)

Zedd

It is a good idea to provide more incentive for people to focus on one tree or another, other thoughts are for military have an assault shuttle that can attack trading vessels in a fleet, stealing their contents (rather than watching it all destroyed), and improved output from the trading posts for the merchant tree.

Dolon

Yeah, incentives are good. I guess it’s just the old game developer struggle: how to give the players enough options without throwing off the balance by making one option more lucrative than the other(s).

orathaic

the ideal solution, imho, is one where the benifits are large if you are the only player choosing that option, but they become less lucrative as more people choose it. Then don’t bother trying to balance them.

So if everyone becomes a war general, they all have amazing ships which are unbeatable, but it’s not really that much of an advantage anymore because everynoe else has them too… (extreme case where even with some kind of implicit self-balancing leads to everyone choosing one route)

maybe a better example would be if there was a pirate/scavenger rank, where a new ship type became available which harested resources from destroyed ships.(so you send you fleet to a battle but not to fight just to watch other and collect the debris)

if everyone chooses this rank then they are splitting a limited resource (the number of ships being destroyed) among a large number of player. Thus this new ship type is less useful. If only one player chooses this rank he gets large amounts of resource for every battle which he sends his/her scavenger too… (a third rank system adds to the complexity, and may be unneeded, i only mentioned it because i couldn’t think of a good example using your current ranks off the top of my head…)

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