Try throwing a rock at a tree, a turtle, and a bird, and you'll see what I mean.Ĭomments on TW's Schema Strata's Morale Schemas Part 1 However, this will increase little for large buildings, factories, a somehat larger amount for single tiled structures, bunkers, a large amount for the slower mobile units and an enormous amount for fast mobile units. Fifth: Accuracy - increases during combat.Its RoF is similar, but only increases during two-way combat, because if someone was attacking a defenseless structure, they would be under little or no stress, while if they were in an actual being fired upon, they would be in serious stress to load and fire as quickly as possible, for its the difference between life and death. Fourth: Speed - The units overall speed generally increases with the time its been in motion, simple as that.The reason for the separation, is that killing a mobile tank that is attacking you is much different than destroying a stationary structure.Perhaps that can be combined into one after thinking about it, but. Buildings, increases whenever the unit attacks a structure.Vs. Second: Durability, never changes.A tank cannot suddenly strengthen the material its made out of simply because its been in battle longer.As the unit is exposed more to combat situations, he will learn more efficent ways to avoid enemy fire. First: Evasion - This will only increase during a two sided combat, where each side is using weapons.Evasion / Chance of evading enemy fire.First off, lets not have a single % for everything, but rather one for several sub-categories:.TotalWar's Experience Criteria Schema Proposal:.Rewards that delight because of the visceral depth of the player's engagement with the entire construct & it's imbeded ability to invoke a self-renewing spell of discovery &Īpt Game Design Axioms 2 TW's Exp.Outcomes that arise within an expansive framework of game rules allowing for skill mastery &.Have a pattern of interaction that can readily be learned BUT that doesnot lead to outcomes that are predictable.Provoke the suspension of disbelief by engageing the player's Imagination & Emotional commitment.2.) Mechanisms of player interaction with the game world that:.1.) Original & effectively dramatic backstory.The following ARE essential to addictive gameing & thus must be the foundation of Gameplay Mechanisms:.These contribute to the immersive gaming experience but DONOT make it addictive:.We will attempt to uncover Gameplay Mechanisms that encourage the gamer to greater "Emotional Involvement & Identification" with, & within, the WZ "Game World". ![]() So looking at WZ's existing schema of Experience & Rank.Obviously to encourage that careing there has to be a scheme of rewards / bonuses versus penalties or disadvantages.My presumption is that this is a worthy gameplay design goal.The more you care about a unit (or units) the more poignant the gameplay experience, the deeper your involvement.My thinking in this area is based on this premise:. ![]()
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