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Philipp
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This is a question of game balance. The price of a resource should always be relative to its worth for the player.

Does your game system make generalists more important who are good at everything, or does it favor specialists who excel at just one stat?

When your game is designed towards generalism, that means all stats are important for a character, the wage should be calculated from the average of all stats.

When your game is designed towards specialization and most characters will only be used in specific roles where only one stat matters, then only the highest stat is important to determine their worth for the player. So the highest stat should be most important for estimating their monetary value. Other high stats could also make the character more expensive because they open up the strategical option for alternative uses for the character, but not as much as the highest one.

When one extremely low stat is a weakness regardless of the role the character is used for, for example because certain eventsthen very weak stats could give a discount. Example: The opponent can specifically exploitsend a specific weaknessbomb to anyone of your characters, which will injure him unless he has enough Brains to defuse it. That would mean low Brains are a disadvantage for every character, regardless of its role, and it's hard or impossible to preventshould give a discount.

About the role of Greed in your system: How about making it not just affect the wage, but also makes the character more susceptible to bribery from getting targeted by thisopponents? On the other hand, then very weak statsa high greed could givealso be an advantage in certain situations. It could, for example, make the character more effective at extorting money or increase its motivation when you pay him a discountbonus.

This is a question of game balance. The price of a resource should always be relative to its worth for the player.

Does your game system make generalists more important who are good at everything, or does it favor specialists who excel at just one stat?

When your game is designed towards generalism, that means all stats are important for a character, the wage should be calculated from the average of all stats.

When your game is designed towards specialization and most characters will only be used in specific roles where only one stat matters, then only the highest stat is important to determine their worth for the player. So the highest stat should be most important for estimating their monetary value. Other high stats could also make the character more expensive because they open up the strategical option for alternative uses for the character, but not as much as the highest one.

When one extremely low stat is a weakness regardless of the role the character is used for, for example because certain events can specifically exploit a specific weakness of a character and it's hard or impossible to prevent a character from getting targeted by this, then very weak stats could give a discount.

This is a question of game balance. The price of a resource should always be relative to its worth for the player.

Does your game system make generalists more important who are good at everything, or does it favor specialists who excel at just one stat?

When your game is designed towards generalism, that means all stats are important for a character, the wage should be calculated from the average of all stats.

When your game is designed towards specialization and most characters will only be used in specific roles where only one stat matters, then only the highest stat is important to determine their worth for the player. So the highest stat should be most important for estimating their monetary value. Other high stats could also make the character more expensive because they open up the strategical option for alternative uses for the character, but not as much as the highest one.

When one extremely low stat is a weakness regardless of the role the character is used for, then very weak stats could give a discount. Example: The opponent can send a bomb to anyone of your characters, which will injure him unless he has enough Brains to defuse it. That would mean low Brains are a disadvantage for every character, regardless of its role, and should give a discount.

About the role of Greed in your system: How about making it not just affect the wage, but also makes the character more susceptible to bribery from opponents? On the other hand, a high greed could also be an advantage in certain situations. It could, for example, make the character more effective at extorting money or increase its motivation when you pay him a bonus.

deleted 1 characters in body
Source Link
Philipp
  • 123k
  • 28
  • 264
  • 344

This is a question of game balance. The price of a resource should always be relative to its worth for the player.

Does your game system make generalists more important who are good at everything, or does it favor specialists who excel at just one stat?

When your game is designed towards generalism, that means all stats are important for a character, the wage should be calculated from the average of all stats.

When your game is designed towards specialization and most characters will only be used in specific roles where only one stat matters, then only the highest stat is important to determine their worth for the player. So the highest stat should be most important for estimating their monetary value. Other high stats could also make the character more expensive because they open up the strategical option for alternative uses for the character, but not as much as the highest one.

When one extremely low stat is a weakness regardless of the role the character is used for, for example because certain events can specifically exploitsexploit a specific weakness of a character and it's hard or impossible to prevent a character from getting targeted by this, then very weak stats could give a discount.

This is a question of game balance. The price of a resource should always be relative to its worth for the player.

Does your game system make generalists more important who are good at everything, or does it favor specialists who excel at just one stat?

When your game is designed towards generalism, that means all stats are important for a character, the wage should be calculated from the average of all stats.

When your game is designed towards specialization and most characters will only be used in specific roles where only one stat matters, then only the highest stat is important to determine their worth for the player. So the highest stat should be most important for estimating their monetary value. Other high stats could also make the character more expensive because they open up the strategical option for alternative uses for the character, but not as much as the highest one.

When one extremely low stat is a weakness regardless of the role the character is used for, for example because certain events can specifically exploits a specific weakness of a character and it's hard or impossible to prevent a character from getting targeted by this, then very weak stats could give a discount.

This is a question of game balance. The price of a resource should always be relative to its worth for the player.

Does your game system make generalists more important who are good at everything, or does it favor specialists who excel at just one stat?

When your game is designed towards generalism, that means all stats are important for a character, the wage should be calculated from the average of all stats.

When your game is designed towards specialization and most characters will only be used in specific roles where only one stat matters, then only the highest stat is important to determine their worth for the player. So the highest stat should be most important for estimating their monetary value. Other high stats could also make the character more expensive because they open up the strategical option for alternative uses for the character, but not as much as the highest one.

When one extremely low stat is a weakness regardless of the role the character is used for, for example because certain events can specifically exploit a specific weakness of a character and it's hard or impossible to prevent a character from getting targeted by this, then very weak stats could give a discount.

Source Link
Philipp
  • 123k
  • 28
  • 264
  • 344

This is a question of game balance. The price of a resource should always be relative to its worth for the player.

Does your game system make generalists more important who are good at everything, or does it favor specialists who excel at just one stat?

When your game is designed towards generalism, that means all stats are important for a character, the wage should be calculated from the average of all stats.

When your game is designed towards specialization and most characters will only be used in specific roles where only one stat matters, then only the highest stat is important to determine their worth for the player. So the highest stat should be most important for estimating their monetary value. Other high stats could also make the character more expensive because they open up the strategical option for alternative uses for the character, but not as much as the highest one.

When one extremely low stat is a weakness regardless of the role the character is used for, for example because certain events can specifically exploits a specific weakness of a character and it's hard or impossible to prevent a character from getting targeted by this, then very weak stats could give a discount.