Probably because I wrote that on my phone, and my phone's mail app sucks
really bad.

--
Trigon

On Nov 14, 2017 7:56 AM, "ATMunn" <[email protected]> wrote:

> Your comments are a bit hard to distinguish from the original message.
>
> On 11/14/2017 2:26 AM, Reuben Staley wrote:
>
>> This all is why it's a proto proposal. There are so many issues that you
>> don't realize as the author, so you never even think of the criticisms
>> others realize so quickly. Comments below.
>>
>> --
>> Trigon
>>
>> On Nov 14, 2017 12:05 AM, "Kerim Aydin" <[email protected]> wrote:
>>
>>
>>
>> On Mon, 13 Nov 2017, Reuben Staley wrote:
>>
>>>
>>> Title: "Putting Agora on a Map"
>>>
>>>
>> A broad rather than detail comment:
>>
>> It's a bit hard to see the use for the machinery here when there's
>> little way to connect it to the rest of the game (other than votes).
>> You say that "powers" are what you need ideas on, but that's the
>> meat of it - without knowing what powers you want to go for, it's
>> hard to see *why* it's useful to have a map and move around on it.
>> I'm concerned that building mechanism before purpose ends up being
>> like Agronomy - a lot of mechanism that doesn't get used.
>>
>>
>> Both Agronomy and the overarching Estates both failed because they didn't
>> have enough ties to the core gameplay. I think having a variety of types
>> of
>> structures that tie into the core gameplay in many ways would be the thing
>> that makes this mechanic relevant. Therefore, more powers would incite
>> more
>> interest in creating structures.
>>
>> That's not to say the idea of moving around on 2D space and marking
>>
>> territory is a bad mechanism, it just seems like setting a specific
>> goal would really help this (e.g. win condition coming from a certain
>> type of 2D competitive interaction, or a specified set of economic
>> growth or promotion of private trade).  Otherwise it's hard to know
>> if the gameplay creates good/interesting situations.
>>
>>
>> Idea: Wins by ownership, which are awarded when a player reaches a
>> specific
>> threshold of amount of land units owned. Wins by property size, where if
>> you have a jafit that is super big you win. Wins by variety, where if you
>> have a lot of different types of structures you win. There are lots of
>> wins
>> that could be implemented.
>>
>> As a detail note, we should really unify on AP *or* shinies.  Having
>> both around is a bit of a kludge and it would be good to pick just
>> one for basic action apportionment.
>>
>>
>> Good point. The two overlapping systems are quite inelegant.
>>
>>

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