We wrote about getting from where we are now to where we wanted to be eventually in our high-level designs. Balancing things a bit, reducing some fiddly-ness and putting together some pieces that we have been building separately until now. The full post can be found here:
The full post can be found here:
https://www.gaslampgames.com/2014/12/10/gamifying-synergy-through-delegation-or-more-combat-design/
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We talked a long time ago about designing combat for Clockwork Empires, and there were a few things involved in our design that we've carefully been unpacking. The most important thing for us for the combat was the statement: “Combat should be slow, mostly positional, and have its outcome determined by supply and setup instead of tactical micromanagement.”
(Not representative of final game product.)
Which... we've done almost none of so far, BUT we've been setting the pieces in place for proper implementation. "Supplying and setting up" the feature, if you will.