Resource Naming

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14 comments, last by Edtharan 13 years, 8 months ago
Remember a good resources system should have a strong strategic element to it.

What about Astral Gates/Soul Stones – These would be small limited number of objects scattered around the map you have to gather or control. Each soul stone you find and return to your base allows you to summon one High Level demon. If most maps have 7 soul stones this creates a early/mid level game play around gaining and controlling this strategic resource. Astral Gates would work the same way but be fixed locations on the map that have to be defended.

I guess the real question is what tier and purpose do you use the third resources for?

You could go with a tiered approach for units like the follow:
Tier 1 – Lowest Level – Some Gold
Tier 2 – Mid Level – Moderate Gold and Some Mana
Tier 3 – High Level - High Gold and Moderate Mana
Tier 4 – Elite Level – High Gold, High Mana, some X

The other option is division tiered approach where sprits costs mana, humans gold, and demons souls.

Once you figure out have how the resources are going to be used and what you want them to do then worry about the name.
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Quote:Original post by TechnoGoth


You could go with a tiered approach for units like the follow:
Tier 1 – Lowest Level – Some Gold
Tier 2 – Mid Level – Moderate Gold and Some Mana
Tier 3 – High Level - High Gold and Moderate Mana
Tier 4 – Elite Level – High Gold, High Mana, some X



I like this idea. For the "some X" I would suggest using different resources for different items.

Because the items are "elite" the vendor or NPC would have to "craft" them using materials found by your character. So say:
Red Dragon Scale Armour = 10,000 gold, 1000 mana, 50 Red Dragon Scales

As an additional angle on this - NPCs may have different skill levels for what they can craft. E.g. Tim in the small Village may be able to put together some leather armour, whereas Jeff, the royal armourer, can put together more sophisticated equipment.
Game Designer at Playground Games
How about gems or a more specific type of gem (ex: Blue Gem, Soul Gem).
"Gems have the souls of various creatures from all around the realm trapped in them. Upon breaking a gem, the trapped souls shall come to your aid." etc..
You can easily find a way of integrating this type of resource into the story and game mechanic.
How about something intangible like Honor, Fame(good)/Infamy(evil), Fortune, Piety, etc?

Fame/Infamy can be something that allows you to recruit mercenaries or wandering heroes that come into your taverns.

Honor could be for recruiting Knights.

Piety could be for everything, basically. Piety for soldiers as well as priests and magic-users. Religion and religious ideas dominated much of medieval warfare as I recall with things like the Crusades and all. You could combine all of the examples I listed into a single resource (could be called Cause) that allows you to recruit more soldiers to fight your cause. Build certain structures or do certain things to which will increase your Cause, to which will attract more soldiers to your kingdoms.
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Leadership, Influence, Reputation or one of those that Tangireon already mentioned. Possibly a religious concept such as Faith, if it fits into your setting (consider having the player choose between different deities as well).

If you want variety with 3 resources, try to avoid things that would just be another variant of material wealth (you already have gold, just use it to "buy" eveything) or magical currency (you already have mana, so use mana as a principal source of magic).
Medieval societies were barter economies, and even the nobility usually paied taxes not with money but with services or goods.

As a standard: Food, could be a resource and one that needs replenishing (or the units starve) so farmers become necesary (and destroying farms in a schorched earth strategy is a strategy that could be employed).

But there could also be: Service, where vassals are requiered to give services (eg: troops or such) to you. Then as you gain vassals you increase the size of your army. Or maybe they offer other goods or services (food, gold, luxuries, trade agreements?) instead (maybe the player has a choice about what exactly they recive from the vasal).

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