I've come up (yet again) across this issue where I need to define a set of finite 'resources' in an non-finite environment that has expansion plans.
In a tactical 2D turn-based combat skirmish game, I need to determine damage 'types' (piercing, slashing, fire, etc.)
Every 'unit' I will add later down the road will be limited by these damage types.
I'm trying to find a good fit by keeping things simple, but I can't help thinking I'm inevitably closing doors on a better solution.
I'm not looking for suggestions on what the damage types should be (I already have a pretty good fit), rather, I'm looking for an alternate system.
Creating damage types on-the-fly is no solution either because, earlier content will find itself unable to properly ward itself against these new damage types and revisiting earlier content will be impossible (as there is a physical component to the game).
In essence, it feels like the way Mark Rosewater explains why a game such as Magic the Gathering can never have a 6th color, because of the conscious decision to make 5 colors a finite reality. I'm wondering if I can forfeit making this design decision to keep my design more flexibility.
Have you faced similar challenges? How have / would you address this?