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There are three resources in Warcraft 3: Gold; Lumber; and Food. Currently, Gold works much as it does in the standard game. Lumber has been changed into Gem Points for the purpose of placing gems. And Food does absolutely nothing.
The only resources in Gem (and their Warcraft 3 counterpart) are
Gold (Gold)
Gem Points (Lumber)
Lives
It should be noted that the default Warcraft 3 resources have very high visibility, due to their presence on the top bar. One goal is to allow a player to have full access to all needed information, even when their board is minimized.
Gold
This will always be the primary resource in Gem. The entire 'core' game should be possible if this is the only resource available to a player. Ultimately, I would like to make Gold only possible to gain as bounty.
Ways to gain Gold
Killing monsters
Ways to spend Gold
Upgrading quality
Upgrading extra chances
Using extra chance
Upgrading specials
Swapping structures
The gamblers
Gem Points
The use of Lumber to represent Gem Points simplifies matters quite a bit. It ties into the game's use of Lumber as a resource needed for constructing buildings. Right now, a player gains 5 Gem Points every level.
Ways to gain Gem Points
Beginning a new level
Ways to spend Gem Points
Placing a gem
Food
This does nothing. I believe, with a little work, that it can be changed without altering the Upkeep area.
Ways to gain Food
N/A
Ways to spend Food
N/A
Lives
They have a maximum cap. If they reach zero, you lose. Pretty simple.
Ways to gain Lives
Buy them
Ways to spend Lives
Leak monsters
Luck
Perhaps an even better idea than 'Fun' points is Luck. A resource that literally ties into your luck each round. For example, rather than 'Extra Chance' increasing your luck temporarily, perhaps it simply uses your existing Luck. If you do not invest in your Luck, well that's that. Plus, if you have tons of luck, who cares? You're lucky, right!?
Another interesting idea is that of a global bounty of luck. This would increase as people spend their luck. And as it increases, everyone's luck becomes better. In a sense, spending for yourself also would help your opponent. And, perhaps, there could be a way to win part or all of this bounty, similar to a lottery.
Another thing to consider, for example, are player moves like combining. I was not in favor of using Gold to allow someone to skip a quality. However, letting someone use their Luck to attempt to skip a quality seems more natural. As in, it is not guaranteed to happen. Now, the question is how much Luck to allow someone to spend? To expand on this idea, there would be a chance to skip a quality, to do a normal combine, to keep, or to downgrade. Truly a gambler's choice.
Luck could influence the chance someone has to one-hit in a single round. Not sure how to implement this without the "got piece of A special, and now game is giving me other pieces of A special that I don't want!" However, it certainly makes luck have interesting implications.
One question, when considering a wild card gem type, is whether or not it would make it possible to get a second special in a single round. Or even a third, if six or seven gems per placement phase are considered.
### Ways to gain Luck
- Via towers/slates (e.g. Elder and Jade)
- Spend Gold
- Kill monsters
- The gamblers
### Ways to spend Luck
- The gamblers
- Temporary buffs
- Temporary debuffs
- Actions that depend on chance?
## ~~~'Fun' Points~~~
_Idea scrapped, but left for reference._
Okay, they don't really have a name yet. But let me explain. The idea is to introduce a new resource in Gem that will supplement Gold. This resource could be disabled. I would like to see this have a bit of variability to it, at least in terms of the amount of bounty rewarded. Also, similar to Lives, these points would have a cap. Either you use them or you lose them.
Probably best to have these 'Fun' Points takes the place of Food. Having them replace Lumber would force reworking placement. Now, moving placement off Lumber would work. But, without investigating, it is obvious that queued buildings being red (an indicator of insufficient resources) would no longer exist. Still, I am pretty sure placement can be moved off Lumber with minimal side effects.
### Ways to gain 'Fun' Points
- Kill monsters
- Random reward from certain structures
- The gamblers
### Ways to spend 'Fun' Points
- Swapping structures
- The gamblers
- Temporary buffs
- Temporary debuffs
The text was updated successfully, but these errors were encountered:
There are three resources in Warcraft 3: Gold; Lumber; and Food. Currently, Gold works much as it does in the standard game. Lumber has been changed into Gem Points for the purpose of placing gems. And Food does absolutely nothing.
The only resources in Gem (and their Warcraft 3 counterpart) are
It should be noted that the default Warcraft 3 resources have very high visibility, due to their presence on the top bar. One goal is to allow a player to have full access to all needed information, even when their board is minimized.
Gold
This will always be the primary resource in Gem. The entire 'core' game should be possible if this is the only resource available to a player. Ultimately, I would like to make Gold only possible to gain as bounty.
Ways to gain Gold
Ways to spend Gold
The gamblersGem Points
The use of Lumber to represent Gem Points simplifies matters quite a bit. It ties into the game's use of Lumber as a resource needed for constructing buildings. Right now, a player gains
5
Gem Points every level.Ways to gain Gem Points
Ways to spend Gem Points
Food
This does nothing. I believe, with a little work, that it can be changed without altering the Upkeep area.
Ways to gain Food
Ways to spend Food
Lives
They have a maximum cap. If they reach zero, you lose. Pretty simple.
Ways to gain Lives
Ways to spend Lives
Luck
Perhaps an even better idea than 'Fun' points is Luck. A resource that literally ties into your luck each round. For example, rather than 'Extra Chance' increasing your luck temporarily, perhaps it simply uses your existing Luck. If you do not invest in your Luck, well that's that. Plus, if you have tons of luck, who cares? You're lucky, right!?
Another interesting idea is that of a global bounty of luck. This would increase as people spend their luck. And as it increases, everyone's luck becomes better. In a sense, spending for yourself also would help your opponent. And, perhaps, there could be a way to win part or all of this bounty, similar to a lottery.
Another thing to consider, for example, are player moves like combining. I was not in favor of using Gold to allow someone to skip a quality. However, letting someone use their Luck to attempt to skip a quality seems more natural. As in, it is not guaranteed to happen. Now, the question is how much Luck to allow someone to spend? To expand on this idea, there would be a chance to skip a quality, to do a normal combine, to keep, or to downgrade. Truly a gambler's choice.
The text was updated successfully, but these errors were encountered: