Real Time Strategy Innovation
(cont'd)
Good Game Design
by Brad Wardell - January, 2001
In Mobilization, the town�s population was to be determined
by looking at your food production and calculating a few modifiers
onto it (namely medical technology). The player then would
click on their town hall and be able to assign their unused
"peons" to do different things. However, even unused
peons are useful. The player could even set general assignments
for unused (unspecialized) peons, such as helping with research,
helping to build things faster, or helping increase your tax
base. This way, the player wouldn't be penalized for not "clicking
around enough".
When the town hall was clicked on, a list of all the things
the "peons" could do would be displayed on the right
of the screen. The list would also include the number of peons
required for the assignment. Want to become a knight? Okay,
choose knight from the list and the peon will go off to the
barracks to train to become a knight to await your orders
(at which point the knight is a unit similar to units in other
games, ready to be commanded). If you want to build a building
or help with construction of one already underway, you could
tell your peon to perform those tasks as well (same for farming).
The more peons you assign to a farm, factory, or mine, the
better that farm, factory, or mine will perform, up to a point.
To dispense with building mania, Mobilization would have
only one type of building for construcing machines (tanks,
catapults, etc.) and only one type of building for training
soldiers. You can build as many of these buildings as you
want (to increase the number of peons, tanks and aircraft
you can build simultaneously), but all non-mechanical units
are handled by the barracks and all mechanical units at done
at the workshop (which can later be upgraded to a factory).
These few buildings would also have a few simple settings,
such as how much training time do you want to provide to your
troops (longer for better units).
Instead of using buildings as prerequisites, you'd have a
technology tree similar to Civilization. You would be able
to build libraries (upgradeable to universities and then to
research centers), assign peons to them, and choose the type
of technology you want to research. The research tree would
start from the stone age and go right on into the distant
future with mechs and such running around. Or you could research
medicines to increase your population, research advanced military
training to improve the morale of your units, or research
things that will improve the quality of your civilization
internally.
Previous
page Next
page
|