Level of Strategy
Posted: Thu Oct 23, 2014 3:30 am
Since it seems that the player-base and developers have taken a certain interest in sharing ideas about
improvements for Zorg, I would like to see what the general perception of the level of strategy is. I have been interested in looking at the current mechanics of the battle engine, efficiency of different ships/defenses, and play-style of the game. By play-style of the game I mean how the players actually grasp the technicalities of the battle engine or efficiency ratios in their play (most notably in battle). I would say that strategy is one of the cornerstone qualities that keeps the game playable. That is to say, for a text based game they most important aspect is the strategy that is used to play it; however, this is NOT to say it is the only thing that is important.
I have a few concepts myself that I am curious as if others are thinking along the same lines so I will not share them for the first post. Right now I am just curious as to what the community thinks about this topic. Some question to get the ball rolling could be one like "What game-mechanic/interface-design/ship/etc. gives the deepest level of strategy, and do you think that feature should be expanded or shrunk?" Also, "What in the game makes that feature strategic?" My aim is to get a few ideas to help me (and hopefully the community) refine what really defines this game: the strategy.
improvements for Zorg, I would like to see what the general perception of the level of strategy is. I have been interested in looking at the current mechanics of the battle engine, efficiency of different ships/defenses, and play-style of the game. By play-style of the game I mean how the players actually grasp the technicalities of the battle engine or efficiency ratios in their play (most notably in battle). I would say that strategy is one of the cornerstone qualities that keeps the game playable. That is to say, for a text based game they most important aspect is the strategy that is used to play it; however, this is NOT to say it is the only thing that is important.
I have a few concepts myself that I am curious as if others are thinking along the same lines so I will not share them for the first post. Right now I am just curious as to what the community thinks about this topic. Some question to get the ball rolling could be one like "What game-mechanic/interface-design/ship/etc. gives the deepest level of strategy, and do you think that feature should be expanded or shrunk?" Also, "What in the game makes that feature strategic?" My aim is to get a few ideas to help me (and hopefully the community) refine what really defines this game: the strategy.