I have a game where one player has to upgrade another player, or give the other player money to upgrade. The problem is that the player that has to upgrade them often is greedy. I need some type of system, either a reward, or something bad that happens if they don't upgrade. The problem is that if i make a reward, they will get keep upgrading and get tons of free cash. Any ideas on what I can do?
Not sure what your map is about, so I can't give more specific ideas. How about giving the upgrading player a fractional similar upgrade? (Upgrade +200 health for other player, +20 health to self)
It won't exactly work that way. see my map is a 3v3, with 1 player that builds a base and 2 hero players that help. the player that builds has to upgrade the heroes... It's just that i can't find a way to force them to have to upgrade the hero players. If I don't force them, they just won't upgrade them and will hoard all the money.
Add a defensive structure that is limited to 1 per upgrade? Or maybe do the same but with a relatively weak unit so that the player is able to control a miniature army to ward off minor attacks? Make certain buildings or other things require a certain amount of upgrades, or limit workers by number of upgrades given.
i can try some of that. but i wanted the base player to be very close to a normal melee match, and if i do those, it will change the concept of the game.
If its close to a melee match, does that mean he will also be using melee units and have an army? In that case, you could make the upgrades give minor bonuses to those units (Like +0.3 attack, 1% attack speed or something) for each upgrade he gives, or maybe increase the speed his buildings work at. Or maybe allow him to place a permanent chrono boost on a structure for each upgrade he gives (And allow chrono boost to increase attack speed of defensive structures. I think it actually does that by default)
EDIT: I'm guessing that both teams play the same way, so those bonuses should equal each other out if both players keep upgrading.
It's all about balance. You need to give enough incentive to encourage the builder to upgrade the heroes, while not giving TOO much incentive that he doesn't bother building his base. The only way to find out exactly how much incentive to give is to guess, then test, then guess again, then test again, and so on.
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I have a game where one player has to upgrade another player, or give the other player money to upgrade. The problem is that the player that has to upgrade them often is greedy. I need some type of system, either a reward, or something bad that happens if they don't upgrade. The problem is that if i make a reward, they will get keep upgrading and get tons of free cash. Any ideas on what I can do?
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@fishy77: Go
Not sure what your map is about, so I can't give more specific ideas. How about giving the upgrading player a fractional similar upgrade? (Upgrade +200 health for other player, +20 health to self)
@TheAlmaity:
It won't exactly work that way. see my map is a 3v3, with 1 player that builds a base and 2 hero players that help. the player that builds has to upgrade the heroes... It's just that i can't find a way to force them to have to upgrade the hero players. If I don't force them, they just won't upgrade them and will hoard all the money.
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@fishy77:
I actually just thought that i could make it improve how fast miners mine. I dont know how to increase mining speed though :(
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Just make upgradeing beneficial ;)
@fishy77: Go
Add a defensive structure that is limited to 1 per upgrade? Or maybe do the same but with a relatively weak unit so that the player is able to control a miniature army to ward off minor attacks? Make certain buildings or other things require a certain amount of upgrades, or limit workers by number of upgrades given.
@TheAlmaity:
i can try some of that. but i wanted the base player to be very close to a normal melee match, and if i do those, it will change the concept of the game.
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@fishy77: Go
If its close to a melee match, does that mean he will also be using melee units and have an army? In that case, you could make the upgrades give minor bonuses to those units (Like +0.3 attack, 1% attack speed or something) for each upgrade he gives, or maybe increase the speed his buildings work at. Or maybe allow him to place a permanent chrono boost on a structure for each upgrade he gives (And allow chrono boost to increase attack speed of defensive structures. I think it actually does that by default)
EDIT: I'm guessing that both teams play the same way, so those bonuses should equal each other out if both players keep upgrading.
It's all about balance. You need to give enough incentive to encourage the builder to upgrade the heroes, while not giving TOO much incentive that he doesn't bother building his base. The only way to find out exactly how much incentive to give is to guess, then test, then guess again, then test again, and so on.