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Kezza921

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I am working on a project that you're a guild leader. You send the people on jobs around the place.

Three ideas

- Would you want to control it? (I really don't want to have this)

- Give a basic strategy?

- Let the people deal with it. This will be random all depending on the traits and equipment that the guild members have.

Which of these would you prefer. If you have any other ideas please post them.
 

Shaz

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You will have to explain in more detail what "you're a guild leader; you send the people on jobs around the place" means.


Would you want to control WHAT?


Basic strategy for WHAT?


Let the people deal with WHAT?


Your questions are very vague. Give concrete examples so we can understand what your thinking about in each case.


Regardless, the answer would be "what would make the game fun for YOU to play?" If it's not fun for you, it probably won't be for the player. If it's fun but you don't really want to do it because it's too hard or time consuming, then question whether it's even needed. If it doesn't add to your game, leave it out.
 
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kerbonklin

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- Let the people deal with it. 
This would be like the Dispatch system that Final Fantasy Tactics used.  Dispatch success was based on the Leader's class + the quest description, everyone's level, and the squadron's classes compared to the Leaders'. (Sending in all mage-type classes was better than mixing a Mage Leader with a Warrior-based squadron)

Also bringing specific Key Items along affected rewards, unlocked new quests, or even trigger a new unit to ask for recruitment. (Like secret characters that automatically had their Ultima skills)

Of course if throwing in some story-based strategy aside from this is possible, do so!
 
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Kezza921

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You send people to do a job. What level of control do you want over the people participating in the job?
 

Ocedic

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The key factor you have to ask is: "Is it fun?" It doesn't matter if you're player is walking down a road or picking oranges from a tree, as long as the gameplay mechanics are fun then it's fine. The worst thing to do is throw in arbitrary gameplay elements for the sake of it.

Having said that, if you don't have a lot of micromanagement in your game, the macromanagement aspects of it better be enthralling and engaging.
 

Chaos17

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Depends of what kind og games you want to make.

Players expect some stuff depending of the game you make and can be really demanding or not.

Ex : Kairosoft - Dungeon village Android

Ex : Final fantasy tactics PSP

Ex : Dragon age awekening PC

All those three games are differents but as the features you want.

In the case of t-rpg like Final fantasy people won't expect to have choice & consequence instead of Dragon age awekening.

Kairosoft game is a bit different and is more like a sim-rts (?).
 

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