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Old June 4th, 2008, 09:53 PM
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NTJedi NTJedi is offline
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Default Re: Death Match Competition

Quote:
JimMorrison said:
Quote:
NTJedi said:
The reward should be scaled based on the current game turn, something like 10 random gems on turn_10 and 70 random gems on turn_70.
But think about that, really. Say on turn 30, the DM is worth 30 gems for the prize. How many gems do you have on a decent thug at this point? If you're only hitting a few choice slots, maybe 20-25 gems? Would you really want to risk that thug for a 3/2 payout with 6-8 other people competing for it?
Ideally the prize should be an adjustable user setting... small prize, medium prize and large prize. Since an adjustable setting is less likely the prize should increase with caution, thus 30 gems on turn_30.

The 30 gems of a random type on turn_30 is enough to make every player consider sending a thug. On the same note the player shouldn't be equipping the thug while risking an investment of 20 gems. As the game progresses the prize equally grows and so will the threat level of those participating in the competition.

The game should start with a minor prize which scales with the game turn to prevent anything unbalanced until we receive an optional game setting of small_prize, medium_prize and large_prize
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