Hi all
I am working on a miniatures skirmish game that has players take control of generators around the board. These generators supply X power to a power reserve every turn. Players win the game by reaching 30 power in their reserve but they also use that power to activate units, fire weapons etc. Its a fairly basic resource management system.
I would like some suggestions on how to hide the mechanics and remove some of the micro-managment from this system. Currently players must total up the energy they are getting at the start of the turn then move a marker on a chart to show how much power they have. Then every time they spend power they manually move the marker down 1 or 2 squares etc. They can spend alot of energy per turn though and it can get tedious.
One idea I have trialled is having power levels, so if you have reached green level then u can do all of these actions without reducing your energy reserve. This has the effect of reducing the resource managment too much though.
Or dropping the reserve thing all together and just needing a minimum of X Gens to do action Y. Again this takes resource management out of the game.
Any ideas and suggestions would be much appreciated
Being a miniatures game I would want to stay away from a turn counter and it seems that gaining power every 4 turns would require a turn counter to monitor it.
Can anyone suggest a way to monitor something like that without a turn counter?
Currently their is a maintenance phase after both players have activated all of their units and this is when they collect power so although it is turn based they don't need to know what turn it is.
Regarding the spending; moving and fighting are free but players can spend power when performing the action to improve it, i.e move further or add skills to combat attack. players alternate activating their units and typically spending power on them is a decision made when activating the unit. So it is not as simple as paying for all of them before hand.
Becuase amassing the resources is how to win the game but spending them is how to effectively defend them I would like the spending system to encourage players to spend the power. Currently because you make the decision every time players can end up spending lots which is a good thing for the gameplay I think.