I am working on an engine building game with very very minimal player to player interaction. I want to use the gaining of resources as a way to add some PtP interaction. Currently players just purchase resources they want (no competition etc).
The game has an unlimited pool of resources of one type. I would ideally like an approach that doesn't have upkeep and doesn't favor the first player. I should note the game has action cards (very catan like), which could be used to help in this area.
Ideas I have pondered:
- have pools of resources that increase cost over time (later resources cost more)
- have pools of resources you have to gain access to (like building supply lines). can limit access and create competition
- have supply channels players bid for and can steal from each other
I am stumped, any thoughts are more then welcome.
I apologize for being slow to respond to my own thread :) I sincerely appreciate the ideas. The card/bidding idea is really interesting as it might fit my game really well. I am going to give that a spin to see how it works. I like the idea that there isn't an unlimited amount of resources available.
I will give it a shot and see how it goes!