Man, it's been a while...
Recently, I've been working on a game in which the Players are rival mining corporations on an alien planet called Prox, searching for a rare material simply called "Ore". In it, Players play using a Rover to prospect certain territories (Hexes) for mining, with some territories more favorable than others (When you Prospect, you roll a certain number of dice depending on the area, and then that territory is given that many Ore counters (you can only do this once)).
Then, you build Mines and Defense Towers to Mine you expand your "empire" or attack others. As you collect Ore, you sell it for Money, which is needed to win the game, as well as build Mines and Defense Towers. There are 12 Rounds, each Player getting 1 turn per round. At the end of the 12th Round, the Player with the most money wins.
I have it made currently that the sale of Ore is completely optional as to when to sell and quantity sold, and I want to make a good system to allow this to be a strategic and important choice. Currently, I have a mediocre system of simplified Supply and Demand, where:
1. The Going Rate for Ore constantly increases by a set amount (Number of Players). This represents Demand.
2. Depending on the amount of Ore sold that Round, the Going Rate decreases by half the amount of Ore sold in all.
This system, to me, doesn't seem adequate enough to make the decision very strategic. I was just wondering whether or not anyone had any ideas for improvement or had seen better systems from other games. I would like to avoid luck, if possible.
Thanks!
Dnddmdb
Thanks to both of you!
To Scifiantihero:
I am definitely thinking something along the lines of Players adding to the cost, but I want to make a way that one person wont leave the others in the dust. I think I will make a sort of VP system, where depending on what you do in one turn, you can influence the price, but I'm not too sure.
To ilta:
I checked out "Buy Low, Sell High" and it seems pretty cool. The only thing is, my game doesn't involve buying Ore, as you mainly want to make money by selling.
I am currently thinking of a system like Power Grid, but in reverse, where whenever someone sells, the going rate for Ore decreases, so people will sell less. The only problem would be that once the market gets low, it would stay fairly low.
Thanks for the info, though!