I have a game idea floating around in my head that involves assembling robot warriors and fighting with them. I am thinking of using an auction system to gain parts for building the robot warriors.
I have in mind to use an auction system invented by a friend that involves bidding on several items on your turn and receiving those items on your next turn if you are still the highest bidder. Items in this game are chassis, weapons, jump jets, that kind of thing.
I had thought about making it a cooperative game where you were fighting off waves of enemy robots (a wave every five rounds, three waves of enemies total, each tougher than before). Alternately, I could make a direct conflict game, every five rounds you fight each other, three rounds of fighting. One other option I considered was making it cooperative for the three waves of enemies, but then fighting the other players at the end to determine the ultimate winner.
The problem with a purely cooperative game is that the auction mechanism would probably break down (" jim is trying to build a long range gunner, so I won't bid on this item so that when the enemy robots come we have a good long range gunner"). My problem with direct competition is partially thematic in that the players are sharing a supply of parts but are also enemies. I'm not sure that my third solution actually solves the co-op problem, though I can explain it thematically.
So, my questions are: will a co-op design ruin the auction mechanism? Is a final pvp round a good solution or does it have its own problems?
Thank you Kyle, your suggestions fit with what I was imagining was possible, but I wasn't sure if it would work. I imagined structuring rewards such that, much like the USA and soviet Russia during WWII, the enemy must be defeated AND you must prepare yourself to defeat your allies at the end. Too much aggression in the auction phases and you will have to bear the brunt of fighting the enemy, leaving you weaker when you must fight your former ally. That tension sounds plausible to me, but I imagine only playtesting will prove if it is possible or not.