Market Economy Idea

Glad to hear in the AMA that the economy was fixed for testing purposes. As an analog game designer, it bugged me a bit that the economic decisions were on rails, so here are a couple divergent ideas inspired by Offworld Trading Company and King of Tokyo:

1) Introduce a fluctuating market economy for resources, so that you can buy and sell resources, and every 30 seconds or so the UI will show you what has been bought/sold by players, and prices update based on buys, sells, and amount harvested.

2) Introduce a win by points condition like we see in many "domination" gametypes. I can appreciate winning by score b/c it gets away from the trope of "kill the thing to win" or "kill the thing to get more stuff". In combination with #1 above, you could choose a defensive economic strategy to invest resources in points instead of army to win before your nexus is destroyed.

Again - recommendations from left field, but in a saturated MOBA market, simply making a great game doesn't guarantee success if it doesn't differentiate itself from the titans of the genre.

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