Oh cool, something like weather is really a good idea - in co-op games you're
playing
against "the board" so you definitely need some randomly-generated adversity.
On Wed, 1 Aug 2018, Reuben Staley wrote:
> In the Millenial Land System, Land Transfigurations were actually part of a
> larger
In the Millenial Land System, Land Transfigurations were actually part
of a larger mechanic called Sente and Gote. The idea is that if, at the
end of the Land Transfigurations, one (non-aether) land type had more
units than all other land types combined, that type is labeled Sente,
while the
Land from the beginning has had little purpose, now that it's completely
removed from the
rest of the game it has no purpose at all. There's always been a kind of "if
we build it, a
purpose will show up" but so far - nope - currencies have in fact become less
useful, not
more (e.g.
3 matches
Mail list logo