This is probably a stupid idea. But with version 1.3 approaching I might as well say it...
How about some "items" that affect the rules. These "meta-game" objects might do things like:
(a) a 300 gold guard object that, when bought, gives the next spawned guard 300 extra gold
(b) an expensive guard object that, when bought, allows subsequent guard spawns to carry extra whistlers, etc.
(c) an expensive thief object that, when dropped in the game, creates a new thief spawn point that all subsequent thief spawns can use vote to accept/deny
(d) an "Schrodinger's Objective" with a random set of x locations of varying degrees of difficulty for the thieves -- but until it is found or (x-3) locations are examined either thieves or guards can spend gold to move it to other un-examined and more favorable locations
(e) as (d) but with one or more keys, not objectives
(f) spending to increase/decrease the time limit
(g) a guard expense that decreases movement speed but makes the helmet last forever
Ok, enough. You get the idea. Maybe someone can build on this so that people with different preferred playing styles can "buy" influence/effectiveness for their style instead of impotently whining.
How about some "items" that affect the rules. These "meta-game" objects might do things like:
(a) a 300 gold guard object that, when bought, gives the next spawned guard 300 extra gold
(b) an expensive guard object that, when bought, allows subsequent guard spawns to carry extra whistlers, etc.
(c) an expensive thief object that, when dropped in the game, creates a new thief spawn point that all subsequent thief spawns can use vote to accept/deny
(d) an "Schrodinger's Objective" with a random set of x locations of varying degrees of difficulty for the thieves -- but until it is found or (x-3) locations are examined either thieves or guards can spend gold to move it to other un-examined and more favorable locations
(e) as (d) but with one or more keys, not objectives
(f) spending to increase/decrease the time limit
(g) a guard expense that decreases movement speed but makes the helmet last forever
Ok, enough. You get the idea. Maybe someone can build on this so that people with different preferred playing styles can "buy" influence/effectiveness for their style instead of impotently whining.
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