Monday, September 7, 2015

Load-Out Out-Loud: 1

Each player has four equipment slots: Armor, Power, Melee Weapon, Ranged Weapon.
Each player selects one of three possible choices in each of the four categories.
Player's choices are mutually exclusive.

RandomNumber( x, 1, 100 )
    if( x = 1 )
        //player gets no selections
    else if( x => 2 && x =< 50 )
        //player gets one selection
        RandomNumber( w, 1, 4 )
            if( w = 1 )
                //player gets their selection of armor
            else if( w = 2 )
                //player gets their selection of power
            else if( w = 3 )
                //player gets their selection of melee
            else if( w = 4 )
                //player gets their selection of ranged

    else if( x => 51 && x =< 89 )
        //player gets two selections
        RandomNumber( q, 1, 6 )
            if( q = 1 )
                //player gets armor and power selections
            else if( q = 2 )
                //player gets armor and melee selections
            else if( q = 3 )
                //player gets armor and ranged selections
            else if( q = 4 )
                //player gets power and melee selections
            else if( q = 5 )
                //player gets power and ranged selections
            else if( q = 6 )
                //player gets melee and ranged selections


    else if( x => 90 && x =< 99 )
        //player gets three selections
        RandomNumber( r, 1, 4 )
            if( r = 1 )
                //player gets armor, power, and melee selections
            else if( r = 2 )
                //player gets armor, power, and ranged selections
            else if( r = 3 )
                //player gets armor, melee, and ranged selections
            else if( r = 4 )
                //player gets power, melee, and ranged selections

    else if( x = 100 )




        //player gets all four selections
I've wrote that with the favor of getting one or two choices awarded, but the situation still remains that one player could get all their choices and the other could get none. The issue, of course, arises when players know the choices of the other player or there is communication between players. The distribution might be random, but in emotional moments, this could be the straw the camel rage quits over.

For Magpies like me, an achievement would be enough to stymie immediate unpleasantness, and a David over Goliath achievement might even keep me invested in the outcome of the match. However, I've got a hunch that our target audience is more competitive and values victory over tchotchkes.

The most obvious solution would be to apply the first random-number, how many of the player's choices do they receive, to both players. Frankly, this feels insipid, like there could have been fun here. This is more of a gut-feeling, but hear me out.


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