Difference between revisions of "Bases"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
=== Can Be Modulated By ===
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The design choices related to [[Bases]]
[[Abstract Player Constructs]],
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[[Abstract Player Construct Development]],
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[[Bases]] typically have [[Characteristics]] related to their abilities. In this case they are, or are part of [[Abstract Player Constructs]] and can have [[Abstract Player Construct Development]].
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[[Area Control]],  
 
[[Area Control]],  
[[Characteristics]],  
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,  
 
[[Combat]],  
 
[[Combat]],  
 
[[Construction]]
 
[[Construction]]
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[[Strongholds]]
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[[Choke Points]]
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[[Strategic Locations]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
[[Bases]] is a [[Category:Diegetic Patterns|Diegetic Pattern]] since it typically represent some form of intentional [[Construction]] in [[Game Worlds]].
 
[[Bases]] is a [[Category:Diegetic Patterns|Diegetic Pattern]] since it typically represent some form of intentional [[Construction]] in [[Game Worlds]].
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---
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[[Strongholds]]
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[[Choke Points]]
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[[Strategic Locations]]
  
 
== Consequences ==
 
== Consequences ==

Revision as of 10:06, 28 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

The design choices related to Bases


Bases typically have Characteristics related to their abilities. In this case they are, or are part of Abstract Player Constructs and can have Abstract Player Construct Development.

Area Control, , Combat, Construction

Strongholds Choke Points Strategic Locations

Can Modulate

Laning

Diegetic Aspects

Bases is a since it typically represent some form of intentional Construction in Game Worlds.

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Strongholds Choke Points Strategic Locations

Consequences

Bases are Installations with Location-Fixed Abilities in Game Worlds. They are often also Resource Locations or built where these exist. Creating one gives Ownership while existing ones provide Gain Ownership goals to players that don't own it. The building of Bases can signify Expansion phases while putting them to best use can signify Exploitation phases.

Relations

Can Instantiate

Expansion, Exploitation, Installations, Location-Fixed Abilities, Ownership, Gain Ownership, Resource Locations

Can Modulate

Game Worlds, Laning

Can Be Instantiated By

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Can Be Modulated By

Abstract Player Constructs, Abstract Player Construct Development, Area Control, Characteristics, Combat, Construction

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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