Difference between revisions of "Bases"
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== Consequences == | == 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. | + | [[Bases]] are [[Installations]] with [[Location-Fixed Abilities]] in [[Game Worlds]]. They are often also [[Resource Locations]] or built where these exist and in general create [[Strategic Locations]] unless these already existed where they were built. 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 == | == Relations == |
Revision as of 10:13, 28 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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
Can Modulate
Laning Strongholds Choke Points Strategic Locations
Diegetic Aspects
Bases is a since it typically represent some form of intentional Construction in Game Worlds.
Consequences
Bases are Installations with Location-Fixed Abilities in Game Worlds. They are often also Resource Locations or built where these exist and in general create Strategic Locations unless these already existed where they were built. 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
Choke Points, Game Worlds, Strongholds, 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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