Difference between revisions of "Resource Caps"
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Each land area in the board game [[Advanced Civilization]] has a [[Resource Caps|Resource Cap]] on how many units can be sustained there, and this makes players wish to expand there territory to avoid having them be removed due to starvation. [[Origins: How We Became Human]] has a similar functionality but here all units a players has are in use always - either as producers, consumers, or population on the game board, or a 'locking' tokens regarding innovation, population actions, or brain functions. The [[Age of Empires series]] has population caps for each player, although this varies from game to game (50 in the first game, 200 in the second and third, and 300 for [[Age of Mythology]]) and some civilizations get raised caps (e.g. the Goths in the second game being allowed to have 210 units); in addition, some units counts double or not at all in the third game and in [[Age of Mythology]]. | Each land area in the board game [[Advanced Civilization]] has a [[Resource Caps|Resource Cap]] on how many units can be sustained there, and this makes players wish to expand there territory to avoid having them be removed due to starvation. [[Origins: How We Became Human]] has a similar functionality but here all units a players has are in use always - either as producers, consumers, or population on the game board, or a 'locking' tokens regarding innovation, population actions, or brain functions. The [[Age of Empires series]] has population caps for each player, although this varies from game to game (50 in the first game, 200 in the second and third, and 300 for [[Age of Mythology]]) and some civilizations get raised caps (e.g. the Goths in the second game being allowed to have 210 units); in addition, some units counts double or not at all in the third game and in [[Age of Mythology]]. | ||
− | The number of actions possible to use in another way to provided [[Resource Caps]]. Players of [[Pandemic]] can take 4 actions per turn, [[Cartagena]] allows | + | The number of actions possible to use in another way to provided [[Resource Caps]]. Players of [[Pandemic]] can take 4 actions per turn, [[Cartagena]] allows between one and three moves per turn, and [[Origins: How We Became Human]] allow a number of 'innovation' and 'population' actions depending on how many freed slots exist on their respective tracks. This is also used in the computer-based [[Fallout series]], in the first two installments through action points and in later ones through the 'V.A.T.S'. |
Players of games in the [[Boulder Dash series]] can earn extra lives by playing well but the number of lives possible to have at any point is limited to 9. | Players of games in the [[Boulder Dash series]] can earn extra lives by playing well but the number of lives possible to have at any point is limited to 9. | ||
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== Using the pattern == | == Using the pattern == | ||
− | [[Resource Caps]] need to be linked to specific [[Resources]], and choosing which to apply the caps on and what the caps should be are the primary choices need to be made when using the pattern. Any numerical [[Resources|Resource]] can be used, but also the number of [[Units]] a player may have and by limiting how often actions can be done by [[Action Caps]] these can be viewed as a type of [[Resources|Resource]]. If the [[Resource Caps]] are to be given some physical expression in the game, [[Containers]] or [[Inventories]] can be used. | + | [[Resource Caps]] need to be linked to specific [[Resources]], and choosing which to apply the caps on and what the caps should be are the primary choices need to be made when using the pattern. Any numerical [[Resources|Resource]] can be used, but also the number of [[Units]] a player may have and by limiting how often actions can be done by [[Action Caps]] (e.g. [[Budgeted Action Points]]) these can be viewed as a type of [[Resources|Resource]]. If the [[Resource Caps]] are to be given some physical expression in the game, [[Containers]] or [[Inventories]] can be used. |
The pattern can also be instantiated through [[Time Limits]]; this since it makes time into a [[Limited Resources|Limited Resource]] restricted by cap. Both the board game and the computer-based version of [[Space Hulk]] may use of this; the first edition of the board game provides rules for modifying this depending on the number of officers and sergeants in play. | The pattern can also be instantiated through [[Time Limits]]; this since it makes time into a [[Limited Resources|Limited Resource]] restricted by cap. Both the board game and the computer-based version of [[Space Hulk]] may use of this; the first edition of the board game provides rules for modifying this depending on the number of officers and sergeants in play. | ||
[[Arithmetic Progression]] | [[Arithmetic Progression]] | ||
− | |||
− | |||
Changing the actual numerical limit of a [[Resource Caps|Resource Cap]] is a suitable candidate for [[Rewards]] or [[Penalties]] - for games with [[Characters]] this may be a way to provide [[Character Development]]. | Changing the actual numerical limit of a [[Resource Caps|Resource Cap]] is a suitable candidate for [[Rewards]] or [[Penalties]] - for games with [[Characters]] this may be a way to provide [[Character Development]]. | ||
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[[Resource Caps]] make the type of [[Resources]] they affect into [[Limited Resources]] logically even if functionality this may not be the case if they are replenished as they are used. [[Resource Caps]] can make the effect of [[Renewable Resources]] not happen; to avoid this players' may engage in [[Resource Management]] in the form of making sure that [[Resources]] are used so that are below the cap limit, and this provides one form of [[Encouraged Constant Player Activity]]. | [[Resource Caps]] make the type of [[Resources]] they affect into [[Limited Resources]] logically even if functionality this may not be the case if they are replenished as they are used. [[Resource Caps]] can make the effect of [[Renewable Resources]] not happen; to avoid this players' may engage in [[Resource Management]] in the form of making sure that [[Resources]] are used so that are below the cap limit, and this provides one form of [[Encouraged Constant Player Activity]]. | ||
− | [[ | + | Since they can break growths of [[Resources]], [[Resource Caps]] can break [[Positive Feedback Loops]] and thereby be used as a form of [[Balancing Effects|Balancing Effect]]. |
− | + | ||
− | [[Balancing Effects]] | + | |
− | + | ||
− | + | ||
+ | Somewhat as a side effect, when the [[Resources]] affect by the caps are handled by [[Book-Keeping Tokens]] [[Resource Caps]] limit the need for [[Excise]]. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Balancing Effects]], | ||
[[Limited Resources]] | [[Limited Resources]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Action Caps]], | [[Action Caps]], | ||
+ | [[Budgeted Action Points]], | ||
[[Containers]], | [[Containers]], | ||
[[Inventories]], | [[Inventories]], | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Positive Feedback Loops]] | ||
+ | |||
+ | [[Excise]] when [[Book-Keeping Tokens]] are used | ||
== History == | == History == |
Revision as of 19:49, 18 February 2011
Limits on numbers of resources allowed to be used or stored.
Players very often handle different types of resources in games and acquiring more is usually beneficial. There may however be limits on how much of a resource can be collected, either for balancing purposes or for practical issues of having to provide enough physical tokens (or not to have to handle large amounts of them), and these limits are Resource Caps.
Contents
Examples
Each land area in the board game Advanced Civilization has a Resource Cap on how many units can be sustained there, and this makes players wish to expand there territory to avoid having them be removed due to starvation. Origins: How We Became Human has a similar functionality but here all units a players has are in use always - either as producers, consumers, or population on the game board, or a 'locking' tokens regarding innovation, population actions, or brain functions. The Age of Empires series has population caps for each player, although this varies from game to game (50 in the first game, 200 in the second and third, and 300 for Age of Mythology) and some civilizations get raised caps (e.g. the Goths in the second game being allowed to have 210 units); in addition, some units counts double or not at all in the third game and in Age of Mythology.
The number of actions possible to use in another way to provided Resource Caps. Players of Pandemic can take 4 actions per turn, Cartagena allows between one and three moves per turn, and Origins: How We Became Human allow a number of 'innovation' and 'population' actions depending on how many freed slots exist on their respective tracks. This is also used in the computer-based Fallout series, in the first two installments through action points and in later ones through the 'V.A.T.S'.
Players of games in the Boulder Dash series can earn extra lives by playing well but the number of lives possible to have at any point is limited to 9.
The player controlling the marines in Space Hulk not only have a limited number of marines to complete the mission being played, but also has limited time to complete each turn.
Using the pattern
Resource Caps need to be linked to specific Resources, and choosing which to apply the caps on and what the caps should be are the primary choices need to be made when using the pattern. Any numerical Resource can be used, but also the number of Units a player may have and by limiting how often actions can be done by Action Caps (e.g. Budgeted Action Points) these can be viewed as a type of Resource. If the Resource Caps are to be given some physical expression in the game, Containers or Inventories can be used.
The pattern can also be instantiated through Time Limits; this since it makes time into a Limited Resource restricted by cap. Both the board game and the computer-based version of Space Hulk may use of this; the first edition of the board game provides rules for modifying this depending on the number of officers and sergeants in play.
Changing the actual numerical limit of a Resource Cap is a suitable candidate for Rewards or Penalties - for games with Characters this may be a way to provide Character Development.
Diegetic Aspects
Resource Caps can diegetically be motivated as Inventories or Containers, and acquiring more of the latter can easily explain increases in the caps.
Consequences
Resource Caps make the type of Resources they affect into Limited Resources logically even if functionality this may not be the case if they are replenished as they are used. Resource Caps can make the effect of Renewable Resources not happen; to avoid this players' may engage in Resource Management in the form of making sure that Resources are used so that are below the cap limit, and this provides one form of Encouraged Constant Player Activity.
Since they can break growths of Resources, Resource Caps can break Positive Feedback Loops and thereby be used as a form of Balancing Effect.
Somewhat as a side effect, when the Resources affect by the caps are handled by Book-Keeping Tokens Resource Caps limit the need for Excise.
Relations
Can Instantiate
Balancing Effects, Limited Resources
with Renewable Resources
Encouraged Constant Player Activity, Resource Management
Can Modulate
Renewable Resources, Resources, Units
Can Be Instantiated By
Action Caps, Budgeted Action Points, Containers, Inventories, Time Limits
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Excise when Book-Keeping Tokens are used
History
New pattern created in this wiki.
References
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Acknowledgements
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