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Slippery slope

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This diagram illustrates a competitive resource management system between two players, primarily focused on accumulating resources and utilizing them to obtain buildings, which in turn influences resource acquisition rates. Both players start with a passive source of resources ("Player 1 resources" and "Player 2 resources" pools) that receive a constant addition of resources. These resources can then be used to acquire buildings from a shared pool ("Available buildings"), transferring the acquired buildings to their respective "owned buildings" pools. Each player's ability to acquire more resources is potentially enhanced through automatic gates ("Chance to get resources") that add resources based on a probabilistic mechanism (20% chance), influenced positively by the number of buildings owned.

The gameplay mechanics are further enriched by converters that act on the resource transaction to the buildings pools, and state connections modifying the probability of resource acquisition based on the buildings owned, creating a feedback loop that can exponentially benefit the player with more buildings. This system creates a dynamic interplay between resource management and strategic investment in building acquisition, where the accumulation of buildings not only provides immediate advantages but also enhances future resource gains, potentially leading to a significant disparity between players over time as indicated by the diagram's note regarding positive feedback loops, hinting at a critical balance challenge.

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glossarymechanicgameplaygame design
Edited more than 1 year ago
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