Then we adjusted the cost/turn numbers so that they never dipped down as low. Being able to both make a profit and distribute the points evenly, as Kris skillfully executed, proved again to be too much. Even though we could have caught up, it was clearly the best strategy.
Talking afterwards, Dan and I settled on two possible solutions, and may decide to try both next playtest:
- Selling back equipment only gives half value.
- Limit the amount of equipment that can be carried to 3 items per character (hunter & gatherer)
I like the first option the most because it makes sense that used stuff would sell for less.
Regarding the carrying limit, I've been trying to let the market self-adjust as much as possible and avoid limits everywhere in the game. But being able to stockpile a bunch of weapons and have one of each seems against the spirit of the game.
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