In my attempt to create meaning to choices, i noticed and tweaked somethings. First, i noticed that to create different choices, i had to create different objectives and thus, different win conditions. Right now, the win conditions are either, Capture and defend 5 bases, or be the last one alive, both these objectives had similar aspects, defend and attack, simple battle power. To solve this, i'm in the process of designing more objectives, be it 'harvesting 30 food', 'managing to create a specific technology', or 'protect the scientist till he can 'cure' the zombie virus'. those classic survival objectives.
To create meaningful choices regarding bases and survivors, i had to make more difference between them apart from just the powers. If i got my deck full of survivors it should be hard to get the ones i need, but as the one i get doesn't make that much of a difference with the current design, i need something more, and so i decided to put some categories on them, like 'scientist' 'soldier' 'villagers', so that the scientist would be needed in some cases, like fixing a car, or making some base effects come into play.
For the bases, i though of 2 things, first is the strategic position. Bases now will have one new stat that will tell where the base is. What would that do? well, that would mean that only bases near you could attack or assist you(or at least, do it without penalties like spending extra food), so let's say the position of one of my bases is 5, only bases in 4 or 6 could do something to me(at least, that's roughly what i have in plans). Second thing i thought, is that bases will have a fuel spending effect, like that base would need electricity to have more utilities.
With that last interaction, i could also solve my resources purposes problem:
Food: Will be used to explore and help new survivors
Medicine: Will be used to help new survivors and to heal just wounded ones
Materials: will be used to fix/buy all advanced items and some bases. Also used in some effects
Fuel: will be used to fix/buy some bases, used in base effects and vehicles.
With all those new things, it seems to have solved a bunch of my problems. If i'm trying to win by destroying everything, i won't pick villagers or scientists, but will save all powerhouses. If i'm trying to have powerful bases i'll get some scientists to create more defenses, and put some soldiers just to protect a little. I won't get food if i'm using more vehicles to explore, as i won't get metal if i'm not going for the scientist playstyle. As for the bases, why would i pick that Walmart that is surrounded by military enemy bases, i rather skip it and look for a far away camp near my defenses.
I'll playtest it and do some more tweaking.
To create meaningful choices regarding bases and survivors, i had to make more difference between them apart from just the powers. If i got my deck full of survivors it should be hard to get the ones i need, but as the one i get doesn't make that much of a difference with the current design, i need something more, and so i decided to put some categories on them, like 'scientist' 'soldier' 'villagers', so that the scientist would be needed in some cases, like fixing a car, or making some base effects come into play.
For the bases, i though of 2 things, first is the strategic position. Bases now will have one new stat that will tell where the base is. What would that do? well, that would mean that only bases near you could attack or assist you(or at least, do it without penalties like spending extra food), so let's say the position of one of my bases is 5, only bases in 4 or 6 could do something to me(at least, that's roughly what i have in plans). Second thing i thought, is that bases will have a fuel spending effect, like that base would need electricity to have more utilities.
With that last interaction, i could also solve my resources purposes problem:
Food: Will be used to explore and help new survivors
Medicine: Will be used to help new survivors and to heal just wounded ones
Materials: will be used to fix/buy all advanced items and some bases. Also used in some effects
Fuel: will be used to fix/buy some bases, used in base effects and vehicles.
With all those new things, it seems to have solved a bunch of my problems. If i'm trying to win by destroying everything, i won't pick villagers or scientists, but will save all powerhouses. If i'm trying to have powerful bases i'll get some scientists to create more defenses, and put some soldiers just to protect a little. I won't get food if i'm using more vehicles to explore, as i won't get metal if i'm not going for the scientist playstyle. As for the bases, why would i pick that Walmart that is surrounded by military enemy bases, i rather skip it and look for a far away camp near my defenses.
I'll playtest it and do some more tweaking.