11clock
Member
I am currently designing a tactical RPG where you run a guild of Vikings, recruit Vikings and head out on voyages to get loot for upgrading the strength of your guild. Combat is Fire Emblem-ish with some of its own ideas. Vikings have permadeath, but they are easily replaceable and scale with the strength of your guild (permadeath is mainly a means of getting the player to try other strategies and builds).
The world is procedurally generated, with your central port somewhere in the middle. The world is populated with islands, points of interest, and enemy Viking ships.
The concept in terms of progression is that you send a few Vikings out on a voyage, try to grab as much loot as you can from different islands and enemy ships, then head back to your port to upgrade your stuff and prepare for the next voyage. If all of your Vikings die, you will have to reclaim the lost gear on your next voyage.
An immediate issue with this system is the concept of micro-voyages, where the player just goes out and only does tiny amounts of progress before heading back in order to mitigate risks, when the game would be best enjoyed when you do longer, riskier voyages that result in you coming back to your port with mountains of loot.
What could be done to encourage the player to head out for longer voyages and take heavier risks?
The world is procedurally generated, with your central port somewhere in the middle. The world is populated with islands, points of interest, and enemy Viking ships.
The concept in terms of progression is that you send a few Vikings out on a voyage, try to grab as much loot as you can from different islands and enemy ships, then head back to your port to upgrade your stuff and prepare for the next voyage. If all of your Vikings die, you will have to reclaim the lost gear on your next voyage.
An immediate issue with this system is the concept of micro-voyages, where the player just goes out and only does tiny amounts of progress before heading back in order to mitigate risks, when the game would be best enjoyed when you do longer, riskier voyages that result in you coming back to your port with mountains of loot.
What could be done to encourage the player to head out for longer voyages and take heavier risks?