Combat will be abstract¶
The fight for survival will be represented through attrition, slow changes to the conditions of play, and resource management. Without enough of some resources, buildings and units will fail either temporarily or permanantly. Planning will be required to make it through.
Events will last over several turns, possibly building in intensity. The player will have time to react, but they will need to react. The player will be at a remove from direct intervention. Most interactions will be through cards.
Backlinks¶
- 2020 April 10
- I've said before that Attrition is the enemy when talking about how combat will be abstract, and I think this should be represented in the player's ability to lose. A value which slowly decreases and results in a loss when it reaches
0. The word for this value that comes to mind first iscohesion. The ability for the character to hold themselves together. The core resource, nanites, should hold this process of decreasing cohesion back. An attempt to fight entropy. Lonely is about fighting entropy. Raw nanites are abundant, and should remain that way unless the player finds a way to discard and lose all ways of generating them.
- I've said before that Attrition is the enemy when talking about how combat will be abstract, and I think this should be represented in the player's ability to lose. A value which slowly decreases and results in a loss when it reaches
- Core Gameplay