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<blockquote data-quote="parinho7" data-source="post: 6229788" data-attributes="member: 83511"><p>Hello everyone. Here's the deal. I want to run a campaign similar to the X-COM Enemy Unknown game. Let me be more specific.</p><p></p><p>I want to eliminate the role playing aspect of the game. My players won't have a specific character to play with. Instead they will be the minds behind the operation of a military base who receives mission from the kingdoms/cities/regions it protects.</p><p></p><p>So the game will work like this: They run the base by turn. Each turn represents a month and each month they have some income and expenditures. They have to manage their building (barracks, temples etc.), troops, and research.</p><p></p><p>At each session they'll be getting missions and given rewards on succession. The missions will be dungeon crawling and tactical combat.</p><p></p><p>The project is still in a very early stage and I'm trying to consider some things.</p><p></p><p>How to balance the income so that I won't allow them to become too powerful right from the start? I want the game to scale in a slow pace and hopping to reach epic levels in three years or more.</p><p></p><p>Which buildings are going to be required for producing characters of specific classes? For example the base will start with the barracks that can produce fighters. By collecting money they will be able to build a church and procude clerics. But I want to give them the freedom to use every 3.5 class so what is the facility that will produce say Swordsages or Beguilers?</p><p></p><p>How can I balance the money for creating and maintaining the facilities and troops without messing everything up?</p><p></p><p>I am open to any suggestions since this is on a very early stage. I will be posting more questions and I am hopping for input. Thanks everyone in advance.</p></blockquote><p></p>
[QUOTE="parinho7, post: 6229788, member: 83511"] Hello everyone. Here's the deal. I want to run a campaign similar to the X-COM Enemy Unknown game. Let me be more specific. I want to eliminate the role playing aspect of the game. My players won't have a specific character to play with. Instead they will be the minds behind the operation of a military base who receives mission from the kingdoms/cities/regions it protects. So the game will work like this: They run the base by turn. Each turn represents a month and each month they have some income and expenditures. They have to manage their building (barracks, temples etc.), troops, and research. At each session they'll be getting missions and given rewards on succession. The missions will be dungeon crawling and tactical combat. The project is still in a very early stage and I'm trying to consider some things. How to balance the income so that I won't allow them to become too powerful right from the start? I want the game to scale in a slow pace and hopping to reach epic levels in three years or more. Which buildings are going to be required for producing characters of specific classes? For example the base will start with the barracks that can produce fighters. By collecting money they will be able to build a church and procude clerics. But I want to give them the freedom to use every 3.5 class so what is the facility that will produce say Swordsages or Beguilers? How can I balance the money for creating and maintaining the facilities and troops without messing everything up? I am open to any suggestions since this is on a very early stage. I will be posting more questions and I am hopping for input. Thanks everyone in advance. [/QUOTE]
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