Naturax wrote:That is an excellent question. At the moment, one limiting factor is that when you create a new asset, you are actually enhancing a currently existing 0-value asset (there's an infinite number you can pluck out of the aether). If you tell anyone what you are targeting, they can try to damage that 0-value asset, but they would need to beat your strength on the action to destroy it before its value goes up, but that's not going to be much of an obstacle.
Couldn't they just spend 1 build point to make the primary asset hidden? (I'm assuming that you can't reveal and target a hidden asset on the same turn.)
Naturax wrote:Maybe a true obstacle is that you're committing all of your resources to a specific action for the first few turns, not building relationships with the other factions, and not necessarily working towards your end goals. I think the ideal game has a fixed number of turns (10ish), which means that maybe you'll fall too far behind to catch up. This is certainly an interesting problem you've posed.
I didn't see anything in the rules about what the victory conditions are, so that's hard for me to judge.
It seems like Upgrade, Cannibalize, and Tactics factions could combine to devour the rest of the players completely.
Tactics and Cannibalize are already formidable together, and Upgrade spends a few turns building up a few potent bonus assets.
Once the combo got going, it would be very hard to derail, especially if it remains hidden from the other players.
Naturax wrote:What bothers me most about this setup is: if you have this one big asset able to create more assets, why are you just doing this now (when the game starts) instead of having done this earlier? It's not like the faction didn't exist before the game started. So maybe some other kind of mechanic is in order.
"I've just finished restructuring. Prior to the beginning of the game, I had assets (corporations, societies, etc.) all over the place, and as the game begins, I've just finished organizing them all into a single cohesive whole."
I realize that this is an RPG, but in my experience, it's a lot easier to prevent abuse by mechanics than it is by RP reasons. A moderately clever player can ALWAYS come up with an RP justification.
Naturax wrote:A friend of mine suggested some way to measure how many assets your faction can exert influence over, and if you take on too many (or your influence is reduced) than your assets start going uncontrolled or something. I'm not sure if this relates to the problem of hand, but I thought I'd mention it just in case.
That's rule actually makes it more likely that players will concentrate their power into a few powerful assets, since it's easier to stay under the limit that way.
You could just do something simpler, like limit the max strength of an asset to X, where X is about 1/3 to 1/4 of the total build points.