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Rozz Suggestions
Suggestions on the game of Rozz itself.
Changes Now Pending3/5/06 9:55 AM
Here’s the list of changes we now have pending (as discussed in the "Comments on Balanced Gameplay" and "Request for Comments on the Standard Catalog").

1. IC and IU distributions every other round, rather than every round. (This change will actually involve adding a per-item distribution cycle to the game engine, so it opens up a lot of other possibilities.)

2. Patriots no longer taking out Bombers.

3. Reduced Bomber price to $20.

4. Increased Jet range to 3.


Last edited by MATT, 5/31/14 2:59 PM
 
3/5/06 2:56 PM
All the changes look excellent!

The only thing I would like added is reduced CC cost ($26-$20), just because I think more commands are cooler! But lets wait on that for now, and see how these changes affect gameplay.
Last edited by IronFire, 3/5/06 3:40 PM
3/8/06 11:01 AM
Regarding Item 1.
I think having anything that activates on alternate rounds will be confusing. (I see what you are getting at...kinda like a factory producing units (maybe?))

Re Item 2: I thought this was the way patriots operated anyway...so might be more intuitive.

Re Item 3: Reducing bomber price to 20 is a move in the right direction, but I think they should be able to move just as far as (at least) as transports. (in order to use bombers, you really need more CC’s - so their real cost is in the CC’s.)

Re Item 4: Maybe have jets move one more hex than Bombers? and increase bombers to 3 or 4 hexes.

-Tom

Last edited by MATT, 5/31/14 3:00 PM
3/8/06 11:28 AM
There’s quite a bit of discussion on these in the other threads. The main reason for distributions every other round is to correct a current problem: that whenever things look suddenly dangerous, your opponent knows he has at least a round of distributions to count on. As a result, people can go gangbusters buying Industry, knowing it will effectively defend itself should anything spring up. The ultimate result is that it’s harder to employ alternate strategies than the Industry build up, yet the game is more fun when there are different paths (e.g., expansion, or steam-rolling, or air-pestering) that might reasonably lead to an interesting game.

A possible alternate solution is to raise the cost of Industry, or reduce the distributions. When we played tabletop, we could calculate that an IC would pay itself off if you could hold it for five rounds. Those rounds, however, were each made up of two phases (with no distributions in between) so it was a lot harder to hold them that long. In a way, it would be like holding them for ten rounds in the online version. Perhaps IU cost=$8 returns=$1, IC cost=$35 returns=$5 would have merit ...
Last edited by MATT, 5/31/14 3:02 PM
 
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