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Card · ENT-04

Indirect Controllable Unit

Status
Stack Entity
Card

Indirect Controllable Unit

Entity indirect_controllable_unit

An Entity that the agent influences but does not control directly – the game executes, the agent sets incentives, wishes or conditions. A rarer prototype that fills the control axis between direct and autonomous.

Design question – Do you want your agents to persuade units rather than command them, and deliberately give up control?

Reference example – Robo Rally: commands are programmed in advance as cards and the robot executes them – even if someone has pushed it aside in the meantime. RimWorld: the colonists work according to set priorities – and their own moods.

Dimension profile

  • mutability – variable (often state/mood change)
  • persistence – persistent (type-open)
  • control – indirect_controlled (defining)
  • visibility – open (visible)
  • ownership – variable (personal or ownerless)
  • mobility – mobile (usually mobile)
  • interactivity – variable (an action trigger via incentives)
  • value – variable (type-open)

Compatible with

Stack

Belongs to the stack

Entity
What exists in your game – and how is it configured? (8 cards)
Ludic Entity
To the term
ENT-03 Pawn
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ENT-05 Self Controllable Unit
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