New game mode : Capital System

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New game mode : Capital System

Postby waterzxc » Sun Dec 18, 2011 3:21 pm

New game mode : Capital System

not a very original one nor a very complicated one

when the system is turned on, the original spawn spot picked by the player becomes the capital

What is a capital?

1.Capital auto-produces unit on itself, one per round

2.Capital can store more units, to 10 at maximum. But this returns to normal when the capital is relocated (see point 4)

3.The player lose when he/she lose the capital so they need to defend it very well --- so even a giant empire could be defeated if it has poor defense for its capital

4.May or may not be necessary, the player can relocate the capital every 10 rounds. When the capital is relocated, the units cannot be moved with it. Any excess units are destroyed
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Re: New game mode : Capital System

Postby BetaGen » Sun Dec 18, 2011 3:53 pm

There is a certain fun concept of the capital generating units, but the unit limit 8 is not going to change for sure.
A possibility to beat a 10 with an 8 is around 18%, so that would be kind of unfair.
I would say that the capital should gather units slower, as in 1 unit per couple of rounds.
The Capital should have a permanent spot to make it more difficult and thus placing a capital in the corner would be bad in most cases.
Other than that, it would be an interesting mode to add variety to the game
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Re: New game mode : Capital System

Postby waterzxc » Sun Dec 18, 2011 4:01 pm

the capital is meant to be strong enough to defend against an 8-unit attack (but not two in a row )so I made point 2 ; but I agree that changing the max units is quite unfeasible

if the capital's power is weakened like our suggestion, relocating the capital would be important because it may be to easy to tackle the capital.
For example, you start next to your ally then your ally backstabs your capital, you are doomed
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Re: New game mode : Capital System

Postby Joriom » Sun Dec 18, 2011 5:06 pm

BetaGen wrote:A possibility to beat a 10 with an 8 is around 18%, so that would be kind of unfair.


That would be VERY fair as you could have only one capital. It would require "sieging". On attrition you would need 2-3 full 8's to defeat it. On HC you would have, as you've said, 18% so its 5-6 attacks on average. If someone would put his capital in the corner he would make it harder to conquer but also would suffer from slower expansion (1 unit produced by capital every turn). Also capitals in corners would still need reinforcements. Without enough land they would become useless.

Thats a perfect idea IMHO!
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Re: New game mode : Capital System

Postby BetaGen » Sun Dec 18, 2011 5:33 pm

On Random it would be a real bother to deal with a capital which replenishes every turn and up to 10.
On Hardcore it would be slightly illogical to have a capital attack with a 10 which would basically annihilate two 8's with ease about 80% and 65% chance.

Also when the Capital attacks, should the unit's go down from 10 to 8 in Hardcore? The cap raise does not seem a good idea unless the capital cannot attack. Then it would have a good defense, and no offensive attributes given.
I would suggest having a permanent defensive boost on the capital which would require 2 or 3 wins to take down. Then the capital can help with expansion and have proper defense.
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Re: New game mode : Capital System

Postby Ratburntro44 » Sun Dec 18, 2011 5:42 pm

Capital would be a new mode. Thus you could not play Capital HC, at least if I am right about this. Either way, it would make more sense to just give it like a permanent defense boost or something rather than max of 10.
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Re: New game mode : Capital System

Postby Norman Bates » Sun Dec 18, 2011 6:18 pm

Joriom wrote:That would be VERY fair as you could have only one capital. It would require "sieging". On attrition you would need 2-3 full 8's to defeat it. On HC you would have, as you've said, 18% so its 5-6 attacks on average.


I think a cooler idea would be to have a health bar for the capital, that slowly heals itself. Say, it has around 100 health and gains 2 health a turn. If you attack it with an 8, lets say the 8 rolls a 34, then the capital is left with 66 health. It would probably need some developing though.
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Re: New game mode : Capital System

Postby Ratburntro44 » Sun Dec 18, 2011 6:41 pm

^That's a good idea... maybe healing rate should change with map size though, heal faster on small maps where people might attack it again sooner.
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Re: New game mode : Capital System

Postby waterzxc » Mon Dec 19, 2011 2:23 pm

Ratburntro44 wrote:Capital would be a new mode. Thus you could not play Capital HC, at least if I am right about this. Either way, it would make more sense to just give it like a permanent defense boost or something rather than max of 10.

a permanent defense boost is a really great idea

This also makes it easier for Lopdo to programme (?) because defense boost is already in-game while auto-spawn-unit may be quite difficult to implement.

Hope Lopdo will see this topic and tell if this system is possible. Really looking forward to it
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Re: New game mode : Capital System

Postby BetaGen » Mon Dec 19, 2011 4:14 pm

Ratburntro44 wrote:Thus you could not play Capital HC


Well the fighting calculations would still have to default to something (Attrition, Hardcore, 1v1q)
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