Modifying race, Architects

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Re: Modifying race bonus

Postby Autumnwolf17 » Sun Aug 26, 2012 1:43 pm

I think you guys are still missing the important facts that limit it. Perhaps I list will be better than a great big bunch of what I'm thinking.

1. It would be about five regions per game, nothing big
2. Each region could only be enough to skip about one region around (say five to ten hexagons per region or maybe like 10%-20% or number of regions=4-8 hexagons for forty region map up to a certain limit so that large maps don't make it unfair
3. It would last one turn cycle, so the person with the bonus could also be attacked using the same region as a 'bridge', that way it could effect both the player with the bonus and the person attacked
4. Moving to it would be exactly like any other region so if you had 8 or something it would become a 7 which only then you could attack with
5. Because of that it could be used only for attack because it would disappear when your turn came around again
6. As said, it could be easily disabled
7. Because of those limitations it would be no better than reptiles or terminators or any of those races
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Re: Modifying race bonus

Postby Ratburntro44 » Sun Aug 26, 2012 3:14 pm

In addition, whatever troops you have on it would disappear.
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Re: Modifying race bonus

Postby Autumnwolf17 » Sun Aug 26, 2012 3:25 pm

Ratburntro44 wrote:In addition, whatever troops you have on it would disappear.


Well that's part of the point, you wouldn't reinforce that region you would just use it as a bridge. It would help the bonus to remain relatively fair. But it wouldn't have to be that way, the region could stay. I'm not sure which would be better yet.

Thanks from Autumnwolf17!
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Re: Modifying race bonus

Postby cr33per » Sun Aug 26, 2012 8:18 pm

Well that would draw its tremendous advantage, but yet it remains. Lets take for an example XXL Full Map settings. You get 2 really nice area of territories - even if you have to attack only highest lvl you have greater probability succeeding. Why? Well maybe the enemy has many 8 and only one or none defend boosted - and you possess attack boost. This race changes game-play too much.

To make generalization it moves towards Superpowers - not only boosts but superpowers. To be honest Superpowers aint bad idea. But when implementing such thing Lopdo must be careful - balancing, not too much adventitious. And its not quite easy to do that - this game is slow and steady development such rush updates are not good and I believe there are more important things at moment than superpower races - that totally turn gameplay upside down.
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Re: Modifying race bonus

Postby AxemBlue » Mon Aug 27, 2012 4:24 am

Adventitious

http://www.youtube.com/watch?v=G2y8Sx4B2Sk

I've actually thought of this idea myself. I'm definitely for it because of the added strategic depth and potential to prevent draws when huge choke points are present. I'd have it stay around for the duration of the game though. As long as the initiator of the bridge can't immanently attack on it, it's fair. And if we're worried about balance issues, we can always make it a third boost type.
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Re: Modifying race bonus

Postby cr33per » Mon Aug 27, 2012 10:03 am

What you mean by third boost type?
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Re: Modifying race bonus

Postby Autumnwolf17 » Mon Aug 27, 2012 1:55 pm

cr33per wrote:What you mean by third boost type?


Rather than being a bonus to a race, it could be a boost like the attack and defense.
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Re: Modifying race bonus

Postby Autumnwolf17 » Mon Aug 27, 2012 2:05 pm

And as I keep saying, it would last one turn for one attack and could only be a certain size in proportion to the map. So if you were on other sides of the map, you couldn't get across. I'm thinking that it would be something more useful for a second attack on enemies front lines than something to connect you to a group of regions across the map. And even if you were close but split by the enemy, you would only be able to connect, say, three to five times before you ran out of the ability, it could also be based on number of regions you could add per game. If you are as far behind as you descibed, you aren't comin back from that any more than you would with any other higher race (like terminators attacking stronger from below or reptiles with a little defense and an extra spawn or two). It could still make the game one way or another but only if you are in exactly the right unlikely position and your opponent is about the same strength army wise a you or less. It would require enormous strategy to trick you opponent into getting into the EXACT right position at the EXACT right time for you to get the EXACT luck to break through and win. It wouldn't happen any more than those stories you hear about an 8 losing to a 2 or 3.

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Re: Modifying race bonus

Postby Vrighty » Mon Aug 27, 2012 3:26 pm

this would be a GREAT idea... because sometime u got a map with a U shape (2 people can get into a EPIC corner with just a few borders) if you can change the map a little bit it can become a O shape so the biggest advantage is gone... Also it would be great if there is a small ''tail'' on a map with 5-6 lands behind it connected to the mainland with just 1 border.

I suggest you DONT add lands, just make a land bigger so it would touch another land.
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Re: Modifying race bonus

Postby Autumnwolf17 » Mon Aug 27, 2012 10:31 pm

Those maps are the exceptions to the little benefit rule, they actually would help way to on much on that kind of map. If anyone can come up with a practical addition or takeaway that would make that kind of ability on those maps be less, please tell me that.
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