Natmus
Morkin Admin
Fight the power!
Posts: 4,518
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Post by Natmus on Mar 7, 2004 16:25:25 GMT
Yeah. Although 100 sounds a bit too much. 50 maybe? In the old way we had 100 men per turn in 4-player games. 20 riders and 30 warriors in 2-player games, 30/45 in 3-player games and 40/60 in 4-player games, remember? I thought the new 12/16 figures had been chosen as they could be divided out across each player's turn in either 2, 3 or 4-player games, but then I realised that 16 can't be divided by 3, so down the drain went that theory
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Post by celebaglar on Mar 7, 2004 16:40:00 GMT
I'd make it 24 riders and 36 warriors per day.
2-player games: 12r/18w per "night".
3-player games: 8r/12w per "night".
4-player games: 6r/9w per "night".
This would make 4-player games work even when some players die off by keeping "frozen" troop increases at a minimum, while adding interest to 2-player games by making the holding of citadels relatively important.
Another workable combination would be 36r/48w per day. More than that would detract from the tactical aspects of the game.
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Perun
Public Area Guest
Issa (Vis) [1:76:24]
Posts: 2,506
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Post by Perun on Mar 7, 2004 16:51:05 GMT
1: Movement. After the infantry movement was put back and the Targ cavalry movement put a bit down, I have felt a lot happier. However, with both Targ and Wise still moving 2 squares per turn (s/t) faster than normal cavalry, I fear that a lot of games will still be conclusively decided in the recruitment phase, which is the least fun games. My preference is the games where the two or more sides are not too far from each other in strength, so we actually get some duels on tactics and strategy. Recruitment can ultimatly be broken down in mathematics, and if starting point and the following recruitment continues to be more important, I think we are on a wrong course. So I fear the increased speed may be a danger to the gameplay in the long run. I agree with a notion that Wise move too fast now. With increased speed and reduced mortality rate, they are now too powerful. Although, only Rorthron and Spider (especially Spider!) are of any real value, since Lorgrim is way too far up northeast to be used for recruitment. First of all, I don't see any more dawns than before. And lakes are as useless to me as before also. However, strongholds really seem to have been far less friendly when giving shelter than before. And I agree that caverns, henges et al. are utterly useless. I know that JY has a reason here - it is legacy from original. But, there's a HUGE difference: in original they were hardcoded results for searching in any particular place, and we knew where to look and where not. In M/MU there's a random chance. So, if I know that I have just 5 percent a chance to find anything useful, will I ever try my luck? Of course not. It would be better if these locations give equal chance of finding anything, being it good or bad. That way caverns, henges et al. would be much, much more useful, and visited often. I'm ambivalent here. Having armyless lords of troop-recruitment-enabled races doesn't make any sense to me (Rachel, for example). And placing lords anyplace other than strongholds is a bit mystery to me as well. Why would any nobleman wish to live in a ruin or snowhall (Enuits excluded)? If they're mad, of course, but than they would be deserted by their men... I agree here. Citadels should produce more men. I again agree. Maybe keeps should also produce armies, though far less than citadels. And the last suggestion isn't bad either. But that would mean introduction of "area of control" feature, or at least addition of some sort of "belonging to/empowering citadel xxx" flag for keeps, which both are not bad ideas IMHO. Again, I agree. I cannot put my finger on it, but things have changed. That last comment is right - old ways were better. Haven't fight with my dragons yet, so cannot comment on that one. They still tire way, way too fast. If there was a feature of clicking on the button/name of allied lord in that window, and everything about it would be perfect. And making the window resizable, of course. Agreed. 'Nuff said. I don't know what to think about this. History teaches us that no alliance lasts forever. But again, if all our mutual enemies are dead, then we're victors, aren't we? So I would suggest that allied victory be allowed a legitimate way to win a game, but with severe penalty when it comes to scoring such a victory.
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Perun
Public Area Guest
Issa (Vis) [1:76:24]
Posts: 2,506
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Post by Perun on Mar 7, 2004 16:59:50 GMT
1) Movement:Targ cavalry were too fast (have they been slowed down again?). I quite like the Wise having extra speed though. Before this, they were no more than any other army-less lord and next to useless (in fact they were worse, not even having the capability of bringing up reserves). There should always be a choice to make when presented with an option to go for a nearby army or a nearby Wise at the recruiment stage. Previously, there was no choice at all, the army was obviously the more useful unit. I don't agree about the Wise. See previous post. As I said before, I don't see much changes, except for strongholds. I agree 100%. Too much lords now. Maybe it's time to introduce a new, bigger map? Agreed.
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Post by celebaglar on Mar 8, 2004 15:21:47 GMT
OK, having been on the receiving end of Targ and Wise recruitment combined, I agree, they're both way too fast.
I'd also say that my earlier impression that we're too crowded has been confirmed.
The result of the above is that most games are decided in the early days of recruitment, after which they are just formalities because of the fact that the forces are so unequal. I haven't played a single two-player under 0.1g that has turned out to be balanced. One side or the other has always had a massive lead within 5 days, and the contest would be over at that point.
Extend the map or remove some of the new arrivals, or else the wargame is gone.
There also seems to be a problem with extreme values being generated by the random number generator. I suggest a spectral analysis be carried out to determine if the numbers cover the entire range as expected, or if more extreme values are generated for some reason.
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Post by celebaglar on Mar 8, 2004 15:28:20 GMT
A note on the Wise: while I do feel they are now too fast, I also think that the Wise need some form of special ability to make them useful in the game. Otherwise, they're just skulkrin who can recruit, and we'll only bother with them if they're central and we have nothing better to do. The number of times Lorgim was just ignored - because his home is a dead end recruitment-wise so by the time anyone got him, he was next to useless - was quite a clue in this direction prior to 0.1g.
The Wise need to matter, and if they can't do it through fast recruitment, there must be something else.
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Post by premis on Mar 10, 2004 23:52:20 GMT
I'm ambivalent here. Having armyless lords of troop-recruitment-enabled races doesn't make any sense to me (Rachel, for example). And placing lords anyplace other than strongholds is a bit mystery to me as well. Why would any nobleman wish to live in a ruin or snowhall (Enuits excluded)? If they're mad, of course, but than they would be deserted by their men.. That's exactly what happened to Rachel. Now you see that armyless lords have a sense. ;D
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