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Post by celebaglar on Jul 27, 2004 10:14:33 GMT
The big thing that hits me in playing 0.2 with the new resource system is that the ratio of Cups to Blood at liths is way too high.
What happens is that you go from lith to lith trying to find Blood and you just get Cups to help you search some more, and then you need to visit the lakes to recover from all the searching. This is killing the strategy element and turning it into a headless chicken rummage for resources.
Can we please have more Blood and fewer Cups? The ratios that worked quite well under the old system don't have the same effect under the new one.
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Natmus
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Post by Natmus on Jul 27, 2004 10:21:54 GMT
Yeah! All I want is Bloods, dump the Cups Actually I want some Wolfslayers, Dragonslayers and various other goodies, like Armour and Horns and stuff, but Cups are for girls. No good in battle, Cups. ;D
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Ringthane
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Post by Ringthane on Jul 27, 2004 10:38:36 GMT
Cups of Blood, maybe? Something that will turbocharge you for 3 hours and still enhance your courage...
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Matija
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Post by Matija on Jul 27, 2004 10:48:27 GMT
Or make some other site the main source of BoC.
Or split liths into two types (visually distinct ;D ). One where cups are dominant, and the other with blood is dominant.
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Post by celebaglar on Jul 27, 2004 10:59:19 GMT
Or make some other site the main source of BoC. Or split liths into two types (visually distinct ;D ). One where cups are dominant, and the other with blood is dominant. There are too many Cups anyway. I think just changing the ratio would work well enough. Changing the type of liths would make for fixed recruitment paths etc. people will always visit the Cups liths during recruitment and then the other during the regrouping stage. This is not good.
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merlin
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Post by merlin on Jul 27, 2004 11:23:13 GMT
slight reduction of cups at liths and increase of cups at henges.
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Ringthane
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Post by Ringthane on Jul 27, 2004 11:25:37 GMT
well, yes
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merlin
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Post by merlin on Jul 27, 2004 11:27:19 GMT
Also, what defines the correct balance for courage... the last version was very wrong. I like that this version means not all your lords can become UC and on a game to game basis you are likely working with different lords.
In theory it could slow the game down a little as you have to think more about where you send your lords...
Whereas all that happened in the last version was recruit+seek and then have maxed out armies... which is no good.
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Ringthane
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Post by Ringthane on Jul 27, 2004 11:30:38 GMT
The only thing I can see that would be even better than that, is having lords with custom stats... Personality modifiers. Too real I guess
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Post by sparrowhawk on Jul 27, 2004 12:25:03 GMT
The database supports two extra attributes - loyalty and charisma (these were to affect "staff retention" and recruitment respectively, but they have not been enabled yet. not sure if they ever will?)
I think that Chris' idea of bumping up cups at henges is a good one, giving more scope for blood at liths.
BUT, I didn't like the fact that nearly all of the 0.1 games ended in mega battles of UC/UI lords, and merely numbers being the decider. I don't want MU to go back to that.
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Matija
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Post by Matija on Jul 27, 2004 12:33:13 GMT
I also like it better this way.
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Post by sparrowhawk on Jul 27, 2004 12:34:12 GMT
Matija, you're the mathematician, could you suggest some upper and lower boundaries at those terrain types? I'll amend them this evening if possible.
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Matija
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Post by Matija on Jul 27, 2004 12:39:27 GMT
It's more a matter of taste then mathematics, I think. What are you aiming for?
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Post by celebaglar on Jul 27, 2004 12:41:05 GMT
I agree that having all lords easily made into UC is not good, but at the same time courage makes a huge difference in battle. As it stands, it's impossible to win if you had bad luck in recruting scared lords. It wouldn't matter if you were a strategic genius, you'd still lose.
Also, the current number of Cups make the recruitment stage a pot luck exercise. You have to gamble at the liths because if you don't and your opponent does then he will win.
Winning must remain a reward for skill, perhaps backed up with some luck. Luck alone should not decide the outcome.
At the same time, if the game is slowed down too much, it becomes just a matter of ptching bigger numbers against smaller ones, with the larger army always winning. Small armies need mobility.
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Post by sparrowhawk on Jul 27, 2004 12:51:44 GMT
So... suggest some figures guys. I have only played a few turns of 0.2 so far, so I don't have the feel for it yet, in terms of what is right, probability-wise
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