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Post by Old Shendemiar on Dec 9, 2003 15:27:20 GMT
It has been announced by the Creator that lords do wary when it comes to the Courage.
I think it's a good thing. Varying doesnt change the game for anybodys favor, but adds some spice and playing options.
I wonder does the other attribbus wary? They could, and they should. Army size, Courage, perhaps even Tiring. Not too much thou, and not linearily.
By that i mean a gaussian distribution. Most ofteh they should be average, and lousy or suberb should be rare. Then it would feel great to find a lord who's effective.
Also each of the could have some starting characteristics, so that they mostly would be same'ish
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Matija
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Post by Matija on Dec 9, 2003 15:39:15 GMT
I'd very much like lord's 'characters' to be preserved. I think much atmosphere would be lost if in one game Blood would be a hero that he is, and in another a weakling.
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Ringthane
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Post by Ringthane on Dec 9, 2003 15:42:12 GMT
Character is essential, but in fact a fractal model of health, for example, would be great. Tiring and Courage are good example if the gaussian bell could center NOT on a standard / 0-1 value but rather on a customized (lord per lord) value.
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Post by Old Shendemiar on Dec 9, 2003 16:22:04 GMT
I wonder does the other attribbus wary? They could, and they should. Army size, Courage, perhaps even Tiring. Not too much thou, and not linearily. I forgot the most important. Varying army size limit!
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Post by Old Shendemiar on Dec 9, 2003 16:28:12 GMT
I'd very much like lord's 'characters' to be preserved. I think much atmosphere would be lost if in one game Blood would be a hero that he is, and in another a weakling. I agree, but a tight allways-same is also boring. Optional when game is set up? a) Allways same (his characteristics) b) Randomized based on characteristics. (gaussian) c) Linear random d) Random gaussian
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Freiegeister
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Post by Freiegeister on Dec 10, 2003 23:48:52 GMT
I'd very much like lord's 'characters' to be preserved. I think much atmosphere would be lost if in one game Blood would be a hero that he is, and in another a weakling. Or Brith. It's easier to just not count on him ever! Of interest. Which NPCs have fared the worst so far? Farflame comes to mind as he doesn't seem himself.
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Ringthane
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Post by Ringthane on Dec 12, 2003 11:56:09 GMT
Yeah dragons and wise... and doomy although he redeemed himself a few hours ago by dispatching 800some of my foe's men in one turn ;D
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Matija
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Post by Matija on Jan 4, 2004 11:19:11 GMT
What attributes should the lords have? Currently, there are enregy and courage, but they are not really attributes (at least the way they are shown), but indications of the quantity a lord possesses. Let us first try to agree on the language to describe what we are talking about. I find three 'qualities' to be separated: Attribute - a lord either has it, or doesen't. Example: skulkrin's assassin ability. Property - something every lord possesses, but in different quantity. Courage, for example, a lord can be utterly courageous, or only somewhat courageus, or even cowardly. Note, however, that it should be decided what attributes make sanse to be properties. The courage property, for example, could be implemented just as courageous and covardly attributes. Gauge - a measure of how much of a 'quality' a lord currently possesses, not to be mixed with property. As an example, a courageous lord might still be very afraid under circumstances. What we currently have, then, I'd call enregy and courage gauges. But to further prevent misunderstandings I'd call courage gauge a confidence gauge. The first issue I'd like to address is, how the confidence can be increased or decreased, beside finding the blood of courage and thorns of despair, so that courage property would really make sense. I suggest confidence would decrease by being separated from lord's fellows for longer periods of time, by sustaining losses, fighting against more numerous enemies, etc; it would increase in just the opposite conditions. Courage property would then determine the rate of increase and decrease of confidence gauge. We already discussed a few 'qualities', and a few are already implemented: Attributes: Flyer: treats all terrain as plains, except mountains. Forrester: treats forests as plains. Mountaineer: treats mountains as plains. Monster: has a 'life' of 500 soldiers. Assassin: gets a chance to assassinate an enemy lord. Wise: increases fellow lord's morale? Can make enemy troops exausted? Properties Leadership: how many soldiers a lord can command. I suggest it rather be named charisma, so lords could be both utterly charismatic, and somewhat charismatic. But what is the opposite of charismatic? Endurance, or Strength / Weakness: rate of energy gauge increase / decrease. Courage / Cowardice: rate of confidence gauge increase / decrease. Gauges: Energy Confidence I invite your views and suggestions for further attributes / properties / gauges. Also, should all those from DDR be implemented and in what capacity?
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Ringthane
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Post by Ringthane on Jan 4, 2004 22:22:39 GMT
Perfect, this summary is perfect. Let me see.
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Ringthane
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Post by Ringthane on Jan 4, 2004 22:34:44 GMT
>Attributes: >Flyer: treats all terrain as plains, except mountains. >Forrester: treats forests as plains. >Mountaineer: treats mountains as plains. >Monster: has a 'life' of 500 soldiers. >Assassin: gets a chance to assassinate an enemy lord. >Wise: increases fellow lord's morale? Can make enemy troops exausted?
Targ: Plainsmen, bonus 1sq plain mvt bonus fight plains
>Properties
>Leadership: how many soldiers a lord can command. I >suggest it rather be named charisma, so lords could >be both utterly charismatic, and somewhat >charismatic. But what is the opposite of charismatic?
Should have only positive values, or zero. Center gauge on "very" rather than zero. Any general would be at least "very charismatic" by nature. Each step de/increments 75 men. So an utterly charismatic lord adds up 150 men, whereas a "somewhat charismatic" (utterly, extremely, very, charismatic, somewhat) would lose, to balance, 150 men. Charisma could be fixed-starting value according to lord character and decrease at a fraction/proportional rate to courage/cowardice AND energy (not necessarily in equal amounts).
>Endurance, or Strength / Weakness: rate of energy >gauge increase / decrease.
>Courage / Cowardice: rate of confidence gauge >increase / decrease.
>Gauges:
>Energy >Confidence
>Also, should all those from DDR be implemented and in >what capacity?
Recklessness doesn't make much sense here, though it varied in DDR. But it makes sense to have a personality set for every lord. The Charisma model can do the trick, hm? Racial abilities could then include modifiers to energy and confidence gauges.
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Post by alidriel on Jan 4, 2004 22:43:25 GMT
So is gauge like this?
Courage: 0% 100% Blood: [-----------*****X**] Trorn: [*****X**-----------] Gard: [----******X***----]
* = valid sliding scale for lord's courage - = void - lord's courage never enters this zone (Blood is SO hunky) X = current status of lord's courage
Or not?
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Ringthane
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Post by Ringthane on Jan 4, 2004 22:47:29 GMT
Graphically so
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Post by sparrowhawk on Jan 14, 2004 16:41:25 GMT
One of the things that I've scribbled down some notes for (and I know that Iggy won't like this, sorry!), is magical spells for the Wise. Eg: - Heal - Steal Lord (ie recruit a terrified extremly scared enemy lord who is isolated) - Lightning strike (kaboom, take that Ringthane ) - etc, etc Spells could be bought from Towers for golld, with spells costing more as they became more useful (eg very expensive: Find enemy king, can only be used once, then need to purchase again?) What do you think? Moving away from strategic warfare too much, or adds an element of fun?
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Ringthane
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Post by Ringthane on Jan 14, 2004 16:45:05 GMT
I agree with Steal Lord as a permanent ability, and also a morale bonus for adjacent allies if their (Wise) courage is at "very" or above level. Since they can't spit flame ;D , lightning could also be another ability, but only if their energy is at "very" or above level. Spells just don't seem... hmm... we can create a whole new game as a team afterwards...
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Post by Old Shendemiar on Jan 14, 2004 16:50:05 GMT
I like it,
and it isnt moving away from strategy, if the effects are not made too powerfull.
All players should have a change to get one wise. Perhaps adding more of them (totalling maximum nuber pf players), but making each of them recruitable for only one player.
Finding the spells from the wilderness, and be casted from the towers would make more sense thou.
Gold only for earthly purposes, not for buying spells or items. Who sells them anyway? Not at wartime anyway.
Spells could be found or gained by sacrificing magical item or by spending 5 days researching them.
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