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Post by sparrowhawk on Dec 19, 2003 15:16:57 GMT
It occured to me that a player who loses all his armies could survive pretty much for ever, by continually moving his army-less lord. This could get tedious, and the game may never really end satisfactorily. Here are some suggestions: - player automatically loses if all his lords become armyless AND he holds no citadels
- If player lord has been 3 days consecutive without an army, he/she loses (but what if they take a small army, then drop it again next go?
- Give a role to skulkrin or Wise- they can "sniff out" where player lords are, if within, say 2-3 days ride
What do you think? (BTW, this won't be implemented just yet, but it's been bothering me for a while).
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Matija
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Post by Matija on Dec 19, 2003 15:47:33 GMT
The last solution appeals to me the most.
Another suggestion would be that he looses when the number of 'active' soldiers drop below, say, 5000 or 10000, where by active soldiers I mean those lead by lords or the king.
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Post by GuestRingthane on Dec 19, 2003 15:50:20 GMT
I like the last solution, by guidance for Wise and by sniffing their trail for skulkrin. But the count thing won't work, because at the beginning they always have <5000 men...
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Matija
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Post by Matija on Dec 19, 2003 15:56:16 GMT
Didn't think of that. Some 10 days would have to pass before using this option.
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Post by sparrowhawk on Dec 19, 2003 15:58:39 GMT
5,000 could be quite high in the end stages of a 4 player game perhaps?
I have to admit that I also like the last option best, with Wise having a greater range than skulrin (say 3 days vs 2 days).
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Post by Old Shendemiar on Dec 19, 2003 20:13:35 GMT
I think a simple rule would do it.
If no_of_citadels=0 then you lose.
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Ringthane
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Post by Ringthane on Dec 20, 2003 3:11:53 GMT
Too hard. Besides, initial conditions have citadels=0.
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Post by sparrowhawk on Dec 20, 2003 11:26:20 GMT
He, he - everyone would lose straight away and I wouldn't have to do any more bug fixes! ;D
How about a combination of points 1 and also have 3 as a tactical addition too to achieve 1 more quickly?
I guess this would mean adding 2 more skulkrin and 1 more wise (as there are no wise in the SE)
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Freiegeister
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Post by Freiegeister on Dec 20, 2003 11:42:43 GMT
Reminds me of a game of Scotland Yard!
How about allow an army-less Lord run about for as long as they like but change seeking Guidance to have a weighting.
There is nothing worse than being told where your own men are, so how about add some weighting to report on your enemy about 20% of the time; enemy lords - 30%; non-aligned - 30%, your own - 10% and special objects - 10%. If you have killed all the enemy lords and have all the non-aligned, that should mean that about 80% of the time, seeking Guidance will tell you where your enemy is hiding.
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Ringthane
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Post by Ringthane on Dec 20, 2003 12:21:30 GMT
Increase map area by 10% maybe, with all this?
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Matija
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Post by Matija on Dec 20, 2003 13:00:22 GMT
How about the King is armyless and without citadels?
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Ringthane
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Post by Ringthane on Dec 20, 2003 14:15:49 GMT
There's game modes two and three... Maybe we should just aggregate modes 1 2 3 in one? Ops, I said we. Sorry, JY ;D
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Perun
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Post by Perun on Dec 20, 2003 18:08:43 GMT
Good choice! AND total of his armies is less than 1000. Player could easily fortify himself in the keep of the Flowers, and stay there for a while, for example.
Bad choice. Player can have plenty of soldiers at his disposal in keeps/citadels. Doesn't mean he's lost.
And what would that accomplish? Make it even more easier for already much stronger players? Bad choice.
I find armyless lords utterly useless in men-against-men games. So adding even more of them doesn't seem like a good idea in my book.
Very good idea!
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Post by sparrowhawk on Dec 21, 2003 11:28:57 GMT
Re: search weighting Good idea. Just so that yo are aware: the braver the lord, the higher his/her odds are of getting info about enemy/neutral lords. So a skulkrin will get a pretty much random guidance, but "kings" will have a high chance of pertinent information being supplied. (I think that it's in the manual, but as no one seems to have read that ... )
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Freiegeister
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Post by Freiegeister on Dec 22, 2003 13:15:00 GMT
Read the bit about courage helping, but only took it in as far as affecting the probability of actually getting Guidance, not the quality.
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