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bow locks
Forum Warrior
Joined: 09 Mar 2010
Status: Offline
Points: 211
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Posted: 25 Mar 2010 at 19:19 |
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I have a sneaky feeling you are going to get one hell of a 'suggestion' about saboteurs in, oooh, 1 hr 18mins and 8 secs, lol.
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 25 Mar 2010 at 18:24 |
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Am loving the suggestions so far.
Keep them coming, and I'll try and distill it (over the weekend) into a specific proposal that we can then look at.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 25 Mar 2010 at 18:01 |
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I like Sarky's first suggestion with population. It's a nice touch for protecting little players and makes real-world sense besides. It's always easier to find a functional game balance when you model real-world relationships.
The second suggestion makes sense, but I don't think it would make a big difference, especially if a player is being persistently harassed.
Playing off of the 5th option, why not also have diplomatic defense slightly affected by alliance relations? i.e. alliances at war are more likely to detect each other's thieves, alliances in confederacy have embassies in each other's cities, making diplomatic units easier to smuggle in and out. It's not so much a response to the current situation as it is a way to keep things interesting and continue the real-world-modeling approach.
As for a "Customs" office or similar, I really like the idea overall, but think the effect should be narrow in focus. In other words, it only protects against named threats, and the fewer threats are named, the more effective the defense against them. This would increase the value of human vigilance, the ability to counter individual bullies, and by extension the value of social coordination with diplomatic operations to diffuse the effectiveness of the Customs office. The game needs more opportunities for active participation/timely reactions to trump other strategic avenues as it is.
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One would think laurachristine would want to speak up in this thread, being so fond of using thieves as she is.
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Sarky
Wordsmith
Joined: 29 Jan 2010
Location: London
Status: Offline
Points: 103
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Posted: 25 Mar 2010 at 09:41 |
Have been thinking on this for a little while now especially re thieves and sabateurs.
1. I love the insta-build BUT agree that it needs to be replaced with double build speed (which can be used a limited number of times per queue) not to make more money but because with inst-build the sabateurs cannot achieve anything.
2. Many are complaining that thieves steal too much. Quite frankly having thought about this I am not sure I agree. Though I do agree that advanced thieves should not be allowed to steal 50 advanced resources each. Maybe 5.
However I believe military units should be able to carry the same as thieves. Being a bit further advanced in the game I can assure you 5-10units carrying capacity is ludicrous.
The thieving mechanism does need to change however otherwise growth can but stunted completely.
I suggest:
1) Chance of detection should increase with the more thieves you send in comparison to the poulation level as well as using their diplo unitsin the detection.
2) Thieves can carry away up to 50% of what is not protected by the vault or a maximum of 50units each. After all any security is going to notice if the storehouse is emptied. But if you take the half from the back its not so noticable.
3) If thieves are detected the amount they can escape with decreases in proportion to how well they were detected. So 500 theives attacking a town size 1 might get away with 1 each. This makes using theives a more precision game rather than just overwhelming numbers.
After all if you know a large bunch of thieves is attacking you extra precautions are taken.
4) If they are are detected then a covert war between the two sides occurs. i.e diplo units killing diplo units.
5) Might be nice to have an extra building to provide defense against theives like the city wall does against military. A "Customs" office or some such.
Edited by Sarky - 25 Mar 2010 at 11:47
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 24 Mar 2010 at 16:37 |
Wuzzel wrote:
Just want to add 1 thing about prestige points. People who dont use prestige points are offcourse against it and try to nerf it to doom. People who uses prestige points want to keep what they have offcourse.
Just my 2 cent about number 7.
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That's why I have already pointed out, in discussion directly regarding those issues, that I am a paying user. I have spent nearly 700 points already, and will purchase another 1400 soon enough. As previously mentioned, the cost isn't an issue for me. But I also remember what it's like being a poor gamer, and I know I wouldn't bother playing any game where I wasn't actually in a position to compete. I speak not out of self-serving bias but an honest assessment of how I view the situation. Were that not so, my tune would be reversed.
Edited by HonoredMule - 24 Mar 2010 at 17:21
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Wuzzel
Postmaster
Joined: 26 Feb 2010
Status: Offline
Points: 605
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Posted: 24 Mar 2010 at 16:10 |
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Just want to add 1 thing about prestige points. People who dont use prestige points are offcourse against it and try to nerf it to doom. People who uses prestige points want to keep what they have offcourse.
Just my 2 cent about number 7.
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Callous
New Poster
Joined: 22 Mar 2010
Status: Offline
Points: 23
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Posted: 24 Mar 2010 at 15:39 |
I'm already very much against being able to use prestige to instabuild buildings, so halving the time is at least better (25% reduction would be even better  ). I'd like to see either a building that can reduce building time (like an architects office) or, to compensate for saboteurs increasing building times, how about you can use research to reduce building times (better planning reduces building time)
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 24 Mar 2010 at 15:15 |
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While I agree that diplomacy is somewhat unbalanced, this game heavily favors defensive play already. "Unbalanced" also means "volatile," and that can be a good thing. I would not wish to see new changes that overcompensate.
In particular, I think JUST doing number two (calculating diplomatic losses on both sides) would be adequate change for the central, but being the wordy analytical type I am, I'll elaborate and note where other adjustments present benefits.
1) Their cost is already made meaningful by the number required to defend yourself and the gold upkeep that accrues. This change is dangerously likely to make into units "too expensive to have" those which were previously "too important not to have." This will carry into #3.
2) It is indeed very strange that diplomacy is an all-or-nothing proposition, and for the attacker only besides. I would like to see a "battle outcome" calculation that favors the defender, but causes casualties on both sides IF the attack is discovered (and then success depending on that outcome). If it fully succeeds, I would not see the defenders already insufficient forces dwindle more, and it wouldn't make sense for conflict to always occur anyway. After all, the objective is generally intel/subterfuge and with most types of attacks, one expects a chance to be completely undiscovered. That can't happen if the mission breeds casualties.
3) I very much like the system the way it is. It promotes diversity and provides more vectors for assault. Such a heavily defense-favoring game as this really needs those extra options. Letting diplomatic units defend against everything would just guarantee that everyone is far more capable of defending against everything than they are of attacking against anything. If anything, I'd like to see military presence contribute to defensive value, but by a smaller order of magnitude than the proper diplomatic unit.
4) I really hope this does not get nerfed. If anything, military units should be allowed to carry more. 10 base resources per unit is a joke and again makes acts of hostilities that much less worthwhile...military units are today more costly than farming can recover, and even cavalry have no greater capacity. The commander upgrades to carrying capacity operate by percentages, which applied to a base of 10 gets you nowhere. Furthermore, the issue is more with advanced resources in general (i.e. as they apply to trading in caravans as well, etc.) Perhaps it is they that should be altered to take up more than one unit of space.
5) I believe saboteurs are already incredibly weak, especially for the tech level they require. If anything, advanced saboteurs should have a small chance of bringing down a targeted building level by a level if the building was recently spied successfully.
6) Are you suggesting that paid players *should* be able to escape an attack that non-paid players cannot? This is already a serious problem with building construction, and others of my alliance were speculating that construction completion would be removed from the prestige options when it became clear how profoundly advantageous and unfair this benefit is.
7) Ah, yes. This would be much more reasonable. And a much better answer to #6 would be in this form. Spend to halve research time. In both cases we're finding cause for open-ended spending to advantage, so I'll repeat what I've said elsewhere, that I hope for sanity's sake the spending of prestige gets capped. Almost any cap will do provided it's one that some people would actually reach, though one that sets at least a remotely reasonable limit on true cost would be best (i.e. something like 20 euros per month or something...lower would also be good).
8) It sounds a little overly complicated. Instead of introducing so many branches, why not instead have one new sub-school that targets a predefined set of the most troublesome units, such as saboteurs, advanced thieves, assassins, and military assaults?
I may have original ideas later, but must run to class at the moment.
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bow locks
Forum Warrior
Joined: 09 Mar 2010
Status: Offline
Points: 211
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Posted: 24 Mar 2010 at 14:27 |
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Diplos are unbalanced, definitiely.
1. CHANGES TO DIPLOMATIC UNIT COSTS TO MAKE THEIR LOSS MORE MEANINGFUL maybe, but how about an 'at home' reduction in maintenance cost for the numbers of the little blighters we have to keep for defence. This change targets defence as much as the overbalanced offense. upkeep is 50% if at home?
2. CHANGES TO DIPLOMATIC MISSION OUTCOME ALGORITHM Actually the all or nothing dissuades large numbers of thieves.
3. CHANGES TO UNITS CONSIDERED DURING DIPLOMATIC MISSION OUTCOME RESOLUTION yes.
4. CHANGES TO THIEF CARRYING CAPACITY yes, and reduce the amount of high value stuff, taking 50 high value things is daft.
5. SABOTEURS DO NOT DESTROY BUILDINGS, THEY DELAY THEM very good
6. SABOTEURS DO NOT CANCEL RESEARCH very good
7. REMOVE INSTABUILD OPTION AND REPLACE WITH HALVE CONSTRUCTION TIME erk. no.
8. NEW SUB SCHOOL FOR RUNES - TARGETTED SLAYING hmmm, no. But the ability to destroy runes with waves of 'free' scouts, allied with long cool down time is a worry. also the runes are very useful in killing / detering spies - so the unspecificness has advantages. the problem is 76 scouts negate a rune designed to deter 74 nasty soldiers etc. how about diplo units dont deplete the 'horror' runes. that way the defender can decide his priority - kill all and any oncoming unit (but delete 1 for 1), or know that this 'horror' rune may not kill oncomers, but will be effective against all and not be vulnerable to overrunning. still not it. maybe closer?
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Uther
New Poster
Joined: 14 Mar 2010
Status: Offline
Points: 16
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Posted: 24 Mar 2010 at 13:33 |
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Diplomatic Units are unbalanced, I agree. They are cheap, damaging, and very hard to defend against (hmm... could describe some people I know.)
Option #1 helps with the Cheap part. If I knew I was potentially throwing away a bunch of saddles, I might think twice about sending out a blind theft mission.
#2... for gameplay purposes, doesn't this basically mean that diplos become a defacto military unit? I like the idea for the purposes of balancing, I guess, but if a thief succeeds, he succeeds, if he fails, he dies, is kind of in-line with the concept of the definition of a thief.
#3 Makes sense, but has the potential to again, just turn diplos into a military unit. As you say, though the weighting could easily unbalance things, so care would have to be taken to make sure lowly-scouts don't become uber-assassin killers.
#4 50/Thief is probably too high, but bringing them down to the same as military units, sort of makes them... military units. Not sure the point of a Thief is, if they are always discovered by small numbers of defensive diplos (see option 2) and carry the same as Military. Other than the option to take advance booty, they might as well be Protectors. ... Haven't thought through Saboteurs enough yet.
#7 - Seems like a revenue opportunity rather than a game balancer. Same outcome, more money spent.
#8 - I think this is a great idea.
When do I get my hat?
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