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Topic ClosedMark of fear.

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GM Stormcrow View Drop Down
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Direct Link To This Post Posted: 30 Sep 2010 at 17:00
Originally posted by Dervious Jhyris Dervious Jhyris wrote:


And yes, SC, I think it should ALSO send back that many units and split the force, giving it a little more oomph, as right now despite the higher charge count a destructo ward is more useful since you can effectively handle more units with a bit of diplo defense.


That was slightly what I was afraid of, but thought was actually the most sensible option too...

Much more coding involved in this (ie handling "non-participatory units who have been feared, but still part of the main force of units who haven't been"). 

The alternative is to simply send back the other units and let the remainder go on - but that's probably as much code (as you need to explain to the sending player why he sent out one diplo group but now has two coming back).

Will think on it.

Best,

SC
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Direct Link To This Post Posted: 30 Sep 2010 at 16:56
Originally posted by Shrapnel Shrapnel wrote:

Originally posted by Strategos Strategos wrote:

It's an interesting idea, the first thought that comes to mind is that this might be fair, given the rune doesn't kill any units.

My second thought however is, wouldn't this make it very difficult for a group of smaller players to band up against one larger player?
What if the breaking point is based on how many units attack within a certain time period?  For example, say a rune has 100 "charges" before it breaks and army A attacks with 50 troops, 5 minutes later army B attacks with 40 trroops, then another 5 minutes later army C attacks with 50 troops.  The rune then breaks because more than 100 "charges" were used within 10 minutes, but say army C didn't attack until 10 hours later, then the rune doesn't break.  Maybe the fear runes will still have charges, but the charges regenerate over time?


Heart says yes, head says no.

Far too complicated - we're trying to "declutter" things.  Players need to be able to see what's what at a particualr point in time, and things should really only shift through *direct* player activity, rather than time-based things (as much as possible).


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Direct Link To This Post Posted: 30 Sep 2010 at 16:41
Or it could be that dealing with smaller players for a while is exactly what its for?

Since the units survive, it just means you need to be dedicated and build up a larger enough force till you break it.

And yes, SC, I think it should ALSO send back that many units and split the force, giving it a little more oomph, as right now despite the higher charge count a destructo ward is more useful since you can effectively handle more units with a bit of diplo defense.

If you DON'T have it split up forces, my proposal for "infinite charges until broken" should probably be accompanied by a significant increase in size.

Essentially, wards of destruction become the basic tool of war and fear wards become the easy low maintainence way to deal with harriers and random thieves, since only a dedicated attack can overcome it (but it isn't likely to do much to hurt a dedicated attack).

Edited by Dervious Jhyris - 30 Sep 2010 at 16:41
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Direct Link To This Post Posted: 30 Sep 2010 at 16:41
Originally posted by Strategos Strategos wrote:

My second thought however is, wouldn't this make it very difficult for a group of smaller players to band up against one larger player?


Well the thing is, those smaller groups of players will still keep their soldiers, to fight another day.  The commander might die though if he is immune, perhaps they can be effected by it too?  Or at least be smart enough to turn around if everyone else wet their pants...

But yea, I like Shrap's idea of it not holding under 'coordinated and constant barrage'. 
Charges could instead recharge over time, like 1 charge every 5 or 10 minutes till it reaches max?


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Direct Link To This Post Posted: 30 Sep 2010 at 15:54
Some very interesting ideas Shrapnel, definately worth looking into.
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Direct Link To This Post Posted: 30 Sep 2010 at 15:53
Originally posted by Strategos Strategos wrote:

It's an interesting idea, the first thought that comes to mind is that this might be fair, given the rune doesn't kill any units.

My second thought however is, wouldn't this make it very difficult for a group of smaller players to band up against one larger player?
What if the breaking point is based on how many units attack within a certain time period?  For example, say a rune has 100 "charges" before it breaks and army A attacks with 50 troops, 5 minutes later army B attacks with 40 trroops, then another 5 minutes later army C attacks with 50 troops.  The rune then breaks because more than 100 "charges" were used within 10 minutes, but say army C didn't attack until 10 hours later, then the rune doesn't break.  Maybe the fear runes will still have charges, but the charges regenerate over time?
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Direct Link To This Post Posted: 30 Sep 2010 at 15:39
It's an interesting idea, the first thought that comes to mind is that this might be fair, given the rune doesn't kill any units.

My second thought however is, wouldn't this make it very difficult for a group of smaller players to band up against one larger player?
Postatem obscuri lateris nescitis
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Direct Link To This Post Posted: 30 Sep 2010 at 15:34
Originally posted by Dervious Jhyris Dervious Jhyris wrote:

I think it shouldn't have charges at all... simply a "break" point. If it's overwhelmed, its destroyed (while still sending those units back!), but otherwise it lasts forever.


Is this not what it already has, with the exception of "allowing the units to carry on" vs "sending them back"?

Or are you saying it should send back X units who were "feared" but allow Y to carry on, thus breaking the attackers force...?

Best,

SC


EDIT: re-read it... Oh, you're saying it should never reduce charges unless it breaks. Interesting.


Edited by GM Stormcrow - 30 Sep 2010 at 15:35
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Direct Link To This Post Posted: 30 Sep 2010 at 15:27
Originally posted by Dervious Jhyris Dervious Jhyris wrote:

I think it shouldn't have charges at all... simply a "break" point. If it's overwhelmed, its destroyed (while still sending those units back!), but otherwise it lasts forever.

I'm good with that.
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Direct Link To This Post Posted: 30 Sep 2010 at 15:19
I'm totaly for your Idea Dervious
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