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Hora
Postmaster
Joined: 10 May 2010
Status: Offline
Points: 839
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Topic: 09Aug11 - Diplomatic Visibility Changes Posted: 05 Sep 2011 at 01:48 |
@Nesse: I dare say, perhaps there might be cheaper far-away-Sov-squares in the future, maybe even as a start for (already mentioned) spy networks...? In this times of changing, who knows...? (with a slight nudge to some GM's who indeed might know...  )
Edited by Hora - 05 Sep 2011 at 01:50
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Nesse
Forum Warrior
Joined: 03 Oct 2010
Location: England
Status: Offline
Points: 406
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Posted: 14 Aug 2011 at 21:07 |
GM ThunderCat wrote:
Sovereignty Visibility
To this visibility range, we have added a visibility radius around all the sovereignty squares you own of:
(Sovereignty Level + Sovereignty Building Level)/2 squares |
Again this is applied at the player level rather than that of the current town.
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So, with a level 5 sov with building, you get 5 squares visibility from that square? Will this be further than the town range for anybody, I wonder. A level 10 consulate gives 10 squares even without discovery. And you would NOT have a level 5 sov more than 5 squares away, as far as I understand the costs of that. Can just as well remove that part of visibility, I say.
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Nesse
Forum Warrior
Joined: 03 Oct 2010
Location: England
Status: Offline
Points: 406
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Posted: 14 Aug 2011 at 20:59 |
Brids17 wrote:
The_Dude wrote:
Maff are gud. 1 and 1 are 2. |
It could also be 11.
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Or 10. There are only 10 kinds of people and only half of those understand this.
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Brids17
Postmaster General
Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
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Posted: 13 Aug 2011 at 15:16 |
The_Dude wrote:
Maff are gud. 1 and 1 are 2. |
It could also be 11.
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JohnnyBravo
New Poster
Joined: 13 Mar 2011
Status: Offline
Points: 15
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Posted: 13 Aug 2011 at 15:13 |
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I would love to see these ideas implemented.
I would like to have confederations or at least alliances share the visibility. (i.e. a spy goes past my town and all alliance or confed buddies can see it.)
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Meagh
Forum Warrior
Joined: 16 Jul 2011
Status: Offline
Points: 224
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Posted: 12 Aug 2011 at 10:18 |
The_Dude wrote:
threefoothree wrote:
do you think we will be able to occupy a space for dips in the future so to set up a network of visibility?
| That would be interesting - posting scouts and spies throughout the kingdom. But I think the diplos would have to vulnerable to attack, too. Otherwise, the map would be cluttered a zillion diplos on watch duty permanently. |
just make sure they are vulnerable to assassination or even vulnerable to be attacked by other scouts (no two scouting parties could occupy the same square).
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
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Posted: 12 Aug 2011 at 05:54 |
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Maff are gud. 1 and 1 are 2.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 12 Aug 2011 at 02:06 |
arrrgh! would you people stop it with the math already? The GRE is OVER!!!
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Erik Dirk
Wordsmith
Joined: 01 Jun 2011
Status: Offline
Points: 158
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Posted: 12 Aug 2011 at 01:58 |
On the surface it's a good idea, however i agree with scar, this would make it really hard to get away with thieving a large player and really easy to get away with thieving a new player. Could we have a more realistic game mechanic for thieves where the more you send the less likely you are to succeed? Ie success chance = (Thief attack strength) * (target pop) / (no. thieves sent)^2 / (total thief defence) / (no. attacks in 24 hr period)
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GM ThunderCat
Moderator Group
GM
Joined: 11 Dec 2009
Location: Everywhere
Status: Offline
Points: 2157
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Posted: 11 Aug 2011 at 23:29 |
Dakota Strider wrote:
My suggestion would be, that for every 10 thieves in a group, they become visible 1 square further away than normal. There is room for compromise on this, but game balance should be the most important aspect. |
I'm not sure if its the high performance mathematical madness of this; or the sensible realism that intrigues me more...
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