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Dakota Strider View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 22:34
Originally posted by Brids17 Brids17 wrote:

Originally posted by Dakota Strider Dakota Strider wrote:

Currently some players cast small blights on themselves, just to prevent opponents from casting a worse blight upon them.  That is a sign that game logic in this regard is flawed, when players have to manipulate game mechanics for protection.


How is that not a form of balance? You have to use large amounts of mana and take a hit on a type of resource production in order to defend against it. And now when new buildings costing resources per hour, keeping a blight on yourself could hurt more than it did before. If anything, this could help balance that out a bit more as losing a percent of your resources may actually have a little bit of consequence.


Brids, perhaps we have some miscommunication, because I totally agree that blighting yourself (to protect yourself from worse blights) is hurting yourself.  And as you point out, these new buildings could make it even more painful.

But, I am not calling that balance.  Basically that means you have to harm yourself to keep another player from harming you worse.   Blights that reduce a portion of your crops, or basic resources are bad enough.  But the blights that most worry about, I assume, are the ones that kill or destroy mass amounts of advanced resources.    What I would call balance, is spell research that would allow you to Identify the casters of all hostile spells (current Identify spell does not do that), and schools of magic that would only take mana to defend your cities, and not the equivalent of a blight in resources.

As I mentioned before, GM Stormcrow had said those ideas were going to be incorporated.: 
...4.  Add new schools of magic to the magic research tree.  Divination and Abjuration.  
  a)  Divination would include the Identify Caster ability already in the game.  It would include spells of various power, some that would give various amounts of information on a town that has a Divination spell cast upon it.  It could also possibly be used to detect spells that are cast within opponents' cities.   
  b)  Abjuration would include Dispel Magic, and be a school of spells that would protect your cities from hostile attacks.  Lower level spells may reduce some of the incoming spell damage.  The stronger the Abjuration spell, the more they can defend your town from.  The strongest Abjuration spells could possibly reflect some of the hostile spell back upon the caster.  The most powerful should require a very high amount of mana, so as to make it difficult to maintain constantly.  Instead they would most likely be used only during times of war, when attack is imminent...


"An interesting post...

And it's scary how convergent some of your points are with things that are currently underway - ie most all of your point 4 a) and b)...."

SC

I apologize for the length and frequency of these replies, but if there is misunderstanding, I want to make it clear.  I think its great, that there are new buildings.  It will add a lot to the game.  But there is a glaring problem with the Instant Blights in the game right now, and before anything is added to the game to make those stronger, I really believe that the defenses to these attacks should be incorporated first. 


Edited by Dakota Strider - 15 Sep 2011 at 22:39
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Torn Sky View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 23:27
Has it been said what the pop/food upkeep will be from the new buildings

Originally posted by Larya Larya wrote:

Mountain is a terrain inside many biomes.

Yes, it is, but I think the point is that there are special techniques that RW people would use to fight on a mountain and that it is a significantly different terrain that training specifically to fight there is a useful thought. 


But fighting on a Mountain in the Jungles is nothing like the fighting on a Mountain in the Artic so i would assume each academy would instruct on advanced battle tactics on all the terrains in a biome after that its up to your to pick the right tool for the job for best outcomes
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Direct Link To This Post Posted: 15 Sep 2011 at 23:29
Originally posted by White Beard White Beard wrote:

The only players that will have any benefit from this is the attack happy bunch, the rest well we are left out in the cold and have to wait for the  " it is comming soon " Nice way to keep the game balanced.
There is nothing there for increased production, nothing for adv res, nothing for defense.
And we still can't make a desicion until we know what the rest of the buildings are, so yeah well done


The militaristic buildings are there for defence equally as much as attack, as for production we have sovereignty for that, or are you claiming the more aggresive players have been long ignored and the production based accounts privaliged through sov buildings?


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Rill View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 23:34
Tornsky, in general terms the upkeep was described as 

at level 20 - "High" means in the thousands per hour, and "Low" in the hundreds per hour.

Did anyone else notice that ThunderCat mentioned "naval administration" in virtually the same breath as "tip of the iceberg"?

Titanic, anyone?

My heart will go on!!!

Wink


Edited by Rill - 15 Sep 2011 at 23:35
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Direct Link To This Post Posted: 15 Sep 2011 at 23:54
Food, population will be very interesting with the new buildings.  It may make cities 9 and 10 easier to get or harder to get since population is based on food consumed by the buildings.  if we tear down high food T1 buildings for low food T2 buildings, city expansion may be slowed. (imagine that this is part of the balancing that is happening)

Edited by hydraa - 15 Sep 2011 at 23:55
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Torn Sky View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 23:55
Originally posted by Rill Rill wrote:

Tornsky, in general terms the upkeep was described as 

at level 20 - "High" means in the thousands per hour, and "Low" in the hundreds per hour.

Did anyone else notice that ThunderCat mentioned "naval administration" in virtually the same breath as "tip of the iceberg"?

Titanic, anyone?

My heart will go on!!!

Wink


As i understood it the High low med was wood stone iron clay only, i want to know how this is going to affect my population/food


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Erik Dirk View Drop Down
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Direct Link To This Post Posted: 16 Sep 2011 at 00:17

Looks fantastic and I look forward to it all coming out. One criticism tho. All the aspects of the new specialisation improves the game except for millitary. The new changes will basically mean that each city will only produce and maintain one unit type and will therefore only attack with one unit type. A system whereby a player was rewarded for having a spear wall infront of archers would be very nice.

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Direct Link To This Post Posted: 16 Sep 2011 at 00:43
That was already the optimal case previously.  The value of per-city troop specialization based on production is only being increased a little, and for anyone with 3+ cities it's an easy pill to swallow.  Furthermore, it has always been tactically superior to choose at most 2 but more likely one type of troop for a particular engagement, which means having diverse armies only makes them less effective.
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Direct Link To This Post Posted: 16 Sep 2011 at 07:56
Originally posted by HonoredMule HonoredMule wrote:

That was already the optimal case previously.  The value of per-city troop specialization based on production is only being increased a little, and for anyone with 3+ cities it's an easy pill to swallow.  Furthermore, it has always been tactically superior to choose at most 2 but more likely one type of troop for a particular engagement, which means having diverse armies only makes them less effective.


This is true, but not being able to have a diverse army with differing tactics takes some fun away from fighting...I suppose part of the problem in having those kind of mechanics is a lot of work for the devs, as well as shifting the game play balance more heavily toward military based players...what ever comes down the road, it's going to be quite interesting to see  over the coming months...
"War is the father of all things..."
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Erik Dirk View Drop Down
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Direct Link To This Post Posted: 16 Sep 2011 at 13:32
Having those kind of mechanics wouldn't need to shift the game mechanics toward military based players any more than the current new buildings do. The basic mechanics could be very simple ie. archer and spearmen combo get + 3% against infantry and +6% against cavlery, opposite for infantry and archer, Cavlery and infantry+ 4% to attack, cavlery and spearmen +4% to defence.
The devs would just have to figure out the balance as they have to for what they already have planed
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