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Old May 27th, 2004, 06:25 PM

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Default Re: Can I get some cheese with that...

Quote:
Originally posted by Bayushi Tasogare:
Now, how to avoid the raiding issue? Well, I think the fair way would be to have Move orders processed based on the relative Supply values for each player in the Province being moved to. That is, the closer you are to your supply base, the earlier you would move. Therefore, the deeper you raid into Enemy Territory, the easier you are to catch (theoretically). As a side effect, that would encourage two other historically accurate points. First, castles would be built on borders, both to reduce the enemy's ability to raid and enhance yours. Second, expansion would involve more 'circular' motion. That is, it would be better, from a defense standpoint, to expand in all directions, rather than in a line fashion. This is already strengthened by other game factors, so it shouldn't be a problem.

If this were to happen, raiding would be, essentially, in-and-out. You would raid 'borders', basically. Those nations that are built to raid (e.g., Caelum) don't lose those advantages under this system.

Another minor point is that this would strengthen those castles with better Supply values that have other trade-offs (Fortified City and Wizard's Tower), as they would support more in-depth raiding. It would also boost the Growth scale, which currently is not nearly as useful as certain other scales.

OTOH, Nature magic would _not_ benefit raiding, as Supply bonuses from Nature Magic/items subtract from Supply Used, not add to Supply. Thus, this idea makes the most use of already in-place mechanics.

Anyway, feel free to comment. I'm sure I missed a lot of problems with this idea.

Scott Hebert
Newbie
See, this is an excellent suggestion that addresses a number of issues. It is also historically and thematically pertinant and visible.

It not only makes protecting territory less of a hassle, but adds another element of randomness (especially if you blank out the Supply factor from other players visibity (except maybe spies) and add in a random roll to it).

Now I don't know how easy it would be to code, or if it's even viable with code constraints. But a very good suggestion and well thought out.

Kudos to Scott.

Edit: This will still not affect the CT/Teleport/flying raiding SC's, but for the amount of gems that are used to create them for that purpose, they should have an advantage of mobility.

[ May 27, 2004, 18:07: Message edited by: Zen ]
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