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June 4th, 2008, 12:44 AM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
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Re: Death Match Competition
Maybe something like creating a specific promotion/ability for the death match winner, call it Tournament Champion
Its effect should be something very valuable for any combatant, a chunky Awe plus hitpoint bonus, something like that. Something that is powerful regardless of how many turns have played in the game.
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June 4th, 2008, 01:05 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Death Match Competition
How about: the winner of the death match is Immortal until the next death match arrives?
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 4th, 2008, 04:37 AM
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Sergeant
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Join Date: Nov 2003
Location: Fürth, Germany
Posts: 384
Thanks: 8
Thanked 16 Times in 2 Posts
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Re: Death Match Competition
In any rate, this event need improvement. Maybe even a warning message earlier than just the turn before, giving players time to properly equip a hero for the event.
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June 4th, 2008, 11:34 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Death Match Competition
Quote:
reverend said:
In any rate, this event need improvement. Maybe even a warning message earlier than just the turn before, giving players time to properly equip a hero for the event.
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I completely agree.
Currently the arena death match is mostly ignored by players for SP games and MP games since the prize is not worth risking the life of a good commander.
I like the idea behind the arena death match, but its prize needs to be improved so most players will want to risk the life of a good commander.
The reward should be scaled based on the current game turn, something like 10 random gems on turn_10 and 70 random gems on turn_70.
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There can be only one.
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June 4th, 2008, 03:22 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Death Match Competition
Quote:
NTJedi said:
The reward should be scaled based on the current game turn, something like 10 random gems on turn_10 and 70 random gems on turn_70.
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But think about that, really. Say on turn 30, the DM is worth 30 gems for the prize. How many gems do you have on a decent thug at this point? If you're only hitting a few choice slots, maybe 20-25 gems? Would you really want to risk that thug for a 3/2 payout with 6-8 other people competing for it?
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June 4th, 2008, 03:38 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Death Match Competition
Instead of a reward, a punition for nations not trying to win the death match can be considered, or both punition and reward.
Winning death match should be an important matter of prestige for pretender gods nations.
Something like -3 morale for all troops if the nation sent nobody to the last DM, -1 if it sent someone but this champion was killed in his first fight, +1 if it sent a champion who had one or more victories, +3 if the nation won the last DM.
Or same kind of bonus/malus for dominion spread.
Of course it would need some code (and nations like LA Ermor would be immune to the bad effect) but it would also be ultra thematic IMO.
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June 4th, 2008, 09:53 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Death Match Competition
Quote:
JimMorrison said:
Quote:
NTJedi said:
The reward should be scaled based on the current game turn, something like 10 random gems on turn_10 and 70 random gems on turn_70.
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But think about that, really. Say on turn 30, the DM is worth 30 gems for the prize. How many gems do you have on a decent thug at this point? If you're only hitting a few choice slots, maybe 20-25 gems? Would you really want to risk that thug for a 3/2 payout with 6-8 other people competing for it?
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Ideally the prize should be an adjustable user setting... small prize, medium prize and large prize. Since an adjustable setting is less likely the prize should increase with caution, thus 30 gems on turn_30.
The 30 gems of a random type on turn_30 is enough to make every player consider sending a thug. On the same note the player shouldn't be equipping the thug while risking an investment of 20 gems. As the game progresses the prize equally grows and so will the threat level of those participating in the competition.
The game should start with a minor prize which scales with the game turn to prevent anything unbalanced until we receive an optional game setting of small_prize, medium_prize and large_prize
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There can be only one.
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June 5th, 2008, 12:27 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Death Match Competition
On the other hand, consider the arena mechanic. All players may spend resources, and only one will benefit from it. If the price is worth a big risk, winning and not losing your thug will be very nice indeed.
If the arena event is too good, it will become unbalanced, and the mods that improve the arena might be banned from MP (compare to mercs).
Banning AI from sending in pretenders or uniques would be good, with no downsides that I can see.
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