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September 29th, 2004, 12:58 PM
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Captain
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Join Date: Jun 2004
Location: Rhode Island
Posts: 822
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Re: mosehansen Faerun, again.
I'll join as C'tis or Mictlan (the only remaining nations!)
Just need to take a look at both of them and see which I like better.
Edit: Mictlan it is!
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September 29th, 2004, 01:09 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: mosehansen Faerun, again.
So to be clear, 20 max gem producing items of each type? Or 20 total?
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September 29th, 2004, 01:33 PM
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Private
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Join Date: Sep 2004
Posts: 40
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Re: mosehansen Faerun, again.
quoting turin: My favourite solution would be 10 of each gem producer and 5 soul contracts.
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September 29th, 2004, 01:39 PM
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Captain
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Join Date: Jun 2004
Location: Rhode Island
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Re: mosehansen Faerun, again.
To allow for a less-constrained endgame, how about this:
Don't make more than 20 each of fever fetishes and clams, and 10 soul contracts; this limit is raised by 1 for each player who's gone AI or been eliminated.
How does this strike everyone?
Whatever we agree on should probably also be noted in the listing for the game on Esben's server.
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September 29th, 2004, 02:07 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: mosehansen Faerun, again.
I can't stress enough how much you need limits on gem producers on a map like this.
I am currently crying doing my turns in another game. I take the maximum time to do them since I have to summon the will do the turns. I have to go through hundres of scouts per turn looking for who is dying this month from fever fetishes. It's insane. I will never play again on this map without limits/mods to gem producing items.
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September 29th, 2004, 02:08 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: mosehansen Faerun, again.
Seems unneccessarily complicated. A simple hard limit would be best.
The map is large enough that you will not feel the end-game to be terribly "constrained", e.g. there is a lot of STUFF on this map!
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September 29th, 2004, 02:53 PM
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Private
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Join Date: Sep 2004
Posts: 40
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Re: mosehansen Faerun, again.
so it is 10 of each gemthings and 5 sc?
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September 29th, 2004, 02:59 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: mosehansen Faerun, again.
Sounds good to me, but it's your game so you have the final say!
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September 29th, 2004, 05:56 PM
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Corporal
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Join Date: Feb 2004
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Re: mosehansen Faerun, again.
if your placing limits on soul contracts you shoudl also place the same limits on vampire lords. lords cost a little less then a sould contract forged with a hammer, and summon 1 vampire per turn, so instead of devil hoards you will see massive immortal vampire hoards
odd_enuf
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September 29th, 2004, 07:21 PM
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Captain
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Join Date: Jun 2004
Location: Rhode Island
Posts: 822
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Re: mosehansen Faerun, again.
I've found that, just by forging a clam when I've got spare water gems sitting around (i.e. no queens to summon, no boots to forge, all the global slots are filled, no nifty artifacts to make, etc...) it's not that uncommon to have 20 or so by the late parts of the game, on smaller maps than this. If we do just a hard cap, I'd prefer it to be 20 for the gem-producing things and 10 for the soul contracts. I wouldn't mind limiting vampire lords too, but the only because immortal vampire hordes are boring, not because they're particularly overpowered.
This is just my vote, though. Lots of other people involved in this game, probably most of them more experienced than I.
Cheers!
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