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August 27th, 2008, 05:14 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: The most dreadful (random) event?
Well KO I think you should also remove teh events that give 30-50 unrest, halving income from the early turns till like turn 3-5
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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August 27th, 2008, 06:38 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: The most dreadful (random) event?
Ironhawk:
The bad things are comboes of bad events, like 120 unrest in capitol on turn2... that can really make you lose a game. I don't think Luck scale is good enough at preventing bad events, especially if you expand.
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August 27th, 2008, 10:15 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: The most dreadful (random) event?
I like the unpredicatability of bad events. It is one of the aspects that seperates Dom3 from the pack. I may hate getting one, but there is always "Start New game".
I also like that it can happen with any luck scale, but is much more probable with bad luck. There should be a penalty for choosing bad luck scales, just as there are penalties for sloth, death, etc. Otherwise bad luck would just be free points. Additionally, the possibility of getting a bad event with positive luck scales mimics life in some small peverse manner.
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August 27th, 2008, 10:26 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: The most dreadful (random) event?
Quote:
Originally Posted by Kristoffer O
"Having waited for hundreds of years, Skögu was finally approached by his former
lover. Filled with rage and lust and hunger, he slew her, ate her and mourned her by
killing ten percent of the population."
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Oh that is a beautiful and nasty event. Too cool.
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August 28th, 2008, 07:37 AM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
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Re: The most dreadful (random) event?
A ruinous event hitting your capital early in SP is no big deal as you can restart.
In MP, it kills a lot of time spent organising the game and the player then has to sign up and go through the fuss for a new one. Also, it potentially unbalances the game as neighbours get additional territory to move into and the first one to the wrecked player probably an early second capital. Banning events on the first 5 turns to prevent this sort of thing could be a solution as players should have a few provinces to survive a crisis by then. But I don't know it's big enough a problem to be worth the effort.
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August 28th, 2008, 09:55 AM
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First Lieutenant
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Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
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Re: The most dreadful (random) event?
Quote:
Originally Posted by Agema
A ruinous event hitting your capital early in SP is no big deal as you can restart.
In MP, it kills a lot of time spent organising the game and the player then has to sign up and go through the fuss for a new one. Also, it potentially unbalances the game as neighbours get additional territory to move into and the first one to the wrecked player probably an early second capital. Banning events on the first 5 turns to prevent this sort of thing could be a solution as players should have a few provinces to survive a crisis by then. But I don't know it's big enough a problem to be worth the effort.
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This insanely nerfs GOOD luck scales.
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August 28th, 2008, 10:16 AM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
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Re: The most dreadful (random) event?
It nerfs good scales, but in my view not "insanely", or even to a large degree. Whatever, I doubt anyone's going to alter the game so it happens so it's really just pointless conjecture.
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August 28th, 2008, 11:01 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: The most dreadful (random) event?
90% of people in MP choose misfortune over luck. So preventing bad event in the first 3-5 turns is already beating dead horses. One unrest reduces your income in the first year by about 10%, still much better than taking turmoil/luck.
However, to encourage people taking luck, I would like to see that with luck domain, you are guaranteed no bad event in capital for 4*luck scale turns.
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August 28th, 2008, 11:43 AM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: The most dreadful (random) event?
Quote:
Originally Posted by chrispedersen
Not true honey. Losing a lab first turn, with an imprisoned pretender, and no mage build is a disaster, especially for nations that *have* to build commanders that require the lab.
I really think that some events should not occur in the first 3 turns. Sure, I realize that people take bad luck - but... you go to a lot of effort to setup a game - and then someone drops due to getting truly horrendous random events in the first turn.
There are just 5-6 events that shouldn't happen in the first year.
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I think what's needed is most bad events shouldn't be able to happen in the capital, period.
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August 28th, 2008, 11:46 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: The most dreadful (random) event?
Quote:
Originally Posted by Loren
Quote:
Originally Posted by chrispedersen
Not true honey. Losing a lab first turn, with an imprisoned pretender, and no mage build is a disaster, especially for nations that *have* to build commanders that require the lab.
I really think that some events should not occur in the first 3 turns. Sure, I realize that people take bad luck - but... you go to a lot of effort to setup a game - and then someone drops due to getting truly horrendous random events in the first turn.
There are just 5-6 events that shouldn't happen in the first year.
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I think what's needed is most bad events shouldn't be able to happen in the capital, period.
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Misfortune is already good for points, basically every guide you read out there points to misfortune. I do not see how removing one thing misfortune can possibly harm will help balance the game, or do anything else useful.
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