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April 17th, 2009, 08:10 PM
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Second Lieutenant
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Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
i'd recommend in some cases less bodyguards in the garrisons.
a SC doesn't need 15super elite bodyguards in a garrison where they will all autoroute after all the non-guardcommander troops are dead
the specific case i remember in which this was an issue was the scorpionmen bodyguarding some super scorpion king
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April 18th, 2009, 03:47 AM
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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: Preponderance - Big Team Game! [1-2 subs needed!]
Quote:
Originally Posted by Zeldor
- much stronger garrisons for gateways [Ptah + mummies + some nasty mages]
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Make sure it's something that isn't reliably killable with something like, oh say, 20 LA TC Ancestor Vessels.
Quote:
Originally Posted by Zeldor
- increased population in caves [10k for entrance, 5k normal caves, 15k for links to other players, 20k for gateways]
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Possibly afford the inner player an actual income, or even the ability to effectively Blood Hunt - too cool. Also the 95% of nations that currently can't even operate in the caves without supply items, won't fall behind the other 5%, ie - LA TC.
Quote:
Originally Posted by Zeldor
- bodyguards for many commanders
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Is assassination/seduction a balance issue as well? I hadn't seen any used on the AI garrisons.
Quote:
Originally Posted by Zeldor
- recruitable Seraphs in central island
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O.O
Quote:
Originally Posted by Zeldor
- some cool recruitables in swamps around central island [modded magic sites], recruitment of devils etc
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I'd be careful with this. It's a fun idea that everyone gets guaranteed access to something powerful and fun, but the reality is that one person will likely reach critical mass before his neighbors, and then grab multiple sites before anyone can react. This will likely reliably be certain nations before certain other nations, so will reduce viable nation choices if it becomes too large a power factor.
Quote:
Originally Posted by Zeldor
- boots of youth on old mages
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Very good call.
Quote:
Originally Posted by Zeldor
Any other suggestions? Any garrisons need tweaking? (especially those leading to plains)
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I was sort of thinking the garrisons holding people in should be stronger too (like the Portals). Have them set to be patrolling, to negate the advantage of stealthing past them. Flight would still be an issue though, not sure what to do about that.
Ultimately, on one level, I think there is too much flavor on this map for competitive play. There are a number of factors that can rapidly domino into massive imbalances, which becomes magnified by relative knowledge of the specific map content. Sure you can argue that everyone could read the .map file, but I'd have to say that while much of this community is at least minimally 'mod fluent', that will never encompass everyone in play - putting those individuals at a severe disadvantage compared to someone who knows where everything is, and what is guarding it.
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April 18th, 2009, 10:42 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
The ring guardians were not a substantial obstacle to any bless-rush player. OTOH, I don't see how they could have been without seriously distorting other aspects of gameplay. Generally, I don't think that trying to put tough indies on the map is really any protection for anybody.
Did anyone else not get the 12h host notification e-mail this turn?
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 18th, 2009, 10:46 AM
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Captain
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Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
I think the notification has either reverted to 8h or been disabled. Might've been so ever since the llamaserver crash earlier.
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April 18th, 2009, 12:49 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: Preponderance - Big Team Game! [1-2 subs needed!]
They are certainly turned on. There is no way to accidentally turn off notifications.
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April 18th, 2009, 03:23 PM
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Second Lieutenant
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Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
would anyone like to trade me water,astral,nature gems
in exchange for fire/air/earth/blood/gold/forged items/national mages to charm
feel free to pm me please
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April 30th, 2009, 06:46 AM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
Thanked 1 Time in 1 Post
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
I thought I would have time to play this game once my work rotation ended and my 5 week vaccation started. Unfortunary beeing on travelling foot it has been more of a chore, so I will be steeping out of this game. My apologies to my team partner.
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April 30th, 2009, 07:17 AM
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Captain
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Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
That kind of stuff happens.
I myself have just got my hand into a cast, so playing large turns isn't that feasible for some weeks. Dunno what to do with this game. :-(
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April 30th, 2009, 10:16 PM
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Second Lieutenant
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Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
let's brainstorm! any ideas to keep the game healthy and going?
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May 1st, 2009, 10:37 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
I will take over all the empty positions and see if I can somehow defeat Micah+QM?
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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