.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #81  
Old April 20th, 2004, 11:37 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Clams overpowered?

Quote:
Originally posted by Argitoth:
quote:
Originally posted by PvK:
I still like my idea to have clams draw on a limited worldwide supply of pearls - say one per sea province on the map. Once there are more clams than pearls, a random selection equal to the surplus of clams, don't produce pearls that turn.

PvK
Let's not make clams useless, please.
It wouldn't make them useless. They'd be exactly as useful as before... until people started over-producing them, at which point a natural limit to usefulness would be reached. Rather like real natural resources, except without an actual depletion going on.

PvK
Reply With Quote
  #82  
Old April 20th, 2004, 11:44 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Clams overpowered?

Quote:
Originally posted by LintMan:
quote:
Originally posted by PvK:
I still like my idea to have clams draw on a limited worldwide supply of pearls - say one per sea province on the map. Once there are more clams than pearls, a random selection equal to the surplus of clams, don't produce pearls that turn.
The problem I see with this is that the hoarder would still get the lion's share of the pearls (since they'd have forged them sooner, before the limit kicked in, and would have a much greater percentage of the total), while "casual clammers" who only forge a few would get beat. So the incentive to hoard them would be diminished but still remain, while at the same time, it would be borked for the occasional clam forger. That would then lead to a "either make a whole ton of them, or don't bother to make any" type philosophy.
...

A clam hoarder could get the lion's share of the pearls available, but that amount would be a fixed amount, and they would have to invest a lot more to get that edge - there would be a natural limit, meaning it would not be cost effective to make tons of clams - only to make a limited number of them, and other players have the ability to limit the rewards of the hoarder's clam investment, by making their own clams. Excessive clam hoarding would not be worth the investment. If everyone realizes that, and so makes only a few clams, stopping when they start to not always produce pearls, then casual clam makers get the same rewards as they do now. Only hoarding strategies get messed up. Seems like an interesting and self-balancing mechanic, to me.

PvK
Reply With Quote
  #83  
Old May 4th, 2004, 10:15 PM
Reverend Zombie's Avatar

Reverend Zombie Reverend Zombie is offline
Lieutenant Colonel
 
Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
Thanked 0 Times in 0 Posts
Reverend Zombie is on a distinguished road
Default Re: Clams overpowered?

Just by way of comparison, the original clam hoarding poll "results" were:


Broken! Fix them! 44% (39)
Just fine the way they are, thanks! 56% (50)
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...

Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.