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-   -   The Council of Wyrms (http://forum.shrapnelgames.com/showthread.php?t=26149)

Ironhawk September 29th, 2005 02:54 AM

Re: The Council of Wyrms
 
Hey, QM just pointed me to this game and I had a look through the rules and your thread. Even tho I'm not going to be playing due to time constraints I just wanted to point something out about the rules.

1) When even a couple of wars have broken out the council will be literally swamped with requests to attack provinces. Say there are three wars going at one time, so six combatants. Each combatant attacks and average of... i dunno 4 provs a turn? So you are wading through 24 proposals a turn (and all the diplo that entails) - and thats just for combat proposals.

2) The constraints on rogue behavior (no sneak attacks, all targets publicly announced) practically force a player to go rogue to wage any kind of meaningful warfare.

3) The penalty for being a rogue nation is not effective enough to deter it. Yes, council nations can attack you at will... but if you think about it, this is no different than a normal FFA game. And there is nothing stopping the rogue nation from getting NAPs with thier council neighbors.


I'd suggest that you amend the rules such that a nation only needs to petition the council for the ability to go to war with another nation. And, if granted, that the ability be time limited somehow.. say 5 turns or so. That way you:

1) dont clutter up your council system with reams of province attack requests

2) give combatants a freer hand in the day-to-day mechanics of warfare but still constrain the overall fighting in the world

3) make rogue status more rare tho still useful (like if you lose your vote to extend a war, or want to launch a sneak-attack preemptive strike)

just my 2 cents...

High_Priest_Naresh September 29th, 2005 03:16 AM

Re: The Council of Wyrms
 
I go along with iron hawk asking to attack would have alot of council ideas just one to go to war for 5-8 turns would be enough, then all players would know who is at war and guerilla war fare would be back in!
and what does NAP stand for anyway?
but what if you are playing say...
man, you get tramform you transfrom your self from a titan to a wyrm then what? would you get a vote?

quantum_mechani September 29th, 2005 03:24 AM

Re: The Council of Wyrms
 
Quote:

High_Priest_Naresh said:
and what does NAP stand for anyway?
but what if you are playing say...
man, you get tramform you transfrom your self from a titan to a wyrm then what? would you get a vote?

NAP stands for non-aggression pact.

The transformation spell cannot result in a wyrm. Nor is there anyway other way to turn your pretender into one.

High_Priest_Naresh September 29th, 2005 03:43 AM

Re: The Council of Wyrms
 
thank you but how do you know what tranformation turns you into?
and what are the possibilites for it

quantum_mechani September 29th, 2005 04:08 AM

Re: The Council of Wyrms
 
Quote:

High_Priest_Naresh said:
thank you but how do you know what tranformation turns you into?
and what are the possibilites for it

Somewhere there is probably a complete list, but about the most powerful thing you are likely to get is a cave drake. Other options include wyverns, fire drakes, ice drakes, basilisks, and other crossbreed results.

shovah September 29th, 2005 04:35 AM

Re: The Council of Wyrms
 
you could wish for a wyrm.... maybe you could just ask the council for attack permission for a certain number of turns and must after that time ask for more time if neccisary for the war,

i am very interested here but seems a bit too restrictive and my favourite nations have been picked.

quantum_mechani September 29th, 2005 04:37 AM

Re: The Council of Wyrms
 
Quote:

shovah said:
you could wish for a wyrm....

Yes, but it would not have the pretender ability, so would not qualify.

Arralen September 29th, 2005 04:46 AM

Re: The Council of Wyrms
 
Check out about Transformation here http://forum.shrapnelgames.com/images/smilies/happy.gif

I only got a Chimera, a Griffon, 2 Ice Drakes, a Boar, 2 Foul Spawn and Black Hawk when I tried it out.


I will host the game as PBEM on MWF evenings (in general) .. ok I ahould better read the whole thing thoroughly ...


djo September 29th, 2005 08:42 AM

Re: The Council of Wyrms
 
I really wish I had time for this game...

One thing you might want to do is have people declare wyrm/no wyrm when they join. If you don't get enough wyrms (2/3?), the system probably isn't going to work.

Arralen September 29th, 2005 10:45 AM

Re: The Council of Wyrms
 
This looks pretty much a like a Wyrm-only game to me:

- without Wyrm, no vote (how important this will turn out - no idea !? )


- difficult research,
- high indies
- low ressources
=> ..... everything in favour of a magic-less or buff-level-magic Wyrm Pretender used as SC from the very first turn

I would suggest either indies-6 or 9 - the later makes tough special troops/bodyguards and items on commanders much more likely, so there's some reward fighting strong indies.

Is there any 'penalty' for a Wyrm player that I overlooked?


EDIT: I nearly forgot : I'll take over Machaka, if noone objects !


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