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

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old January 23rd, 2005, 12:53 AM
PashaDawg's Avatar

PashaDawg PashaDawg is offline
General
 
Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
PashaDawg is on a distinguished road
Default Re: PBEM game: Entwined Destiny

I like the theater of war map, as long as there will not be a major problem with getting in and out of central circle by both members of a team. I also like the idea of either victory points or a % of the central circle as the grounds for victory.
Reply With Quote
  #2  
Old January 23rd, 2005, 11:50 AM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: PBEM game: Entwined Destiny

Quote:
PashaDawg said:
I like the theater of war map, as long as there will not be a major problem with getting in and out of central circle by both members of a team. I also like the idea of either victory points or a % of the central circle as the grounds for victory.
No victory points or any other victory conditions expect total annilihation are not good .

If one team controls 70% of the map thnx to rushing but another team hoarded + turtled the turtling team has a really good chance to win .
Land possession says little about the strength of a nation .

I would say averagely a province is worth the equivalent of 3 clams and 3 fetishes cause in average a province will give you about 3 gems income and about 40 gold income when fully searched and with not really hostile scales .

In lategame thnx to wish astral pearls are the most important gems though so clams become even more important .

Anyways the assumption is not unlikely that on turn 70 e.g. team A will control 150 provinces and 100 clams , team B will control 40 provinces , but 400 clams and 200-300 fetishes e.g. .
Team B has then probably a better chance to win the game than team A though team A possesses 60% of the map .


So for the sake of real comptetition lets keep the victory condition of Total Annilihation
Reply With Quote
  #3  
Old January 23rd, 2005, 08:19 PM

YellowCactus YellowCactus is offline
First Lieutenant
 
Join Date: Jul 2004
Location: Panama City beach, Fl, USA
Posts: 662
Thanks: 15
Thanked 6 Times in 5 Posts
YellowCactus is on a distinguished road
Default Re: PBEM game: Entwined Destiny

I've only played about 4 games all the way through. (Due to players dropping out) But from what I've seen, there's no need for victory conditions, let the players slug it out and the winner wins. <What Boron said>
-Yc
P.S. Boron. I'm going to get you this game!
Reply With Quote
  #4  
Old January 24th, 2005, 03:20 AM

The Panther The Panther is offline
Major
 
Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
Thanks: 0
Thanked 0 Times in 0 Posts
The Panther is on a distinguished road
Default Re: PBEM game: Entwined Destiny

Hm.... After that post from Boron, how can he still say that clams are balanced???

Clams are actually the most unbalanced artifact in the game. They have a 5 turn or less payback, which is far too short. After those 5 turns, you have 5 pearls for 7 water gem investment (this is assuming you don't have any other bonus besides the hammer). And I think 5 pearls are just as good (probably really better) than 7 water gems. Making clams require 4 water magic skill (sugested by many others in this forum) means the payback is closer to 20 turns, which is far better balanced that a mere 2 water skill and a 5 turn payback.

The fact that Boron thinks a player with 3/4 of the territory can lose to a player with 1/4 of the territory means Dominions must be clearly busted in the late game, which is I something already knew for truth anyway.

I sure hope this gets fixed in Dom 3, or I might not be playing that one when it comes out. After all, there are good reasons why very few games are fought to the bitter end...
Reply With Quote
  #5  
Old January 24th, 2005, 09:48 AM
PashaDawg's Avatar

PashaDawg PashaDawg is offline
General
 
Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
PashaDawg is on a distinguished road
Default Re: PBEM game: Entwined Destiny

I yield to the fine gentleman from Bavaria.
Reply With Quote
  #6  
Old January 24th, 2005, 01:27 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: PBEM game: Entwined Destiny

The three other nations taken this time are Caelum, Mictlan and Vanheim. The three previous ones were C'tis, Pangaea and Pythium.

I will be sending the third row of mails, where the last three times will pick their second nation.

Note that Tuidjy's proposal does not require one team to have the vast majority of *all* the provinces: it merely requires one team to have a fair share (almost everything) of the mainland. I was thinking it would make standing off a much less appealing strategy, since leaving one team free to steamroll the central provinces would mean defeat faster than you could say "I wish VISA".

In this case, controlling the provinces would trigger victory not because of the power they give, but simply to make "aggressive defence" needed. You could even be meaner, and make it so the first team to control the six "gates" (provinces on the mainland leading to the isles) win the game, or something of the like.
Reply With Quote
  #7  
Old January 24th, 2005, 02:59 PM

Yvelina Yvelina is offline
Corporal
 
Join Date: May 2004
Location: Strasbourg, France
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
Yvelina is on a distinguished road
Default Re: PBEM game: Entwined Destiny

I think that if we use 'Theater of War' without some kind of victory condition, we are setting ourselves up for the ultimate turtlefest. With two very effective choke points per isle, and no diplomacy, a team can afford to stay on their isle and go crazy with hoarding items.

Not that I necessarily object to this, as I have found that an aggressive start and a mid-game onset of hoarding beats turtling... and the one race we have secured has no problem hoarding, thank you very much. But I would like to make sure that all players know what they are getting into.

As for me, I am happy with ToW + victory condition, Inland + total anihilation, or even ToW + TA - I am just warning people that the last option will promote turtling. I think that Inland will be the most exciting game, especially if our gracious host picks balanced starting positions.

By the way, Panther, what do you mean 'very few games are fought to the bitter end'? My last four games have been fought to the end, and the two I'm in right now also look as if they will produce a clear winner. It is true that none of them has ended with someone killing off the last enemy, but when all players gang up on one and five turns later admit defeat, I call that a game taken to the end.
__________________
Wrath them 'till they glow, and arrow them in the dark.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 01:39 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.