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February 17th, 2005, 10:26 AM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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Re: Balance: Some thoughts on Events and Scales
I like the idea of nation specific events (I guess only national heros are that now). I also like custom events tied to other scales.
But as far as making misfortune events really bad and really common, doesn't that just unbalance everything to the luck side of the scale? The trick is to make it so that you pay a penalty for misfortune, but not one that is so bad that nobody picks it.
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February 17th, 2005, 10:47 AM
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Private
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Join Date: Dec 2004
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Re: Balance: Some thoughts on Events and Scales
I'd like some theme-specific heroes. 
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February 17th, 2005, 12:11 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Balance: Some thoughts on Events and Scales
Youcan already get assasins/Ice Druids/Wind Mages/Lore Masters/Necromancers etc. through luck, you already can get magic items (like Robe of the Archmagi  ) and fortresses (Fortified Citadel with order, and some kind of a castle) through luck...
Events can also create new sites, including gold- and resource-producing mines. I don't think they currently add unit-producing sites, but I think that would be possible even in DomII.
I think the real reason is that you can only get 3 events/turn, max, whichever scales you choose.
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February 17th, 2005, 01:36 PM
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Sergeant
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Join Date: Dec 2004
Location: North Carolina, USA
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Re: Balance: Some thoughts on Events and Scales
100 random events per turn? Ack!!! No! Please, no, no, no!
In the later turns, even going through nonrandom events is a chore. The thing that makes it bearable is that these events are the outcomes of your actions (or other players' actions) in the previous turn. I don't want to be punished with information overload for scales I took at the beginning of the game. Information overload is as undesirable as a lot of micromanagement.
Of course, a few more than three random events per turn would be fine once in a while. For example, there could be a small chance (e.g., 1-7%, depending on order/turmoil) of having up to, say, ten random events. Having the probability influenced by the number of provinces is fine too. However, three is plenty for the typical turn.
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February 17th, 2005, 01:49 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
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Re: Balance: Some thoughts on Events and Scales
perhaps you should read the whole post before commenting on it, sushiboat.
Quote:
tinkthank said:
Of course this presupposes a type of UI overhaul as I suggested in previous posts on the Wishlist thread (mail window, events window, forge reports window, spell reports window, etc.) so that the "message" screen is not flooded.
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The 3 event per turn limit is quite a silly, artificial limit. There is no RP reason for it, it hurts game balance, so why have it?
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Every time you download music, God kills a kitten.
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February 17th, 2005, 03:57 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: Balance: Some thoughts on Events and Scales
Quote:
The_Tauren13 said:
perhaps you should read the whole post before commenting on it, sushiboat.
Quote:
tinkthank said:
Of course this presupposes a type of UI overhaul as I suggested in previous posts on the Wishlist thread (mail window, events window, forge reports window, spell reports window, etc.) so that the "message" screen is not flooded.
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The 3 event per turn limit is quite a silly, artificial limit. There is no RP reason for it, it hurts game balance, so why have it?
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*AHEM*
To avoid information overload, just like Sushiboat said.
Maybe you should have read his post...
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