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

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old June 20th, 2008, 08:56 PM

Chris_Byler Chris_Byler is offline
Corporal
 
Join Date: Jul 2007
Posts: 85
Thanks: 0
Thanked 0 Times in 0 Posts
Chris_Byler is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

It seems to me that the simplest way to adjust order/luck would be to raise the event per turn cap to an amount that is unlikely to be hit in the competitive stage of any game - say 50 events per nation per turn. The non-scaling of luck/misfortune to large empires is no longer a problem; large lucky empires could potentially get several free buildings a turn along with a few dozen free units, substantial extra gem income etc. Large unlucky empires, on the other hand... well, let's just say it's a good thing you have that extra gold from order.

Replacing the militia event with X gold worth of some national troop (hopefully a reasonably decent one) would be a nice change, too. I'd much rather have 20 free huskarls, city guards, marverni nobles, or hastatii than 40 militia - and that's just the mundane troops.

Even a decent indy troop would be better than militia.
Reply With Quote
  #2  
Old June 20th, 2008, 09:04 PM

Coldshard Coldshard is offline
Corporal
 
Join Date: May 2008
Posts: 61
Thanks: 0
Thanked 0 Times in 0 Posts
Coldshard is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

Quote:
Chris_Byler said:
It seems to me that the simplest way to adjust order/luck would be to raise the event per turn cap to an amount that is unlikely to be hit in the competitive stage of any game - say 50 events per nation per turn. The non-scaling of luck/misfortune to large empires is no longer a problem; large lucky empires could potentially get several free buildings a turn along with a few dozen free units, substantial extra gem income etc. Large unlucky empires, on the other hand... well, let's just say it's a good thing you have that extra gold from order.

Replacing the militia event with X gold worth of some national troop (hopefully a reasonably decent one) would be a nice change, too. I'd much rather have 20 free huskarls, city guards, marverni nobles, or hastatii than 40 militia - and that's just the mundane troops.

Even a decent indy troop would be better than militia.
Yes! I actually view getting random militia and such to be a bad event, even if it is listed as a good one. A bunch of guys who arent good at fighting appear without a commander likely several provinces away from a front line or any commander that could go pick them up.. so basically it is just an income drain until I can waste turns picking them up and getting them killed
Reply With Quote
  #3  
Old June 20th, 2008, 09:06 PM

Xietor Xietor is offline
Lieutenant General
 
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
Xietor is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

i wonder if the event cap, like the unit cap, is one we have to live with though. Other solutions may have to be sought.

And I think having 50 lucky events per turn would be way overpowered. heh.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
Reply With Quote
  #4  
Old June 20th, 2008, 09:16 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

One thing that has not been mentioned is a particularly nasty side effect of the event limit. If you own significantly more provinces than your dominion spreads to, your luck scale bonus can become almost negligible (bad events from the outer provs override whatever good you'd get). So that puts yet another burden luck- to reap your benefit at all you have to get your dominion everywhere. This is as opposed to order where you are doing fine as long as you get it over your population centers.
Reply With Quote
  #5  
Old June 20th, 2008, 09:26 PM

Xietor Xietor is offline
Lieutenant General
 
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
Xietor is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

That is a another very good point QM.

And one that does not necessarily have to be addressed through the event cap limit, however. If you have luck 3, maybe weight can be given 1st to provinces in which you actually have the highest luck. that may be complicated.

Or maybe your provinces that have any positive dominion, can be treated as having your max luck in them. And enemy luck can be coded not to count against your own event limit.


Not having a clue about coding, i have no idea about the scale of difficulty any of these items presents.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
Reply With Quote
  #6  
Old June 21st, 2008, 01:13 AM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

On mercenaries - It would be fun if a "mercenary" company were formed around each nation, using one of their actual randomly appearing heroes as the leader, and a thematically sensible contingent of high end troops from that nation. At game start, each nation IN the game would have their company turned off, all the nations NOT in the game, would exist in that form, as "adventuring warriors from a far off land".

On event cap - Ultimately I think this is the #1 thing that NEEDS to be done. Misf2-3 players consistently state that the idea is to grow so fast anyways, that you meet and exceed that limit as early as possible, thus your relative gains are past the fulcrum of statistical balance for most of the game. I am not so sure about 50 events, but if the cap were even raised to 10 events, it would greatly alter the overall perspective on Luck scale, I'm sure, and find it not only more competitive in larger maps, but more enjoyable to play with. If it were possible to cap "territory loss" events at the same time, that would be nice though..... Say on a 400 province map, 5 players left in contention with ~80 provinces apiece, someone suddenly gets 10 barbarians deep in his back territory where he hasn't been producing troops - ironically sieging his nearest castles in the area..... Luck needs to be made more relevant, without suddenly having the power to decisively win or lose the game due to 1 turn worth of completely unexpected events (I know, if you have 80 territories, you should be able to afford some PD, but what if you are Nief or a monkey nation? then what! ).


Oh and Xietor, you do know they finally raised the unit cap? So don't lose hope yet.
Reply With Quote
  #7  
Old June 21st, 2008, 01:50 AM

kasnavada kasnavada is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
Thanks: 2
Thanked 12 Times in 6 Posts
kasnavada is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

I think the same that testing 9 provinces for 30 turns should be equal to having 270 provinces in a single turn. That would "balance" luck better than anything else...

The single problem with having 50 events a turn would be your lab size actually. Since it's limited to 50 pieces and that random events happen after forging you will lose some of the items on a big map. But some people already lose item on a large map because their construction needs exceed 50 item / turn anyway, so, sooner or later it will have to be made bigger as well.

Some of the good events that actually are not good like the militia have been changed : you get fewer and fewer militia these days, actually most of the time you get national troops instead, so it's not completly useless.

And the population grows events should be far more numerous too... there is about a dozen spell and bad event that reduce population and AFAIK only one that rise it.
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
Reply With Quote
  #8  
Old June 20th, 2008, 09:17 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Thoughts on making \"luck\" equally attractive

What makes you think it's a cap instead of sublinear growth?

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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 11:53 PM.


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