Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3
Posted: Wed Nov 23, 2011 5:45 pm
Gotcha! Thanks!
-Sully
-Sully
Conquer Club, a free online multiplayer variation of a popular world domination board game.
https://www.conquerclub.com/forum/
https://www.conquerclub.com/forum/viewtopic.php?f=242&t=155384
DiM wrote:ok, i'll add just the losing condition.
lostatlimbo wrote:You've got some very nice textures in this map.
lostatlimbo wrote:Judging by your losing condition, I presume that each player starts off with a Knight or a Warlock?
I am also assuming that all Ports connect (the legend doesn't mention this, but it must be so). It seems that it would be very easy to take out someone's Knight or Warlock on the first or second turn with good dice, which forces the losing condition. Am I reading this correctly? Perhaps the ports start at a higher neutral? But then it would make some of the Outlaws inaccessible/unusable.
lostatlimbo wrote:I think it would really help to see some neutrals on the map at this stage, to help with understanding the gameplay nuances.
lostatlimbo wrote:In what context does "connected to" refer in regards to the Farm/Mine/Lumber bonuses? Is it how many are chained together? How many are in the same colored region? Does the Farm/Mine/Lumber village itself count? (for example, I have Lo, Rinat, and Didy. Do I get +2 or +3 bonus?).
lostatlimbo wrote:With such a harsh penalty on the Assassins/Clerics the Flying Monkeys & Griffins seem almost useless. No one will want to keep their troops on an Assassin/Cleric village, so bombarding them will be unnecessary. With a negative 2 bonus, I would want my opponent to keep their Assassin/Cleric. Perhaps you could give those another target? Such as Capitals or Nobles?
lostatlimbo wrote:Whatever bombardment change you end up with, I think it would help a bit to have the icons laid out in a way that represents this better. For example, first row, Griffin > Assassin > Knight and a note saying arrows bombard. This would A) give you more room to explain some things and B) simplify the learning curve a little. Its easier for some to see it visually rather than read and reference relations separately.
lostatlimbo wrote:Lastly, have you considered using Dragons instead of Flying Monkeys?
DiM wrote:lostatlimbo wrote:In what context does "connected to" refer in regards to the Farm/Mine/Lumber bonuses? Is it how many are chained together? How many are in the same colored region? Does the Farm/Mine/Lumber village itself count? (for example, I have Lo, Rinat, and Didy. Do I get +2 or +3 bonus?).
lo + rinat + didy will give you +2 because you have 2 villages connected to the farm. if you capture nec and tulangeo you'll get a further +2 for a total of +4. in somebody comes and takes didy, you'll not only lose the +1 for didy but also the +2 for nec and tulangeo because right now they're no longer connected to the farm in lo. however you can quickly take chu which is connected to tulangeo (and nec) and since it is a port it's also connected to rinat and now you're back to having +4.
DiM wrote:lostatlimbo wrote:With such a harsh penalty on the Assassins/Clerics the Flying Monkeys & Griffins seem almost useless. No one will want to keep their troops on an Assassin/Cleric village, so bombarding them will be unnecessary. With a negative 2 bonus, I would want my opponent to keep their Assassin/Cleric. Perhaps you could give those another target? Such as Capitals or Nobles?
they're not useless in the context of being able to eliminate the enemy. see above.
lostatlimbo wrote:The legend looks much clearer now.DiM wrote:lostatlimbo wrote:In what context does "connected to" refer in regards to the Farm/Mine/Lumber bonuses? Is it how many are chained together? How many are in the same colored region? Does the Farm/Mine/Lumber village itself count? (for example, I have Lo, Rinat, and Didy. Do I get +2 or +3 bonus?).
lo + rinat + didy will give you +2 because you have 2 villages connected to the farm. if you capture nec and tulangeo you'll get a further +2 for a total of +4. in somebody comes and takes didy, you'll not only lose the +1 for didy but also the +2 for nec and tulangeo because right now they're no longer connected to the farm in lo. however you can quickly take chu which is connected to tulangeo (and nec) and since it is a port it's also connected to rinat and now you're back to having +4.
Ah, that's pretty cool. I like the gameplay implications of this.
I also see why you have Sully on this - that seems like an XML cluster only he could sift through.
I assume the extent of the "connected to" is within the same colored region?
lostatlimbo wrote:DiM wrote:lostatlimbo wrote:With such a harsh penalty on the Assassins/Clerics the Flying Monkeys & Griffins seem almost useless. No one will want to keep their troops on an Assassin/Cleric village, so bombarding them will be unnecessary. With a negative 2 bonus, I would want my opponent to keep their Assassin/Cleric. Perhaps you could give those another target? Such as Capitals or Nobles?
they're not useless in the context of being able to eliminate the enemy. see above.
Hmmm... perhaps there's an angle I'm missing. I can see some advantage in team play (bombarding your teammate's last troop to avoid the -2 penalty), but beyond that they seem similar to a killer neutral. The penalty of -2 troops and a decay of 5 makes it undesirable to leave any troops there. If my Knight/Warlock is the target, I'm deploying defensively and letting my opponent take a significant hit.
In All Your Bases, I don't assault the 10 neutral on Tech Level 3 unless I'm pretty sure I can finish with the win. I would think the same thing for Clerics/Assassins. I'm building up a good force and cashing in a set before I take a Cleric territory and if I fail to eliminate my opponent's Warlock, bombarding what's left of my Cleric troops would only help me by negating that -2.
I do like the back and forth of the bombardments, but I don't think I'd use the Griffkeys often.
swimmerdude99 wrote:Looks epic.
DiM wrote:i thought of making it like this to avoid rushes and to make people think twice before going for an elimination as failure in achieving it could cost them dearly. obviously the values are not set in stone so if others think they need changing then i'm not opposed. some form of closed-circuit pre-beta testing would really come in handy :roll:
lostatlimbo wrote:DiM wrote:i thought of making it like this to avoid rushes and to make people think twice before going for an elimination as failure in achieving it could cost them dearly. obviously the values are not set in stone so if others think they need changing then i'm not opposed. some form of closed-circuit pre-beta testing would really come in handy
I like the Clerics/Assassins as you have them. I think the penalty is appropriate. Its the Griffins/Monkeys I don't get, which is why I was suggesting other bombardments targets.
What about Capitals? Most of them are key connectors to the bonuses and would be a good target to bust up a large connection.
Alternately, maybe you could have a penalty offset to the Clerics/Assassins. Such as...That way, there are still scenarios in the game were it is advantageous for the Monkey to bombard the Cleric, but it still prevents an early rush.
- Hold Cleric: -2 bonus and decay 5
- Hold Cleric and Griffin: +2 bonus and +3 autodeploy on Cleric
$.02
gimil wrote:I haven't given this a full once over...but from a graphical perspective I think that the blue, purple (and to a lesser extent red) terr names aren't working. Those colours are to dark/saturated and absorb the glow/stroke The other terr names look good because they are light colours with a contrasting dark outer border. I suggest that the offending colour are either changed...or their tones adjusted so that they do not adsorb that contrasting stroke.
I have a bit I would like to say about the title area in general...but I don't have time at this moment.
DiM wrote:maybe this would be better: