[Abandoned] War of Wizards

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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Sun Oct 30, 2011 1:46 am

Actually I just chose a hexagram because it looks cooler. More symmetric.
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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Tue Nov 01, 2011 1:45 pm

So, anyone have any pre-draft stamp input? Anything about the graphics or gameplay? I'm open to suggestions here.
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Re: War of Wizards [29.10.11] Page 1

Postby Flapcake on Wed Nov 02, 2011 3:18 am

natty_dread wrote:So, anyone have any pre-draft stamp input? Anything about the graphics or gameplay? I'm open to suggestions here.


I still think that the text color on Heim tower should be be changed it is very similar with the background
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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Sun Nov 06, 2011 9:46 pm

Flapcake wrote:
natty_dread wrote:So, anyone have any pre-draft stamp input? Anything about the graphics or gameplay? I'm open to suggestions here.


I still think that the text color on Heim tower should be be changed it is very similar with the background


I'll adjust that in the next update.
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Re: War of Wizards [29.10.11] Page 1

Postby nebsmith on Mon Nov 07, 2011 4:10 pm

How about the distance from each Tower to the nearest Port, it varies from 7 territories to 3.
Would it be much of an advantage starting closer to a Port ?
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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Mon Nov 07, 2011 8:29 pm

nebsmith wrote:How about the distance from each Tower to the nearest Port, it varies from 7 territories to 3.
Would it be much of an advantage starting closer to a Port ?


Well, there are so many other factors in play here, it's hard to tell... but I don't really see how it would be that significant. Sure, the ports grant you some extra mobility, but there are other means to move around on the map.

Anyway, if it becomes an issue, the placement for the ports is by no means set in stone...
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Re: War of Wizards [29.10.11] Page 1

Postby QoH on Mon Nov 07, 2011 8:41 pm

The map itself looks very similar to the AOR maps... any particular reason?
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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Mon Nov 07, 2011 8:43 pm

You could say apples look similar to bananas because they're both fruit...
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Re: War of Wizards [29.10.11] Page 1

Postby QoH on Mon Nov 07, 2011 9:03 pm

natty_dread wrote:You could say apples look similar to bananas because they're both fruit...

not really...

I"m just wondering. And I know the GP is completely different, I was just curious as to why you made the basic outline with the island in the middle so similar to that of the AOR maps.
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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Tue Nov 08, 2011 4:58 am

The island is relevant for the gameplay, so it's there. I wanted to basically divide the land mass in 2 parts, with an extra island in the middle that both sides can access, so a river/sea/bay/random body of water going through the middle of the map seemed like the most obvious solution.
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Re: War of Wizards [29.10.11] Page 1

Postby Industrial Helix on Tue Nov 08, 2011 2:12 pm

Stamped and moved

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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Tue Nov 08, 2011 4:25 pm

Thanks!
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Re: War of Wizards [29.10.11] Page 1

Postby natty dread on Wed Nov 23, 2011 5:55 pm

Changed Heim colour to a bit darker, changed the Gnolls icon in the legend to match the one on the map.

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Re: War of Wizards [24.11.11] Page 2

Postby natty dread on Sun Nov 27, 2011 9:21 pm

Anyone have any gameplay input?

Should the port/ferry locations be reconsidered?
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Re: War of Wizards [24.11.11] Page 2

Postby AndyDufresne on Mon Nov 28, 2011 11:06 am

In regards to Ferries and Ports, for example, does TA4 connect to N5 or just N9?

The first post mentions 40 spell territories, is the break down divided evenly or not? A breakdown posted might help for some game play analysis.


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Re: War of Wizards [24.11.11] Page 2

Postby natty dread on Mon Nov 28, 2011 11:33 am

AndyDufresne wrote:In regards to Ferries and Ports, for example, does TA4 connect to N5 or just N9?

The first post mentions 40 spell territories, is the break down divided evenly or not? A breakdown posted might help for some game play analysis.



TA4 only connects to N5 by the current plan. The idea is that all ports connect to each other, and ferries connect to nearby ports by the dotted lines. But I might change that whole dynamic...

As for spells, there's 8 wizards and 5 spells for each. There's 4 light wizards and 4 dark wizards, both groups have different spell sets, except for the level 5 spell which is the same for both but named differently.

The spell table is on the left side of the map, light wizards on top, dark on the bottom. The squares with the 888:s are the spells, spell descriptions are under the spells, and the wizards are the empty squares with coloured names on top.


BTW, this map probably has the largest killer neutral ever.
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Re: War of Wizards [24.11.11] Page 2

Postby WestWind on Fri Dec 02, 2011 12:36 pm

I love the idea of this- very unique.

Something I think would be very cool, but would add a lot of complication:

What if instead of every Light wizard having access to all the spells (and the same for the Dark wizards), you were able to "build" your own spell structure. For example, have 2 spells at each level instead of 1, but you can only pick one of each level. If you accidentally get 2, you receive a very large negative bonus. It would add a lot more to the overall strategy, and give you a lot of customization in what you want to go for.
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Re: War of Wizards [24.11.11] Page 2

Postby natty dread on Fri Dec 02, 2011 1:03 pm

WestWind wrote:What if instead of every Light wizard having access to all the spells (and the same for the Dark wizards), you were able to "build" your own spell structure. For example, have 2 spells at each level instead of 1, but you can only pick one of each level. If you accidentally get 2, you receive a very large negative bonus. It would add a lot more to the overall strategy, and give you a lot of customization in what you want to go for.


Interesting idea, but won't really work for the general gameplay of the map. The players need the freedom to use what spells they need, adding restrictions to it would just create unnecessary complexity, and there's plenty of complexity on this map as it is.

The spells will have different amounts of neutrals on them, though.
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Re: War of Wizards [24.11.11] Page 2

Postby tkr4lf on Fri Dec 02, 2011 11:18 pm

This looks like a fun map. I like the graphics so far, and the general theme is cool too.

I'll definitely play this one once it hits beta.
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Re: War of Wizards [24.11.11] Page 2

Postby Victor Sullivan on Fri Dec 02, 2011 11:24 pm

I apologize for my lack of words. Anywho, your bonuses and such seem good, the main issues gameplay-wise are going to be placement and neutrals. Let me study up a bit and get back to you.

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Re: War of Wizards [24.11.11] Page 2

Postby natty dread on Sat Dec 03, 2011 3:20 am

tkr4lf wrote:This looks like a fun map. I like the graphics so far, and the general theme is cool too.

I'll definitely play this one once it hits beta.


Thanks.

Victor Sullivan wrote:I apologize for my lack of words. Anywho, your bonuses and such seem good, the main issues gameplay-wise are going to be placement and neutrals. Let me study up a bit and get back to you.


I agree. I can see 3 factors that should be balanced between the wizards:

- Bonuses
- Mobility
- Access to the Temple

I've planned the placement of the bonuses somewhat, each wizard should have pretty much equal access to 1 Village and 1 Mana Fount, which are the territories that give bonus to everyone by themselves... but the rest of the bonus structure isn't planned too much, except that each territory type is spread pretty much equally over the map, the north and south side both have equal amounts of each territory type (although I think the south has more territories in total, which may be an advantage or disadvantage, not really sure).

I don't think they need to be absolutely balanced, small imbalances will only create more interesting strategies for the map... but no Wizard should be at a significant, game-breaking advantage/disadvantage.

Also, another thing to consider is the territory bonus. I was thinking a regular +1/3 but capped at +5 or so... to give more emphasis on the bonus structure.
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Re: War of Wizards [24.11.11] Page 2

Postby WestWind on Sat Dec 03, 2011 12:27 pm

natty_dread wrote:
WestWind wrote:What if instead of every Light wizard having access to all the spells (and the same for the Dark wizards), you were able to "build" your own spell structure. For example, have 2 spells at each level instead of 1, but you can only pick one of each level. If you accidentally get 2, you receive a very large negative bonus. It would add a lot more to the overall strategy, and give you a lot of customization in what you want to go for.


Interesting idea, but won't really work for the general gameplay of the map. The players need the freedom to use what spells they need, adding restrictions to it would just create unnecessary complexity, and there's plenty of complexity on this map as it is.

The spells will have different amounts of neutrals on them, though.


Fair enough, I'll just shelve that idea for future use :p

I like the idea of the temple. I'm not sure it would get used in most games, but it adds an interesting element. I see access to the "build a bonus" icons as being the biggest thing to balance in this map. I also see Aris as being kinda backed into a corner as-is, but maybe I'm missing a gameplay feature that would help him out some.
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Re: War of Wizards [24.11.11] Page 2

Postby natty dread on Sun Dec 04, 2011 3:26 am

WestWind wrote:I like the idea of the temple. I'm not sure it would get used in most games


It will be used in all games, since it's the only way to eliminate players (aside from round limits and nuclear...). Wizards can only be bombarded by the temple, they can't be assaulted from anywhere else, and once you lose your wizard you're out of the game.

The idea of the temple is that it's a very high killer neutral, with 70 troops. You can attack it regularly by land, but it will cost you a shitload of land troops to do so, so it's not worth it... that's why there's the level 5 spell which has the only purpose of being able to bombard those 70 troops on the temple.

See, since we can't do conditional borders yet, this is a workaround... Ideally, if we had conditional borders, I'd make it so you could only attack the temple when you hold the 5th spell, but as it is now, it gives an interesting dynamic too... When you take the 5th spell, you start getting +10 troops on the spell each turn, so in about 7-8 turns you have enough to remove the troops from the temple, but you still have to conquer it by land and then use it to assault the other wizards.

WestWind wrote:I also see Aris as being kinda backed into a corner as-is, but maybe I'm missing a gameplay feature that would help him out some.


Being in the corner can be both an advantage and disadvantage. On one hand it's harder to move out, but it's also harder for others to reach you. Also, Aris is a light wizard so he can use the Tornado spell to assault all villages on the north side of the map.
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Re: War of Wizards [24.11.11] Page 2

Postby WestWind on Sun Dec 04, 2011 10:49 am

Oops, didn't read that the tower doesn't attack the wizard. The temple makes more sense now.

I can see the advantage of being in the corner, but I feel like until he gets Tornado, Aris is at a pretty big resource disadvantage.
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Re: War of Wizards [24.11.11] Page 2

Postby isaiah40 on Sun Dec 04, 2011 1:05 pm

Sorry for the delay, I will take a look again at this this evening.
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