[Beta] - Krazy Kingdoms - Proposed Changes (3/14/14)

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Re: Krazy Kingdoms [D, GP] - Cleaner Small Map 5/1

Postby dolomite13 on Tue Jun 04, 2013 11:05 am

dolomite13 wrote:
RedBaron0 wrote:Just kinda waiting on an update for these recent suggestions and you'll be likely good-to-go here dolomite.

Probably have an update this or next week sometime. Just started a new job and been super busy with that and my freelance wen dev work.

=D=


Just checking in as I didn't want you to think I abandoned work on it. I have time set aside tomorrow evening for CC map development and will post the update late tomorrow =)

=D=
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Re: Krazy Kingdoms [D, GP] - Cleaner Small Map 5/1

Postby RedBaron0 on Tue Jun 04, 2013 4:51 pm

dolomite13 wrote:
dolomite13 wrote:
RedBaron0 wrote:Just kinda waiting on an update for these recent suggestions and you'll be likely good-to-go here dolomite.

Probably have an update this or next week sometime. Just started a new job and been super busy with that and my freelance wen dev work.

=D=


Just checking in as I didn't want you to think I abandoned work on it. I have time set aside tomorrow evening for CC map development and will post the update late tomorrow =)

=D=


uh huh... make it quick, you're over as it is.
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Re: Krazy Kingdoms [D, GP] - Cleaner Small Map 5/1

Postby dolomite13 on Tue Jun 04, 2013 6:09 pm

RedBaron0 wrote:
dolomite13 wrote:
dolomite13 wrote:
RedBaron0 wrote:Just kinda waiting on an update for these recent suggestions and you'll be likely good-to-go here dolomite.

Probably have an update this or next week sometime. Just started a new job and been super busy with that and my freelance wen dev work.

=D=


Just checking in as I didn't want you to think I abandoned work on it. I have time set aside tomorrow evening for CC map development and will post the update late tomorrow =)

=D=


uh huh... make it quick, you're over as it is.


I know ... I might even do the update this evening as the wife decided to go out with work friends to happy hour which means I have a bit of free time this evenin =)

=D=
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby dolomite13 on Wed Jun 05, 2013 1:24 am

Made a few changes... here we go
- maelstrom no longer bombards
- J1 - J4 order shifted a bit to make it consistent with other territories
- swapped a few icons in T4-P4 and F3-D4
- reworded a few things to make them clearer
- large map is 840 x 800 and small map is now 620 x 590 (down from 630 wide)

=D13=

Starting Forces - http://img703.imageshack.us/img703/6117/kk024start.png

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Last edited by dolomite13 on Wed Jun 05, 2013 10:30 am, edited 1 time in total.
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby EricPhail on Wed Jun 05, 2013 6:37 am

Nice, liking the improved legend entries for Elementalists and druids, wording looks cleaner to me.

Which leaves wizards (consitent colouring of the maelstrom icons) as the only thing I can see that looks a bit iffy

So other than that, looks good :)
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby RedBaron0 on Tue Jun 11, 2013 5:29 pm

I'm having an extremely difficult time interpreting the legend, the special features primarily. The Wizards is especially confusing.

I do see what Eric is saying about the Maelstrom icons, the bigger one is pink in the middle, while the littler ones are redder, the colors should be consistent.
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby dolomite13 on Wed Jun 12, 2013 1:29 pm

RedBaron0 wrote:I'm having an extremely difficult time interpreting the legend, the special features primarily. The Wizards is especially confusing.

I do see what Eric is saying about the Maelstrom icons, the bigger one is pink in the middle, while the littler ones are redder, the colors should be consistent.


I am not at all satisfied with Wizards and think I have an idea how it can be changed to make it cooler and easier to understand. I would start by removing the maelstrom and all existing abilities and replace them as follows.

Key Entry
[F] Territories that border the forbidden lands

Wizards
2x[F] +2
4x[F] +5
6x[F] +8

This would shrink the height of the wizards area and give me some wiggle room elsewhere for clarifications.

I will also take another pass at all of the abilities and the key to see if there is any way to make it easier to understand.

=D13=
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby EricPhail on Wed Jun 12, 2013 3:29 pm

dolomite13 wrote:Key Entry
[F] Territories that border the forbidden lands

Wizards
[F][F] +2
[F][F][F][F] +5
[F][F][F][F][F][F] +8

This would shrink the height of the wizards area and give me some wiggle room elsewhere for clarifications.

I will also take another pass at all of the abilities and the key to see if there is any way to make it easier to understand.

=D13=


Nice idea, could work:
You'll need something other than [F] though since that will be too easily confused for forest - [Fl] maybe, or perhaps a similar symbol (in black) to the adjacent to seas one (but that would have to be notably different to the aformentioned adj(seas) symbol to avoid confusion - diagonal break in the other direction perhaps)
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby dolomite13 on Tue Jun 18, 2013 1:38 pm

I have been working on cleaning up the key and changing wizards and I realized that "Fishermen" is just plain weird. I would like to change them to "Aquatic" and change seas as follows.

Old Way
-- Seas cannot be assault or be assaulted

Fishermen
- Can assault seas
- Seas autodeploy 2
- Seas that border are territories you control are adjacent
* This allows you to conquer a sea then reinforce across the sea if you control territories on both sides.

New Way
-- Seas can be bombarded by and can assault bordering territories

Aquatic
- Can assault seas
- Seas +2 bonus each
* this allows you to conquer and then assault from seas effectively taking them away as impassible terrain for you.

Thoughts???

=D13=
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby EricPhail on Tue Jun 18, 2013 3:49 pm

Could work, it leaves seas as an eternal spoil location for everyone else mind (TBH I'd leave it as it is for now see how people find it in beta) but if you like the new version better (to balance the bonus correctly, + 1 each , +5 for all might be a better starting position - +2 each is going to be overpowered for sure)
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Re: Krazy Kingdoms [D, GP] - Map Update (6/3)

Postby dolomite13 on Tue Jun 18, 2013 4:02 pm

EricPhail wrote:Could work, it leaves seas as an eternal spoil location for everyone else mind (TBH I'd leave it as it is for now see how people find it in beta) but if you like the new version better (to balance the bonus correctly, + 1 each , +5 for all might be a better starting position - +2 each is going to be overpowered for sure)


I do like this much better. Seas and the Forbidden Lands are the only 2 territories that are bordered by 6 other territories and they are quite spread out. I feel like it will be quite difficult for the "Aquatic" player to take and hold a Sea but you could be right in that the bonus for holding them may be too high. However consider that if you pull "Elementalist Dragonkin" you could have a +2 bonus by conquering only 2 territories. Same for "Aquatic". However the special ability is more in line with the "Dwellers" and they suffer a slight decrease in bonus. So I am inclined to go with your recommendation of +1, +2, +3, +5.

=D13=
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Re: Krazy Kingdoms [D, GP] - Map Update (6/18)

Postby dolomite13 on Tue Jun 18, 2013 10:33 pm

Latest images and changes

* Wizards gain bonuses from controlling territories that border the forbidden lands
* 2 = +2
* 4 = +5
* 6 = +8

* Seas can be bombarded by and can assault bordering territories
* Fishermen now Aquatic
* Aquatic can assault seas
* Aquatic Seas +1 bonus each +1 more for all 4

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Re: Krazy Kingdoms [D, GP] - GR/GP Updated (6/18)

Postby EricPhail on Wed Jun 19, 2013 8:53 pm

Looks good to me, I really like the symbol for bordering the forbidden lands

Question re: bonuses
1 Favourite is +1, 2 = +2 etc
4 is +8 (1 each and 4 for all 4)?

Fanatics seem to be (including standard bonuses)
1= +1
2 = +4 (2+2)
3 = +8 (3+5)
4 = +16 (4+4+8)

It's barbarians that I'm not sure on, is it:
If they hold the horde they get an extra +1 per favorite
Meaning without horde as normal
With Horde:
1 = +4 (1+1+ auto 2)
2 = +6 (2+2+ auto 2)
3 = +8 (3+3+ auto 2)
4 = +14 (4+4+4 + auto 2)?
if so thats rather overpowered given it also borders all your favorite territories (and is thus a shortcut)
you may wish to rebalance it's bonuses
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Re: Krazy Kingdoms [D, GP] - GR/GP Updated (6/18)

Postby dolomite13 on Wed Jun 19, 2013 11:43 pm

EricPhail wrote:Looks good to me, I really like the symbol for bordering the forbidden lands

Thanks

EricPhail wrote:Question re: bonuses
1 Favourite is +1, 2 = +2 etc
4 is +8 (1 each and 4 for all 4)?


Correct... I think I have an idea... see below

EricPhail wrote:Fanatics seem to be (including standard bonuses)
1= +1
2 = +4 (2+2)
3 = +8 (3+5)
4 = +16 (4+4+8)


Fanatics are in addition to your favorites ... this may need to be scaled back a tiny bit

EricPhail wrote:It's barbarians that I'm not sure on, is it:
If they hold the horde they get an extra +1 per favorite
Meaning without horde as normal
With Horde:
1 = +4 (1+1+ auto 2)
2 = +6 (2+2+ auto 2)
3 = +8 (3+3+ auto 2)
4 = +14 (4+4+4 + auto 2)?
if so thats rather overpowered given it also borders all your favorite territories (and is thus a shortcut)
you may wish to rebalance it's bonuses


This does seem a bit much ... the demons autodeploy also seems like a bonus that cant be taken away like others can ...

I am going to look at demons, barbarians, and fanatics...

and

the big idea... I am going to add a note that all bonuses are cumulative, provide an example and change the bonus amounts to reflect this.

=D13=
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Re: Krazy Kingdoms [D, GP] - GR/GP Updated (6/18)

Postby dolomite13 on Thu Jun 20, 2013 1:13 am

I think this is it for changes in mechanics.

Probably need one more look at graphics though as the specials can be spaced out a little better yet.

We don't need every special to be 100% balanced. Players will figure out what kingdom/special combos are a bit more overpowered and will take steps to control or eliminate those players before they get out of control. And the forbidden lands can be used to clear the game of bonuses. Leaving you with non favored/non adjacent and that's not fantastic basically changing the board for a person who has lost their kingdom and special to that of the standard 1/3 game mechanic. Overall I see the game as being a mass of chaos but providing players with a unique play experience every game.

v0.2.6 - Changes

* Added note that all bonuses are cumulative
* changed barbarians to get +1 for every 2 territories not favored and not adjacent to favored (+7 max)
* removed a bonus from barbarians
* changed horde to decay 1 (from auto 2)
* changed demons to auto 1 (from 3)
* changed demons to +1 per demons territory down from +2
* fanatics total bonus now +6 down from +8
* all bonuses brought in line with cumulative structure

If you held all 4 favored territories, 3 adjacent and 6 (non adjacent/non favored) you would have a bonus of +13 (8+3+2)
If you were also "undead" and held 2 territories with Crypts you would get an additional +4

Barbarians are now more in line with their original design and I was able to get "decay" back on the map.

=D13=

SMALL
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