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FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002 time: 05:18
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quote: Originally posted by ravagon
The map: Fixed for the boardgame but maybe (optionally) randomized for the computer version?
60 useful "player" provinces. Any others? Terra Impenetrabla or the like. ie: lake/swamp/mountainous or something. Basically to create more strategic provinces/channels etc. |
this is an issue we discussed quite a bit on the forum and in team chat, and it was decided that we would stick with the fixed map for the computer version for a few reasons. btw, if anyone else on the team knows better, then feel free to correct me 
1: a major part of the game is the story, (or, at least, it will be when i get my butt in gear, and when Helio organises the Event Engine) and the map and provinces that Vel has put a lot of detail into are a major part of the story. therefore, we need the fixed map.
2: a random map, while a good idea, and a necessity as an option for multiplayer, is a pig to code compared to a fixed map. i believe we agreed that random maps are a must-include feature somewhere down the line, however the team are putting all our efforts into producing a playable v0.1 at the moment, to test Skanky's coding of the combat engine among other things , and i think we wanna take things one step at a time.
you are right though, of course, a random map will give us so much (especially replayability) that a fixed map cannot, and will eventually be included. i think Vel is very keen on a map editor, which is a cool idea, but i have no idea how much more difficult that is to programme.
quote:
[PS: The honour thing wrt gifting to allies looks a little "
shonky", and probably needs restricting in some way to once per turn or somesuch.
Example:
Vel: Here rav, have some units/gold *chalks up honour*
rav: Thanks Vel I appreciate it. Here, you can have some from me *gives different units/gold and chalks up honour*
ad infinitum]
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hmmmm .... very good point ... and i think you've pointed out a potentially highly exploitable loophole in the system here. also, if i gift huge amounts of gold/units to my ally i will receive huge amounts of honour. if my ally then gifts them all back to me the following turn then they too will receive huge amounts of honour without either of us really sacrificing anything. i don't have any thoughts right now about how this could be avoided, but it's a concerning issue i think. thanks a lot for raising it!
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:18
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Oh oh! LOL....it's funny...I had not even thought to look here to see if any comments mighta been made here, but Stoo posted a comment back at the Candle'Bre forums, and so I moseyed this way to check and I'm glad I did!
Rav: I'm glad you like the core rules, bud! Yes....Helio did a SUPERB job at taking my feverish lack-of-sleep induced rantings and turning them into a sleek, sharp looking rules set!
Couple of observations and comments:
Excellent catch, re: the honor abuse! That's something we had discussed with regards to fate cards being perpetually traded but not specifically as it applies to units....outstanding point tho, and you're right...the easiest fix in both cases (and the tentative conclusion we came to regarding the cards) would be to limit such actions to one per turn.
Archers and unit captures: I agree with the concept, but here's what I'm thinking...lemme toss this out here and see what the general thoughts are.
From a systemic (entire army) perspective, leaving archers able to capture units puts the total number of captures at just about perfect. By taking the capture ability away from archers, the total number of captures an army will do on average becomes too low, I would think. True, that makes the whole capturing aspect of combat somewhat of an abstraction, but it seems like it streamlines the code.
OTOH, we could remove the capture option for archers and double the chances of cav to capture (10 or 11)...something like that? In this way, the units would become more specialized.
Thoughts there??

-=Vel=-
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