Why this game is dead
The balance is broken because non-mage strats have no way to gain an effective defense in mages while still being productive, whereas mages automatically have that defense, and can buy troop defenses. So mages naturally lend themselves to defensive strats, whereas all the others are wide open to an aggressive mage.
Also, indy lends itself more to single troop focused offense than general defense, because an indier that puts up a general defense runs the risk of a mager murdering him when he gets annoyed at not being able to break, whereas the indier has no such destructive option if they can't break the mager.
A neat fix for this might be to add a new attack type that pits the attacker's troops against the defender's mages. Since mages are a single type versus 4 others, give mages maybe 20 DP each - that way an indier can always do damage that way, and it would set the mager back quite a bit while still being difficult to do.
Another thing to try it to generally make all troop types more offense oriented for easier breakage.
And a third thing that I have been suggesting forever and ever, and is still a great fix: make resources less easy to take. That way, mages will be less inclined to spend all their cash and horde up instead, which adds to landflow.
Balancing for net output won't balance the offensive/defensive sides of the game, simply because a lot of O/D doesn't depend that much on net output values.
Also, indy lends itself more to single troop focused offense than general defense, because an indier that puts up a general defense runs the risk of a mager murdering him when he gets annoyed at not being able to break, whereas the indier has no such destructive option if they can't break the mager.
A neat fix for this might be to add a new attack type that pits the attacker's troops against the defender's mages. Since mages are a single type versus 4 others, give mages maybe 20 DP each - that way an indier can always do damage that way, and it would set the mager back quite a bit while still being difficult to do.
Another thing to try it to generally make all troop types more offense oriented for easier breakage.
And a third thing that I have been suggesting forever and ever, and is still a great fix: make resources less easy to take. That way, mages will be less inclined to spend all their cash and horde up instead, which adds to landflow.
Balancing for net output won't balance the offensive/defensive sides of the game, simply because a lot of O/D doesn't depend that much on net output values.
Phillip says:
Tell me more about your Undefined
I never understood why magers couldn't die by troops attacks. I'm sure if I cut off the head of a wizard he would probably die. So I think it would be cool to test out Shadows second idea.
As for the third idea, I think maybe a 3rd game where resources cannot be stolen would be a cool idea. Whoever wins is the one who can has the best strategy. Valhall has a classic battle that only has mages being able to steal resources, which obviously makes everyone want to be a mage, but we can take from that idea and improve upon it and make no cash/food stealing. Yes, this does allow people to mass resources and can lead to a land passing game, OR it can be cool. I think it should be given a shot.
As for the third idea, I think maybe a 3rd game where resources cannot be stolen would be a cool idea. Whoever wins is the one who can has the best strategy. Valhall has a classic battle that only has mages being able to steal resources, which obviously makes everyone want to be a mage, but we can take from that idea and improve upon it and make no cash/food stealing. Yes, this does allow people to mass resources and can lead to a land passing game, OR it can be cool. I think it should be given a shot.
- Freenhult
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I think the general idea with not being able to kill mages was that they sit in a tower somewhere and do long range attacks.
A simple fix is to increase the amount of runes/scrolls it costs to do a mission. Reducing effectiveness of spells by doing like 25% fewer. = Less cash/Food = less guys.
I'm up with Bjorn now to do a quick tweak of the current system to give it a little fun and breathe. Then see if I can get some of the coders to do a little of the harder things.
A simple fix is to increase the amount of runes/scrolls it costs to do a mission. Reducing effectiveness of spells by doing like 25% fewer. = Less cash/Food = less guys.
I'm up with Bjorn now to do a quick tweak of the current system to give it a little fun and breathe. Then see if I can get some of the coders to do a little of the harder things.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
well that's why the mages would have such high DP - takes some work to get there - you could also have high troop losses for this attack. The point is that magers would now have the same weak spot as indiers - a troop that the other can't use to get back at them.
reducing spells would still not solve the defensive imbalance though, since the murder/general ruin ability that mages have can even the playing field even then. It would just take an extra run to get off the ground.
reducing spells would still not solve the defensive imbalance though, since the murder/general ruin ability that mages have can even the playing field even then. It would just take an extra run to get off the ground.
Phillip says:
Tell me more about your Undefined
- Nuclear Raunch
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