.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old July 9th, 2007, 07:27 PM

Saint_Dude Saint_Dude is offline
Sergeant
 
Join Date: Apr 2007
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
Saint_Dude is on a distinguished road
Default Sliding scale province defense

A good number of the threads in this forum deal with the perceived unbalance of particular units (helherdlings, vans, neifels, elephants, etc.).

While these units, and a few others, are very effective, they tend to be more damaging in the early game. If one is rushed (in the first year or less) by a nation that can recruit these units, it is usually lights out. If you are able to buy some time and conduct some research, there are invariably counters that are available.

Rather than systematically nerfing all the potential rush nations / units, I am wondering if there is a way to bolster core national defenses to make it easier to defend against a rush.

Specifically, I am thinking about a modification of the existing province defense. What if the starting cost of province defense for any province (including the capital) started at 1 gp? I.E. you would still start with a province defense of 25 at your capital, but for 1 gold you could raise it to 26 (55 gold for capital def of 35, and 210 gold for capital def of 45).

Additionally, it would also be nice if base province defenses for the provinces in close proximity to ones capital started with some other value than 0. For example: provinces adjacent to the capital would start with def of 15, those 2 provs removed would start with def of 10, and those 3 provs removed would start with 5.

Combining these two effects together would make it possible to put together a much more robust defense in the early stages of the game. The effects would be negligible for assaults in the mid or late stages of the game, but they would definitely help against the early rush.

Just a thought. Would any of this be possible using the existing mod commands?
Reply With Quote
  #2  
Old July 9th, 2007, 10:02 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Sliding scale province defense

Hmm. I understand your premise. However I don't think extra PD would help particularly much if the problem is superior enemy units. Also I don't think those specific changes are mod-able. (With mods you can change what and how much PD creates, but not where that PD is, nor how the game charges for it.)

I guess one (complex) way to limit rushes would be to mod in very strong PD, and then change the mod during play as the game got more advanced. E.g., start with the mod giving hugely powerful PD, and every 10-20 turns tone it down until by turn 60 or so, it is back to normal.

You could give nations without "rush" unit types much larger starting armies (though that would make those nations more able to expand quickly). You could also give them some strong immobile starting units, or some starting units which offer a counter to rush units.
Reply With Quote
  #3  
Old July 9th, 2007, 11:03 PM

Saint_Dude Saint_Dude is offline
Sergeant
 
Join Date: Apr 2007
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
Saint_Dude is on a distinguished road
Default Re: Sliding scale province defense

Well perhaps PD could simply be enhanced (more so for the non-rush nations)? More units and better units would help.

As it is PD works very well in SP, but is nearly useless in MP IMO. It is too expensive and too weak to fend off any of the rush nations in the early game. And it is simply too weak to fend off anything but scouts and black hawks in the later game (an exaggeration I know, but late or mid-game armies totally disregard PD).

A PD of 25 combined with a starting army for a non-rush nation is about equivalent to an indie 7 prov. I.e. a push over for a handful of elephants or rush-worthy sacreds. Even after several recruiting periods, most capitals are no tougher than indie 9 provs. From both a thematic perspective and from a gaming perspective, it would make more sense if nation capitals were much tougher nuts to crack in the early going. Perhaps capitals could start with a PD of 50?
Reply With Quote
  #4  
Old July 9th, 2007, 11:46 PM
Saulot's Avatar

Saulot Saulot is offline
Sergeant
 
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
Saulot is on a distinguished road
Default Re: Sliding scale province defense

"Perhaps capitals could start with a PD of 50?"

I would definitely approve of this change. Capitals should be pretty tough. Any thoughts KO?
Reply With Quote
  #5  
Old July 9th, 2007, 11:52 PM

CUnknown CUnknown is offline
Captain
 
Join Date: May 2004
Posts: 947
Thanks: 1
Thanked 0 Times in 0 Posts
CUnknown is on a distinguished road
Default Re: Sliding scale province defense

I disagree about starting PD being 50, but I agree that it should be selectable as an option, like playing with more or less resources and stuff.
Reply With Quote
  #6  
Old July 10th, 2007, 12:00 AM

Theonlystd Theonlystd is offline
Corporal
 
Join Date: Jun 2006
Posts: 199
Thanks: 1
Thanked 0 Times in 0 Posts
Theonlystd is on a distinguished road
Default Re: Sliding scale province defense

Well 50 pd would still be pretty worthless for some nations.


Off the top of my head Lanka and the non ebil apes Pd is pretty useless even for games vs the Ai
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:29 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.