|
|
|
|
|
May 1st, 2012, 01:52 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Conceptual Balance Mod v1.92
Potential difficulty - would you intend to have to put them out into each individual province, or to allow them to hide in forts? In the former case, it would mean huge networks of scouts running around your lands every turn delivering gems to labs, or building a laboratory in as many of your provinces as possible to avoid having to run the scout network.
Alternatively, you get a similar situation to gem gens where you can hide all of your gem producers in one or two forts and keep your extra gem income from being raidable, and still relatively difficult to assassinate (but at least a lot more possible than it would be in a gemgen environment). It would be pretty hard to police either way as well, due to scout reporting inaccuracy, especially inside of forts. You could let players police each other, or just play with trustworthy people, but it does seem like a lot of work either way.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
May 1st, 2012, 04:16 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Conceptual Balance Mod v1.92
Uh... I guess you could fill the map with labs using map commands to avoid the scout network.
The producers couldn't move and would be distributed one per province, so they could easily be killed by raiding.
You raise some good points. Maybe not such a great idea! But still I think it might be interesting.
|
May 1st, 2012, 06:45 AM
|
Sergeant
|
|
Join Date: Mar 2011
Posts: 210
Thanks: 29
Thanked 16 Times in 13 Posts
|
|
Re: Conceptual Balance Mod v1.92
I think your idea sounds really interesting, but definitely some balance issues. In addition to what rdonj said, I also wonder if it wouldn't give an extra advantage to blood. Because your gem-gen summons would only produce 1/gem per turn, but many magic sites produce 2 or more, players in this game would have overall lower gem income than normal, even though they have higher than normal income in certain paths. Blood income wouldn't be affected, though, so it would be proportionately higher than gem income in your game.
Or at least that's what I think . Does that make sense?
|
May 1st, 2012, 07:00 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Conceptual Balance Mod v1.92
It does make sense, *although* actually it turns out that blood hunting income is related to site frequency (clever Illwinter!). So actually probably blood nations would do unusually badly if the site frequency was set very low. That could be compensated for by making a blood slave-generating special commander as well.
|
The Following User Says Thank You to llamabeast For This Useful Post:
|
|
May 1st, 2012, 08:33 AM
|
Sergeant
|
|
Join Date: Mar 2011
Posts: 210
Thanks: 29
Thanked 16 Times in 13 Posts
|
|
Re: Conceptual Balance Mod v1.92
Wow, I had no idea that blood income was affected by site frequency. I had always thought that population and unrest were the only determinants. I tried briefly to test it, and sure enough blood hunting success does seem to be higher at higher site frequency, but I couldn't really be sure. But I'll take your word for it. However, you can still get slaves with magic sites set to zero, so the ratio doesnt correlate perfectly. Anyway, good to know!
|
May 1st, 2012, 05:52 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Conceptual Balance Mod v1.92
You actually can still get magic sites with magic site settings at 0, too IIRC from when we did Overlords. They're just quite a lot more rare, so your cap income matters a lot more. And you really can't remote search at those settings, it's manual or you're just throwing gems away.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
May 1st, 2012, 09:14 PM
|
Sergeant
|
|
Join Date: Jan 2011
Posts: 253
Thanks: 4
Thanked 8 Times in 3 Posts
|
|
Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by llamabeast
EDM summons with paths outside the summon paths include at least Ember Lords, Treants, Asynjas and Krakens (I will admit Krakens are rubbish).
|
I know.
Bottom line is that I wish there was something equivalent to the specters in paths other than death. Somewhat high research level but not too far out of the way, expensive for what he is as just as chassis, but provides a limited amount of magic diversity. If you really want to get into another path you'll need more than just him, but if you really need some rings of lighting, or some AMAs, or frost brands, or crystal shields, etc. You have some way of pulling it off without getting lucky on indi mages. It will cost you a lot, the results will be random, buy you at least have a shot at getting what you need.
|
May 1st, 2012, 09:19 PM
|
|
Sergeant
|
|
Join Date: Nov 2010
Posts: 388
Thanks: 17
Thanked 24 Times in 22 Posts
|
|
Re: Conceptual Balance Mod v1.92
I think this is because some terrain types count as having a higher magic setting than the one you chose for the game. Notably wastes and swamps will get + 20. Forests and mountains are thought to get +10 and farmland is though to get -20. Dont think this affect bloodhunting but you never know.
Anyway, does anyone know at what magic setting bloodhunting is considered to be neutral? This is important in order to calculate return rates from bloodhunting bloodsummons and such.
|
The Following User Says Thank You to Corinthian For This Useful Post:
|
|
May 2nd, 2012, 09:57 AM
|
|
Colonel
|
|
Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
|
|
Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by llamabeast
It does make sense, *although* actually it turns out that blood hunting income is related to site frequency (clever Illwinter!). So actually probably blood nations would do unusually badly if the site frequency was set very low. That could be compensated for by making a blood slave-generating special commander as well.
|
While it is certainly true the different ages get different amount of blood slaves. I was never able to determine how much the site settings influenced blood hunting.
So while there are effects, how much it is effected is not known. (Setting the settings to 75% does not increase the amount of blood slaves by a huge amount, and iirc it also doesn't increase the chance of finding slaves, but I might be wrong there).
|
May 2nd, 2012, 11:05 AM
|
Captain
|
|
Join Date: Mar 2010
Location: Budapest
Posts: 831
Thanks: 115
Thanked 8 Times in 8 Posts
|
|
Re: Conceptual Balance Mod v1.92
also altering the finding chance for blood slaves doesnt alter the slave income the same way as gem income, since it is dependent on other factors, number of "huntable" provinces being a prominent one. for instance if the frequency setting changes only the number of slaves a hunter gets a turn, one can just send more hunters to that province to achieve the same income as with a different frequency setting.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|