.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 June 9th, 2009, 03:19 PM

zlefin zlefin is offline
Corporal
 
Join Date: Nov 2007
Posts: 132
Thanks: 1
Thanked 20 Times in 7 Posts
zlefin is on a distinguished road
Default an idea to reduce turtling

Since we don't have a dom 4 to work with, i'm pondering other ways to make games more fun. This is rather of a hack solution, but it'd be feasible under dom 3 as a way to cut down on turtling and make the midgame more interesting.



it center around the issue that part of the problem is the need to hire mages each turn to research, lest you fall behind, and all those researchers means they aren't on the front lines
so here's what ya do: all units in the game get a big research malus, so they're bad researchers; then, one special unit is added with mod that is a good researcher, a special site is made that allows recruitment of that unit, and one is placed next to each players' capital. other could also be placed to make prizes to fight over. they could be marekd with vps so they're easy to find.
so everyone gets in research from the new guys, and all their normal commander buys and mages can go to actual fighting
Reply With Quote
  #2  
Old June 9th, 2009, 03:51 PM

Fate Fate is offline
Sergeant
 
Join Date: Aug 2005
Posts: 286
Thanks: 8
Thanked 9 Times in 7 Posts
Fate is on a distinguished road
Default Re: an idea to reduce turtling

An interesting idea. I suggest you make this very map! I would like to see it, if only to try it.
Reply With Quote
  #3  
Old June 9th, 2009, 04:37 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: an idea to reduce turtling

So your incentive is to capture as many enemy capitals as possible, because research comes only from the UberSages? (You'd need to give all existing units something like a -30 RP penalty to prevent anyone from boosting back to positive RP w/ items.)

Another possibility would be to start a game where everyone begins with all spells researched. This would be radically different from a typical Dom3 game, but perhaps fun--and even if you get knocked out early at least you got to play with your toys. Obviously everybody would take Drain-3, and the nations with good national research mages lose part of their competitive advantage, but national power rankings shuffle around anyway depending upon what mods you're using.

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #4  
Old June 9th, 2009, 04:44 PM

Ironhawk Ironhawk is offline
General
 
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
Ironhawk is on a distinguished road
Default Re: an idea to reduce turtling

I'm not entirely sure how this relates to turtling? However its not a bad idea. What you'd need to do tho is make 0-level sites of every path which allow you to recruit these special research units. That way you would ensure they were common enough that it would simply be a matter of 'gold == research' for all nations.
Reply With Quote
  #5  
Old June 9th, 2009, 05:15 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: an idea to reduce turtling

Well it wouldn't really matter what path they were if they o-level, cos 0-levels are automatically known anyway.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #6  
Old June 9th, 2009, 05:32 PM

Micah Micah is offline
Major
 
Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
Micah is on a distinguished road
Default Re: an idea to reduce turtling

I'd suggest a unit that can summon allies that starts in each player's cap instead, that way it wouldn't be able to be captured. You could then also make it summon appropriate researchers for the nation so that national research differences are still in play, unless someone thinks that Vanheim and Bogarus should have the same level of research potential. Since their troops are so evenly matched it would be unfair otherwise. =)

Pretenders should also not get a malus so that rainbow/researcher types are still a viable choice to kickstart research.

I think using a cap-start unit you could also make this into a mod, as opposed to having it be a specific map, but I'm not familiar with such things so I could be mistaken.
Reply With Quote
  #7  
Old June 9th, 2009, 06:48 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: an idea to reduce turtling

Micah is correct, you could make it a cap-only recruitable unit with a mod and then anyone who captured your capital wouldn't be able to recruit UberSages there. I thought you wanted the opposite, that you CAN recruit UberSages at captured capitals in order to encourage aggressive gameplay.

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #8  
Old June 9th, 2009, 06:54 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: an idea to reduce turtling

Well it can all be done via modding pretty much. I mean the crux of all the ideas in this thread. None of em are really a problem. Of course the solutions have a few issues, but it's all doable.
Reply With Quote
  #9  
Old June 10th, 2009, 02:28 AM
Wrana's Avatar

Wrana Wrana is offline
Major
 
Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
Wrana is on a distinguished road
Default Re: an idea to reduce turtling

I'd say it has more than a few issues. At least one was already mentioned - there are nations which have a strong research and weaker troops. Plus, different paths require a different research level to really affect game. I think you are offering solution to an absent problem - if you don't want to turtle up - play a bless rush nation. Of course, you may be mowed down when your opponents complete a neccessary research - but that's the game. It doesn't consist of tank rushes... :P
Reply With Quote
  #10  
Old June 10th, 2009, 02:43 AM

Dragar Dragar is offline
First Lieutenant
 
Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
Dragar is on a distinguished road
Default Re: an idea to reduce turtling

Surely this would favour the strong early game nations even more?

To be honest I'm not really aware of much turtling in this game. Winners almost always have powerful starts and expand aggresively
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 10:37 PM.


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