V6 ideas and suggestions

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Suicide Fox
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Re: V6 ideas and suggestions

Postby Suicide Fox » Sat Mar 25, 2017 1:40 pm

Trying to think how judgement or intelligence would make the most logical sense of being the stat to determine who gets dibs ... not seeing it.

Counter suggestion:
Com + war + ing + jud. Command would probably be most valuable and makes most sense with mobilizing an army quickly.

Another thing, whoever is closest logistically would get there first. Example if someone already has a village and they attack a village right next to them they would be the leader automatically compared to a player attacking the same village who owned another village across the map.

Camps without a village would have to compete with the closest village for the random roll or the stat roll?
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Re: V6 ideas and suggestions

Postby Jolt » Sat Mar 25, 2017 1:48 pm

Suicide Fox wrote:Trying to think how judgement or intelligence would make the most logical sense of being the stat to determine who gets dibs ... not seeing it.


It's merely a mechanic to increase the value of Judgement, which is one of the most lackluster in battle.

Besides, if you really want to rationalize it, you might think: Higher judgement translates into faster judgement of the battle situation and quicker decisions on what to do.

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Suicide Fox
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Re: V6 ideas and suggestions

Postby Suicide Fox » Sat Mar 25, 2017 1:56 pm

Imho judgement is already a strong stat people just haven't recognized it. Plays a pivotal role in melee defense. It's the direct stat related to your melee layer defense and if the melee layer falls you lose the battle, period. High judgement also means more npc points per turn. Judgement is a really really good stat.

However, totally see where you're coming from!
╔═╦╦═╗ Jian Bian (36)
║╚╣╠═╣ 78*-101*-42-70-31
╠╗║╠═╝ Administration 2, Charge 3, Drafting 3, Entangle 1, Escort 2, Sortie 1, Wall 2
╚═╩╝

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Chinka
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Re: V6 ideas and suggestions

Postby Chinka » Wed Apr 19, 2017 12:41 pm

Have a Military Ticker, when you declare a battle in the planning the phase a post appears that so and so is marching somewhere. Maybe incorporate spy points to declare false or misdirected or hidden attacks (You don't appear on the ticker but your spot in the que is saved)

First come first serve no more rolling. If you edit it later you get moves to the back of the que.
Last edited by Chinka on Wed Apr 19, 2017 12:58 pm, edited 1 time in total.

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BJR
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Re: V6 ideas and suggestions

Postby BJR » Wed Apr 19, 2017 12:50 pm

There seems to be two types of players. Strategists, and RP'ers. Obviously there are those that enjoy both, but you need good opportunity for a good strategy to overcome numbers, and a good RP environment.

The proposed next version being a GMNPC kingdom or two or three we are all divvied into or choose to join (though it will be unbalanced I think), would be great for the RP'ers, and if done right could provide plenty of opportunity for multiple players that want to run the battles and discuss strategy. For example, the GMNPC ruler could direct strategists to start plans for taking certain cities by a certain month.

A merit/demerit system for kingdom participation would encourage people to be involved, be it RP in councils, or strategizing for battles, doing the tactics, or whatever, and discourage warm bodies being brought in for filler. In any case, I'd like to see plenty of opportunity for multiple people to handle the battle side of things rather than the top guy in each faction always doing it. Perhaps giving specific targets to specific players who have an interest in it.

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Re: V6 ideas and suggestions

Postby Phailak » Wed Apr 19, 2017 1:13 pm

Ooh I REALLY like the idea of spy points or whatever determining who gets in the attack wish I would of thought about that here. Like you can spend spy points or something to influence how fast you get to the location...

As for the GMNPC thing, we can definitely give it a shot, worst case make it a quick game like 12-20 turns, similar to what we have here.

Maybe we do a hybrid where you can't do joint attacks so that each battle would be done by a player and you would coordinate multiple attacks from GMNPCs, especially at the start?

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Re: V6 ideas and suggestions

Postby BJR » Fri Apr 28, 2017 10:32 am

There needs to be a better avenue to pimp out your character. In V5 the extent of the randomness allowed gold to swing some above, or some below the number of troops you got anywhere from 25 to 100g for each location you owned or admin of. Even at that it would largely average out to where you essentially get the same amount of gold as troops, and armaments being 1g/arm that meant to keep a fully armed army you had to spend all your gold on arms, leaving little to none for items or hiring mercenary armies.

I'd like to see some personal turn actions for getting gold in v6, or some way of obtaining extra monies. I always liked the mechanic for crafting arms and items and was one that would typically open a store to make money. Not sure how viable that is to incorporate in the tools, but that would be nice too.

Im assuming if we are going to try the GMNPC kingdoms thing then we wont be getting our own NPCs... but if we do a version more like v5, please incorporate some way to recruit NPCs that are out there wondering after escaping battle and/or make it easier to get good NPCs.

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Re: V6 ideas and suggestions

Postby Phailak » Fri Apr 28, 2017 1:37 pm

Crafting system is in my head somewhere but likely one of the hardest to introduce with tools, I will look into it though.

Even with the GMNPC route, systems should remain where you manage own army and NPCs in my mind.

Yes, you will be able to recruit free NPCs but also historical ones if the history buffs are willing to create NPCs

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Re: V6 ideas and suggestions

Postby Chinka » Fri Apr 28, 2017 3:07 pm

Glaring problems include the attack phase.

We got problems with abandoning villages and "defense traps"

I think the return of garrisons is due.

As far defense is concerned. Only the following may participate in defense.

1. Garrisons
2. Idle Troops that weren't declared in attack. Perhaps default bonuses can be doled out or a good place to introduce building/technology mechincs.
3. Attacking troops can rush to defend with penalties such as only some of them can be used, penalties to starting morale and or supplies. Officers may lose effectiveness. Could be reduced or negated by technology/research. Network points could be spent to reduce or negate penalties.

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Re: V6 ideas and suggestions

Postby Guardian Arrow » Fri Apr 28, 2017 5:17 pm

Chinka wrote:3. Attacking troops can rush to defend with penalties such as only some of them can be used, penalties to starting morale and or supplies. Officers may lose effectiveness. Could be reduced or negated by technology/research. Network points could be spent to reduce or negate penalties.


Like spy points being used to be able to move troops from offense to defense? Say, every 1 point is 10 troops that you can redirect without penalty. And it makes sense too, representing your intelligence network finding out the attack is coming in time to adjust the battle plan.


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