daladinn
Mar 22, 2007, 08:47 AM
hello,
a while ago keal was asking about wether the counter shoudl be adjusted based on the number of players and/or the size of the map. at first i thought the counter moved to fast and would need to be slowed down on larger maps. many others argued tthat it moved to slow.
my conclusion after a decent amont of testing ....
we were all dead wrong...
what i have found in both playing the good guys and the bad guys in single player and multiplayer games is simple. the counter is too slow when not purposefully adjusted by any active player in the game. it is too fast when a player tries to actively raise it.
now, the counter to this is that if one player is actively trying to raise the coutner is "almost" forces others to work to lower it.
reccomendations to help adjust some of these issues,
-- alter the formula for city razing so it has a larger effect at teh lower counter levels and slowly degrades to 1
-- alter the formula for the prphecy promotion so that the increase in counter scales up with the number of units with the promotion and teh power level of those units.
-- alter the effect or cost of the rituals , the higher the counter the harder a ritual shoudl be to do and the less it should effect the counter (on both sides)
-- incorperate more effects into the counter
-- place a position check on the 4 horsemen (they seem to cluster to frequently)
-- the shiam specifically and the other evils have no real reason to wish the counter to climb as high as it can go as it stands. i might be missing something but the hellfire ritual seems to have been completely removed.
i would like to reccomend the addition of 2 new rituals
-- pact of blood - req tech , way of the wicked and (the tech for conjurors)... grants permanent peace with the barbarians
-- pact of light - req tech , way of the wise and (the tech for mages) ... places civs that are at peace with barbs to be at war with them
these can give a little more dynamic to the counter and allow both the good and evil a purposefull use to it.
a while ago keal was asking about wether the counter shoudl be adjusted based on the number of players and/or the size of the map. at first i thought the counter moved to fast and would need to be slowed down on larger maps. many others argued tthat it moved to slow.
my conclusion after a decent amont of testing ....
we were all dead wrong...
what i have found in both playing the good guys and the bad guys in single player and multiplayer games is simple. the counter is too slow when not purposefully adjusted by any active player in the game. it is too fast when a player tries to actively raise it.
now, the counter to this is that if one player is actively trying to raise the coutner is "almost" forces others to work to lower it.
reccomendations to help adjust some of these issues,
-- alter the formula for city razing so it has a larger effect at teh lower counter levels and slowly degrades to 1
-- alter the formula for the prphecy promotion so that the increase in counter scales up with the number of units with the promotion and teh power level of those units.
-- alter the effect or cost of the rituals , the higher the counter the harder a ritual shoudl be to do and the less it should effect the counter (on both sides)
-- incorperate more effects into the counter
-- place a position check on the 4 horsemen (they seem to cluster to frequently)
-- the shiam specifically and the other evils have no real reason to wish the counter to climb as high as it can go as it stands. i might be missing something but the hellfire ritual seems to have been completely removed.
i would like to reccomend the addition of 2 new rituals
-- pact of blood - req tech , way of the wicked and (the tech for conjurors)... grants permanent peace with the barbarians
-- pact of light - req tech , way of the wise and (the tech for mages) ... places civs that are at peace with barbs to be at war with them
these can give a little more dynamic to the counter and allow both the good and evil a purposefull use to it.