Thunderbrd
C2C War Dog
Ok, I can understand some of your sentiment. Understand, though, that many of the tags as used in the proposal are designed to blend with other traits creating symmetry. You can find some really powerful combinations that combine lesser uses of tags, counteract weaknesses by pairing up with a trait that overrides the negative, things like that. There's a lot of 'minor' tag uses, yes. And I can understand how that can be a bit complex to look through. But if we state, in the strategy text on the traits in the pedia, what the traits' primary benefits are, it should be enough to make it possible for newer players to angle themselves into decent strategies that deepen the more they see the nuances (minor tag uses) and how they can be paired to enhance those.
I'd like to try it that way anyway if you don't mind. Being C2C, I don't think a fair number of tags in use on any given trait is too much for our players. Almost all had some kind of justification, some might've been weaker than others but some kind of justification nevertheless...
Another reason for it is as we develop new tags, it gives us some leeway for some tag removals while keeping things in balance.
Ok, so from here, if you would review the evaluations spreadsheet I posted a few posts ago and let me know where you think there are some inappropriate valuations on tags and what you feel they should've been evaluated at instead, that could be helpful. Additionally, you still say we need some more tags and I think to some extent we could use some more. So letting me know what you have in mind there could help too... there's a spot there on the bottom left where I'm trying to compile a list of tags to-do.
I also noticed that we have a trait ability I wasn't aware of when I was doing the review (the ability to modify yields from particular improvements...) and those need to be taken into account.
So if you look through the traits as proposed and you notice any tag uses that stand out as being something you feel really should be changed, or you have some suggestions for the above noted gap in my evaluation, that'd be really cool! Additionally, you'll notice I didn't do anything regarding the specific building modifiers. I figure those are to be handed out willy nilly with very little regard to the overall 'balance' of things. Since there are a number of new traits here, perhaps you could identify what buildings should be given some build speed manipulators on those.
BTW, you and ls612 (among others I'm sure) will be happy to note that I've been spending my time here doing a thorough debug check on all the trait tags (not just my own - there were significant errors in ones we already had too!) and I'm finding a lot to fix. My next and last check there is to make sure all the minor help popups these tags play into are calculating and displaying with perfect precision not only the bonuses or penalties but from what source.
And I have a seriously annoying bug with promotions regarding this system and a 'free promo' review that takes place for units periodically, particularly when new traits are selected... so that's got to be solved like asap.
I also have a few more base traits to propose (based on above conversations) so I'll try to get those proposals in this weekend too.
Once we have a final FINAL workup for our base traits on that spreadsheet (which hopefully can happen within a week or two from now at least) then we can maybe divvy up some programming effort to fill it all in if you like. I know I'll have a lot of graphic work to do. Then we can work on the second and third tiers and start discussing the traits that come in thereafter.
Does this sound like a game plan that could work for you Sgt?
I'd like to try it that way anyway if you don't mind. Being C2C, I don't think a fair number of tags in use on any given trait is too much for our players. Almost all had some kind of justification, some might've been weaker than others but some kind of justification nevertheless...
Another reason for it is as we develop new tags, it gives us some leeway for some tag removals while keeping things in balance.
Ok, so from here, if you would review the evaluations spreadsheet I posted a few posts ago and let me know where you think there are some inappropriate valuations on tags and what you feel they should've been evaluated at instead, that could be helpful. Additionally, you still say we need some more tags and I think to some extent we could use some more. So letting me know what you have in mind there could help too... there's a spot there on the bottom left where I'm trying to compile a list of tags to-do.
I also noticed that we have a trait ability I wasn't aware of when I was doing the review (the ability to modify yields from particular improvements...) and those need to be taken into account.
So if you look through the traits as proposed and you notice any tag uses that stand out as being something you feel really should be changed, or you have some suggestions for the above noted gap in my evaluation, that'd be really cool! Additionally, you'll notice I didn't do anything regarding the specific building modifiers. I figure those are to be handed out willy nilly with very little regard to the overall 'balance' of things. Since there are a number of new traits here, perhaps you could identify what buildings should be given some build speed manipulators on those.
BTW, you and ls612 (among others I'm sure) will be happy to note that I've been spending my time here doing a thorough debug check on all the trait tags (not just my own - there were significant errors in ones we already had too!) and I'm finding a lot to fix. My next and last check there is to make sure all the minor help popups these tags play into are calculating and displaying with perfect precision not only the bonuses or penalties but from what source.
And I have a seriously annoying bug with promotions regarding this system and a 'free promo' review that takes place for units periodically, particularly when new traits are selected... so that's got to be solved like asap.
I also have a few more base traits to propose (based on above conversations) so I'll try to get those proposals in this weekend too.
Once we have a final FINAL workup for our base traits on that spreadsheet (which hopefully can happen within a week or two from now at least) then we can maybe divvy up some programming effort to fill it all in if you like. I know I'll have a lot of graphic work to do. Then we can work on the second and third tiers and start discussing the traits that come in thereafter.
Does this sound like a game plan that could work for you Sgt?