S3rgeus
Emperor
I understand, but I'm not sure I agree. Borderlanders are somewhat more "hardened" about such things, and might not actually be as scared of them as southerners. But that might be moot anyways. The thing is, the nightmares aren't necessarily shadowspawn. they can be anything. So I don't see the blightborder being an important component. If we felt weird about it, we could make these nightmares include human (barbarian (lawless? I don't remember what we settled on) or dragonsworn) units as well. Or, we could invent a new unit that's just a vaguely shaped "monster." Thoughts?
Cool, using more than just Shadowspawn units gets around the whole issue. I don't think we need to invent any new units for it, Shadowspawn, Dragonsworn, and Lawless is a good mix.
i'm not suggesting that we draw different names from different chapters to "name" trinkets. I'm just saying that chapter names can inspire us to name ALL of them. There is, for example, a chapter called Glimmers in the Pattern, i think, and that inspired me to suggest Glimmers.
"Wrinkle" still feels a little silly to me. I could be ok with it, though. you don't like glimmer?
I see what you mean about wrinkle sounding silly. I've just looked it up and "Glimmers of the Pattern" is the name of two chapters! I think that sways me, then. Glimmers of the Pattern it is!
ok. let's go with "move the trinket". You're right, I don't think it'll be meta'd too bad.
Cool, sounds good.
Knowing that i'm the guy who originally suggested this, I'm also not loving the idea of making things complicated.
So, I like the "no immediate repetition" in principle, because it seems simpler and easier to understand, but I think we'll need to set up a few things to make sure it isn't abused (using two units, you grab Andor, then immediately Shienar, and then back to Andor, in two turns, for example).
Maybe when you grab a civ's Trinket, it "dims" into an inaccessible or low-value one for a bit and stays that way for the next X turns (5? 10?). In the interim, all other civs' Trinket's would presumably be "bright" (high value) - unless you'd grabbed one of them within the past X turns as well.
This prevents people from doing the double-switch I wrote about above, but also doesn't totally screw a civ who only has one neighbor by locking them out of that civ's goodies until they find another civ 50 turns later.
I wonder, though, should they "dim" to be worth less, or be worthLESS or inaccessible at all? The less-value option seems cool, but I feel like making them inaccessible might be better for gameplay - it allows other civs to come in and compete for the goods while you're waiting to be allowed to get them again. Might encourage bringing along some wolves or something to keep them away, eh? Or drop a dreamspike, etc.
what say you, atreyu?
I think involving timed cooldowns and such makes the system too complicated for the player.
I think your suggestion from the previous post had a good balance between complexity and fairness, with some tiny tweaks it becomes easy to understand and quite balanced. So, basing it off nationality, allowing just "alternating" seems fine to me. The situation you've described doesn't seem like abuse - that's good tactical preparation, rewarding the player for synchronizing their units over a wide area within a very strict timescale (for optimality). There are also plenty of opportunities for other players to interrupt such a setup. (Consuming a trinket takes time, and each trinket presents its own independent chance of being disrupted.)
If we make it so that we go for lower-value for consecutively-the-same-nationality being consumed, then that gives us the balance with player diversity you mentioned before. Someone with just one neighbor will have no competition grabbing the trinkets, but each of them is likely to be worth less than those grabbed less frequently by players in more populated areas. Something like 50%, maybe? But that's obviously very customizable if we like this systematic approach.
Players who are aware of multiple trinkets from different civs at once are likely to try to coordinate capturing them in the optimal order, as quickly as they can, which should involve a need for wolves and Dreamspikes to drive off enemies. Though Dreamspikes, as a one-use GP ability, are likely to play a relatively minor role in turn-by-turn motions of T'a'r gameplay, since there will just always be too few GPs for that to be very common. Dreamspikes are likely to come in at the pivotal moments, when the players know they will particularly gain from the bonuses Dreamspikes provide.
Right, that all makes sense. I'm not sold we need variability. If we do, we maybe just have two or three levels, that are standardized. I don't think we need it though. The players aren't going to see the source-GP, so this isn't really something you can "play" for much, so it sort of just seems like a random benefit/punishment based on decisions your neighbors have made.
I like random.Let's do that!
for me, the reasonto stay away from meta has to do with me not wanting t'a'r to encroach too much on the rest of the game. I share your desire to integrate it into gameplay, but I don't think I want it to have too many weird knock-on effects - determining WHERE you use a GP ability, for instance, doesn't seem like a fun or flavorful strategy, despite it being potentially incentivized by our T'a'r mechanics.
Cool, randomness for determining when multi-use abilities drop their T'a'r trinkets. I think this means we don't need any form of variability beyond the nationality stuff above, which avoids the downsides you've mentioned here.
Right. Nobody's going to Shara. That's a good point. Or 'chan either. I think the reason for this may not be that there's a limit to your travel, necessarily, but you are stil bound by human movement, for the most part (Perrin and Slayer are apparently awesome enough to violate this, of coruse). sure, you can teleport around, but it's by Thinking Really Hard about a place you've been to, and appearing there. Once you're there, though, you've gotta walk (or teleport again to a place you Know). the issue is that in civ, a unit can "walk" five hundred miles in a turn. T'a'r-users only have as long as they can sleep. I run all the time, and don't think I could do more than, say, three hundred miles, in one nine hour sleep cycle.
In short, I think the option 2 ban on undiscovered movement is fine flavorfully.
Cool, sounds good!
Are you suggesting that maybe having T'a'r units in a location won't give you real-world sight on that location? i could see the flavor go either way. Basically, we're creating invisible scouts here (like an Observer from Starcraft or something).
No, I think that will make them much less useful and will devalue usage of T'a'r in general. I think them not being able to discover new tiles is a sufficient nod to the lack of "temporary" objects in T'a'r flavor. They're invisible-ish scouts, like the Observer, but they can't loiter like the Observer since they only last for X turns. And they have quite a few abilities that distinguish them from scouts, while main layer scouts are definitely combat units (if weak ones), most T'a'r units behave more civilian-ish.
I do think we could have an improvement, maybe one of the T'a'r ones, or a building or something, or a real-world unit, that either exposes T'a'r units, or else at least tells you that one is nearby.
Possibly, is there any precedent in flavor for being able to track entities in T'a'r from reality?
I think we're not stepping on any toes!
Cool, sounds good!
I think I agree with you and your approach, here.
the one thing I'll say, though, is that I wish there was a "middle way" here. Like, front-line channelers doing t'a'r stuff is sort of silly, but a bunch of ladies sitting next to your capital just seems so *boring*, and the HP loss typically only serves the purpose of Cooldown, and doesn't really make things risky - even if your projection gets killed, you're safe at home to heal up.
nothing we can really do about that, huh?
I think the "middle way" will be the most effective, which it looks like is what you want. It would be safest for civs to leave their T'a'r units at home, but their T'a'r units are also (largely) good at fighting. I'd say they'd want them within accessible-but-safe-as-possible range to be able to change strategy and have them fight if things began to turn against them in certain ways. So, if you were fighting on another continent, I'd say you'd still want to bring your Aes Sedai for it, even if you're primarily using them to T'a'r-project in the area around the fighting, because they could step in if needed.
I like the spike idea, i think. If you escape death, that's good.
Part of me feels like 50 might not be high enough. I feel like there should be a risk of getting killed in t'a'r, even if it's really rare. Like, if you're at 60% health when you enter, you'd best make darn sure your projection doesn't get killed. You might die if it does.
I did think that 50% with randomness could be compelling though - it means that after you die the first time, you might survive a second one, but you can never be sure. Will you wait to heal? Can you afford to? 60% with randomness (unless there's a lot of variance) is a guaranteed kill if you die twice. This is obviously easily tweakable either way though, so using the spike approach overall is the main decision here, which we agree on!
Also, it goes without saying that a Sleeping unit doesn't heal/cannot be healed while sleeping, yes?
Totally, yeah, sleeping units don't heal.
Well, unfortunately I don't htink the Ogier go into T'a'r much, so we can't have a "treat with the Ogier" ability or anything that necessarily links up with T'a'r.
This seems difficult for us to connect, we might be better off pursuing a diplo-usefulness for T'a'r via the Dreamwarding stuff below! When we go to put the GP abilities onto actual GP types, maybe something will become more clear along this avenue.
no, I don't think we want a third field. Two is enough, especially since only one of them is truly justified by the flavor.
But I do think using a dream ward offensively is, in theory at least, possible (more below).
well, if we wanted something offensive, couldn't we make something that LOWERS a city's happiness cap? Or raises its unhappiness? I know this is flavorfully weird, as this ismore like the Inception we spoke of above, but "Dream Ward" could be generalized (and renamed) to be "messing with people's dreams". that could be interesting domination-wise.
Maybe a better thing woudl be to slow a city's production using dreamwards, or their gold generation, or something?
yeah, i don't love this one.
so, as far as other things that annoy me in domination victories....
- well, not having a spotter is one. But that's already covered here.
- getting really far behind in science is another. But that's not really gonna fit with t'a'r.
- getting reinforcements in place fast enough can be trouble. Again, not sure we want to fix that with this, though.
- would it be too weird to have "fake units" or something ? Like illusions (from nightmares or something) that take up a tile and/or draw fire?
Not sure what else to suggest. you've hit at the major stumbling blocks to domination victories.
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Well, if something changes the happiness cap wouldn't people keep it up all the time? That's not super fun, though.
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I'm not so sold on Dreamwards as a Projection ability, if it gives always-useful effects like happiness-cap adjustments. then we've got a situation where you're sitting by your capital, sleeping, and projecting, for the whole game. That's not very fun, and very needy, to me. I'd rather the abilities be Splashier (and GPs), OR make them only situationally useful (so, like you say, they're only in contested areas). That last is fine, but as we're talking about it, it doesn't seem like things are lining up that way with some of these effects.
Looking at all of this Domination stuff, you've got a lot of good points. I'll start with agreeing that we don't want a third field type in T'a'r. We've got two major usages that we want to find for Dreamwarding: Domination internal usefulness, and Diplo aggressive usefulness.
I think for the Domination internal usefulness, the lowered-occupied-unhappiness bonus solves a lot of our problems. It's not a persistent thing (only useful over annexed cities, until you build a courthouse), so players won't just be leaving these fields up all over the place (which we want to avoid). However, it is constantly useful to a civ that's going for the Domination victory in a very real way. It's repeatable for them, but not too easy (must be actively placed, can be destroyed by the enemy, damages some of their (the attackers') best units), and doesn't lead to them snowballing out of control (no situation where the bonuses start to multiply or anything like that, each one is an isolated interim bonus that mitigates mounting unhappiness from capturing cities, but doesn't approach eliminating it). Its primary usefulness is also in a location that is guaranteed to be actively contested by an enemy, making it something that will lead to player interaction (struggling over keeping a Dreamward up on a city you've just captured, if you haven't cleared the area properly yet and your enemy is still resisting).
All of those factors make it fit very well with spawned-by-projections as a way of generating Dreamwards.
Lowering enemy happiness caps would suffer from a similar problem to raising happiness caps in your own city, in that players would end up trying to carpet the map with them, since it's a persistent bonus for them. (It's a bonus for the player dropping the Dreamwards, since other people doing worse means they're better in comparison.) It's also not as fun for other players to be suddenly-worse at happiness. And it unfairly targets the human player, since we have much less happiness on most difficulties than the AI.
Illusions and such could be useful, but they'd be quite complex. And one of a Domination player's problems is usually wrangling with 1UPT when moving through rough terrain, terrain choke points, or enemy cities, so illusions would occupy tiles they'd want to have a real unit standing in quite often.
I think between us we've called out the difficulties domination players need to deal with. What do you think of the lower-occupied-unhappiness approach?
In terms of an offensive Diplo use for Dreamwards, let's take a similar approach: what makes Diplo players' lives hard?
- Other people invading their CS allies
- Not having enough money to buy CS allies
- The Tower or Stedding voting against them
- Other players staging coups in their city-states
- Other players having votes in the Compact
- CS allies keep wanting them to refresh their influence (to offset the decay)
What about #4? Dreamwards prevent CS election shenanigans and coups, when placed over allied CSes? This nicely overlaps with the espionage system as well, which we've been looking for ways to do.
Or, tangentially related, #6 could be addressed by decreasing/stopping the influence decay with CSes that have a dreamward-controlled-by-you over them. (Since Dreamwards presumably can't overlap, much like Dreamspikes, this can create competition, which is good here.)
I also still think the "steal a vote" by having a Dreamward over an enemy capital could work. A maximum of one vote per player isn't going to instantly destroy anyone, but it will tip a leading player over to win if they time it properly.
As you've mentioned, Dreamwarding can be reflavored if we find the usage of warded dreams as a descriptor no longer suits the role it's fulfilling. Both of the CS-focused abilities play well with the existing Dreamwarding flavor.
I gotcha, but I don't think we have to be so worried about using "components" from BNW UAs. I mean, I wouldn't feel terrible if we stole the iriquois forest-speed and gave it to Aiel as desert-speed, for instance. Adaptation of an ability i think could be fine.
Yeah, that kind of change would be fine.
ooh. that's an interesting idea! Oh, also, that's an awesome name.
Thank you!
interesting! gives you military units, though. cheating! could work, though. VERy different from the settler-fest you suggested last time.
how about a variation on a theme....
The Tuatha'an (take 3)
You cannot produce military units. Civilizations with three or more trade routes with you get +2 gold per turn per trade route. Civilizations with three or more trade routes with you (and their CS allies) automatically declare war on any civ that declares war on you.
Yeah, military units was cheating! I wanted to make an Aram-like unit but couldn't seem to find the name for Tinkers who'd abandoned the Way of the Leaf (there is an in-universe name for that, right?). Then we'd end up in a situation where it needs to be an Aes-Sedai-like-upgradeable unit, otherwise it's only relevant at certain points in the game.
Complicated, it's hard to have a civ that can't fight people! I think my favorite part of my take was the doubling-up-trade-routes by war count, so declaring war on them made them richer and made it even harder for anyone else to declare war on them. I wanted that to be the crux of the ability, but it doesn't actually defend them from the guys who are already at war, which is a problem!