The Grigori Adventurers

Regarding the Adventurers Spawning system, my biggest concern is how to balance it. How much effort should it take to get a number of them, what number should it be, how much should building additional structures cost and how much should they give to this magic number...

Actual functioning code is something I can whip up in about 5 minutes, but that doesn't mean it'll function well and anything near balanced.
 
Regarding the Adventurers Spawning system, my biggest concern is how to balance it. How much effort should it take to get a number of them, what number should it be, how much should building additional structures cost and how much should they give to this magic number...

Actual functioning code is something I can whip up in about 5 minutes, but that doesn't mean it'll function well and anything near balanced.

I am afraid you will have to create the functionality, put some estimating values in the system mechanics, and then rely on feedback for the balancing...
 
Yeah. I just am curious as to what people think a baseline idea is. Particularly, in percentages. It's got to be lower than the Scions spawn awakened, but then the buildings have to be useful too. But you can't gimp the Grigi earlygame... oy.
 
Following the existing system as a guideline, should be a good start. When tested and bugfree, new buildings could be added to make it more complicated.
I think starting with basic functionality and making sure the actual mechanics are working properly is the top priority at this stage.
 
You'll just need to figure out what would be a good ratio between the current Scion awakened spawn rates and the Grigori adventurer spawn rates. Start with 1/20 and we'll pick it up from there.
 
1/20? That's about 0.5% chance each turn. One adventurer every 200 turns? Or perhaps somebody else knows how to get higher spawn rates with Scions.

Suggestions

Things that improve adventurer spawn rates.

1. Grigori population. The more people, the more potential adventurers.
2. Successful dungeon crawling. Exaggerated tales of heroic deeds will make the life of an adventurer seem easy and lucrative.
3. Combat victories in domestic soil. Some weird form of national pride.

Things that reduce adventurer spawn rates.

1. Unsuccessful dungeon crawling. It turns out it is not just cake walk being a hero. You might actually die.
2. Casualties in allied, neutral or enemy territory. Nobody wants to be sent to die two thousand miles from home.

I'm not sure what to do with unhappy people. It makes sense that if you are unhappy living in a city, you'd be more likely to leave. But unhappy people are supposed to be a disadvantage.

Comments?
 
1/20? That's about 0.5% chance each turn. One adventurer every 200 turns? Or perhaps somebody else knows how to get higher spawn rates with Scions.
Yeah, no, it's more like I don't know what I am talking about because I only played Scions once :D
 
Yeah. I just am curious as to what people think a baseline idea is.

A baseline idea is an idea used to judge whether or not something is out.

Particularly, in percentages.

Spoiler :

Code:
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% %    % %     %
%%%    %%%     %


It's got to be lower than the Scions spawn awakened, but then the buildings have to be useful too.

Just use the Scions code. Because the Grigi can't get Scions buildings it'll have to be lower.

But you can't gimp the Grigi earlygame... oy.

Sigh. *Just use the Scions code.* They'll get Awakened, which they won't find very useful, and they'll be gimped. Voila. It's easy when you just think things through.


It's Ok, I'm glad to help.
 
Tarq, I am going to find you and give you the noogie of eternal pain.

I learnt it from Ceridwen.
 
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