Author Topic: Nominations for "Most Needed Change To Strategy Game, Round 2" poll  (Read 8611 times)

Offline keith.lamothe

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #30 on: February 12, 2013, 10:03:52 am »
The tile that I'm standing on is the one that I actually purified;  and then that gate, which is a good distance away, instantly opened
Wait, how did purifying... oh, right, the cavern only needs to be adjacent to one of the purified tiles.

Yea, the heart of the problem (here and with some other things) is the huge swaths of autopurification that can happen due to chains of caves and stuff, but I'm guessing that there's not time (or desire) to put windstorm generators in the caves or other common-autopurification tiles (keeping it on level-up towers would be fine with me since I don't think they're ever adjacent), so I'll just have to hope coloring "what purifying this would purify" will mitigate that enough.

And probably just make the deep gates also autopurify.  Make it a feature, not a bug ;)

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, and farted out two power-4 monsters on one turn
Chris! We need a new sound effect for these.

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EDIT 2:  Er.... wait.   The text on these says it spawns ONE monster per turn.... is that what it's supposed to do?
No, I didn't realize the description said that.  It does a 1/4 strength summon, so 1/4 what the overlord's spellpower would generate for that kind of monster on a "normal" cast.  In a lot of cases that can be just 1 monster, but if it were hardcoded to 1 monster it would really gimp it whenever it picked wall crocs or whatever.
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Offline madcow

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #31 on: February 12, 2013, 10:12:54 am »
What if gates becoming active we're tied to turns or the overlord charging up a spell to activate them.  Once a gate is within X turns of being active, we get a prompt about it and the gate could become revealed.  Provides a bit of a race against time to deal with them, his could maybe be in addition to purifying he tile.

Again I've not played with them, so not sure about he balance one way or another. Jut throwing out ideas that sound cool on paper ;)

Offline keith.lamothe

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #32 on: February 12, 2013, 10:14:49 am »
For now I know what I want to try for the deep gate's next step, but ideas are good to have :)
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Offline x4000

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #33 on: February 12, 2013, 10:17:12 am »
Ooh!  Maybe auto-purified tiles are auto-scouted, too.
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Offline x4000

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #34 on: February 12, 2013, 10:18:04 am »
Ooh!  Maybe auto-purified tiles are auto-scouted, too.

To self-quote: I think that the above idea might also really solve the suprise of auto-purification to some degree, as well.  For advanced players, anyhow.
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Offline keith.lamothe

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #35 on: February 12, 2013, 10:30:48 am »
Ooh!  Maybe auto-purified tiles are auto-scouted, too.

To self-quote: I think that the above idea might also really solve the suprise of auto-purification to some degree, as well.  For advanced players, anyhow.
You mean automatically revealed at the beginning of the game (or when loading, naturally) regardless of distance or surroundings?

Gets back into the territory of "bigger monitor, easier game" but perhaps not too much.
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Offline keith.lamothe

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #36 on: February 12, 2013, 10:48:13 am »
Ok, just in:

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* Now while you stand on a tile you could purify (meaning it's corrupted but still can be entered) all tiles that would be purified (including autopurification) by that are highlighted.

* All Auto-purify tiles (caves, deep gates, level-up towers, etc) are now automatically scouted.

* Deep Gate Rebalance:
** Are now only activated by being purified.
** But are now auto-purified when adjacent to a purified tile.
** Now generate 1/8-strength summons instead of 1/4, which makes it more likely that it won't spawn multiple strong monsters per turn unless the overlord is really powerful (due to difficulty or turn count).
** As mentioned above, these are now automatically always scouted.
That should make them both easier to beat and easier to know when you're going to need to beat them :)
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Offline madcow

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #37 on: February 12, 2013, 11:28:14 am »
It will look really weird if the game starts with them scouted. Maybe only have them be counted if adjacent to scouted tiles?

Offline x4000

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #38 on: February 12, 2013, 11:29:19 am »
It will look really weird if the game starts with them scouted. Maybe only have them be counted if adjacent to scouted tiles?

Yeah, that's what I meant, sorry.
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Offline keith.lamothe

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #39 on: February 12, 2013, 11:30:20 am »
It will look really weird if the game starts with them scouted. Maybe only have them be counted if adjacent to scouted tiles?

Yeah, that's what I meant, sorry.
Ok, will take a bit to make that work, but should be ok.
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Offline Misery

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #40 on: February 12, 2013, 11:36:48 am »
Hmm, wont this make the gates really easy to avoid entirely though, if they only get unlocked with adjacent purification?

Also I like the auto-scout idea.   A bit more info to aid the player in making decisions without really affecting the difficulty much, it sounds like.

Offline x4000

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #41 on: February 12, 2013, 11:39:26 am »
Yeah, I think that's too hard of a nerf on the gates, as well, but we'll see.
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Offline keith.lamothe

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #42 on: February 12, 2013, 11:43:42 am »
Hmm, wont this make the gates really easy to avoid entirely though, if they only get unlocked with adjacent purification?
But that's not the case any more, as in the bit I quoted above:

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** But are now auto-purified when adjacent to a purified tile.
:)

Can give them a bit of their "proximity alarm" back later pretty easily, though.
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Offline x4000

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #43 on: February 12, 2013, 11:46:23 am »
I could also adjust how many of them are seeded in the world, too (aka, lots more).
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Offline madcow

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Re: Nominations for "Most Needed Change To Strategy Game, Round 2" poll
« Reply #44 on: February 12, 2013, 11:50:12 am »
Heh. If these things are going to become a big game factor. It might be worth adding to the tutorial so people know to expect it and aren't surprised the first time.