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3 years ago ::
Sep 14, 2010 - 5:06AM
#1
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Date Joined:
Jan 19, 2006
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With the "Tears of Mirrodin" set being out in merely 2 weeks, we will find ourselves in the position to draw new souls in this little group as Wizards returns to the Coalition Phyrexian War. The Phyrexian War sets will be the big event of Wizards for about one year, and if we can't manage to revive the game now we might just as well give us as we won't be able to do so ever.
So, I'm thinking we should start discussing about the next round and the changes we are going to implement. We already added permanent terrain damage, we made the battles last multiple days, we tweaked the weather and did other minor alteration to the game mechanics.
We also discussed and agreed to implement a planetary aspect and a tweaking of the towns system was also in discussion. It's about time to start putting together all other thoughts and suggestions so I would have the time to implement them on the map for next round.
I can't hear you over the sound of how awesome I am! "I see the face of greatness" PariahKing
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3 years ago ::
Sep 17, 2010 - 3:10AM
#2
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Date Joined:
Feb 27, 2003
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*cough* apologies, we managed to miss this thread, it seems that new ones art rather harder to spot that old ones with new posts in them, heh.
Anyway; Suggestions for town alertations art open, from memory there art (NB: we art not taking into account our preferences or feasibility with these); Artillery (damage 1+ armies within given range) Healing (recover 1+ armies within given range) Statues (+1 rolls for side - destroyable; although potentially able to generate more/replace) Mercenary (spawn and take control of additional army) Resource (provide victory points, or some other sort of resource for respawning dead armies)
Artillery may be altered to reducing enemy movement through squares - depending on coding and if the additional complexity is warranted.
In this round, the towns hath seen little to no use, we suspect the difficulty of holding them and use of them for healing is somewhat awkward combination this time around with the areas either under constant pressure, or too far for anyone to care about. Given Lt size defenders, making them easier to capture is not really feasible. One suggestion hast been to make the defending armies more ... exotic and interesting however.
Art there any other suggestions for towns? If not, we can move into the next step of cementing type and numbers, within say ... end of next turn.
Planes; In order to piggie back on Phyrexia invading Mirrodin, we're going to need a Mirrodin map. We hath already put together a Phyrexia first sphere one, and due to some minor annoyances will be unable to throw together any more until October. On that note, we shall not design any additional ones, but four planes is still an option if someone else steps forward.
For special planar rules, weather and terrain design will differ across each. It would be nice if the site could indicate such differences (potentially via image, although may be more effort than it's worth).
Additional planar rules art open for suggestion. These must be balanced appropriately and fitted into a home-plane and contended plane framework however. Dominaria; 'standard.' Phyrexia; suggestions include bonuses for artifact units / penalties for organic units (via rolls, losses, or passive turn damage). Strongholds placed on Phyrexia may enjoy one-turn healing. Other planes hath yet to be accepted and created for precise potential rulings.
Distribution of towns/bases/strongholds across the planes, and victory conditions. That can wait until other matters art sorted however.
Victory conditions and square number each require discussion at some point too. But we art just mentioning them for now for rememberance later, heh. Otherwise; fog of war, realistic weather pattern systems, army respawning, and alterative win conditions art things we said to wait until the preparations start to discuss in detail (there was also the reintroduction of mercenaries, but thee need to make a good argument for that one before we will even consider it) First thing's first, Town alterations.
Live loud, burn proud! Random hum
The Great Lord's Laundry Service! Found in an unknown corner of the Hero's Club. Free drycleaning and laundry, only $1.95!
Battle Judge for the Coalition/Phyrexia War Game!
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2 years ago ::
Dec 16, 2010 - 7:53AM
#3
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Maybe it is just me but the more you add the higher the learning curve is to play and enjoy this game. First thing's first, Town alterations.
Stop with the ridiculous base/town/portal description. Keep it simple.
As for bonuses I think color and creature types are the only accpetable ones. Everything else, including abilities, are just flavor.
Since you lot are crossing planes now I suggest you remove the weather and no bonuses/downsides for certain units if they are in different planes.
And since I'm not an active player here, you can just ignore anything I just said.  
I'm completely bored, can't you tell?
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2 years ago ::
Dec 16, 2010 - 7:55PM
#4
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Date Joined:
Jan 19, 2006
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We don't ignore anything. We simply overlook anything that hinders our plans of world domination :P
I can't hear you over the sound of how awesome I am! "I see the face of greatness" PariahKing
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2 years ago ::
Dec 17, 2010 - 12:31AM
#5
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Date Joined:
Feb 27, 2003
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Of course, it is a somewhat difficult line to keep things interesting enough for the current players while keeping things easy for new ones. As it is, much of the more difficult matters hath moved into the domain of just the side leaders, putting a lot more on them; but reducing the stuff needed to actually play for the average.
Creature bonuses dropped already. As it is almost every army hast the colour bonus anyway, but it is still useful to provide limits. All other creature-based stuff hath been removed from the rules and rely entirely on interpretation.
Different planar states is more a concept than implementering at this point. We suspect we will just make the weather proportions differ across them rather than any substantive difference. That way the differences don't make anything more difficult for the players (unless they want to check our rolls of course). Giving certain creatures downsides would be a pain to implement anyway, so probably unlikely anyway. But thee know, we collect these things regardless of how viable they might actually be.
The current state of towns; make into victory points. Mostly undefended, maybe a few with something more exciting than 'make closer to winning.'
Live loud, burn proud! Random hum
The Great Lord's Laundry Service! Found in an unknown corner of the Hero's Club. Free drycleaning and laundry, only $1.95!
Battle Judge for the Coalition/Phyrexia War Game!
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2 years ago ::
Dec 17, 2010 - 12:41AM
#6
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Have you all ever done an artic theme for Dominaria? Since we are including Dominaria as a plane, and I'm not sure whether timelines would necessarily matter, I thought it might be interesting to do an Ice Age theme for Dominaria, or at least include some regions where snow-based weather was all you get.
Map of the Planes - A forum with Limitless possibilities. This vast array of portals will lead you everywhere you want to go. Adventure awaits those who enter!
Ever wonder what an exploding Phyrexian looks like? Well, now you can learn for yourself if you join the Coalition/Mirran forces at the Coalition Wargame or, if you must, you can join the ruthless creations of Phyrexia. Either way, join the fight and command vast armies of Magic the Gathering creatures, live the battles, and eat many cookies as you wreak havoc across the land!
GRAND ADMIRAL OF THE COALITION (Title coined by capashen_dawn) Lifetime Kills: Round 5 - 1, Round 6 - 6 Lifetime Base Kills: Round 5 - 1, Round 6 - 1
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2 years ago ::
Dec 17, 2010 - 3:59AM
#7
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Have you all ever done an artic theme for Dominaria? Since we are including Dominaria as a plane, and I'm not sure whether timelines would necessarily matter, I thought it might be interesting to do an Ice Age theme for Dominaria, or at least include some regions where snow-based weather was all you get.
I second this proposition.
P.S. Something I was thinking about since round 2 but didn't had the chance to voice out, how about removing army size for the next round? All ranks would have the same army size for both sides but higher rank armies would have more troops instead(+5000 soldiers to the army for each rank higher). I think that should remove size advantage bonus and keep higher rank armies fielded longer. This is just a suggestion for everyone to think about.
I'm completely bored, can't you tell?
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2 years ago ::
Jul 23, 2011 - 10:10AM
#8
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Date Joined:
Jan 11, 2009
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I second this proposition. P.S. Something I was thinking about since round 2 but didn't had the chance to voice out, how about removing army size for the next round? All ranks would have the same army size for both sides but higher rank armies would have more troops instead(+5000 soldiers to the army for each rank higher). I think that should remove size advantage bonus and keep higher rank armies fielded longer. This is just a suggestion for everyone to think about.
an interesting proposition....it would limit all the cool creature we could put in armies and they would become a lot more homogenous making things a little more boring and having an army being able to sustain longer isn't necessarily that much of a bonus to what you would be sacrificing. That's just my two cents take it or leave it :P
Coalition Wargame
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Former Admiral Black Faction
Join the fight! Be an invading Phyrexian or a Coaltioner defending the plane of Dominaria! Me
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I am Chaotic Evil Chaotic evil is referred to as the "Destroyer" or "Demonic" alignment. Characters of this alignment tend to have little respect for rules, other peoples' lives, or anything but their own selfish desires. They typically only behave themselves out of fear of punishment.
 Take the Magic: The Gathering 'What Color Are You?' Quiz.
lul
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2 years ago ::
Jul 23, 2011 - 8:25PM
#9
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Date Joined:
Feb 27, 2003
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*cough* how did we manage to miss this? >.>
We will be sure to include the weather in the big mess of voterings at the applicable time since we missed it earlier. As for rank removal, not so keen on that ourselves. But then, the thought of deciding which set of slots hast no appeal, heh. So as usual, if seconded we will at least incorporate it into voting if a majority deems it valid. Otherwise we think that there is sufficient alterations to see how they go for now that art certain.
Live loud, burn proud! Random hum
The Great Lord's Laundry Service! Found in an unknown corner of the Hero's Club. Free drycleaning and laundry, only $1.95!
Battle Judge for the Coalition/Phyrexia War Game!
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2 years ago ::
Sep 30, 2011 - 1:33AM
#10
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With Round 5 being basically over, I'm psyched to start designing armies. But I wanted to know how many armies we get with all the map changes and I was also wondering how we were going to handle base descriptions.
Map of the Planes - A forum with Limitless possibilities. This vast array of portals will lead you everywhere you want to go. Adventure awaits those who enter!
Ever wonder what an exploding Phyrexian looks like? Well, now you can learn for yourself if you join the Coalition/Mirran forces at the Coalition Wargame or, if you must, you can join the ruthless creations of Phyrexia. Either way, join the fight and command vast armies of Magic the Gathering creatures, live the battles, and eat many cookies as you wreak havoc across the land!
GRAND ADMIRAL OF THE COALITION (Title coined by capashen_dawn) Lifetime Kills: Round 5 - 1, Round 6 - 6 Lifetime Base Kills: Round 5 - 1, Round 6 - 1
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