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9 months ago ::
Sep 05, 2012 - 9:20PM
#11
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Date Joined:
Feb 27, 2003
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Currently new planes are a bit wibbly regarding possibility anyway. In theory can add more, at least the squares database is easily adapted to that. Space on the webpage and area to move is another matter of course! Would be somewhat cautious in that extra space to play in means a greater spread of armies and complexity.
Are more inclined to minor planes now that Tevish mentions it. That would prevent too many issues of expanding space and make for a very simple purpose through domination. With the added flavour bonus of 'making a beachhead' for resource extraction rather than full scale invasion.
Admittedly, planes like Rath, Mercadia, inner spheres of Phyrexia (although many of those are actively hostile to non-Phyrexian critters), or the inside of Mirrodin give more scope for places of major conflict. But each additional plane creates difficulties in placing portals. Hummm ... how about, we see what fiddling is possible for minor planes, but stick with 3 major ones for the purposes of getting the travel and distribution part right first?
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9 months ago ::
Sep 14, 2012 - 2:45AM
#12
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Date Joined:
Feb 27, 2003
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Last one! That would be the victory points.
The goal being to prevent dragged out stalemate in the late game, while providing an alternative win condition. - seems pretty good on both of those accounts all considering.
The things to be enquired of course, would be if it felt like it made sense? CD referred to it as gaining a 'critical mass' so that seems a good term, did that slow build up of advantage feel like becoming ultimately better capable of steamrolling the opponent?
Was the number 100 about suitable? Admittedly, to win via army destruction would take 48 points, while structure booming is 50, making domination equivalent to double that as more passive. Admittedly 100 was plucked out of thin air as it would ensure that a game would last at most 100 turns, and at least 11 if managed to capture everything straight off. Which seemed reasonable. Putting the points in line with the other victory conditions would be viable, but reckon that may make a few unlucky battles enough to be unsurmountable. (An example being this round in that when Phyrexia managed to dominate all the planes, it would have won before the Coalition - all things constant. Thus capable of overcoming being a little slower getting the places to start with) > that is not including army killing granting victory points, as that is more erratic and makes sense regarding resource advantage.
Happy enough with the numbers associated with army killing and domination of applicable planes however? In the case of minor planes, it would likely be better to have just 1 victory point associated, if any.
If happy with how the simple version worked, it is viable to consider other things proposed by players when initially creating the system; Victory points on occupation of enemy bases; the majority would need to be on destruction of course, but it would allow for more of the back and forth to contribute. Can probably get awhile with 1/day without increasing the total needed to win. Granting victory points for battles; not inclined to the more complicated underdog/circumstances variations personally, but attaching that to size bonuses (which considers rank and numbers jointly) could make it work. A flat rate for victory/draw/not chickening out would be preferred. Of course, that would need a higher victory point total (and each other component) to not trivialise other methods of victory - and have it not over within the first few turns! Prefer to keep domination associated with terrain feature occupation so it can be seen at a glance. But proportional armies has been raised in the past as well. One matter would be that dominating all planes at once would not be possible until most things are dead - this could be a good or a bad thing.
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8 months ago ::
Sep 25, 2012 - 12:27PM
#13
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Date Joined:
Feb 27, 2003
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All good? Righty-o  Now then, that is the biggest stuff done and sorted then. Any of the smaller alterations or details that there art troubles with? (eg; changes to Raids to be sent with normal movement but occur 'before' other armies move. Troop change timers for the Coalition. Capacity to 'leave' mobile terrain features. That sort of thing)
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8 months ago ::
Sep 26, 2012 - 8:35AM
#14
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As far as I can think of, I like the way things have been done with this round. As was noted before though, greater battle damage for the losing army seems reasonable, but I believe you said you'd test that out now so no worries there. As far as leaving mobile terrain features, like the Steam Beast, it makes sense to not be able to unless the occupying army enters another base/stronghold or a portal to another plane.
As far as victory points are concerned, I think that it is reasonable to assume that eventually one side would dominate the other. Eventually one side would gain advantage over the other, whether that be through losing a base, a particularly unlucky turn, whatever. The side with the advantage would then press its advantage, and as it built up momentum it only seems natural that there is the possibility of steamrolling. The victory points should reflect this. Last round Phyrexia steamrolled the Coalition, and although I've only been around since round 5, it makes sense to me that this situation would occur towards the end of every round, victory points or not, although the victory points would certainly prevent things from drawing out. One thing that I just thought of, although granted I'm not sure how complicated it would make things, would be to reward lower-ranking armies for winning against a higher-ranking army. For example when Tevish beat the Coalition's general rank army last round with a 5/5 army, it would have given him some amount of victory points. Something like that would force players to take a second look at a strat where, if they were in his shoes, they too would find a way to win to further their faction to victory. While we could still make running away undesireable, I think it would be interesting to see if we could make this somehow viable. What do you think?
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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8 months ago ::
Oct 01, 2012 - 1:58AM
#15
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Date Joined:
Feb 27, 2003
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In the original suggestion Tevish made for victory points, winning battles and the likelihood of winning was included. We figured it would be best to go with simple to start with, and even then prefer that victory points be figurable at a glance - but that was before they had a convenient spot above the map.
To make it a standard as victory points on winning would require upping everything by quite a bit. Now, we don't have Tevish's design on hand, and not really sure what a good system of doing it would be. Makes sense for 1 per some size difference (includes rank and numbers so an actual proper underdog). But making it sufficiently large to be feel right and not occur by luck, but low enough to be useful is another matter. We will try find a spot of time to do a few simulations as it were and see what falls out.
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8 months ago ::
Oct 02, 2012 - 11:29PM
#16
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- Unconventional Mafia Pro
- Dark Lord
Date Joined:
Jun 25, 2001
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My draft had something like this to say on victory
Winning a battle: 1 point, plus 1 point for each rank above the winner the loser was past the first (So a 1/1 army beating a 6/6 army scores 5 points). If the underdog bonus seems too hard to claim that way, we could add a point for each rank worth of disparity, including the first (So a 1/1 army beating a 2/2 army scores 2 VP -- 1 for the win, 1 for the ranks). If this would look to rack up VP too fast, we could leave out the VP for normal victory as well (So a 1/1 beating a 1/1 is no VP, but a 1/1 beating a 3/3 or 2/2 depending is 1VP)
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice." THE COALITION WAR GAME-Phyrexian Praetor Round 1: (4-1-2, 1 kill) Round 2: (16-8-2, 4 kills) Round 3: (18-9-2, 1 kill) Round 4: (22-10-0, 2 kills) Round 5: (56-16-3, 9 kills) Round 6: (8-7-1) [current round] Last Edited by Ralph on blank, 1920
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8 months ago ::
Oct 09, 2012 - 1:51AM
#17
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Date Joined:
Feb 27, 2003
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Thanking thee  . So hwo doth that sound Kelket? Admittedly, will need some slight alterations to account for numbers as well as rank (since a full Lt attacking an almost dead General isn't really the underdog anymore). Otherwise, the difference in size between one rank isn't really very much. Two ranks difference is where it starts being different enough to be considered. So perhaps a 1 VP per 2-size difference may be more suitable for underdogness. Most likely easier to just increase the number of VP to win a round for adding in 1 VP/battle victory.
Live loud, burn proud! Random hum
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8 months ago ::
Oct 12, 2012 - 9:25AM
#18
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Sounds good to me.
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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8 months ago ::
Oct 14, 2012 - 1:24AM
#19
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Date Joined:
Feb 27, 2003
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Righty-o, we'll make it a votey thing that one then.
As other things that hath come up over the round thus far;
Still the avatar/army traits concept. Where armies (either namesakes, top ones, or all) enjoy particular bonuses or specialised equipment/tools. Mostly enabling more personalisation, so would favour as namesake armies instead of everything.
The possibility for the lowest army rank to 'upgrade' - effectively all units considered as 2-5 instead of 1-4. Would require a certain number of victories to represent creatures becoming 'veterans.' Applying to the top armies seems a bit overkill and easily engineered, while allowing second rank armies to upgrade would result in less capacity for raiding (unless wish to expand that to include third rank armies too).
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7 months ago ::
Oct 27, 2012 - 1:13AM
#20
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Date Joined:
Feb 27, 2003
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Na-dip on both those accounts, righty-o.
Well, that is pretty much the full set of stuff available here, so it is up to thee lot if there is anything that could use changing, altering, or otherwise adding. So post away for anything that strikes thy fancy, as with previous, if no get a seconding at the very least, then won't be incorporated into voting. Otherwise, all good and fine.
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