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Author Topic: Lords and Kings (OOC) Full up  (Read 45893 times)

King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #255 on: February 23, 2012, 10:04:34 pm »

May I suggest giving us a palpable linear growth during the first 10 turns, then switching it to a multiplier by the 11th turn?

are you suggesting I give you a pop point every week until the 11th week then using the yearly multiplier?
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IronyOwl

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Re: Lords and Kings (OOC) Full up
« Reply #256 on: February 23, 2012, 10:06:54 pm »

I'd suggest population growth be linear or negatively exponential/multiplicative in general, just from a gameplay perspective.

Not necessarily a full pop point every week, mind you, but something relatively static or with diminishing returns.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #257 on: February 23, 2012, 10:09:38 pm »

I'd suggest population growth be linear or negatively exponential/multiplicative in general, just from a gameplay perspective.

Not necessarily a full pop point every week, mind you, but something relatively static or with diminishing returns.

Like a ticker?  .1 a week, use an infuckence point to bump that to an extra .1 that turn?

edit- added links to the the old generator used to generate your abominations agianst nature as well as a link to the new version I'm working on.

Also infuckence point is canon.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #258 on: February 23, 2012, 10:10:53 pm »

I edited my suggestion around to cover influence points, but it is for you to decide wheter it is any good. If we stick with the current modifiers it'd take between 8 and 9 turns, with a weekly influence investment, to increase the population by 1,5. That'd translate to an extremely slow expansion across the map and everyone being deathly afraid of starting a war. We'd eventually go through a short mid game (turn 100-140) with a balanced growth then descend into an insane far game (140+ turns) in which population grew dozens every single turn.

Likewise, in my own example, I'd suggest nerfing the 1,02 growth past a certain threshold.
« Last Edit: February 23, 2012, 10:18:50 pm by Azthor »
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #259 on: February 23, 2012, 10:14:27 pm »

I edited my suggestion around to cover influence points, but it is for you to decide wheter it is any good.

I still don't get it are you considering turns years or weeks?  People need time to get pregnant and be pregnant then the kid to grow up, so gaining 25 adults a turn from your 50 original people seems a bit odd.
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IronyOwl

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Re: Lords and Kings (OOC) Full up
« Reply #260 on: February 23, 2012, 10:16:09 pm »

Like a ticker?  .1 a week, use an infuckence point to bump that to an extra .1 that turn?
Something like that, yeah. Much more even and, in most cases, easier to deal with than multiplication.

edit- added links to the the old generator used to generate your abominations agianst nature as well as a link to the new version I'm working on.
Ooh, neat. I'm firmly opposed to attempts to reduce incidences of milkable land octopi and legless feathered porcupines, incidentally. :P

Also infuckence point is canon.
I wholeheartedly approve.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #261 on: February 23, 2012, 10:18:50 pm »

Like a ticker?  .1 a week, use an infuckence point to bump that to an extra .1 that turn?
Something like that, yeah. Much more even and, in most cases, easier to deal with than multiplication.

edit- added links to the the old generator used to generate your abominations agianst nature as well as a link to the new version I'm working on.
Ooh, neat. I'm firmly opposed to attempts to reduce incidences of milkable land octopi and legless feathered porcupines, incidentally. :P

Also infuckence point is canon.
I wholeheartedly approve.

1. I think that could work.

2. I'm probably gonna add birth types to animals, egg layers laying eggs, live birthers being milkable if there big enough... etc

3. You had not choice either way, tis canon.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #262 on: February 23, 2012, 10:19:59 pm »

I edited my suggestion around to cover influence points, but it is for you to decide wheter it is any good.

I still don't get it are you considering turns years or weeks?  People need time to get pregnant and be pregnant then the kid to grow up, so gaining 25 adults a turn from your 50 original people seems a bit odd.

I am considering turns weeks, and the multiplier I suggested is 1,02, not 1,5. That'd be gaining an adult after two weeks with an adult population of 50.
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obolisk0430

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Re: Lords and Kings (OOC) Full up
« Reply #263 on: February 23, 2012, 10:20:46 pm »

You said something somewhere about not being sure what wisdom should do right?  If we are directing some kind of plan, maybe part of the result should depend on our character's wisdom?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #264 on: February 23, 2012, 10:23:07 pm »

You said something somewhere about not being sure what wisdom should do right?  If we are directing some kind of plan, maybe part of the result should depend on our character's wisdom?

That would require dice rolls being used, which I haven't used yet, hm.. I could make harvesting things roll dice, so instead of somethign giving 4 food it would give 1d4.  Then you'd get +1 food for farming it, then another +1 for each year the same pop works on farming it, like population gaining exp.

that had nothing to do with what you suggested.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #265 on: February 23, 2012, 10:24:38 pm »

If you add rolls to production in a game with such a large map you will wind up crushed by the number of calculations taking place and updates will slow to a grinding halt. Right now we are all underdeveloped and have little influence and no automated production, but late in the game what will weigh heavily.
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IronyOwl

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Re: Lords and Kings (OOC) Full up
« Reply #266 on: February 23, 2012, 10:26:56 pm »

that had nothing to do with what you suggested.
Many of the best ideas have been mutated beyond all recognition from their source. Do be wary of adding too many dice rolls, though.

NINJA'D: Yeah, as Azthor says.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #267 on: February 23, 2012, 10:27:58 pm »

I wish for a Ninja Master badge. Please, do not corrupt the wish, there is already a thread for that.  :P
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #268 on: February 23, 2012, 10:29:05 pm »

If you add rolls to production in a game with such a large map you will wind up crushed by the number of calculations taking place and updates will slow to a grinding halt. Right now we are all underdeveloped and have little influence and no automated production, but late in the game what will weigh heavily.

What if I became half computer?  ((I have a tendancy of designing games that only computers could gm exhibit a(I was thinking of using that for your characters.)))
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #269 on: February 23, 2012, 11:00:38 pm »

That would require dice rolls being used, which I haven't used yet, hm.. I could make harvesting things roll dice, so instead of somethign giving 4 food it would give 1d4.  Then you'd get +1 food for farming it, then another +1 for each year the same pop works on farming it, like population gaining exp.

that had nothing to do with what you suggested.

I'm gonna partially use this, plants will now be more able to feed, which is good for populations... you know in the next version...
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