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Author Topic: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11  (Read 21159 times)

IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #75 on: August 19, 2012, 01:47:10 pm »

1. Stuff like these allow minmaxing, and are extremely hard to balance.(Player A makes action X completely imposible and gets a tower of doom)
And that is a problem how? In an optimally designed game a player cannot simply throw out an ability to do something without suffering consequences.
Because it's a pain to do, presumably. Quick, is my double headed paranoid observant clumsy agile wanted connected seductress necromancer chef living in a high-cholesterol candy mine inhabited by wooled venomous giant intelligent trainable malicious spiders near a corrupt cathedral of light balanced against that guy's feeble clumsy unobservant frail intelligent educated high master archmage living in a magical nexus tower in a blasted resourceless wasteland?


Self, apprentice: Research Infernalism more
Trader: Set up illegal business
1 Regular: Scheme
2 Regulars: Steal money
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #76 on: August 19, 2012, 01:49:33 pm »

Because it's a pain to do, presumably. Quick, is my double headed paranoid observant clumsy agile wanted connected seductress necromancer chef living in a high-cholesterol candy mine inhabited by wooled venomous giant intelligent trainable malicious spiders near a corrupt cathedral of light balanced against that guy's feeble clumsy unobservant frail intelligent educated high master archmage living in a magical nexus tower in a blasted resourceless wasteland?
When taken up to eleven, yes, it's absurd. However, I don't see how reasonable number of standartized traits (for example, each positive trait gives either a large bonus to a single characteristic or small ones to two, not a varying bonus to any amount of stats) can be a problem.

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #77 on: August 19, 2012, 01:52:28 pm »

1. Stuff like these allow minmaxing, and are extremely hard to balance.(Player A makes action X completely imposible and gets a tower of doom)
And that is a problem how? In an optimally designed game a player cannot simply throw out an ability to do something without suffering consequences.
The whole gameconcept is not designed around this, allowing for this would mean seriously changing the magic and minion systems. (Which I'm not going to do, btw)

Also, at the moment there are 4, possibly five hidden parameters, that are primarly based on base location. They won't have a serious effect in the first ten turns though.

Keep in mind there doesnt currently appear to be anything preventing us from acquiring new traits later.
Traits can be acquired by a variety of ways, including special missions, failing magical spells, succeeding in magical spells, or simply relocating your base. That being said, I need to finish the map. (As for research, you can go for defensive towers too, or a trap.)

Oh come on. That was a horrible start.
Yes it was.
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #78 on: August 19, 2012, 01:54:36 pm »

Argh. Fine. So, where are those racial bonuses you mentioned?

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #79 on: August 19, 2012, 01:56:50 pm »

Argh. Fine. So, where are those racial bonuses you mentioned?
They ain't. They exist and are in effect, but aren't mentioned everywhere. Gimme a minute and I go look for them. (I'm using a google docs for a game, for once)
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #80 on: August 19, 2012, 02:01:33 pm »

Er. So does that mean I'm not allowed to know what are the benefits of my own race or are you going to post them?...

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #81 on: August 19, 2012, 02:04:00 pm »

Gorgon: Currently not much in this thing. I got a small bonus to all military actions(fighting, stealing money), and a minus to diplomatic (bribing and setting up shady bussineses.)
Human: Humans are standard, nothing usefull here
Fire elemental: Affinity for fire and fire spells, in exchange for a weakness to cold and water
Dwarf: Bonus to engineering research, negative to live and death research (Not sure about this)
Harpy:Flies, meaning a bonus to insertion and escape rolls, but negative to actual combat rolls(wings are big targets)
Nagga:Bonus to night missions, negative to mission in the cold. *

*Part of special missions.

Er. So does that mean I'm not allowed to know what are the benefits of my own race or are you going to post them?...
It means they weren't definite yet. And still aren't.

All these might change at a moments notice. Now I need to continue and finish the map.
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #82 on: August 19, 2012, 02:11:37 pm »

Hm. Maybe you should pick just one single modification depending on the base type (i.e. volcano gives a bonus to fire spells, but penalty to building or something) and let us customize the rest ourselves, using traits? That would be just awesome.

10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #83 on: August 19, 2012, 02:14:21 pm »

Hm. Maybe you should pick just one single modification depending on the base type (i.e. volcano gives a bonus to fire spells, but penalty to building or something) and let us customize the rest ourselves, using traits? That would be just awesome.
Suggest, and I'll see what I can do.

EDIT: For other players, this means that you too can change traits, but only this once.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #84 on: August 19, 2012, 02:34:03 pm »

Brigand: attempt to steal book from merchant
2 regulars: keep searching for more information
Trader:Set up a general store in the street-level as a business front that can double as a fence.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #85 on: August 19, 2012, 02:35:50 pm »

I'm quite comfortable with my traits currently, As they support my evil schemes quite nicely.
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Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #86 on: August 19, 2012, 06:06:11 pm »

Karen the Ravenous and Apprentice: Continue researching magic Weather Control: Summon Fog
1 Minion: Build the library
3 Minions: Raid the farmstead, focus on gathering as much food/resources/money as possible. Fly away if any significant resistance or guards arrive. Do not risk extended battle.


And that's pretty much what I envisioned for harpies. Swift, but weak in battle. I imagine they'd have thin bones much like birds would.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #87 on: August 21, 2012, 04:18:30 am »

Spoiler: The map (click to show/hide)

Please specify your base location. Feel free to ask info, and/or request slight chances.

Also, thanks to Dariush, you're allowed to suggest one free bonus and minus related to your base/location, and/or alter your traits)
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Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #88 on: August 21, 2012, 08:56:11 am »


My racial traits are fine. For my location, I think I'll take Raised Terrain/Poor Local Resource Pillage.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #89 on: August 21, 2012, 04:43:07 pm »

Eh, just slap me somewhere in the north eastern part of  human lands, maybe an inch or so from the mountains. My location doesnt -much- matter. As far as positives and minuses to my base..Meh. Im humans. No +, No -.

But really I cant define an accurate location unless you want to really specify the map, in terms of major population centers, the terrain, there should be more forests, on and so on.
Who are we missing anyways?
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