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Rules Suggestions

Post  Nihila on Fri Dec 10, 2010 4:59 pm

First topic message reminder :

This is where players can gather to suggest some rules, and if enough of us start jabbering, maybe something will happen.

My current suggestion:
Reduce the Combat multiplier range from [.5, 1.5] to [.75, 1.25]. This is just to ensure a little more carnage ensues on both sides. Twisted Evil Carnage=good!...Wait...

Well, it'll make battles dependent on luck, but not so dependent that a 2-Attack unit can croak a 4-Defense unit.

(2*1.5=3; 4*.5=2; 3>2)

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Re: Rules Suggestions

Post  HerbieRai on Mon Dec 13, 2010 11:53 am

The upgrades burrowers get would be ambush bonus and suprise since they would not be seen on approach. Then again, burrowing is twice as costly as flying, so thats not unreasonable.

Titan questions: How many motes does a titan get, and how are they replenished? I know its tied to paradox, but theres not exact formula.

I'm not sure exactly how titans will work as GMs unless every side is required to choose one to follow.

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Re: Rules Suggestions

Post  SirShadow on Mon Dec 13, 2010 12:30 pm

pretty sure every side is required to chose a titan (at least ATM) since it's in the "sign up" thingy.

Motes/turn = Paradox score.

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Re: Rules Suggestions

Post  thetobias on Mon Dec 13, 2010 1:21 pm

Ok chiming in now.

1) on the subject of tunneling: if you have visibility underground (units in tunnels, burrowed units or a dungeon with at least one unit in it) you can see all burrowers coming at you, if you cant see the burrowers you get surprised, if burrowers attack a garrison with a dungeon they get surprised.
2) every side will get a Titan, after the world is build the Titans pick their favored sides. (I've got dibs on Oz and Snowpoint unless another music centered side comes around)
3) your paradox rating merely means how much of the motes you can take, motes will be decided through a diceroll and if you have 2PA/10 total PA you get 20% of the total amount of motes.

(on the subject of dicerolls, TEST)

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Re: Rules Suggestions

Post  thetobias on Mon Dec 13, 2010 1:21 pm

The member 'thetobias' has done the following action : Diceroller

'd10' : 3

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Re: Rules Suggestions

Post  SirShadow on Mon Dec 13, 2010 1:26 pm

Mmmm, if crovius is a beast god, he may actually be better for Snowpoint... in fact, if he's an "evil" "light" god, that might fit their mentality.

Anyways, I'm fond of Turtlerose and Underopia :P

You might also have to further define what exactly Paradox does and how many motes you get... I thought Paradox = the number of motes you had per turn or something.

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Re: Rules Suggestions

Post  Nihila on Mon Dec 13, 2010 2:53 pm

@HerbieRai:
A Fabricator would take many turns to create an item giving a special--it would be more efficient to focus them on stat boosts. For complex specials, a Limited Dollamancer has the same problem--the items would take a good deal of time to make, providing a good incentive not to. Also, because the items would be specialized for one unit, Stanley probably would have vetoed his Twolls making them for anyone except himself, and he wouldn't have wanted to use anything except his precious Arkenhammer, so the Twolls would have just made general-production stat-increases.

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Re: Rules Suggestions

Post  HerbieRai on Mon Dec 13, 2010 3:18 pm

Have to disagree with ya Nihila, despite you always being right. With the limited dollmancy and fabrication specials I can have 30 guys working on one item, which would end up making them faster than a caster, where a side will usually only have 1 that can fabricate. Mabey we lose the special part, but I think limiting the max bonus that non characters can create would be a good thing.

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Re: Rules Suggestions

Post  Nihila on Mon Dec 13, 2010 3:25 pm

'M not always right. (I just only make the arguments I think I have a chance on.)

With your 30-person set up (well, firstly, I'd say that if a unit has both Fabrication and Limited Dollamancy, only the Limited Dollamancy counts for Fabrication), they won't be able to make items with as much versatility (though admittedly only slightly less), and the upkeep would be 30*70=2100 Schmuckers, for pure Fabricators, or 30*90=2700. That amount of upkeep should be able to fabricate quickly--that's equivalent, in upkeep, to 10 Level 3 Casters or 10 Level 4 ones!

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Re: Rules Suggestions

Post  SirShadow on Mon Dec 13, 2010 3:37 pm

*nods* Aye, if you're going to spend that much money on fabrication... then you should get your money's worth...

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Re: Rules Suggestions

Post  HerbieRai on Mon Dec 13, 2010 5:41 pm

SirShadow wrote:pretty sure every side is required to chose a titan (at least ATM) since it's in the "sign up" thingy.

Motes/turn = Paradox score.

I'm assuming the sides can switch titans at will. Otherwise this is quickly going to turn into a team game.

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Re: Rules Suggestions

Post  SirShadow on Mon Dec 13, 2010 5:51 pm

Yea, I'd expect they can change at will, which gives the titans an incentive to be helpful.

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Re: Rules Suggestions

Post  HerbieRai on Mon Dec 13, 2010 6:52 pm

I would also recommend we have an expanding world. Basically, we say that for every side we have X hexes, then try to make that into a square, rectangle, or circle. Then, when another player joins in we add hexes to the outside either evenly or in a block. That way we don't have to create a gargantuan map to start with. Thoughts?

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Re: Rules Suggestions

Post  thetobias on Tue Dec 14, 2010 12:50 am

Ok chiming in again:

1) about Paradox: it means how large the piece of the pie YOU get is. If you have a high paradox score you will get a higher percentage of the popped motes (every turn a random amount of motes pop)
2) Sides switching Titans is a possibility, remember that no Titan will accept more sides than he can handle. Also "betray" a Titan and he will be both pissed at you and your new Titan (you could start an all out Titanic War).
3) All I'm saying about the world is that it's size will be a secret only known to the Titans, you will spawn close enough to each other to allow for some carnage tho.

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Re: Rules Suggestions

Post  HerbieRai on Tue Dec 14, 2010 1:38 pm

Will the titans be able to decide what casters we get? That way we can get things that complement and go with the theme of our side.

Side note, should there be a higher chance of getting a dollmancer, like a thinkamancer? We have heard of 3 dollmancers now (two in jetstone and one in trans).

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Re: Rules Suggestions

Post  SirShadow on Tue Dec 14, 2010 2:16 pm

As far as I'm aware, Titans will roll randomly to see what caster you get, though your urgent prayers may create more a chance to see certain casters ;)

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Re: Rules Suggestions

Post  doom3607 on Tue Dec 14, 2010 4:20 pm

Right then. on the subject of Titans, could we please have a plains-loving Titan so us evil Vaygr warmongers have someone to worship?

And yes, going insanely evil and warmongering is my intent. Fear the Vaygr!

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Re: Rules Suggestions

Post  SirShadow on Tue Dec 14, 2010 4:27 pm

nuuuu we need a good titan! ... Good titan of war?


Last edited by SirShadow on Tue Dec 14, 2010 5:20 pm; edited 1 time in total

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Re: Rules Suggestions

Post  HerbieRai on Tue Dec 14, 2010 4:32 pm

Question: Can a Titan be evil, and how would they be different from a good titan? It's a world complete full of warriors who are willing to die for their leaders. There's no "lesser" beings to take advantage of. This is kind of what Parson is running into with the Archons. Taking advantage of them would be evil in our eyes, but to erfworlders it's his right as a warlord.

More to the point, how would a "good" titan act differently than an evil one?

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Re: Rules Suggestions

Post  SirShadow on Tue Dec 14, 2010 5:21 pm

an evil titan would probably support war more than a good one and be more cruel in the way he acts toward his followers.

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Re: Rules Suggestions

Post  Nihila on Tue Dec 14, 2010 5:59 pm

War, yes, but all Titans have it in their best interests to be nice to their followers.

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Re: Rules Suggestions

Post  SirShadow on Tue Dec 14, 2010 6:05 pm

"nice" is subjective... I tend to think of it like the game B&W -- though probably not as extreme on the "evil" part. I tend to think of it the Side would follow the Titan because it promised it more power.

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Re: Rules Suggestions

Post  HerbieRai on Tue Dec 14, 2010 6:27 pm

Then what would a "good" titan be like? We wont fight our enemies, we'll try diplomacy in this world where everyone is a warrior? I just don't see the differences.

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Re: Rules Suggestions

Post  SirShadow on Tue Dec 14, 2010 7:04 pm

Aye, it would probably be more leaning toward diplomacy and peace. Warriors are used to create leverage in diplomacy. If you're against a more war-like side and you have greater forces (or profess to have greater forces, hehe) you would have greater lee-way when trying to come to a peaceful solution.

Also, a "good" titan would probably also be more interested in creating things that would benefit their side economically instead of strictly militaristicaly.

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Re: Rules Suggestions

Post  doom3607 on Tue Dec 14, 2010 7:08 pm

Fine. Can we haz an evil militaristic plains-lover for a Titan, so the Vaygr won't have to be against every single Titan?

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Re: Rules Suggestions

Post  Twoy on Tue Dec 14, 2010 10:22 pm

If the burrowing units do not know what is in the garrison, would the burrowing units be ambushed when they enter the garrison?

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Re: Rules Suggestions

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