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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  Twoy on Tue Dec 14, 2010 10:30 pm

An insanely evil, militaristic plains-lover Titan won't match very well with Narnia. Narnia is basically good, defensive and mountains.
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Re: Rules Suggestions

Post  thetobias on Wed Dec 15, 2010 2:11 am

Ok, on the questions of good, neutral and evil.

The ethical axis (good/evil) of the allignment is more for roleplay, good and evil do not exist per se, Stanley: "There is no good and evil, only holy and unholy.". Until further notice all Titans are considered to be holy (in their own way:twisted:).

The moral axis (lawful/chaotic) is more important, a lawful titan will favor open honorable combat and will frown upon backstabbing (to a certain extent). A chaotic titan would favor backstabbery and roguish tricks finding foolish standoffs to be just that, foolish, not honorable.

Then there is the descriptor axis, this describes an important part of your titans character, honorable chaotic, lawful insane etc.. The Titan will act according to his descriptor.

So as an example:
Jack Frost is Lawful (F)rigid with Evil tendencies.
Jack is lawful so he favors honorable combat and traditions. Because of his evil side he would not care about the occasional double dealing, but only with non-believers.
Jack is (F)rigid, ignoring the pun, Jack is very rigid in his lawfulness, he will quickly mark people not following his rules as unworthy and be less prepared to support them.
Jack is Evil, this does not mean that he goes around slaughtering kittens or pushing babies of bridges, he simply has a more bastardish mindset than other Titans and will delight in suffering or torture caused by his followers. How this translates in the game you will have to find out.

Bear in mind that even though Jack is evil this does not mean an OMGWTFBBQ LETS HADOKEN THIS WORLD attitude. To quote Xykon: "I like the world. Some of my best evilness took place here. I wouldn't mind ruling it, in fact. I'm certainly not about to destroy it unless I get really, REALLY bored."
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Re: Rules Suggestions

Post  doom3607 on Wed Dec 15, 2010 3:59 am

Narnai doesn't need a Titan. The Vaygr do. If there is no plains-lover who loves people who make Stanley look peaceable and Parson look harmless, then the Vaygr don't have a Titan. And that would be sad.
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Re: Rules Suggestions

Post  HerbieRai on Wed Dec 15, 2010 6:46 am

I'll propose some natural faction/ monster rules:

Spoiler:

Natural factions.

Natural Allies can have 5 views of the player nations.

Hostile – Unfriendly – Neutral - Friendly – Ally

They start out as neutral and can be moved through various interactions. Some examples are

Attack a natural factions camp -2
Ally with a natural factions enemy -1
Bribery +1
Save camp from enemy forces +2

Ratings and meaning
Hostile – Natural faction will attack player whenever they have an opportunity and will support the players enemies
Unfriendly – Will attack if the player is near a camp
Neutral – Natural faction will try to keep out of the player’s way
Friendly – Natural faction will try to help the player, and player’s natural ally troops will not desert
Ally – Player can recruit natural allies.

Natural factions build camps, which take one hex and will spontaneously pop new members of the faction. No other improvement can be built on a camp
If a natural faction becomes neutral with a faction that has popped that natural factions troops, then all those troop will desert and become units of the natural faction.


Training Monsters
Monsters can be found in the world, and they can be captured and trained to be used by a player. First, the player must subdue the beast. To do this, it must state its intentions of capturing the monster, and then defeat it in combat. If the player wins the fight, then the monster becomes a part of the player’s stack that will not fight in combat.

The player must then move the stack into a city to begin training. Training can be done by any character. It takes (beats hits/ character level) turns to train a beast, and during this time the character can do nothing else (not even manage the city). After this time, the beast is one of the players units.


Critiques, modifications, and praise welcome from anyone except from Nihila Wink , who I would like to point out won the fabrication debate.

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Re: Rules Suggestions

Post  SirShadow on Wed Dec 15, 2010 7:20 am

Wouldn't narnia be a forest-based side that wants to be near the ocean?

Burrowing units get an ambush bonus because they caught the garrison unaware and they were prepared for a fight. Not knowing what is in there is just the risk they're taking.

The natural allies suggestions seem interesting, but I'd say no to the taming beasts one. I think the only way you should be able to tame beasts is with a canymancer. Otherwise, they're only good for "harvesting".

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Re: Rules Suggestions

Post  Twoy on Wed Dec 15, 2010 9:35 am

SirShadow wrote:Wouldn't narnia be a forest-based side that wants to be near the ocean?
Aslan leads them to his country, telling them to go further up and further in, to a country which is revealed to be the "real" Narnia...

Sounds like mountains to me.

Also, forests suck. Also 2, I'm not really interested in ships, navy battles and having my units drown when someone destroys the boat they are sailing on.
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Re: Rules Suggestions

Post  thetobias on Wed Dec 15, 2010 9:37 am

I think that desert, tundra, water and mountain based sides have the biggest advantage. Still this means that those few plains sides can control the grasslands.
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Re: Rules Suggestions

Post  HerbieRai on Wed Dec 15, 2010 10:40 am

We could have had a water based side? Underwater cities would be a bit overpowered. And I could have burrowers that are water capable. Hmmm, I don't think it would work with my sides theme though.

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Re: Rules Suggestions

Post  SirShadow on Wed Dec 15, 2010 10:40 am

I don't think you have cities created in water, they'd have to be made on an island or shore.

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Re: Rules Suggestions

Post  Twoy on Wed Dec 15, 2010 11:33 am

Each of the terrains have advantages and disadvantages. I think plains are very good economically. Forest are very bad economically, and their defense advantages are only mediocre.

Coastal cities can build wharves, which are good economically. With water-capable units, you don't have to worry about ships or your units drowning.
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Re: Rules Suggestions

Post  HerbieRai on Wed Dec 15, 2010 4:51 pm

Can I get an official ruling on building tunnels that non burrowing units can move through? I know SirShadow responded, but is that the official ruling?

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Re: Rules Suggestions

Post  thetobias on Sat Dec 18, 2010 8:35 am

You can build a tunnel the same way as a road, this will require a tunneling unit or a dirtamancer in the stack.
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Re: Rules Suggestions

Post  thetobias on Sat Dec 18, 2010 9:30 am

The ruleset has just been updated to include advanced combat rules. Enjoy
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Re: Rules Suggestions

Post  Nihila on Sat Dec 18, 2010 9:40 am

Will a scout find a Hidden stack?
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Re: Rules Suggestions

Post  thetobias on Sat Dec 18, 2010 9:47 am

If being ambushed by it counts as "finding" it Razz

A hidden unit acts as if it were veiled by a level 0.5 foolamancer. This means that you will need leaderhip to spot them.
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Re: Rules Suggestions

Post  Nihila on Sat Dec 18, 2010 9:50 am

So, if I understand the Spell Comendiumata correctly, a Level 5 or greater Warlord has a 100% chance of finding hidden units, correct?
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Re: Rules Suggestions

Post  thetobias on Sat Dec 18, 2010 10:06 am

correct, this is a fair disadvantage, I think
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Re: Rules Suggestions

Post  Nihila on Sat Dec 18, 2010 10:47 am

Will we be told what a stack's stance is? As in, "Hold," "Berserk," "Fortified,"? It might be good to know if an enemy's Berserk or Fortified, after all.
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Re: Rules Suggestions

Post  Twoy on Sat Dec 18, 2010 10:54 am

Needs clarification:
When units tunnel into a dungeon with units in it they are considered ambushed.

When units tunnel into a dungeon with units in it "the defending units" are considered ambushed.

When units tunnel into a dungeon with units in it "the attacking units" are considered ambushed.
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Re: Rules Suggestions

Post  SirShadow on Sat Dec 18, 2010 4:40 pm

the defending units are ambushed.

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Re: Rules Suggestions

Post  Nihila on Sat Dec 18, 2010 4:44 pm

Really? That makes burrowing a little overpowerful--one can easily take cities by ambushing the defenders from underground. Since the burrowers wouldn't know anything about the troops they would be attack, shouldn't the burrowers get ambushed?
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Re: Rules Suggestions

Post  SirShadow on Sat Dec 18, 2010 4:54 pm

As stated before, its not about knowing what your attacking, its about being prepared for a fight. Unless yhe defenders knew the burrowers were coming, they wouldn't be ready to engage, so they would be ambushed. Not knowing what theyre getting into is just the risk the burrowers take.

I know it may seem slightly overpowered, but just means cities should invest in tunnel defenses. Also, this is cannon, ansem tried this on gobwin knob, but they noticed the burrowers coming.

For balance I also suggested burrowers speed be halved when burrowing.

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Re: Rules Suggestions

Post  Nihila on Sat Dec 18, 2010 4:57 pm

As I've stated before, the GK Tunnel attack took a full turn to pass from entering the Tunnels to getting close to the Dungeon. Which would also balance the problem.
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Re: Rules Suggestions

Post  HerbieRai on Sat Dec 18, 2010 6:23 pm

I think they had to enter the tunnels from a few hexes away. They weren't tunneling units (they didn't dig the tunnels themselves), they were just lights that could fight underground or had a bonus underground. Granted, I'm probably not the most unbiased person to be talking about this . Very Happy

Other things considered, remember that burrowing is twice as costly as flight, and can only be taken by 3 units (knights, C, and D) while everything can have flight.

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Re: Rules Suggestions

Post  SirShadow on Sat Dec 18, 2010 6:39 pm

That's a good point in the cost and availability. But also, there were panels that showed the marvits digging

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Re: Rules Suggestions

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