October 12th, 2022, 01:24
(This post was last modified: October 12th, 2022, 01:26 by Charriu.)
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The start of the tiny always war game made me think a bit. You know how in the early game the RNG is a lot bigger factor compared to later stages of the game, because you have fewer units. How about a game option that just produced X amount of units instead of just 1. Everything stays the same when you for example produce an axeman, but instead of getting 1 axeman you get for example 3 axeman. I wouldn't use this option for the standard games we are playing, but maybe for a tiny always war game like PB68 this might be interesting?
October 12th, 2022, 01:33
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That would be.... interesting
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
October 12th, 2022, 03:07
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I assume that only combat units would be doubled, and not worker/settler/workboat. Scouts and explorers should probably also be kept out of it? Otherwise I think this is a great addition for tiny map games.
October 12th, 2022, 03:11
(This post was last modified: October 12th, 2022, 03:12 by Charriu.)
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(October 12th, 2022, 03:07)Tarkeel Wrote: I assume that only combat units would be doubled, and not worker/settler/workboat. Scouts and explorers should probably also be kept out of it? Otherwise I think this is a great addition for tiny map games.
Yes, that would be necessary too. Basically all military units
October 12th, 2022, 08:27
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You'd need to address how increased army size affects maintenance and supply, but yes it's interesting. Why not have it affect scouts though? If a scout costs 50% more than a chariot you'd be really hard pressed to find a use case.
October 12th, 2022, 09:13
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Easier implementation on my side and I doubt ascout will be important in those tiny games
October 12th, 2022, 12:48
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This completely throws the game balance off. Don't like it all.
October 25th, 2022, 16:57
(This post was last modified: October 25th, 2022, 16:58 by civac2.)
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@Charriu: I have reason to believe that your last tick calculation for research takes overflow into account without research bonus. Say, you have 100 beakers overflow (raw, after dividing out bonus for previous tech) it uses that to calculate the last tick instead of 100 * 1.2 or whatever the current bonus from ktb and prerequisites is.
October 26th, 2022, 07:07
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I would have to check that. Thanks
November 9th, 2022, 00:13
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(October 12th, 2022, 01:24)Charriu Wrote: The start of the tiny always war game made me think a bit. You know how in the early game the RNG is a lot bigger factor compared to later stages of the game, because you have fewer units. How about a game option that just produced X amount of units instead of just 1. Everything stays the same when you for example produce an axeman, but instead of getting 1 axeman you get for example 3 axeman. I wouldn't use this option for the standard games we are playing, but maybe for a tiny always war game like PB68 this might be interesting?
I don't know how easy this is to implement, but a way to achieve a ~similar effect with fewer unintended consequences might be to reduce the maximum number of combat rounds (e.g. air units only have 5 rounds already) and/or increase the ratio of "hitpoints" to average damage for regular combat. (Currently all units start with 100 hp and do 20 damage per victorious round against units with equal power.) This would still have unintended consequences of course, for instance around First Strikes (making them stronger).
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