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Power Link

Here is my proposal on how to improve Power Link.

Current text :
Quote:Whenever another player casts a weak overland spell, if the base cost of that spell is below 100, gain 4 times that much power at the end of that turn, or if the cost is below 500, gain 500 minus the cost. The link misdirects the effect of Drain Power and Spell Blast, countering those spells, and has no effect on spells costing 500 or higher, or during Time Stop.

New text :
Quote:Whenever another player casts an overland spell, the smaller of 500-x or 4x power is generated in your linking pool four times, where x is the base cost of the spell. The linking pool can hold at most 10000 power and each turn, one third of the stored amount can be extracted as power income. Power Link has no effect during Time Stop and counters Spell Blast and Drain Power.


What this change can achieve :
-Still generates the same amount of power on each spell but much easier to understand, especially for the player playing against the spell ("I just need to make sure either of 4x or 500-x is a small number")
-Power gained is added over time, smoothing the historian graph
-There is a cap so a higher player count can't push the amount gained over 3333 each turn
-But with smaller player counts the spell does not lose its edge for being punishing to anyone spamming a lot of cheap spells (They'd need to fill up most of the 10000 pool alone within a very low amount of turns to hit the cap)
-Very minor nerf to the spell overall. (On average you are gaining the power with ~2 turns of delay)
-As a downside to simplify it this wording comes with the inherent assumption that whenever the gained amount would be less than zero, nothing happens,  instead of explicitly saying "no power is gained on spells over a cost of 500)

Also, do we absolutely need the "counters spell blast and drain power" part?
This was included to retain the original functionality (your spells and spell economy can't be countered as the cost during Suppress Magic makes these spells not viable to use) but...with the amount of power gained, being vulnerable to Drain Power is probably better for the overall balance and Sorcery already counters Spell Blast via Time Stop. It also isn't able to prevent Spell Blast on Spell of Mastery because there is plenty of time to dispel it and you can't recast.
I'm also unsure if we need the "Time Stop" part? It's pretty obvious no one can cast spells while you stopped time and if someone else did then...is it really necessary to make them excluded from the spell's effect? Even in worst case scenario they can only fill up the pool to the cap so we don't need to worry about overflow?

If we also remove these parts, the final text would be :

Quote:Whenever another player casts an overland spell, the smaller of 500-x or 4x power is generated in your linking pool four times, where x is the base cost of the spell. The linking pool can hold at most 10000 power and each turn, one third of the stored amount can be extracted as power income.

"Linking pool" is used due to the spell's name but maybe a different name would be better. I don't want to use "power pool" as it would be easy to think it's the same as your power income. However "linking" as a word is already used in Linking Towers which via casting skill are indirectly related to the skill pool and would be completely unrelated to this spell.
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I vote for dropping the "counter" portions, Power Link is already so absurdly powerful it doesn't need any additional help.
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(May 11th, 2023, 21:03)Seravy Wrote: Here is my proposal on how to improve Power Link.

...

If we also remove these parts, the final text would be :

Quote:Whenever another player casts an overland spell, the smaller of 500-x or 4x power is generated in your linking pool four times, where x is the base cost of the spell. The linking pool can hold at most 10000 power and each turn, one third of the stored amount can be extracted as power income.

"Linking pool" is used due to the spell's name but maybe a different name would be better. I don't want to use "power pool" as it would be easy to think it's the same as your power income. However "linking" as a word is already used in Linking Towers which via casting skill are indirectly related to the skill pool and would be completely unrelated to this spell.

There are some gems on the image so I'm assuming thats the Power Link rechargeable battery.
How about such a text:

“Whenever another player casts an overland spell, an amount of power is generated and stored in the Power Link gems, which can hold at most 10000 Power. The smaller of 500 minus base cost of cast overland spell or 4 times the base cost is added 4 times. One third of the stored amount will be extracted as power income per turn.”
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Now that this is implemented and I can finally read the chart properly...

Maybe 10000 is too high for the cap?

   

The big jump is Power Link. Tauron and Sss'ra has Armageddon which you can see in the last year on the chart. It takes roughly 3 years for Armageddon to catch up to it.

I guess the chart also shows quite well how my attempt to keep this spell more balanced by teaching the AI not to cast low cost spells against it wasn't really enough. With 13 players and it only taking about 9 casts of a 100 cost spell to hit the cap, that isn't really doing much. So the cap is definitely needed.

However I'm worried the spell might lose some of its intended edge, basically if the other AI players are capping it anyway, the human player has no reason to hold back on casting low cost spells themselves at least not until they eliminated those other AIs. Although they also have no real way of knowing how much of their spells and how much the AI conttibutes to hitting the cap, so many this isn't a problem?
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Perhaps power link should scale with the number of players somehow.
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For the time being I'll reduce the cap to 7500.
Also, I realized this way of testing is misleading because there is no human player. If a human player is also playing, there would be at least 3-4 fewer surviving AI players in the game. It also shows a worst case scenario where the elimination system failed to eliminate all but one AI player.
I guess the spell is good as is but the 10k cap was a bit excessive. At 7500 it still generates 2500 power each turn if maxed out, that's plenty.
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(May 27th, 2023, 16:24)Seravy Wrote: For the time being I'll reduce the cap to 7500.
Also, I realized this way of testing is misleading because there is no human player. If a human player is also playing, there would be at least 3-4 fewer surviving AI players in the game. It also shows a worst case scenario where the elimination system failed to eliminate all but one AI player.
I guess the spell is good as is but the 10k cap was a bit excessive.  At 7500 it still generates 2500 power each turn if maxed out, that's plenty.

It is not that misleading as you would get this situation if human player is the weakest player, none of ai would retire in that situation.
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Sorcery needs a proper late game win condition and it is nice that it comes with a no casting allowed theme. With effects spread over time the wording got even harder to understand, but it is OK. I may play a sorcery game to the end once to test it. One could say that if you have so many surviving opponents at that stage of the game you deserve that extra mana. To put things in perspective 2500 mana is mass invisibility with x3 distance cost multiplier ten times.

On what difficulty do you run AI test games so they reach armageddon by year 19?
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(May 28th, 2023, 01:37)muxecoid2 Wrote: Sorcery needs a proper late game win condition and it is nice that it comes with a no casting allowed theme. With effects spread over time the wording got even harder to understand, but it is OK. I may play a sorcery game to the end once to test it. One could say that if you have so many surviving opponents at that stage of the game you deserve that extra mana.  To put things in perspective 2500 mana is mass invisibility with x3 distance cost multiplier ten times.

On what difficulty do you run AI test games so they reach armageddon by year 19?

I think this one was no Expert.
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Power Link is great on paper, but enemy wizards are usually so hell-bent on disjunctioning it that nowadays I often don't bother casting it as it won't last for more than a few turns.
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