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Lessors
Submitted by Management 7/4/2012 3:48:00 PM {time} ago in Community Feedback
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
blue? this is your ballgame.
wyrm
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
This game variant may have identified a possible need to reevaluate the battle algorithm.
Maybe things need to be a bit more granular. Attacks meted out on some sort of ordered proportional basis.
So even if a unit has multiple attacks, if it dies early in the battle round, it may or may not have gotten off all of it's attacks. Something along those lines.
Along the lines of giving some help to smaller empires, maybe apply a factor income factor that inverse to the size of the empire?
For example, an average size empire would have a factor of 1. A below average size empire may be 1.2, an above average empire may be .8
The larger and more spread out your empire it is, more more difficult it is to collect taxes...
-------Original Message-------
Lunar Savage wrote: Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Carefully here. A large opponent fighting On many fronts needs all the resources and more not sure that I would handicap a larger player for doing well...
-------Original Message-------
Management wrote:
This game variant may have identified a possible need to reevaluate the battle algorithm.
Maybe things need to be a bit more granular. Attacks meted out on some sort of ordered proportional basis.
So even if a unit has multiple attacks, if it dies early in the battle round, it may or may not have gotten off all of it's attacks. Something along those lines.
Along the lines of giving some help to smaller empires, maybe apply a factor income factor that inverse to the size of the empire?
For example, an average size empire would have a factor of 1. A below average size empire may be 1.2, an above average empire may be .8
The larger and more spread out your empire it is, more more difficult it is to collect taxes...
-------Original Message-------
Lunar Savage wrote: Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I'm just tossing out ideas off the top of my head.
I'm sure most of the best ideas will come from the players on issues I may not have even thought of.
-------Original Message-------
BlueSky wrote:
Carefully here. A large opponent fighting On many fronts needs all the resources and more not sure that I would handicap a larger player for doing well...
-------Original Message-------
Management wrote:
This game variant may have identified a possible need to reevaluate the battle algorithm.
Maybe things need to be a bit more granular. Attacks meted out on some sort of ordered proportional basis.
So even if a unit has multiple attacks, if it dies early in the battle round, it may or may not have gotten off all of it's attacks. Something along those lines.
Along the lines of giving some help to smaller empires, maybe apply a factor income factor that inverse to the size of the empire?
For example, an average size empire would have a factor of 1. A below average size empire may be 1.2, an above average empire may be .8
The larger and more spread out your empire it is, more more difficult it is to collect taxes...
-------Original Message-------
Lunar Savage wrote: Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
-------Original Message-------
BlueSky wrote:
Carefully here. A large opponent fighting On many fronts needs all the resources and more not sure that I would handicap a larger player for doing well...
-------Original Message-------
Management wrote:
This game variant may have identified a possible need to reevaluate the battle algorithm.
Maybe things need to be a bit more granular. Attacks meted out on some sort of ordered proportional basis.
So even if a unit has multiple attacks, if it dies early in the battle round, it may or may not have gotten off all of it's attacks. Something along those lines.
Along the lines of giving some help to smaller empires, maybe apply a factor income factor that inverse to the size of the empire?
For example, an average size empire would have a factor of 1. A below average size empire may be 1.2, an above average empire may be .8
The larger and more spread out your empire it is, more more difficult it is to collect taxes...
-------Original Message-------
Lunar Savage wrote: Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I'm not saying take away the advantage of being larger altogether. We shouldn't punish a player for doing well.
However, I would like to see some more emphasis on the reality of larger empires being more difficult to manage and more importantly, maintain. As we get more players in games, that will probably weed itself out to some degree, but it won't be gone entirely.
At the very least, we should consider a new variant where bigger empires have different challenges or more taxing natures, but most definitely do have their own distinct rewards over smaller empires.
In fact, another way we might lean away from the idea of "get the biggest empire" is to come up with new goal ideas for games. Or maybe even new ways to keep score. I notice there are two things in the Citadel for keeping track of player ranks/leads. Region count, and point count. Where Point count usually equals the region count. Well, what if we changed it so that in some variants, the regions were worth varying amounts? Like a plains is worth 1 point (yet gives the most T), while a swamp is worth 4 points (and is almost useless, as you can't build on it and renders very little T).
And new concepts in goals would also change the desire to just simply grow big. As there might be different advantages to having a smaller, bigger, or even a weirdly shaped empire on the map. Or even better, different tactics and advantages to moving your forces around differently or in directions instead of global domination in all directions.
Lunar Savage
-------Original Message-------
BlueSky wrote:
Carefully here. A large opponent fighting On many fronts needs all the resources and more not sure that I would handicap a larger player for doing well...
-------Original Message-------
Management wrote:
This game variant may have identified a possible need to reevaluate the battle algorithm.
Maybe things need to be a bit more granular. Attacks meted out on some sort of ordered proportional basis.
So even if a unit has multiple attacks, if it dies early in the battle round, it may or may not have gotten off all of it's attacks. Something along those lines.
Along the lines of giving some help to smaller empires, maybe apply a factor income factor that inverse to the size of the empire?
For example, an average size empire would have a factor of 1. A below average size empire may be 1.2, an above average empire may be .8
The larger and more spread out your empire it is, more more difficult it is to collect taxes...
-------Original Message-------
Lunar Savage wrote: Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I like the thought of coming up with new ideas for victory conditions and objective type game variants.
Capture the flag, territories, juggernaut, etc.
Things like that.
I think there's potential for tons of great ideas in this area.
-------Original Message-------
Lunar Savage wrote: I'm not saying take away the advantage of being larger altogether. We shouldn't punish a player for doing well.
However, I would like to see some more emphasis on the reality of larger empires being more difficult to manage and more importantly, maintain. As we get more players in games, that will probably weed itself out to some degree, but it won't be gone entirely.
At the very least, we should consider a new variant where bigger empires have different challenges or more taxing natures, but most definitely do have their own distinct rewards over smaller empires.
In fact, another way we might lean away from the idea of "get the biggest empire" is to come up with new goal ideas for games. Or maybe even new ways to keep score. I notice there are two things in the Citadel for keeping track of player ranks/leads. Region count, and point count. Where Point count usually equals the region count. Well, what if we changed it so that in some variants, the regions were worth varying amounts? Like a plains is worth 1 point (yet gives the most T), while a swamp is worth 4 points (and is almost useless, as you can't build on it and renders very little T).
And new concepts in goals would also change the desire to just simply grow big. As there might be different advantages to having a smaller, bigger, or even a weirdly shaped empire on the map. Or even better, different tactics and advantages to moving your forces around differently or in directions instead of global domination in all directions.
Lunar Savage
-------Original Message-------
BlueSky wrote:
Carefully here. A large opponent fighting On many fronts needs all the resources and more not sure that I would handicap a larger player for doing well...
-------Original Message-------
Management wrote:
This game variant may have identified a possible need to reevaluate the battle algorithm.
Maybe things need to be a bit more granular. Attacks meted out on some sort of ordered proportional basis.
So even if a unit has multiple attacks, if it dies early in the battle round, it may or may not have gotten off all of it's attacks. Something along those lines.
Along the lines of giving some help to smaller empires, maybe apply a factor income factor that inverse to the size of the empire?
For example, an average size empire would have a factor of 1. A below average size empire may be 1.2, an above average empire may be .8
The larger and more spread out your empire it is, more more difficult it is to collect taxes...
-------Original Message-------
Lunar Savage wrote: Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I like the idea of lessors defecting to Native and/or Natives generating in small numbers. This means large empires have to put more resources into maintaining the large empire.
-------Original Message-------
Lunar Savage wrote: I'm not saying take away the advantage of being larger altogether. We shouldn't punish a player for doing well.
However, I would like to see some more emphasis on the reality of larger empires being more difficult to manage and more importantly, maintain. As we get more players in games, that will probably weed itself out to some degree, but it won't be gone entirely.
At the very least, we should consider a new variant where bigger empires have different challenges or more taxing natures, but most definitely do have their own distinct rewards over smaller empires.
In fact, another way we might lean away from the idea of "get the biggest empire" is to come up with new goal ideas for games. Or maybe even new ways to keep score. I notice there are two things in the Citadel for keeping track of player ranks/leads. Region count, and point count. Where Point count usually equals the region count. Well, what if we changed it so that in some variants, the regions were worth varying amounts? Like a plains is worth 1 point (yet gives the most T), while a swamp is worth 4 points (and is almost useless, as you can't build on it and renders very little T).
And new concepts in goals would also change the desire to just simply grow big. As there might be different advantages to having a smaller, bigger, or even a weirdly shaped empire on the map. Or even better, different tactics and advantages to moving your forces around differently or in directions instead of global domination in all directions.
Lunar Savage
-------Original Message-------
BlueSky wrote:
Carefully here. A large opponent fighting On many fronts needs all the resources and more not sure that I would handicap a larger player for doing well...
-------Original Message-------
Management wrote:
This game variant may have identified a possible need to reevaluate the battle algorithm.
Maybe things need to be a bit more granular. Attacks meted out on some sort of ordered proportional basis.
So even if a unit has multiple attacks, if it dies early in the battle round, it may or may not have gotten off all of it's attacks. Something along those lines.
Along the lines of giving some help to smaller empires, maybe apply a factor income factor that inverse to the size of the empire?
For example, an average size empire would have a factor of 1. A below average size empire may be 1.2, an above average empire may be .8
The larger and more spread out your empire it is, more more difficult it is to collect taxes...
-------Original Message-------
Lunar Savage wrote: Aha! That's it. Thank you. That's what it was.
Anyway, the game has always favored the defending player, ala Fort upgrade bonuses.
So, making it so the defending player gets the home field advantage doesn't sound like too bad an idea. Unfortunately, this just gives bigger players another step up. So...hm. :/
Lunar Savage
-------Original Message-------
Management wrote:
I recall reading a thread in one the newsgroups where they were discussing the results of a game variant where lessors had a very high number of attacks.
Basically the result was it created a situation where a small number of lessors could kill a much larger number of lessors. A common result was that both groups of lessors would be totally wiped out. But the player with the smaller group of lessors gained more fury and as a tie with 0 lessors surviving the region stayed with the defending player.
Creating a situation heavily favoring a defending player over an attacking player.
An interesting scenario. But I'm not sure if that would be the desired outcome or not.
100% offense is technically not a problem. 100% defense though does raise some issues. What happens if two units with 100% defense are on opposite sides in a battle?
The easy solution is disallow 100%. 99% would be the max defense any unit could have.
But then again, maybe it coded for as as a special case to be handled one way or another. For example, maybe various modifiers could be in effect at any given time... or whenever 100% defense units end up fighting each other they automatically kill each other.. or maybe something else entirely...
Fury farms are a whole new subject, as matter of fact I'll kick off a thread on Fury Farms...
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Expanding on the Lunar Savage idea of a group (battalion?) of lessors, some ideas to make the battle interesting. The coding may be more complicated, but a detailed round by round battle report would be interesting.
You could follow typical military structure...
8-13 = squad - one member promoted to sergeant / corporal 26 - 55 = platoon - one member promoted to lieutenant 80 - 225 = company - one member promoted to captain or major
and so forth.
Each leader of a squad would have slightly more offense and defense than an individual. Each leader of a platoon more, and so forth. After each tick, your lessors get re-organized, including promotions.
What does "slightly" mean? For a squad of Crusaders, perhaps a sergeant is half way to Amra. For a platoon of Crusaders, a lieutenant is an Amra. For a company of Crusaders, a captain is a Rip.
-------Original Message-------
Lunar Savage wrote: I have done games in the past where the lessors had an insanely high number of attacks. It actually puts them at a disadvantage when it's just lessor vs. lessor. I don't remember the details, but someone ran the calculations, the lessors with more attacks were more frequently coming out on the losing end.
I wager the whole lessor system might have to be reworked. Though, I agree with Blue, they should be allowed to have 100% attack or defense (maybe not defense as that makes them invincible no?).
Other than disagreeing on movement rules in the game, I wish to focus on other ideas for lessors.
Like tracking how many battles a single lessor or perhaps a group of lessors have won. And then using this information to grant advantages to the group.
For example: a group of lessors travels together across 3 regions. The game labels them as a unit as long as they continue to stay together after that point. After winning 2 battles together as a unit (even if they lose a few in the battles), they begin to gain advantages.
Specifically, reward advantages. Like being able to garner more F from a win. A unit who has traveled together across 3 regions, and THEN won 2 battles, now gets +1% extra Fury in every battle they win from there on. After 4 battles, it's increased to +2%. After 8 battles, it's increased to +4% with a cap at say 5 or 6%.
Also, I would like to change the rewards from battle. Battles between lessors should be able to grant more than just F. I'd like to be able to switch it to battles granting Treasure instead...or perhaps even both at the same time.
Also, btw, the extra bonus F thing would be hard to pull off in fury farms since you're generating on the spot and then battling. But we're trying to break the farms anyway, as I recall with 1 F sacrifice spells. Also, for diplomatic reasons I think. Which I want to discuss diplomacy elsewhere.
There's a lot we could do with lessors. They are the backbone of any empire after all. They have been far too overshadowed by the forms for far too long, IMO.
Lunar Savage
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Based on my initial understandings far, I expect making all the aspects of lessors configurable in the database should be possible.
At this stage I'm not sure yet if there may be anything hardcoded in the battle logic that may not be compatible with lessor configuration outside of expected parameters.
Those issues aside, it is our intention to make all those factor into configurable options.
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I am going through these in order, so there may already be some comment ...
"The idea of moving more than one region in a tick I would not recommend."
I agree with BlueSky on this point as a general rule. I think there "might" be two exceptions (both needing some evaluation / piloting)
1) Tele-porting. You can tele-port forms by building temples.
You can do something similar with lessors by building a temple and spending T to order them up. One way to modify this would be enable similar tele-porting of lessors through fortresses. This may allow me to get more than 500 lessors at a fort in one tick (order 500 from T, call up 500 that I sent home last tick).
2) A spell that collapses a single region to provide access to all of it's borders. This would require more thought - it would have to be costly. Lot's of F, and damage done to any lessors / forms that cross the region. And only lessors or forms can cross, not a spell.
-------Original Message-------
BlueSky wrote: The stats dont allow above 90% on attack or defence, they need to allow up to 100%
Te number of attacks for a lessor is set to one. There have been games we wanted to set them to two or more.. Configurable and saveable in a template.
The darkness games have configured lessors pretty accurately with the same balance as they are currently but at double strength and double defence vs. forms. That significantly brings form value lower and results in a pretty interesting game format. The stats can not be saved into a template which means customization each game.
New lessor types can be interesting, and we already have them in the database as Dark Glows, Moon Glows, and Blood Glows. Nobody can get there because only a magma demon and a fort and five BBs can get to moon glows, and six BB's are needed to get to a Dark glow, but the game is over..
Given that lessors can be configured and names, th only thing that an additional lessor type means is having a seventh BB to get there. Not sure that we need it.
The idea of moving more than one region in a tick I would not recommend.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Is there a game option for Native Lessers to be something other than Crusaders?
If Native Lessers were Rip's the expansion part of the game would proceed a lot differently.
As a game option, you may start with more lessers and more T.
Another twist would be to change the Native Lesser type according to region. i.e. Forest = Crusaders; Swamp, Dunes = Amra; Plains = Rip Lizards.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I like this idea. The only way to slow down expansion in the past was to have native nations on or to just try and blow up the numbers of the natives on the map. But having the ability to make them stronger without moving or increased population would be nice.
Lunar Savage
-------Original Message-------
old_ugly wrote: Is there a game option for Native Lessers to be something other than Crusaders?
If Native Lessers were Rip's the expansion part of the game would proceed a lot differently.
As a game option, you may start with more lessers and more T.
Another twist would be to change the Native Lesser type according to region. i.e. Forest = Crusaders; Swamp, Dunes = Amra; Plains = Rip Lizards.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
yes. Lets have it, jump :)
wyrm
-------Original Message-------
Lunar Savage wrote: I like this idea. The only way to slow down expansion in the past was to have native nations on or to just try and blow up the numbers of the natives on the map. But having the ability to make them stronger without moving or increased population would be nice.
Lunar Savage
-------Original Message-------
old_ugly wrote: Is there a game option for Native Lessers to be something other than Crusaders?
If Native Lessers were Rip's the expansion part of the game would proceed a lot differently.
As a game option, you may start with more lessers and more T.
Another twist would be to change the Native Lesser type according to region. i.e. Forest = Crusaders; Swamp, Dunes = Amra; Plains = Rip Lizards.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Native nations is a pretty strong way though, having 5 rips is mostly equivalent to having 4 crusaders, so we could do the higher strength lessors just with tat option..
-------Original Message-------
Lunar Savage wrote: I like this idea. The only way to slow down expansion in the past was to have native nations on or to just try and blow up the numbers of the natives on the map. But having the ability to make them stronger without moving or increased population would be nice.
Lunar Savage
-------Original Message-------
old_ugly wrote: Is there a game option for Native Lessers to be something other than Crusaders?
If Native Lessers were Rip's the expansion part of the game would proceed a lot differently.
As a game option, you may start with more lessers and more T.
Another twist would be to change the Native Lesser type according to region. i.e. Forest = Crusaders; Swamp, Dunes = Amra; Plains = Rip Lizards.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I do believe the native lessors can be changed to another type besides crusaders.
Although there's no practical way right now to associate the native lessor type with the region type.
-------Original Message-------
old_ugly wrote: Is there a game option for Native Lessers to be something other than Crusaders?
If Native Lessers were Rip's the expansion part of the game would proceed a lot differently.
As a game option, you may start with more lessers and more T.
Another twist would be to change the Native Lesser type according to region. i.e. Forest = Crusaders; Swamp, Dunes = Amra; Plains = Rip Lizards.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question.
-------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Okay, first off, I was using HP as a short hand in place of typing "health" repeatedly. Blue, back off the damn technical BS please. You knew damn well what I meant. In the event you actually didn't, my apologies, but every time I make a suggestion, you sound off with a "well, here's why that doesn't work". It honestly sounds like you're terrified of a little change in this game because you don't want to have to relearn anything. We have competent coders on board now. All suggestions should be laid out on the table and fully considered. Not immediately shot down because you think it's equivalent to something else that already exists.
Second, as I understand it, an increased health stat for the lessers would work similar to forms. A form with 100 health can withstand 100 attacks from a single lesser. Or 1 attack each from 100 lessers (technically 99 as the last lesser would kill it). Therefore, a lesser with increased HP could withstand more attacks from other lessers, and potentially more attacks from the forms.
As I understand it, this is how a battle works:
Wooden: 100 health, 80 offense, 92 defense, 40 attacks
vs.
100 Crusaders: 30 offense, 30 defense, 1 health each.
In round one, the wooden attacks first. The in-game d100 rolls itself. If it's 80 or lower, the wooden succeeds in it's attack and lands a blow on a random lesser. The game repeats this 40 times because the wooden has 40 attacks for the round. So the wooden has the max potential to kill 40 crusaders in one round, because they each have 1 hp.
Now, also as I understand it, just because the wooden hits, does not mean an instant death. The defense stat comes into play. The d100 rolls itself to determine whether or not the lesser shrugs off the blow. If it's 30 or less, no damage is taken. If they had health higher than 1, they could take more hits.
Then the lessers attack. Each one gets 1 attack against the wooden. So the d100 rolls itself 1 time for each remaining lesser in the battle. For each one, if it comes up 30 or less, they hit. But for each one that "hits", the form gets to roll it's own defense rating. If it fails that defense rating, it takes damage to health.
What I'm proposing by giving lessers a higher health stat, just helps to keep them lasting longer in battle and not necessarily rely on a luck of the draw defense rating to survive. Hell, it may actually help to balance out their strength against forms a bit as well. And it can change the dynamic of lesser vs. lesser battles too. It would require a new dynamic of maintaining your lessers health and not sending in a tired/battered group into a battle against fresh lessers.
Lunar Savage
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
All I said is I figured the math out and we can already get there with the formulas..
As to whonattacks first they both do and after the attack for a round occurs the associated deaths occur... It's not really one lessor at a time they treat in blocks....
-------Original Message-------
Lunar Savage wrote: Okay, first off, I was using HP as a short hand in place of typing "health" repeatedly. Blue, back off the damn technical BS please. You knew damn well what I meant. In the event you actually didn't, my apologies, but every time I make a suggestion, you sound off with a "well, here's why that doesn't work". It honestly sounds like you're terrified of a little change in this game because you don't want to have to relearn anything. We have competent coders on board now. All suggestions should be laid out on the table and fully considered. Not immediately shot down because you think it's equivalent to something else that already exists.
Second, as I understand it, an increased health stat for the lessers would work similar to forms. A form with 100 health can withstand 100 attacks from a single lesser. Or 1 attack each from 100 lessers (technically 99 as the last lesser would kill it). Therefore, a lesser with increased HP could withstand more attacks from other lessers, and potentially more attacks from the forms.
As I understand it, this is how a battle works:
Wooden: 100 health, 80 offense, 92 defense, 40 attacks
vs.
100 Crusaders: 30 offense, 30 defense, 1 health each.
In round one, the wooden attacks first. The in-game d100 rolls itself. If it's 80 or lower, the wooden succeeds in it's attack and lands a blow on a random lesser. The game repeats this 40 times because the wooden has 40 attacks for the round. So the wooden has the max potential to kill 40 crusaders in one round, because they each have 1 hp.
Now, also as I understand it, just because the wooden hits, does not mean an instant death. The defense stat comes into play. The d100 rolls itself to determine whether or not the lesser shrugs off the blow. If it's 30 or less, no damage is taken. If they had health higher than 1, they could take more hits.
Then the lessers attack. Each one gets 1 attack against the wooden. So the d100 rolls itself 1 time for each remaining lesser in the battle. For each one, if it comes up 30 or less, they hit. But for each one that "hits", the form gets to roll it's own defense rating. If it fails that defense rating, it takes damage to health.
What I'm proposing by giving lessers a higher health stat, just helps to keep them lasting longer in battle and not necessarily rely on a luck of the draw defense rating to survive. Hell, it may actually help to balance out their strength against forms a bit as well. And it can change the dynamic of lesser vs. lesser battles too. It would require a new dynamic of maintaining your lessers health and not sending in a tired/battered group into a battle against fresh lessers.
Lunar Savage
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
"It's not really one lessor at a time they treat in blocks...."
Really. So if I have a 50 lesser army attacking your 100 lesser army, does the engine (a) pick 50 targets out of the 100, or does it (b) pick 1 out 100 fifty times?
(The difference being, (a) yields 50 unique targets, but (b) could yield 1 only unique target, even if it's unlikely)
I think the answer is (b), which is "like" each lesser launching it's own attack. And it's understood all lessers launch their attacks at the same time.
As far as the math goes - what happens in a single round of battle certainly determined by the math. But the difference between H and D can impact how many lessers survive any give round, meaning the progress of a battle from round to round can change a lot.
I may be off track - I'm in the "show me" mode now.
What would happen with your simulator if we changed the .ini? Would it handle the increased health and transition from round to round correctly?
-------Original Message-------
BlueSky wrote: All I said is I figured the math out and we can already get there with the formulas..
As to whonattacks first they both do and after the attack for a round occurs the associated deaths occur... It's not really one lessor at a time they treat in blocks....
-------Original Message-------
Lunar Savage wrote: Okay, first off, I was using HP as a short hand in place of typing "health" repeatedly. Blue, back off the damn technical BS please. You knew damn well what I meant. In the event you actually didn't, my apologies, but every time I make a suggestion, you sound off with a "well, here's why that doesn't work". It honestly sounds like you're terrified of a little change in this game because you don't want to have to relearn anything. We have competent coders on board now. All suggestions should be laid out on the table and fully considered. Not immediately shot down because you think it's equivalent to something else that already exists.
Second, as I understand it, an increased health stat for the lessers would work similar to forms. A form with 100 health can withstand 100 attacks from a single lesser. Or 1 attack each from 100 lessers (technically 99 as the last lesser would kill it). Therefore, a lesser with increased HP could withstand more attacks from other lessers, and potentially more attacks from the forms.
As I understand it, this is how a battle works:
Wooden: 100 health, 80 offense, 92 defense, 40 attacks
vs.
100 Crusaders: 30 offense, 30 defense, 1 health each.
In round one, the wooden attacks first. The in-game d100 rolls itself. If it's 80 or lower, the wooden succeeds in it's attack and lands a blow on a random lesser. The game repeats this 40 times because the wooden has 40 attacks for the round. So the wooden has the max potential to kill 40 crusaders in one round, because they each have 1 hp.
Now, also as I understand it, just because the wooden hits, does not mean an instant death. The defense stat comes into play. The d100 rolls itself to determine whether or not the lesser shrugs off the blow. If it's 30 or less, no damage is taken. If they had health higher than 1, they could take more hits.
Then the lessers attack. Each one gets 1 attack against the wooden. So the d100 rolls itself 1 time for each remaining lesser in the battle. For each one, if it comes up 30 or less, they hit. But for each one that "hits", the form gets to roll it's own defense rating. If it fails that defense rating, it takes damage to health.
What I'm proposing by giving lessers a higher health stat, just helps to keep them lasting longer in battle and not necessarily rely on a luck of the draw defense rating to survive. Hell, it may actually help to balance out their strength against forms a bit as well. And it can change the dynamic of lesser vs. lesser battles too. It would require a new dynamic of maintaining your lessers health and not sending in a tired/battered group into a battle against fresh lessers.
Lunar Savage
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
So using the simulator, I can validate BlueSky's position. 100 Crusaders with 2 Attacks and 2 Health each battling 100 Rips with 1 Attack and 1 Health each - the odds are 50-50 which army wins. It's a nice bimodal distribution with peaks of 18-20 lessers remaining for the winner.
How closely does the simulator reflect the engine?
The only other complexity is the progress of an army from cycle to cycle, with a combination of degrading health and size versus only degrading size.
-------Original Message-------
old_ugly wrote: "It's not really one lessor at a time they treat in blocks...."
Really. So if I have a 50 lesser army attacking your 100 lesser army, does the engine (a) pick 50 targets out of the 100, or does it (b) pick 1 out 100 fifty times?
(The difference being, (a) yields 50 unique targets, but (b) could yield 1 only unique target, even if it's unlikely)
I think the answer is (b), which is "like" each lesser launching it's own attack. And it's understood all lessers launch their attacks at the same time.
As far as the math goes - what happens in a single round of battle certainly determined by the math. But the difference between H and D can impact how many lessers survive any give round, meaning the progress of a battle from round to round can change a lot.
I may be off track - I'm in the "show me" mode now.
What would happen with your simulator if we changed the .ini? Would it handle the increased health and transition from round to round correctly?
-------Original Message-------
BlueSky wrote: All I said is I figured the math out and we can already get there with the formulas..
As to whonattacks first they both do and after the attack for a round occurs the associated deaths occur... It's not really one lessor at a time they treat in blocks....
-------Original Message-------
Lunar Savage wrote: Okay, first off, I was using HP as a short hand in place of typing "health" repeatedly. Blue, back off the damn technical BS please. You knew damn well what I meant. In the event you actually didn't, my apologies, but every time I make a suggestion, you sound off with a "well, here's why that doesn't work". It honestly sounds like you're terrified of a little change in this game because you don't want to have to relearn anything. We have competent coders on board now. All suggestions should be laid out on the table and fully considered. Not immediately shot down because you think it's equivalent to something else that already exists.
Second, as I understand it, an increased health stat for the lessers would work similar to forms. A form with 100 health can withstand 100 attacks from a single lesser. Or 1 attack each from 100 lessers (technically 99 as the last lesser would kill it). Therefore, a lesser with increased HP could withstand more attacks from other lessers, and potentially more attacks from the forms.
As I understand it, this is how a battle works:
Wooden: 100 health, 80 offense, 92 defense, 40 attacks
vs.
100 Crusaders: 30 offense, 30 defense, 1 health each.
In round one, the wooden attacks first. The in-game d100 rolls itself. If it's 80 or lower, the wooden succeeds in it's attack and lands a blow on a random lesser. The game repeats this 40 times because the wooden has 40 attacks for the round. So the wooden has the max potential to kill 40 crusaders in one round, because they each have 1 hp.
Now, also as I understand it, just because the wooden hits, does not mean an instant death. The defense stat comes into play. The d100 rolls itself to determine whether or not the lesser shrugs off the blow. If it's 30 or less, no damage is taken. If they had health higher than 1, they could take more hits.
Then the lessers attack. Each one gets 1 attack against the wooden. So the d100 rolls itself 1 time for each remaining lesser in the battle. For each one, if it comes up 30 or less, they hit. But for each one that "hits", the form gets to roll it's own defense rating. If it fails that defense rating, it takes damage to health.
What I'm proposing by giving lessers a higher health stat, just helps to keep them lasting longer in battle and not necessarily rely on a luck of the draw defense rating to survive. Hell, it may actually help to balance out their strength against forms a bit as well. And it can change the dynamic of lesser vs. lesser battles too. It would require a new dynamic of maintaining your lessers health and not sending in a tired/battered group into a battle against fresh lessers.
Lunar Savage
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
It follows math rules.. Randomization included.. performance constraints...
Of course, how you want to describe it can vary :)
-------Original Message-------
old_ugly wrote: "It's not really one lessor at a time they treat in blocks...."
Really. So if I have a 50 lesser army attacking your 100 lesser army, does the engine (a) pick 50 targets out of the 100, or does it (b) pick 1 out 100 fifty times?
(The difference being, (a) yields 50 unique targets, but (b) could yield 1 only unique target, even if it's unlikely)
I think the answer is (b), which is "like" each lesser launching it's own attack. And it's understood all lessers launch their attacks at the same time.
As far as the math goes - what happens in a single round of battle certainly determined by the math. But the difference between H and D can impact how many lessers survive any give round, meaning the progress of a battle from round to round can change a lot.
I may be off track - I'm in the "show me" mode now.
What would happen with your simulator if we changed the .ini? Would it handle the increased health and transition from round to round correctly?
-------Original Message-------
BlueSky wrote: All I said is I figured the math out and we can already get there with the formulas..
As to whonattacks first they both do and after the attack for a round occurs the associated deaths occur... It's not really one lessor at a time they treat in blocks....
-------Original Message-------
Lunar Savage wrote: Okay, first off, I was using HP as a short hand in place of typing "health" repeatedly. Blue, back off the damn technical BS please. You knew damn well what I meant. In the event you actually didn't, my apologies, but every time I make a suggestion, you sound off with a "well, here's why that doesn't work". It honestly sounds like you're terrified of a little change in this game because you don't want to have to relearn anything. We have competent coders on board now. All suggestions should be laid out on the table and fully considered. Not immediately shot down because you think it's equivalent to something else that already exists.
Second, as I understand it, an increased health stat for the lessers would work similar to forms. A form with 100 health can withstand 100 attacks from a single lesser. Or 1 attack each from 100 lessers (technically 99 as the last lesser would kill it). Therefore, a lesser with increased HP could withstand more attacks from other lessers, and potentially more attacks from the forms.
As I understand it, this is how a battle works:
Wooden: 100 health, 80 offense, 92 defense, 40 attacks
vs.
100 Crusaders: 30 offense, 30 defense, 1 health each.
In round one, the wooden attacks first. The in-game d100 rolls itself. If it's 80 or lower, the wooden succeeds in it's attack and lands a blow on a random lesser. The game repeats this 40 times because the wooden has 40 attacks for the round. So the wooden has the max potential to kill 40 crusaders in one round, because they each have 1 hp.
Now, also as I understand it, just because the wooden hits, does not mean an instant death. The defense stat comes into play. The d100 rolls itself to determine whether or not the lesser shrugs off the blow. If it's 30 or less, no damage is taken. If they had health higher than 1, they could take more hits.
Then the lessers attack. Each one gets 1 attack against the wooden. So the d100 rolls itself 1 time for each remaining lesser in the battle. For each one, if it comes up 30 or less, they hit. But for each one that "hits", the form gets to roll it's own defense rating. If it fails that defense rating, it takes damage to health.
What I'm proposing by giving lessers a higher health stat, just helps to keep them lasting longer in battle and not necessarily rely on a luck of the draw defense rating to survive. Hell, it may actually help to balance out their strength against forms a bit as well. And it can change the dynamic of lesser vs. lesser battles too. It would require a new dynamic of maintaining your lessers health and not sending in a tired/battered group into a battle against fresh lessers.
Lunar Savage
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Really? If my lesser has 100% D, doesn't that mean it will never die?
If my lesser has 90% D and 1 H, in the first round of battle, there's a 10% chance that a well aimed attack will kill it.
If my lesser has 45% D and 2 H, there's a 55% that a well aimed attack will decrease it's health, but it WILL NOT die in the first round. (OK - it could get attacked more than once in the first round, etc.)
You know how your simulator shows some strange distributions of possible results for some battles? I suspect giving lessers additional H would have the same average results, but the distribution of results could be quite different.
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I think the logic exercise goes like this ...
30% chance to survive is 70% chance you will die. With two health, (and multiple attacks), the chance you will die is 0.7*0.7 = 0.49 or 49% That's a 51% chance you will survive (over multiple attacks, not a single one)
Generalized ... D(single H basis) = (1-(1-D/100)^H)*100 O(single A basis) = (1-(1-O/100)^A)*100
Which is fine. But it it "feels" like the ebb and flow of battle should be affected.
I'm gonna do some simulations against forms.
-------Original Message-------
Lunar Savage wrote: I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
That makes the assumption tat there are more rounds of battle than there actually are, which is not what 2 health is. Thats two battles..
With double health, both must be killed, and while thre are going to be broad variations, its very much the same as having 2 lessors there from a defence position. The Spiral deflector actually doubles te defence, by dividing te "death" percent by 2, so the formula is (1-30%)/2 + 30%, or 65% when you have crusaders of health 2.
This gets more complicated in lessor battles, the easiest math is to fight vs. a large form like a black dragon with 100% attacks and 65 attacks each tick. 70% of the 65 attacks score te first tick, and 70% of 65 score the next tick... Forms are easier math because they don't get weaker with the loss of health..
On an attack basis, double health crusaders have a probability of a wider distribution in battles because there will be a wider distribution of how many live because of the health, but they will follow the same probability rules where all of the health points are consumed.
Against another lessor, its a bit more complicated to calculate. Its not 200 crusaders of health 1 vs 100 crusaders of health 2, because the 200 crusaders get more attacks. The actual number for crusaders of health 2 vs health 1 comes out at approximately 137 crusaders of health 1 will lose to 100 crusaders of health 2, and 138 crusaders of health 1 will beat 100 crusaders of health 2. Double the defence is not double the attacks.
If you changed the crusader defence to 65, and battle 100 crusaders of health 1 and a double defence of 65% vs 100 crusaders of health 2 and a defence of 30%, they draw even.
-------Original Message-------
old_ugly wrote: I think the logic exercise goes like this ...
30% chance to survive is 70% chance you will die. With two health, (and multiple attacks), the chance you will die is 0.7*0.7 = 0.49 or 49% That's a 51% chance you will survive (over multiple attacks, not a single one)
Generalized ... D(single H basis) = (1-(1-D/100)^H)*100 O(single A basis) = (1-(1-O/100)^A)*100
Which is fine. But it it "feels" like the ebb and flow of battle should be affected.
I'm gonna do some simulations against forms.
-------Original Message-------
Lunar Savage wrote: I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
"That makes the assumption tat there are more rounds of battle than there actually are, which is not what 2 health is. Thats two battles.."
^I don't understand this.
A battle is made up of rounds. The hit to the health would degrade each round a successful attack is made.
Two battles is something like a black dragon going up against an army of lessers in region A. Then going up against another army of lessers in region B. And the dragon would die in region B during the battle because it's health had been battered severely in region A from the battle.
Lunar Savage
-------Original Message-------
BlueSky wrote: That makes the assumption tat there are more rounds of battle than there actually are, which is not what 2 health is. Thats two battles..
With double health, both must be killed, and while thre are going to be broad variations, its very much the same as having 2 lessors there from a defence position. The Spiral deflector actually doubles te defence, by dividing te "death" percent by 2, so the formula is (1-30%)/2 + 30%, or 65% when you have crusaders of health 2.
This gets more complicated in lessor battles, the easiest math is to fight vs. a large form like a black dragon with 100% attacks and 65 attacks each tick. 70% of the 65 attacks score te first tick, and 70% of 65 score the next tick... Forms are easier math because they don't get weaker with the loss of health..
On an attack basis, double health crusaders have a probability of a wider distribution in battles because there will be a wider distribution of how many live because of the health, but they will follow the same probability rules where all of the health points are consumed.
Against another lessor, its a bit more complicated to calculate. Its not 200 crusaders of health 1 vs 100 crusaders of health 2, because the 200 crusaders get more attacks. The actual number for crusaders of health 2 vs health 1 comes out at approximately 137 crusaders of health 1 will lose to 100 crusaders of health 2, and 138 crusaders of health 1 will beat 100 crusaders of health 2. Double the defence is not double the attacks.
If you changed the crusader defence to 65, and battle 100 crusaders of health 1 and a double defence of 65% vs 100 crusaders of health 2 and a defence of 30%, they draw even.
-------Original Message-------
old_ugly wrote: I think the logic exercise goes like this ...
30% chance to survive is 70% chance you will die. With two health, (and multiple attacks), the chance you will die is 0.7*0.7 = 0.49 or 49% That's a 51% chance you will survive (over multiple attacks, not a single one)
Generalized ... D(single H basis) = (1-(1-D/100)^H)*100 O(single A basis) = (1-(1-O/100)^A)*100
Which is fine. But it it "feels" like the ebb and flow of battle should be affected.
I'm gonna do some simulations against forms.
-------Original Message-------
Lunar Savage wrote: I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Having 2 health does not mean that a round against the first health happens, and then a round against th second health happens.
It means that a bunch of attacks happen in one round, and there have to be at least 2 attacks on that crusader in order to kill them off, considering defence.
Foul use dto describe it like this:
Both sides line up and THROW SPEARS ateach oter. Then they duck. If a lessor is killed, its spear, hich is already in the air, could still kill one of the opponents..
Forms are easier math because loss of health does not in any way degrade attacks or defence, while lost lessors will have fewer attacks in subsequent rounds..
-------Original Message-------
Lunar Savage wrote: "That makes the assumption tat there are more rounds of battle than there actually are, which is not what 2 health is. Thats two battles.."
^I don't understand this.
A battle is made up of rounds. The hit to the health would degrade each round a successful attack is made.
Two battles is something like a black dragon going up against an army of lessers in region A. Then going up against another army of lessers in region B. And the dragon would die in region B during the battle because it's health had been battered severely in region A from the battle.
Lunar Savage
-------Original Message-------
BlueSky wrote: That makes the assumption tat there are more rounds of battle than there actually are, which is not what 2 health is. Thats two battles..
With double health, both must be killed, and while thre are going to be broad variations, its very much the same as having 2 lessors there from a defence position. The Spiral deflector actually doubles te defence, by dividing te "death" percent by 2, so the formula is (1-30%)/2 + 30%, or 65% when you have crusaders of health 2.
This gets more complicated in lessor battles, the easiest math is to fight vs. a large form like a black dragon with 100% attacks and 65 attacks each tick. 70% of the 65 attacks score te first tick, and 70% of 65 score the next tick... Forms are easier math because they don't get weaker with the loss of health..
On an attack basis, double health crusaders have a probability of a wider distribution in battles because there will be a wider distribution of how many live because of the health, but they will follow the same probability rules where all of the health points are consumed.
Against another lessor, its a bit more complicated to calculate. Its not 200 crusaders of health 1 vs 100 crusaders of health 2, because the 200 crusaders get more attacks. The actual number for crusaders of health 2 vs health 1 comes out at approximately 137 crusaders of health 1 will lose to 100 crusaders of health 2, and 138 crusaders of health 1 will beat 100 crusaders of health 2. Double the defence is not double the attacks.
If you changed the crusader defence to 65, and battle 100 crusaders of health 1 and a double defence of 65% vs 100 crusaders of health 2 and a defence of 30%, they draw even.
-------Original Message-------
old_ugly wrote: I think the logic exercise goes like this ...
30% chance to survive is 70% chance you will die. With two health, (and multiple attacks), the chance you will die is 0.7*0.7 = 0.49 or 49% That's a 51% chance you will survive (over multiple attacks, not a single one)
Generalized ... D(single H basis) = (1-(1-D/100)^H)*100 O(single A basis) = (1-(1-O/100)^A)*100
Which is fine. But it it "feels" like the ebb and flow of battle should be affected.
I'm gonna do some simulations against forms.
-------Original Message-------
Lunar Savage wrote: I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
We are talking about a health of 2, not an attack of 2. The lessor with a health of 2 does not get two chances of surviving in one round of battle, it only gets one. At te end of the battle it either is alive or its dead.
The simplest math is a form against a lessor. Black dragon will issue 65 hits with 100% effectiveness. Against crusader it will kill 45.5 "hit points", or 45.5 crusaders. Against a crusader group of health 2, it will kill 22.75 actual crusaders on average. If you toss in randomization, you will get a distribution that will center at the 22.75 number with enough trials.. Now at the end of the battle, you might have more crusaders alive with less health, and that may allow your forces a greater attack ratio the next tick. If you have exactly 273 crusaders to start, the black dragon would normally kill them ALL off in 6 battle rounds on average. With a "health of 2", it will kill off half in that number of rounds, or all of them in 12 rounds of battle, hence "half" the defence.
Mathematically, half the defence is not always double the Defence Rating.
In a given battle, considering the attacks and defences of any side, one side will effectively deal x points of damage vs the other side. If there are twice as much health, half as many will die off, hence the comment twice the defence..
Calculating twice the defence on a lessor of 30% would be 2 x (1-.3) + .3 or 65%, not 60%. The calcualtion would be "half" of the difference between what it is currently and 100%, much like a spiral deflector, which doubles the defence of a crusader, much like a diable spear doubles the attacks. Spiral deflectors are mathematically more effective than twice the attacks, and this result is seen in many a battle.
If you put 273 lessors of defence 65 against a black dragon they all die on average in exactly 12 ticks, and the "death" curve by tick of hit points is exactly the same. Twice the defence of a crusader is 65%.
-------Original Message-------
Lunar Savage wrote: I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Wait a second. Hold on.
"Black dragon will issue 65 hits with 100% effectiveness. Against crusader it will kill 45.5"
It was my understanding that 1 hit = 1 health of damage. That black dragon should be killing 65 lessers per round, IF each lesser it hits fails it's defense roll to shrug off the hit. I can only presume your 45.5 dead crusaders is based on the defense rating of 30%. Being that only 1/3 (roughly) of the crusaders will survive based on that probability.
I'm getting this info straight from the help section:
"Units hit during step two have a chance to defend themselves based on their defense rating. For example, a unit with a defense rating of 40 has a 40% chance of surviving a hit. Units that do not successfully defend themselves are destroyed or, in the case of forms, reduced in health."
So the "offense" roll is a roll to see if the entity hits the defending unit. If it hits, that does not immediately equal death. The defending unit makes it's defense roll. If it fails, it takes 1 point of damage from the attack. So, if it had 2 health, it'd now be at 1 health. And has the possibility to carry on into round 2, no? Unless of course hit twice in the first round based on the randomization factor of the form hitting different targets.
This works assuming the damage for all creatures in the game that land a hit (form or lesser) does 1 point of damage to the health stat of the creature. Which, I'm guessing is the case for lessers for sure. I have no reason to believe forms do more than 1 point of damage.
In any case, I understand your comment on defense now.
I still think the health stat would ultimately be different from just doubling the defense stat of the lessers.
Hm...
What if you increased the damage of the forms? Instead of doing 1 damage per fully successful hit on a lesser, they do 2 damage or even 3?
If lessers still do 1 damage to each other, you could change the dynamic of lesser battles, but still keep the forms vs. lesser battles relatively the same. All while adding in the idea of maintenance of your units to the game.
The lesser battles become longer, yes. But, those that survive will have degraded health and be easier pickings as time wears on when they come up against fresh enemies and forms.
I think this idea is worth exploring, even if we have to tweak some of the mechanics. Or Hell, as the management has been saying, just make increased health an option for the games.
Lunar Savage
-------Original Message-------
BlueSky wrote: We are talking about a health of 2, not an attack of 2. The lessor with a health of 2 does not get two chances of surviving in one round of battle, it only gets one. At te end of the battle it either is alive or its dead.
The simplest math is a form against a lessor. Black dragon will issue 65 hits with 100% effectiveness. Against crusader it will kill 45.5 "hit points", or 45.5 crusaders. Against a crusader group of health 2, it will kill 22.75 actual crusaders on average. If you toss in randomization, you will get a distribution that will center at the 22.75 number with enough trials.. Now at the end of the battle, you might have more crusaders alive with less health, and that may allow your forces a greater attack ratio the next tick. If you have exactly 273 crusaders to start, the black dragon would normally kill them ALL off in 6 battle rounds on average. With a "health of 2", it will kill off half in that number of rounds, or all of them in 12 rounds of battle, hence "half" the defence.
Mathematically, half the defence is not always double the Defence Rating.
In a given battle, considering the attacks and defences of any side, one side will effectively deal x points of damage vs the other side. If there are twice as much health, half as many will die off, hence the comment twice the defence..
Calculating twice the defence on a lessor of 30% would be 2 x (1-.3) + .3 or 65%, not 60%. The calcualtion would be "half" of the difference between what it is currently and 100%, much like a spiral deflector, which doubles the defence of a crusader, much like a diable spear doubles the attacks. Spiral deflectors are mathematically more effective than twice the attacks, and this result is seen in many a battle.
If you put 273 lessors of defence 65 against a black dragon they all die on average in exactly 12 ticks, and the "death" curve by tick of hit points is exactly the same. Twice the defence of a crusader is 65%.
-------Original Message-------
Lunar Savage wrote: I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Correct in all. And the assumption I am making that a health of 2 requires 2 hits to consume..
Now the question you raise that a lessor vs lessor can have 1 attack, but a lessor vs form can have 2 or three attacks, as a game option would be a really good addition to te capabilities, and not necessarily hard to implement since we already have an axe of nergal spell that works against forms in exactly tat fashion..
The question of what if a form gets 2 attacks, is the same as instead of getting "65" attcks from a black dragon it would now get 130. For a lessor, its the diablo spear spell, which gives them 2 attacks per turn.
From a calculation point of view, I have had several discussions with lord foul on the calculation engine, which I used his logic when I put my own together.
He claimed to be a bit more granular than my calculator, but daling with the probabilities in mine seems to come up with pretty close on the same numbers that we find in the game. with the addition of randomization, its easy enough to give someone the probability of any battle that had occurred, though to the victor or loser, the probabity means nothing once the battle is over..
As it is, putting 2 stacks of colossa agsint each other can run a thousand rounds of battle, and the game has to calculate all battles inside of a limited period of time. The only way to do that with any efficiency is to treat each army as a separate block (joining lessors from 2 regions is effectively 2 armies). I believe that each "army" is treated as a single block, and percentage survivals are ok, up until te final death at the end, same for forms. On this point, Foul indicated he did not use percentage survivals, but I am not sure how you could calculate it fast enough otherwise. The example is Gnashers calculator, which was extremely slow vs. my calculator for larger battles.
-------Original Message-------
Lunar Savage wrote: Wait a second. Hold on.
"Black dragon will issue 65 hits with 100% effectiveness. Against crusader it will kill 45.5"
It was my understanding that 1 hit = 1 health of damage. That black dragon should be killing 65 lessers per round, IF each lesser it hits fails it's defense roll to shrug off the hit. I can only presume your 45.5 dead crusaders is based on the defense rating of 30%. Being that only 1/3 (roughly) of the crusaders will survive based on that probability.
I'm getting this info straight from the help section:
"Units hit during step two have a chance to defend themselves based on their defense rating. For example, a unit with a defense rating of 40 has a 40% chance of surviving a hit. Units that do not successfully defend themselves are destroyed or, in the case of forms, reduced in health."
So the "offense" roll is a roll to see if the entity hits the defending unit. If it hits, that does not immediately equal death. The defending unit makes it's defense roll. If it fails, it takes 1 point of damage from the attack. So, if it had 2 health, it'd now be at 1 health. And has the possibility to carry on into round 2, no? Unless of course hit twice in the first round based on the randomization factor of the form hitting different targets.
This works assuming the damage for all creatures in the game that land a hit (form or lesser) does 1 point of damage to the health stat of the creature. Which, I'm guessing is the case for lessers for sure. I have no reason to believe forms do more than 1 point of damage.
In any case, I understand your comment on defense now.
I still think the health stat would ultimately be different from just doubling the defense stat of the lessers.
Hm...
What if you increased the damage of the forms? Instead of doing 1 damage per fully successful hit on a lesser, they do 2 damage or even 3?
If lessers still do 1 damage to each other, you could change the dynamic of lesser battles, but still keep the forms vs. lesser battles relatively the same. All while adding in the idea of maintenance of your units to the game.
The lesser battles become longer, yes. But, those that survive will have degraded health and be easier pickings as time wears on when they come up against fresh enemies and forms.
I think this idea is worth exploring, even if we have to tweak some of the mechanics. Or Hell, as the management has been saying, just make increased health an option for the games.
Lunar Savage
-------Original Message-------
BlueSky wrote: We are talking about a health of 2, not an attack of 2. The lessor with a health of 2 does not get two chances of surviving in one round of battle, it only gets one. At te end of the battle it either is alive or its dead.
The simplest math is a form against a lessor. Black dragon will issue 65 hits with 100% effectiveness. Against crusader it will kill 45.5 "hit points", or 45.5 crusaders. Against a crusader group of health 2, it will kill 22.75 actual crusaders on average. If you toss in randomization, you will get a distribution that will center at the 22.75 number with enough trials.. Now at the end of the battle, you might have more crusaders alive with less health, and that may allow your forces a greater attack ratio the next tick. If you have exactly 273 crusaders to start, the black dragon would normally kill them ALL off in 6 battle rounds on average. With a "health of 2", it will kill off half in that number of rounds, or all of them in 12 rounds of battle, hence "half" the defence.
Mathematically, half the defence is not always double the Defence Rating.
In a given battle, considering the attacks and defences of any side, one side will effectively deal x points of damage vs the other side. If there are twice as much health, half as many will die off, hence the comment twice the defence..
Calculating twice the defence on a lessor of 30% would be 2 x (1-.3) + .3 or 65%, not 60%. The calcualtion would be "half" of the difference between what it is currently and 100%, much like a spiral deflector, which doubles the defence of a crusader, much like a diable spear doubles the attacks. Spiral deflectors are mathematically more effective than twice the attacks, and this result is seen in many a battle.
If you put 273 lessors of defence 65 against a black dragon they all die on average in exactly 12 ticks, and the "death" curve by tick of hit points is exactly the same. Twice the defence of a crusader is 65%.
-------Original Message-------
Lunar Savage wrote: I don't really see how that makes sense.
A 30% chance to survive a hit does not become 60% if attacked twice.
Each time it's attacked, it rolls a 30% chance. Percentages don't work that way, Blue.
Lunar Savage
-------Original Message-------
BlueSky wrote: Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Yep. But mathematically a lessor with 2 health has twice the defense. The math model is easy enough to figure....
-------Original Message-------
old_ugly wrote: Yes - Health is like Defense, and Attacks is like Offense. And like is not exactly the same. 100% D means you successfully block all on-target attacks. H is how many times you can unsuccessfully block on-target attacks before you die. Please correct me if that's incorrect.
The "problem" (bold assumption that it's a problem) is upgrading a lesser is upgrading O and D and getting those stats (too?) close to 100%. If you want upgrades to be "worth" more, then you might start increasing H and A.
Yes - no?
So I was looking for a discussion about - does it create too much disparity between lesser levels? (or just different) - would this make higher level lessers more effective against forms - somewhat addressing concerns raised - without making them too effective?
I don't agree with the Rip / Black Dragon analysis. You aren't considering the Black Dragon's Health. And the nuance is what I said above. 9 lives means you can get hit (or not block an attack) 9 times before you die, it doesn't mean you have 95.5% chance of blocking an accurate attack.
Also, I wouldn't suggest the scale Lunar suggested. I was thinking a little more conservatively - like every other upgrade gets a much smaller D (and O) increment, but gets an H (and A) uptick.
Anyway - just a question. -------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
In any given battle, health & defense have theoretical mathematical equivalents.
But what are the implications for over a series of battles?
Aside from the mathematics, lessor health raises a couple of questions.
What happens to "injured" lessors after a battle?
Do they stay at their reduced health? Or are they automagically restored to full health?
-------Original Message-------
BlueSky wrote: What is a HP? In evernight, forms or lessors have Health (Lessor = 1, it dies if one attack succeeds), Attacks (=1), Size (=1), attack % and defence percent..
Chaning from those elements would be really significant...
Uner te guise of "HP" meaning health, then hp is the same as defence mathematically, a crusader with 30% defence and a HP of 1, when changed to a HP of 4 would effectively mean a defence 4 times better or 82..
Giving a rip 9 lives would effectively give ita better defence than a black dragon has at 95.5%..
But you can manage "health" in a lessor simply by adjusting the defence. I would like to see lessor defence potential raised from its current maximum of 90% a bit higher at option, though we don't really wantanything to go higher than 99.xx% or battles will start going thousands of rounds regularly, and tick times from a few minutes to five times that...
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
As far as tracking lessor health into the next battle, if you do it with the technique of defence, which does the exact same thing, its already possible to track and properly calculate..
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
As I pointed out in a different post, health and defense are not the same.
One is based on luck of the draw to completely shrug off a blow and take 0 damage.
The other measures how many attacks can be withstood entirely before death.
Lunar Savage
-------Original Message-------
BlueSky wrote: As far as tracking lessor health into the next battle, if you do it with the technique of defence, which does the exact same thing, its already possible to track and properly calculate..
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I think it would raise some interesting implications.
If lessors had health, they would by definition lose health over time as they engaged in battles, thus become slowly weaker the more battles they engaged in.
I can't help but think this would have an impact on tactics and strategy.
Would there be healing options? If so, how?
Sure, it would require a radical changes to the battle algorithm, every lessor would need to be tracked individually.
But the biggest question that stumps me is how to design an interface for dealing with lessors of varying health levels.
-------Original Message-------
Lunar Savage wrote: As I pointed out in a different post, health and defense are not the same.
One is based on luck of the draw to completely shrug off a blow and take 0 damage.
The other measures how many attacks can be withstood entirely before death.
Lunar Savage
-------Original Message-------
BlueSky wrote: As far as tracking lessor health into the next battle, if you do it with the technique of defence, which does the exact same thing, its already possible to track and properly calculate..
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
We already have the problem of diminishing Health - it's just shows up as diminishing numbers.
Actually, I think diminishing numbers is a bigger problem - each lesser is more likely to be targeted in any given battle as the number of lessers decreases.
Having more H per lesser will have the effect of maintaining your numbers, so a group of lessers should be able to travel more regions before completely expiring.
I think regen as something unique to Forms is good.
Other games allow your army to heal by putting them back into their barracks (Fortress). But that's a whole other thing.
-------Original Message-------
Management wrote:
I think it would raise some interesting implications.
If lessors had health, they would by definition lose health over time as they engaged in battles, thus become slowly weaker the more battles they engaged in.
I can't help but think this would have an impact on tactics and strategy.
Would there be healing options? If so, how?
Sure, it would require a radical changes to the battle algorithm, every lessor would need to be tracked individually.
But the biggest question that stumps me is how to design an interface for dealing with lessors of varying health levels.
-------Original Message-------
Lunar Savage wrote: As I pointed out in a different post, health and defense are not the same.
One is based on luck of the draw to completely shrug off a blow and take 0 damage.
The other measures how many attacks can be withstood entirely before death.
Lunar Savage
-------Original Message-------
BlueSky wrote: As far as tracking lessor health into the next battle, if you do it with the technique of defence, which does the exact same thing, its already possible to track and properly calculate..
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
I'm not saying I think this is a good idea, but if implemented the trick is in how the math is set up to work.
My suggestion would be along these lines:
Let H be the lesser health of one team. We'll assume the "are lessers hit or a form" numbers remain the same.
The game will compute attacks normally. Then, it takes the number of lessers and multiplies by H.
Each hit still grants a normal "duck" roll for defense. If the hit goes through, reduce HX by 1. At the end of the combat round, divide HX by X and round all fractions up to determine the number of attacks for the next round, but continue to track HX.
When the fight concludes, divide HX by X and drop all fractions to determine the number of surviving lessers.
That maximizes casualties and minimizes additional book-keeping.
Narsham
-------Original Message-------
Management wrote:
I think it would raise some interesting implications.
If lessors had health, they would by definition lose health over time as they engaged in battles, thus become slowly weaker the more battles they engaged in.
I can't help but think this would have an impact on tactics and strategy.
Would there be healing options? If so, how?
Sure, it would require a radical changes to the battle algorithm, every lessor would need to be tracked individually.
But the biggest question that stumps me is how to design an interface for dealing with lessors of varying health levels.
-------Original Message-------
Lunar Savage wrote: As I pointed out in a different post, health and defense are not the same.
One is based on luck of the draw to completely shrug off a blow and take 0 damage.
The other measures how many attacks can be withstood entirely before death.
Lunar Savage
-------Original Message-------
BlueSky wrote: As far as tracking lessor health into the next battle, if you do it with the technique of defence, which does the exact same thing, its already possible to track and properly calculate..
-------Original Message-------
Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Lessor "health" is certainly an interesting idea to think about and discuss, but ultimately I think it has a very low probability of finding it's way into the game.
Reworking the tick battle algorithm to accommodate such a change isn't the problem. That's just a bit of technical sweat to solve.
So far I have been unable to imagine an elegant interface for a player to manage all these lessors that doesn't introduce more problems than it solves.
-Temptations (aka Teroth)
-------Original Message-------
Narsham wrote: I'm not saying I think this is a good idea, but if implemented the trick is in how the math is set up to work.
My suggestion would be along these lines:
Let H be the lesser health of one team. We'll assume the "are lessers hit or a form" numbers remain the same.
The game will compute attacks normally. Then, it takes the number of lessers and multiplies by H.
Each hit still grants a normal "duck" roll for defense. If the hit goes through, reduce HX by 1. At the end of the combat round, divide HX by X and round all fractions up to determine the number of attacks for the next round, but continue to track HX.
When the fight concludes, divide HX by X and drop all fractions to determine the number of surviving lessers.
That maximizes casualties and minimizes additional book-keeping.
Narsham
-------Original Message-------
Management wrote:
I think it would raise some interesting implications.
If lessors had health, they would by definition lose health over time as they engaged in battles, thus become slowly weaker the more battles they engaged in.
I can't help but think this would have an impact on tactics and strategy.
Would there be healing options? If so, how?
Sure, it would require a radical changes to the battle algorithm, every lessor would need to be tracked individually.
But the biggest question that stumps me is how to design an interface for dealing with lessors of varying health levels.
-------Original Message-------
Lunar Savage wrote: As I pointed out in a different post, health and defense are not the same.
One is based on luck of the draw to completely shrug off a blow and take 0 damage.
The other measures how many attacks can be withstood entirely before death.
Lunar Savage
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BlueSky wrote: As far as tracking lessor health into the next battle, if you do it with the technique of defence, which does the exact same thing, its already possible to track and properly calculate..
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Lunar Savage wrote: I have considered boosting lesser health before, but it's not something we have access to.
However, I think giving lessers more than 1 hp would be an excellent idea. Especially if it was a benefit of upgrading.
Crusader = 1 hp Amra = 4 hp Rip Lizard = 7 hp Hatchling = 9 hp Mud Wretch = 11 hp Glow = 12 hp Blood Glow = 13 hp
You'll notice, I used diminishing returns. This follows the current pattern of growth reflected in current offense/defense boosts to gaining the next lesser type.
The big question, is if whether or not the game can track each individual lesser's health after the battle and carry their health values into the next battle they participate in the same way it does for the forms.
Lunar Savage
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old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
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Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
It is one of the options. If you think about it, a lessor could also have Size which is not 1..
But a spell that lasts multiple cycles is likely on the too hard pile, but you never know...
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old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
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Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Lessors being able to have a health greater than 1 is an interesting idea.
I kind of like the idea, but the complications aren't exactly what you might think of at first.
The first difficulty is that it significantly increases the complexity of the battle code. But that could be handled.
The second difficulty is that it would then become necessary to track lessors by health. Even that could be handled.
The difficulty that breaks the camel's back is how do create an interface to issue orders to all these now semi-unique lessors?
I do like the idea.
But I'm really kind of stumped at the thought of what would the interface look like to issue movement orders for dozens or hundreds of lessors of varying health levels.
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old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
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Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Brainstorming around the problem you present (ignorant to the coding problem)
Somewhere else, there was discussion of treating groups of lessers differently. Squad, Platoons, Companies, etc.
An interface could allow you to issue movement orders to an army, or drill down into the army and move different companies, or drill down into a company and give Platoon level orders, or drill down to a squad and give squad level orders, or drill down to the lessers and give them orders.
Then, the accumulation of lesser statistics would be reported at the squad, platoon, or company level. e.g. Squad 1 has 8 Rip Lizards H=12 D=52% O=52% A=8 S=8
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Management wrote:
Lessors being able to have a health greater than 1 is an interesting idea.
I kind of like the idea, but the complications aren't exactly what you might think of at first.
The first difficulty is that it significantly increases the complexity of the battle code. But that could be handled.
The second difficulty is that it would then become necessary to track lessors by health. Even that could be handled.
The difficulty that breaks the camel's back is how do create an interface to issue orders to all these now semi-unique lessors?
I do like the idea.
But I'm really kind of stumped at the thought of what would the interface look like to issue movement orders for dozens or hundreds of lessors of varying health levels.
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
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Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Well, the question is, how much micromanaging ability do we want the player to have?
You could probably put together a code that groups lessers based on health in a region.
It could look like this:
213 lessers in a region, when you click on it, you have the standard "deploy all" and "deploy forces" options for just sending the numbers. But we can include a few more options here too. Similar to the way we get the option to deploy forms individually, we could have the options to deploy lessers to regions based around health levels.
For example, we could then have options that read "deploy lessers with "2 health or less", "3 health or less", "6 health or less", etc. That way, the game might be tracking each individually, but the player can only give general orders about where to move these groups of lessers.
For example, the player clicks "2 health or less", the game tells him he has 5 lessers that fall into this category. He can't directly see which ones have 2 and which ones have 1, but he can tell those 5 lessers which regions to move too, or he can split them up sending 3 to region A and 2 to region B.
If you want to get super detailed, I guess by that point, it could show the info for each individual lesser since they're now each broken into categories. But this becomes an overload of info if the lessers skyrocket past 20 in any given category.
I think there are ways to iron this out, and this is just one possibility. I'll keep trying to think of more.
Lunar Savage
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Management wrote:
Lessors being able to have a health greater than 1 is an interesting idea.
I kind of like the idea, but the complications aren't exactly what you might think of at first.
The first difficulty is that it significantly increases the complexity of the battle code. But that could be handled.
The second difficulty is that it would then become necessary to track lessors by health. Even that could be handled.
The difficulty that breaks the camel's back is how do create an interface to issue orders to all these now semi-unique lessors?
I do like the idea.
But I'm really kind of stumped at the thought of what would the interface look like to issue movement orders for dozens or hundreds of lessors of varying health levels.
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
BLITZ GAME!!
-------Original Message-------
Lunar Savage wrote: Well, the question is, how much micromanaging ability do we want the player to have?
You could probably put together a code that groups lessers based on health in a region.
It could look like this:
213 lessers in a region, when you click on it, you have the standard "deploy all" and "deploy forces" options for just sending the numbers. But we can include a few more options here too. Similar to the way we get the option to deploy forms individually, we could have the options to deploy lessers to regions based around health levels.
For example, we could then have options that read "deploy lessers with "2 health or less", "3 health or less", "6 health or less", etc. That way, the game might be tracking each individually, but the player can only give general orders about where to move these groups of lessers.
For example, the player clicks "2 health or less", the game tells him he has 5 lessers that fall into this category. He can't directly see which ones have 2 and which ones have 1, but he can tell those 5 lessers which regions to move too, or he can split them up sending 3 to region A and 2 to region B.
If you want to get super detailed, I guess by that point, it could show the info for each individual lesser since they're now each broken into categories. But this becomes an overload of info if the lessers skyrocket past 20 in any given category.
I think there are ways to iron this out, and this is just one possibility. I'll keep trying to think of more.
Lunar Savage
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Management wrote:
Lessors being able to have a health greater than 1 is an interesting idea.
I kind of like the idea, but the complications aren't exactly what you might think of at first.
The first difficulty is that it significantly increases the complexity of the battle code. But that could be handled.
The second difficulty is that it would then become necessary to track lessors by health. Even that could be handled.
The difficulty that breaks the camel's back is how do create an interface to issue orders to all these now semi-unique lessors?
I do like the idea.
But I'm really kind of stumped at the thought of what would the interface look like to issue movement orders for dozens or hundreds of lessors of varying health levels.
-------Original Message-------
old_ugly wrote: I haven't seen any discussion about lesser Health. By current definition, it's 1.
As you get lesser upgrades, instead of increasing O and D, you could increase H. (or number of attacks).
I know there's spells that do this to enable better performance against forms. But something a little more permanent could be interesting.
(falling into stream of thought ...) But a spell that lasted multiple cycles and stayed with the lessers instead of the region would be an interesting way to beef up a lesser army to pursue a form.
-------Original Message-------
Management wrote:
A thread to discuss lessors. Types, abilities, stats, etc. Anything related to lessors.
Has anyone ever mentioned Grunch Guard Lessors? meaning a group of lessors could be given the ability(by casting a spell on them) to cross mt and lakes indefinately as long as they don't come in contact with reg lessors. once they mix or fight with reg lessors they divert back. numbers Could show up on map as diferent color.
I don't think this specific idea has been brought up, but we have toyed with the idea of letting them ride forms.
I like the idea of just giving the lessers the ability to do that themselves.
What if it were an option during the ordering process?
Order 150 lessers and for an additional 50% of what you spend, the group will have the ability to cross impassible regions until they split or have a battle.
Lunar Savage
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newplayer987 wrote: Has anyone ever mentioned Grunch Guard Lessors? meaning a group of lessors could be given the ability(by casting a spell on them) to cross mt and lakes indefinately as long as they don't come in contact with reg lessors. once they mix or fight with reg lessors they divert back. numbers Could show up on map as diferent color.
Or even a spell (costing around 150 fury) which must be cast as they are ordered. This would also make it a bit easier and cheaper to to claim internal impassible regions.
N 987
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Lunar Savage wrote: I don't think this specific idea has been brought up, but we have toyed with the idea of letting them ride forms.
I like the idea of just giving the lessers the ability to do that themselves.
What if it were an option during the ordering process?
Order 150 lessers and for an additional 50% of what you spend, the group will have the ability to cross impassible regions until they split or have a battle.
Lunar Savage
-------Original Message-------
newplayer987 wrote: Has anyone ever mentioned Grunch Guard Lessors? meaning a group of lessors could be given the ability(by casting a spell on them) to cross mt and lakes indefinately as long as they don't come in contact with reg lessors. once they mix or fight with reg lessors they divert back. numbers Could show up on map as diferent color.
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