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Regions

Submitted by Management 7/4/2012 3:47:00 PM {time} ago

A thread to discuss things related to Regions. Region types, region properties, etc.

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as coded now we know we can set the region to take resources. would be nice if there where more options for the region types we have.
(regions have names, these names are made up in such a way the you can manualy change them from the admin panel. these part have been and should still be for sale)

-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by wyrm419
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Current configuration options with regions are pretty good.
There are six region types, good stats on all of them.
The ability to do a game with 50% of the regions of one type already exists.
One philosophical question you ahve to answer is "what is evernight". Is it the set of rules we started with, or is it a different set of rules.
For regions there are some aspects:
For game variety: THe abilities we dont have include: - Game configuration of more or less T per region - Game configuration of F income for a region - Game configuration of the loss of 10% of lessors exists, but it is not configurable to a different number, and we don't have the ability to configure a form health as being lost on a region - Template capability to save such settings
- NOte that the loss of 10% of lessors for a dunes does not happen if they are with a wooden (i believe). Good propert, not configurable as an option.
We can also already configure which forms can go over what regions, but when such happens, the help information is not automatically updated for that game, so we have to put into game notes what regions a form or lessor can and can not cross if it is changed.
The variety of games is limited by only two things - the imagingation, the options available, and the time to set things up.
Other games we have tried to set up by hand, including region configurations include: - Regions that are black betweens (e.g. we havve the option to set a Forest template, we could use a Forest Black Between template which would make them all black betweens.. - The two home region games are very difficult - only works for a standard game, not a team game - We have had games where we put three or four black betweens in reachable areas between teams. Difficult to do since they ahve to be done by hand. - Would be nice to have the ability to configure the % of regions of a single type. Some games we might want 100% of the regions to be plains for example. - There is an occasional but where region borders bleed through and what looks like a water might be a forest. Happens perhaps once in 10 games thta I see.
As far as the question of a new region type, the origional game had 6 forms, 6 lessor types, 6 black between , and 6 region types. The idea was balance. It was a good idea.
If we wanted to add a seventh form, seventh region type, or seventh black betewen type its entirely possible.
If we did, think about: Etheral region - A few per game, it creates F instead of T Better done as a special game perhaps where it can be configured.
Region names are not configurable, they should be.
On the idea that forces can jump two regions, I would advise caution. It would be a very different game.

-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by BlueSky
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One quick note:
When you tell the game to generate a map with 50% of a certain region type, it fails to do so. Instead spawning the default map style. I have tried to do this repeatedly, failing every time. This is also something I've been harping on.
Otherwise, I agree with Blue on most of these points. Would be nice to have complete control over regions and what kind of resource they produce and how much. Even better, it would nice to see a set up kind of like this:
Plains Regions - T or F income + value Dunes Regions - T or F income + value
It goes on like that. Letting you set each type of region and the things it generates. Would be nice to be able to go into specific games however and find a specific region then mess with just that one's resource production, but that might be asking a bit much. But I still think it could make for some interesting games.
Also, speaking of Black Betweens, could we make it an option for admins to have the ability to turn off the auto end that the 6th BB creates? Potentially allowing us to determine other conditions for the game's end?
On the point of moving more than 1 region at a time, I offer that instead of granting that to all game types, we make it an option like the rest of everything we're discussing here. So we can still retain standard game styles then offer more advanced games where expert players who get bored can move to games where there are more tactical decisions to be had.
I have more ideas for extra region types, but I don't want to make a wall of text. But we definitely should consider adding more regions, forms, and lessors.
Lunar Savage

-------Original Message-------
BlueSky wrote: Current configuration options with regions are pretty good.
There are six region types, good stats on all of them.
The ability to do a game with 50% of the regions of one type already exists.
One philosophical question you ahve to answer is "what is evernight". Is it the set of rules we started with, or is it a different set of rules.
For regions there are some aspects:
For game variety: THe abilities we dont have include: - Game configuration of more or less T per region - Game configuration of F income for a region - Game configuration of the loss of 10% of lessors exists, but it is not configurable to a different number, and we don't have the ability to configure a form health as being lost on a region - Template capability to save such settings
- NOte that the loss of 10% of lessors for a dunes does not happen if they are with a wooden (i believe). Good propert, not configurable as an option.
We can also already configure which forms can go over what regions, but when such happens, the help information is not automatically updated for that game, so we have to put into game notes what regions a form or lessor can and can not cross if it is changed.
The variety of games is limited by only two things - the imagingation, the options available, and the time to set things up.
Other games we have tried to set up by hand, including region configurations include: - Regions that are black betweens (e.g. we havve the option to set a Forest template, we could use a Forest Black Between template which would make them all black betweens.. - The two home region games are very difficult - only works for a standard game, not a team game - We have had games where we put three or four black betweens in reachable areas between teams. Difficult to do since they ahve to be done by hand. - Would be nice to have the ability to configure the % of regions of a single type. Some games we might want 100% of the regions to be plains for example. - There is an occasional but where region borders bleed through and what looks like a water might be a forest. Happens perhaps once in 10 games thta I see.
As far as the question of a new region type, the origional game had 6 forms, 6 lessor types, 6 black between , and 6 region types. The idea was balance. It was a good idea.
If we wanted to add a seventh form, seventh region type, or seventh black betewen type its entirely possible.
If we did, think about: Etheral region - A few per game, it creates F instead of T Better done as a special game perhaps where it can be configured.
Region names are not configurable, they should be.
On the idea that forces can jump two regions, I would advise caution. It would be a very different game.

-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by Lunar Savage
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We haven't yet ventured into the code that generates the maps. I don't know what we're going to find there when we go looking, so I don't yet what kind of improvements or modifications we'll be able to do in that area early on.
So far from what we've seen it looks like there are a lot of things that could be done if only there were an appropriate interface somewhere to do it.
Those kinds of changes we can and probably will be able to make sooner rather than later.


-------Original Message-------
Lunar Savage wrote: One quick note:
When you tell the game to generate a map with 50% of a certain region type, it fails to do so. Instead spawning the default map style. I have tried to do this repeatedly, failing every time. This is also something I've been harping on.
Otherwise, I agree with Blue on most of these points. Would be nice to have complete control over regions and what kind of resource they produce and how much. Even better, it would nice to see a set up kind of like this:
Plains Regions - T or F income + value Dunes Regions - T or F income + value
It goes on like that. Letting you set each type of region and the things it generates. Would be nice to be able to go into specific games however and find a specific region then mess with just that one's resource production, but that might be asking a bit much. But I still think it could make for some interesting games.
Also, speaking of Black Betweens, could we make it an option for admins to have the ability to turn off the auto end that the 6th BB creates? Potentially allowing us to determine other conditions for the game's end?
On the point of moving more than 1 region at a time, I offer that instead of granting that to all game types, we make it an option like the rest of everything we're discussing here. So we can still retain standard game styles then offer more advanced games where expert players who get bored can move to games where there are more tactical decisions to be had.
I have more ideas for extra region types, but I don't want to make a wall of text. But we definitely should consider adding more regions, forms, and lessors.
Lunar Savage
-------Original Message-------
BlueSky wrote: Current configuration options with regions are pretty good.
There are six region types, good stats on all of them.
The ability to do a game with 50% of the regions of one type already exists.
One philosophical question you ahve to answer is "what is evernight". Is it the set of rules we started with, or is it a different set of rules.
For regions there are some aspects:
For game variety: THe abilities we dont have include: - Game configuration of more or less T per region - Game configuration of F income for a region - Game configuration of the loss of 10% of lessors exists, but it is not configurable to a different number, and we don't have the ability to configure a form health as being lost on a region - Template capability to save such settings
- NOte that the loss of 10% of lessors for a dunes does not happen if they are with a wooden (i believe). Good propert, not configurable as an option.
We can also already configure which forms can go over what regions, but when such happens, the help information is not automatically updated for that game, so we have to put into game notes what regions a form or lessor can and can not cross if it is changed.
The variety of games is limited by only two things - the imagingation, the options available, and the time to set things up.
Other games we have tried to set up by hand, including region configurations include: - Regions that are black betweens (e.g. we havve the option to set a Forest template, we could use a Forest Black Between template which would make them all black betweens.. - The two home region games are very difficult - only works for a standard game, not a team game - We have had games where we put three or four black betweens in reachable areas between teams. Difficult to do since they ahve to be done by hand. - Would be nice to have the ability to configure the % of regions of a single type. Some games we might want 100% of the regions to be plains for example. - There is an occasional but where region borders bleed through and what looks like a water might be a forest. Happens perhaps once in 10 games thta I see.
As far as the question of a new region type, the origional game had 6 forms, 6 lessor types, 6 black between , and 6 region types. The idea was balance. It was a good idea.
If we wanted to add a seventh form, seventh region type, or seventh black betewen type its entirely possible.
If we did, think about: Etheral region - A few per game, it creates F instead of T Better done as a special game perhaps where it can be configured.
Region names are not configurable, they should be.
On the idea that forces can jump two regions, I would advise caution. It would be a very different game.

-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by Management
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Philosophical questions regarding game play, rules, etc. We plan do address and make decisions on sometime down the road after we've the opportunity and spent the time getting as much input and feedback from players as possible.
As a general rule of thumb, we're probably going to be biased "what makes the game the most fun for the most players"

As far as configuration issues go, we haven't yet really gotten into the details of the game creation, templates, and management interfaces.
It is unquestionably our intention though to make every aspect of the game that can be converted into a configurable option, into a configurable option.



-------Original Message-------
BlueSky wrote: Current configuration options with regions are pretty good.
There are six region types, good stats on all of them.
The ability to do a game with 50% of the regions of one type already exists.
One philosophical question you ahve to answer is "what is evernight". Is it the set of rules we started with, or is it a different set of rules.
For regions there are some aspects:
For game variety: THe abilities we dont have include: - Game configuration of more or less T per region - Game configuration of F income for a region - Game configuration of the loss of 10% of lessors exists, but it is not configurable to a different number, and we don't have the ability to configure a form health as being lost on a region - Template capability to save such settings
- NOte that the loss of 10% of lessors for a dunes does not happen if they are with a wooden (i believe). Good propert, not configurable as an option.
We can also already configure which forms can go over what regions, but when such happens, the help information is not automatically updated for that game, so we have to put into game notes what regions a form or lessor can and can not cross if it is changed.
The variety of games is limited by only two things - the imagingation, the options available, and the time to set things up.
Other games we have tried to set up by hand, including region configurations include: - Regions that are black betweens (e.g. we havve the option to set a Forest template, we could use a Forest Black Between template which would make them all black betweens.. - The two home region games are very difficult - only works for a standard game, not a team game - We have had games where we put three or four black betweens in reachable areas between teams. Difficult to do since they ahve to be done by hand. - Would be nice to have the ability to configure the % of regions of a single type. Some games we might want 100% of the regions to be plains for example. - There is an occasional but where region borders bleed through and what looks like a water might be a forest. Happens perhaps once in 10 games thta I see.
As far as the question of a new region type, the origional game had 6 forms, 6 lessor types, 6 black between , and 6 region types. The idea was balance. It was a good idea.
If we wanted to add a seventh form, seventh region type, or seventh black betewen type its entirely possible.
If we did, think about: Etheral region - A few per game, it creates F instead of T Better done as a special game perhaps where it can be configured.
Region names are not configurable, they should be.
On the idea that forces can jump two regions, I would advise caution. It would be a very different game.

-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by Management
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how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 ticks

Submitted by rab01
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I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick


Submitted by Management
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It's an understandable concern.
Though, what if we included "natural phenomena" in some existing region types?
We add to the description of regions for all players to see that some regions might have a small chance to spring out a nasty surprise. Like a mountain having a 5% chance of rock slides that damage crossing forms or lessers (via grunch guard), with dragons being immune to the effects because of flight. Meanwhile, Seas have the possibility of some kind of bad weather like an ice storm that would damage dragons and lessors, but not Colossa.
Things like that? Not instant destruction in the case of forms, but a chance of damage. Also, I would not put this in all game types. Since the route we want to take is options galore (which is awesome).
I also like the idea of a region taking 2 or more ticks to cross due to harsh terrain. But I think that would be better off in new region types, not old ones.
Lunar Savage

-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by Lunar Savage
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with a % loss on the form and region type name changes, you can make a bog (instead of one of the current regions) which takes 10% off of forms as well

-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by BlueSky
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I do like the idea of having different kinds of effect associated with different kind of regions.
Discussion regarding different ideas for kinds of effects and/or different/additional types of regions is something I think would be beneficial.
Though I lean towards preferring these kinds of effects be known to players ahead of time rather than hidden surprises.
Also, I lean towards thinking that for each of these kinds of effects (if negative) there should also be at least one (or more) means of averting or mitigating the effect.


-------Original Message-------
BlueSky wrote: with a % loss on the form and region type name changes, you can make a bog (instead of one of the current regions) which takes 10% off of forms as well
-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by Management
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Having a wooden mitigates the loss on a dunes, casting a terraform does as well, and I think casting a headcropper might as well...

-------Original Message-------
Management wrote:
I do like the idea of having different kinds of effect associated with different kind of regions.
Discussion regarding different ideas for kinds of effects and/or different/additional types of regions is something I think would be beneficial.
Though I lean towards preferring these kinds of effects be known to players ahead of time rather than hidden surprises.
Also, I lean towards thinking that for each of these kinds of effects (if negative) there should also be at least one (or more) means of averting or mitigating the effect.


-------Original Message-------
BlueSky wrote: with a % loss on the form and region type name changes, you can make a bog (instead of one of the current regions) which takes 10% off of forms as well
-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by BlueSky
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IMO, there shouldn't be any 'surprises' that players aren't aware of before joining a game.
Shouldn't be an issue if a 'random' region affects certain things as long as potential players know it is a possibility before they join the game.

-------Original Message-------
Management wrote:
I do like the idea of having different kinds of effect associated with different kind of regions.
Discussion regarding different ideas for kinds of effects and/or different/additional types of regions is something I think would be beneficial.
Though I lean towards preferring these kinds of effects be known to players ahead of time rather than hidden surprises.
Also, I lean towards thinking that for each of these kinds of effects (if negative) there should also be at least one (or more) means of averting or mitigating the effect.


-------Original Message-------
BlueSky wrote: with a % loss on the form and region type name changes, you can make a bog (instead of one of the current regions) which takes 10% off of forms as well
-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by ducky004
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" I do like the idea of having different kinds of effect associated with different kind of regions."
... ummm ... so staying with the idea of sixes, each of my six regions would have one of six region specific hazards? Making some stuff up here ... Plains: - as is - more powerful native lessors - converts % of lessors to natives when region evacuated - opponent can "see" across the region to battle reports, etc. on other borders - {other stuff}
Dunes: - quick sand costs 5% of lessors - lack of water costs 10% of lessors - giant dust storms costs 15% of lessors - quick sand + lack of water costs 20% - quick sand + dust storm costs 25% - lack of water + dust storm costs 30%
Forest: - as is - Each lessor has 5% chance of getting lost on exit - Native lessors increased offense, players lessors decreased defense. - Persistent natives: 0 to 9 natives may "appear" in a forest each tick, regardless of who owns the region. - {other stuff}
and so on ...
This would add a dimension to the game. Not only do you need to figure out your opponent, you need to figure out your world. It behaves according to rules, you just need to figure them out. I suppose there is a larger opportunity for home region placement to create strong (dis)advantages.

-------Original Message-------
Management wrote:
I do like the idea of having different kinds of effect associated with different kind of regions.
Discussion regarding different ideas for kinds of effects and/or different/additional types of regions is something I think would be beneficial.
Though I lean towards preferring these kinds of effects be known to players ahead of time rather than hidden surprises.
Also, I lean towards thinking that for each of these kinds of effects (if negative) there should also be at least one (or more) means of averting or mitigating the effect.


-------Original Message-------
BlueSky wrote: with a % loss on the form and region type name changes, you can make a bog (instead of one of the current regions) which takes 10% off of forms as well
-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by old_ugly
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rab's idea sounds like a spell option to me. (and this should go in a different thread, but ...)
If a player could cast a lasting spell similar to the black between on a region to make the region look different to other users - then the surprise is part of the strategy. Probably, if I get surprised by a region, that's when I could tell the other guy cast the spell.

-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by old_ugly
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We already have illusion spells.
We already have spells that change region types.
Why not an illusion of region type change?
I'm kind of thinking that's an interesting idea.


-------Original Message-------
old_ugly wrote: rab's idea sounds like a spell option to me. (and this should go in a different thread, but ...)
If a player could cast a lasting spell similar to the black between on a region to make the region look different to other users - then the surprise is part of the strategy. Probably, if I get surprised by a region, that's when I could tell the other guy cast the spell.
-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by Management
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Love it.
Make your enemy think it's a mountain, and they may waste some F or time trying to get through it or around it.
Not to mention you could scare them with a "misplaced" swamp near a fort. ...hmmm
Lunar Savage

-------Original Message-------
Management wrote:
We already have illusion spells.
We already have spells that change region types.
Why not an illusion of region type change?
I'm kind of thinking that's an interesting idea.


-------Original Message-------
old_ugly wrote: rab's idea sounds like a spell option to me. (and this should go in a different thread, but ...)
If a player could cast a lasting spell similar to the black between on a region to make the region look different to other users - then the surprise is part of the strategy. Probably, if I get surprised by a region, that's when I could tell the other guy cast the spell.
-------Original Message-------
Management wrote:
I like these kinds of ideas.
Although I would lean towards having them marked in some way so players could identify and choose how they want to deal with them. Rather than just having it be a surprise.
Also I'd add, for each effect (if it's a negative effect) at least one way to counter or mitigate its effects.
For example in the current game, crossing dunes risks loss 10% of your lessors, players can decide if they want to risk the loss or travel around. Or if the lessors are traveling with a wooden they're protected.
Or mountains/water. Imagine you couldn't tell if a region was mtn/wtr and when you sent lessors to the region, nothing happened. They just didn't move.
What concerns me is the potential for those kinds of surprises to generate more frustration than fun for players.

I'm not totally against the idea of "hidden" surprises like that, I'm just a little concerned.


-------Original Message-------
rab01 wrote: how about regions that are not marked any different but destroy forms ^_^ o quicksand regions that suck everything down regions that bounce you into one of the regions around where you have moved to sticky regions that hold you for 1-2 tick

Submitted by Lunar Savage
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Hi,
As one of the custom game creator I spent a lot of time grieving on on what could not be done. Here are some ideas:
1. Regions that subtract rather than give T or F if you own them. 2. Regions that act differently under some conditions, for example, if a form is in the region (can be form-specific), T production is halved or a variation on that. 3. Vortex region - changes type to another random type every tick (excluding BB, or not).
I need to think these things over. There are tons of ideas but they need to be put at the right place.
M.

-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by Manticore
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A mutating region? I love that. Makes placing structures dangerous. Especially if the whole map is like that.
...I want this to happen now.
Lunar Savage

-------Original Message-------
Manticore wrote: Hi,
As one of the custom game creator I spent a lot of time grieving on on what could not be done. Here are some ideas:
1. Regions that subtract rather than give T or F if you own them. 2. Regions that act differently under some conditions, for example, if a form is in the region (can be form-specific), T production is halved or a variation on that. 3. Vortex region - changes type to another random type every tick (excluding BB, or not).
I need to think these things over. There are tons of ideas but they need to be put at the right place.
M.
-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by Lunar Savage
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Other mechanisms that can change region types.
I think may be a lot of interesting ideas that could be thought up along that line.
Though I'm not a fan of randomness. Events that are arbitrary or seem arbitrary, especially if the effect is negative, can I think result in more frustration than fun for many players.


-------Original Message-------
Lunar Savage wrote: A mutating region? I love that. Makes placing structures dangerous. Especially if the whole map is like that.
...I want this to happen now.
Lunar Savage
-------Original Message-------
Manticore wrote: Hi,
As one of the custom game creator I spent a lot of time grieving on on what could not be done. Here are some ideas:
1. Regions that subtract rather than give T or F if you own them. 2. Regions that act differently under some conditions, for example, if a form is in the region (can be form-specific), T production is halved or a variation on that. 3. Vortex region - changes type to another random type every tick (excluding BB, or not).
I need to think these things over. There are tons of ideas but they need to be put at the right place.
M.
-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by Management
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Hm, I'd say something like the regions changing every 6-8 ticks or so would be enough to make the player feel like they can still do plenty of strategy, but do have to think quick to keep up with random changes, even negative ones.
Then again, I'm a very different kind of gamer who is okay with some randomness in my games. I see nothing wrong with luck playing a small factor or a large factor (large only if that's what you base your whole strategy around, as it's a win all or lose all situation, and it's completely okay to do that in my book).
Lunar Savage

-------Original Message-------
Management wrote:
Other mechanisms that can change region types.
I think may be a lot of interesting ideas that could be thought up along that line.
Though I'm not a fan of randomness. Events that are arbitrary or seem arbitrary, especially if the effect is negative, can I think result in more frustration than fun for many players.


-------Original Message-------
Lunar Savage wrote: A mutating region? I love that. Makes placing structures dangerous. Especially if the whole map is like that.
...I want this to happen now.
Lunar Savage
-------Original Message-------
Manticore wrote: Hi,
As one of the custom game creator I spent a lot of time grieving on on what could not be done. Here are some ideas:
1. Regions that subtract rather than give T or F if you own them. 2. Regions that act differently under some conditions, for example, if a form is in the region (can be form-specific), T production is halved or a variation on that. 3. Vortex region - changes type to another random type every tick (excluding BB, or not).
I need to think these things over. There are tons of ideas but they need to be put at the right place.
M.
-------Original Message-------
Management wrote:
A thread to discuss things related to Regions. Region types, region properties, etc.

Submitted by Lunar Savage
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