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Ideas for the Next Scenario?
#61
(09-04-2016, 11:27 PM)Avantar Wrote: Completely off the wall but how about a generic version where every player starts off with exactly the same resources and set up.

I am not sure how fun it would be to have 12 Dwarven kingdoms playing against each other.  First problem would be terrain (only a few of them would have mountains in their region).  Then there is tactics and strategies.....no matter which direction I decide to go or player I decide to attack, there would be no variation in my strategy.  Those are just a few problems I see, I am sure there are many more.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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#62
Maybe add dispel dome to a few weapon artifacts to make the military kingdoms play fair. I would say give the Cimmerians immunity to death magic. Conan knew what was best in life!!!
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#63
(09-05-2016, 12:57 AM)Frost Lord Wrote:
(09-04-2016, 11:27 PM)Avantar Wrote: Completely off the wall but how about a generic version where every player starts off with exactly the same resources and set up.

I am not sure how fun it would be to have 12 Dwarven kingdoms playing against each other.  First problem would be terrain (only a few of them would have mountains in their region).  Then there is tactics and strategies.....no matter which direction I decide to go or player I decide to attack, there would be no variation in my strategy.  Those are just a few problems I see, I am sure there are many more.

I was thinking more along the lines of everyone being human and being able to add to their kingdom through specific orders. Instead of just recruiting troops, you could recruit different brigades of the other races and have a mixed variety inside your military. I.E. the Dwarves would not be players, but your kingdom could recruit from mountains, Dwarves, Dragons or Giants. The same would go for other terrains. As for strategy, everyone I am sure would go about doing some things different from one another.
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#64
Funny but I actually think some kingdoms are too familiar with each other and the game needs greater distinction Smile

Anyway, about wizard kingdoms being too powerful, yes, dome is a game changer for most kingdoms to deal with which was why I recommended in the past to ban the spell. Perhaps a bigger reason why wizard kingdoms pull away from everyone else is that they can summon a mother lode of troops compared to other kingdoms who are restricted to just three companion types a turn.

A wizard kingdom will typically have 10 wizards (7 to start the game plus 3 from ESO) and it won't take long to raise them in level to summon 10 brigades a turn if necessary. That's a huge difference if you ask me. If a strong military destroys my troops, I don't care, I can summon 10 more the next turn. Military and balanced kingdoms can't do that.

But removing or restricting magically summoned troops may not be the solution because summoning a horde of cheap skeletons is also fun to do and makes wizard kingdoms that much more interesting than otherwise. So I don't know how to fix the situation without ruining the fun aspect of playing a wizard kingdom.
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#65
Very good points UM.

Not saying this is the solution, but maybe offer the Dispel dome a level or 2 earlier, or introduce a percentage chance of failure to the dome itself (similar to the prestige spell where it only works 75% of the time). ...thinking out loud.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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#66
I would disagree about removing dome completely. And noted even in the betas about the wizards ability to make armies much more quickly over the military kingdoms. I have some thoughts how to maybe make some of this stuff more balanced but must work today Sad so will have to explain later tonight.
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#67
Add an Artifact to the game; perhaps as a Customization item for #11, perhaps 1-2 kingdoms start with one, and perhaps a couple as randomly placed U.S. artifacts.

This artifact is for groups and serves two functions: 1) it automatically casts Dispel Dome at its location, and 2) the possessing group can only be hit by a maximum of 1 Summon Death spell on that turn.
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#68
I think Domes should be able to be automatically brought down as long as the Group has 1 more wizard level than the Casting Wizard.
So if a level 7 wizard casts a dome the attacking army could bring it down by having 2 level 4 wizards in the group.
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#69
I agree with Imperial Tark. Or if the artifact is a foreknowledge artifact it has to be obtainable by the kingdom easily, not placed on the opposite side of the map
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#70
You know what might be cool and balanced? Adding a lower level spell that dispels all domes but has either a loss of level (a la Ancient Intervention) or a percent chance of death to cast.
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