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About drops causing an imbalance to the game, would it be better if the software destroyed the pc's that the dropped player owned at the time of the drop? That would eliminate the possible unbalancing of the game if a nearby kingdom picked up those pc's compared to another kingdom who may be far away or is currently busy fighting a foe.
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I think this would be interesting to try out. It would be unfortunate for someone gearing up to attack someone who has complete control of a region and then drops, then there will be no more region to conquest. I foresee some other problems with this, but I think it'd be a good idea to try out to compare the two possibilities
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Hmm thats an odd one. It could me an entire region empty and then difficult to move through that region to the next due to limitations on emissary movements. But I think I could get behind that idea.
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Good thought, but that seems extreme. If someone drops later because they are getting crushed, their pop centers should be available to the conqueror. Hard for the computer to distinguish a drop from a drop.
I was thinking, especially in the first 10 turns, that 1 missed turn would generate a warning to the system and to the player, and then 2 missed turns with no communication from the player would activate the stand-by with perhaps a little gift to the kingdom to keep it viable. Just thinking aloud here. But maybe your idea is fine if a drop does occur in the first few turns.
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It could create many other issues. What happens if someone has an Emmy or agent. Even if sent back home it now puts them out of position and punishes them. What if you were already in process of take the PCs people may drop just to destroy there PCs hopefully before others hit them.
I think 1 turn missed let it go
2 turns missed announce as an in game announcement message so everyone knows. Also send the player an automated email if no response within 24 hrs get a standby
3 turns drop as normal.
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What if the player had control of the region? The entire region is destroyed? Or control hinges around one or two PCs that he didn't control.
No, we should do more to discourage drops and not further imbalance the game.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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We should try and discourage drops, maybe Valhalla can help a little with that....
But, a great suggestion (I think VBM eluded to this already) would be when a game is created, the Game Master enters all players PLUS 2 standby names for each Classic game that is created. Then have the game server automatically move the first standby into a slot if a player drops before a certain turn. The game server could automatically send the standby the setup and all turns that have been processed to-date...and give the kingdom a bonus food/gold gift.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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Actually does not even need to send the turns since they would be available once the kingdom is turned over. But I would think after 3 missed turns some kind of auto bonus should be set like +1 to all levels. Also if maybe if no region is owned the kingdom is allowed to drop.
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Much as I hate drops, I don't think removing the PCs they hold from the board is a good thing. To me, that would be a case of the cure being worse than the disease.
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I like the idea of 2 standbys being in the queue. 2 missed turns by a kingdom before turn 10 or a kingdom holding a census greater than 100k. Automatically the first standby is put in place and +1 given to all of his emissaries, wizards, leaders, agents, influence but not greater than max. No lich P8s, wraith p6s either.
This gives the standby person a chance to react to zero turns being used for the last two turns.