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Lothe, Despise, HATE this new rule change!!!
#11
Dropping due to getting crushed does not hurt your rep. Frustrating are drops of viable positions, whether early or late.
The idea that a Level 1 agent cannot spy out a hidden capital is game design. Using that same agent with a 350 order to circumvent the limitation does not make sense. That is called an exploit. Death is a good penalty for an agent exploiting. I would make it 100% chance of death plus loss of 1 influence.
Ok, but what about an honest typo? Or like I just did, moving to a village that exists but then gets meteor struck early in the turn? Maybe we allow one such 350 per turn to be safe? Crazy programming probably, but allowing 1 random or mistake shot would limit the exploit. But the exploit is still available as Ohman showed above if the only penalty is loss of the agent. Thus my suggestion above.
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#12
OK, we'll make an adjustment, TBD, likely something like 3x normal cost as search parties have to be dispatched, or ransom paid (not actually held hostage, just the explanation of the additional cost incurred).  Possibly Ambassadors still risk being lost as the kingdom feels it isn't worth the effort to hunt for him or pay the ransom. I assume Ambassadors are the ones mainly used. Again, this is not happening today, we'll notify when the change is in place.  Meanwhile, I suggest not using political emissaries to search for PC's.

But, help me with something.  I'm not getting this flinging L1 Agents into the wild thing.  I'm missing something.  Why wouldn't the L1 use a recon instead of trying to relocate?

Oh, I see from VBM post above, moving the L1 instead of reconning to find a Hidden Capital which is absolutely against the design intention. I'm the naive sort: not good at anticipating the exploits.

I am a bit sympathetic about destroyed PC's. We've been talking about more universal results and obliterating a PC should fit that category meaning everyone would be informed it was destroyed and should update their maps. This not likely to be coded right away.
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#13
(03-06-2017, 06:50 PM)Ry Vor Wrote: OK, we'll make an adjustment, TBD, likely something like 3x normal cost as search parties have to be dispatched, or ransom paid (not actually held hostage, just the explanation of the additional cost incurred).   Again, this is not happening today, we'll notify when the change is in place.  Meanwhile, I suggest not using political emissaries to search for PC's.

But, help me with something.  I'm not getting this flinging L1 Agents into the wild thing.  I'm missing something.  Why wouldn't the L1 use a recon instead of trying to relocate?

Because it requires a L4 minimum to find a hidden capital with a 970 order. Whereas, with an L1, it could NOT find a hidden capital with a 970 order but could if you attempt to relocate the agent with a 350 order. VBM does make a good point about that; that I had not previously considered.
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#14
Restricting the ability makes sense to me. Otherwise it's an exploit to overcome the hidden capital. Is 50% too high? Maybe. Good discussion and my experience is that Rick is overwhelmingly fair and willing to listen to the community.
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#15
If you want to kill anyone who moves to random squares on turn 1 I am OK with that also.  I can proof read harder for my first turn and there is no risk of destroyed pop centers.

Just a thought.
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#16
My suggestion when we originally discussed this subject was to simply disallow all movement to hidden pc's. In other words, if a kingdom attempts to move an emissary/agent/priestess to a location where there is a hidden pc, they automatically get the standard, "trying to move to a non-pc location" message.

No death. No gold penalty. No indication that there's a hidden pc there at all. If someone tries to move a figure there, they'll think that it's just an empty map area. That would force players to use agents/groups to search for a hidden pc as is intended by design.

This is also simple to code though I will miss the more colorful text in place now. I especially love the one that says your guy was devoured by wild animals Smile

UM here to solve all, hence, having the persona, The Wise One, is rightly named...
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#17
But how would you handle a 350 once I find the hidden PC thru legit means?
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#18
Figures won't be able to move/gate to a hidden pc at any time.

Agents can still counter-espionage to protect one's assets there and enemy agents can still steal/assassinate there but no figure will able to move/gate there with orders 350/351.
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#19
So what happens if they re-locate their capital elsewhere but the Glyph of Concealment is still there? Nobody can send an emmy to take it?
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#20
Interesting quagmire. I dont particularly like hidden PC's either.
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