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Your Desire in The Next Release
#11
(03-09-2023, 12:09 AM)Eregnon Wrote: 1) Drop the Orb of Anti Magic. It's the most useless Superior artifact in the game.

2) Allow granaries to be built without a bazaar first, so we can put them in villages where they belong.

3) Demon Death and the Ancient Annihilator have lost their main power, since their targets are immortal. You need to do something with those.


1) The Orb isn't exactly useless. In the hands of the Cimmarians or Dwarves, etc, it can be quite helpful. That said, it is a bit of a Superior Class Unusual Sighting booby prize. "Aw Crap, I got the friggin' Orb!". Perhaps bounce it down it Excellent Class?

2) Why not?

3) Good point
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#12
Obvious No Brainer Changes:

10) Allow for artifacts to be traded for artifacts. Hey, I got an extra Plow and I'm looking for a weapon artifact or a Crystal of Seeing!

11) Championship level game's 1st runner ups should play for free.
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#13
Sunlight Clause

12) Reveal the values and composition of all brigade types. Including Defensive Value. Any good King/General would know the breakdown of his own troops, how good they are and how tough they are. This used to be provided in the initial Kingdom Setup Sheet but now it's a mystery that requires math (ugh). Releasing this info would allow newbies to acclimate themselves quicker and better evaluate their own abilities as well as the abilities of potential foes. It will also help in recruitment choices. (Hm, this group type has good archers but this type has a better DV. Decisions.. Decisions..)

Although I see no reason to keep these numbers secret, if you still wish to do so then at least update the Subjective Ratings section of the setups which is full of errors. And make it Objective. And also update the Subjective Rating Methodology which doesn't provide for Renowned, Ultimate, etc.
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#14
(03-10-2023, 11:08 PM)Lord Garth Wrote: Obvious No Brainer Changes:

10) Allow for artifacts to be traded for artifacts.  Hey, I got an extra Plow and I'm looking for a weapon artifact or a Crystal of Seeing!

11) Championship level game's 1st runner ups should play for free.

I think First Losers in the championship already get a free game.  It's 3 for the winner!
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#15
(03-10-2023, 08:25 PM)Lord Garth Wrote: Small Changes:

1) Fix the Fortifications Glitch. The one where you can't build a Fort/Citadel if you already built a castle.  

2) Fix the Counter Espionage Glitch.   Move C/E and Guard missions till after production.  

3) Allow Mercantile Fleets to trade for gold OR food.

4) Fairness Rule.  If no one can declare the Free Traders and enemy then they can't declare others an enemy.  

Adjustments to a Growing Game:

5) Possibly raise Influence Cap of 25.  More standing orders?   Or make more orders free (like the troop transfer orders that used to cost an order)   I know the game is about prioritizing the most important orders per turn but with so many new orders and possibilities it tough to fit em in.   Like with Mithril, get miners, move miners, make mithril into an item, transfer item.  That's a lot of new orders! Then new fleet enhancements, building fortifications and buildings etc, all of which are relatively new to the game that already had a 25 order cap, and we haven't even gotten to our military yet. Help!

6) Raise the troops slot cap in groups.  10 is too small and there are SO many new types of troops today.  Allow players to build their army the way they like.  If they feel they need more cavalry they should be able to recruit Paladins or Warg Riders.  What if they want Minotaurs for the bonus?  Well, they can't if there are too few slots.   Also, how many times have we not gotten our troops promoted to Veteran because no slots were available?   Or perhaps keep the 10 troop type slots but allow for all training levels in one slot.  So 2 Elite Paladins, 3 Veteran Paladins, and 3 Regular Paladins would all be in 1 slot.  This would be a nice bonus for military kingdoms.

7) I agree there needs to be more Kingdom balance.  Game Balance was a hallmark of Alamaze and the kingdoms definitely were pretty much equals,  but I think location had something to do with it.  For instance, the Giants were tougher than everybody but they were in Amberland and surrounded so it balanced out.  Today locations are fluid so that is not a factor and kingdoms must be independently balanced.  Also, Regions are not balanced.  I know it has been addressed but no matter how many Red Elk Mounts you give Krynn it's still one of the last picked regions.

Old Ideas:

8) Stewards!   Yeah, I said it.   For those of you who don't know, this is irreversibly transferring a leader into a PC which in turn grants that PC bonuses in percentage of defense, population, gold and food production.  It's been brought up before but I'm just throwing everything out there.

New Ideas:

9) Extra Regions Bonus  (the Moose Rule) :   We've all been in games where someone gets a second region and no one cares.  They get a third and is on everyone's radar.  They get a fourth and the whole board turns and takes him down like a pack of wolves on a moose.  And very often that player drops.  Who needs that?  But what if there was an Extra Region bonus?  Get 2 regions and you get an additional flow of gold and food.   3 regions?  You get all recruitment orders not charged against influence.   4 regions and you get a 5th group.  (or an additional group depending on the kingdom).  Whatever it is to help the Moose because they actually ARE bigger and more powerful should have some perks to help defend themselves.   This would also be an incentive for early aggression and would change the dynamic of the game in some ways but I thought it may be worth considering.


I don't see the fortifications as being a glitch, as it keeps people from having infinitely strong pop centers. Consider - first you build a citadel, then a castle, then a citadel on top of that, then another castle on top of that, etc.
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