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Seapower Changes
#1
A single 748 order issued can create 1, 2 or 3 fleets in a single named sea
Only 1 order per Sea will be allowed per turn
The building kingdom must control a PC within 1 area of the named sea
Base quality for new fleets will be the kingdom's starting naval quality rating in that sea (not the current quality rating in place now)
Base cost for each additional fleet (at the same quality as the turn 0 quality for that kingdom in that sea) is 8000 gold.
Each additional 1000 gold will increase the quality of the new fleet by 1 over the starting kingdom quality level in that sea
Fleet quality ratings will be an average of the quality of fleets existing/built

This does not list that the max that can be spent on any single fleet is 12,000 gold. This means that any kingdom with starting sea power below 12 will not be able to reach sea power of 16.

My few encounters with sea fighting show that the greater sea power completely trumps a larger # of fleets. 12 fleets with power 14 will be demolished by 3 fleets with power 15 or 16.

Please allow the ability to spend as much gold as is necessary to build a power 16 fleet for each kingdom. Spending 14,000 to get from 10 to 16 seems steep but not excessive. The inability to attain level 16 fleets in prohibitive.

HT
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#2
(11-16-2013, 01:39 PM)Hile Troy Wrote: My few encounters with sea fighting show that the greater sea power completely trumps a larger # of fleets. 12 fleets with power 14 will be demolished by 3 fleets with power 15 or 16.

Please allow the ability to spend as much gold as is necessary to build a power 16 fleet for each kingdom. Spending 14,000 to get from 10 to 16 seems steep but not excessive. The inability to attain level 16 fleets in prohibitive.

HT

I think the intention is to make the costs increasingly prohibitive. You now must be a rich kingom in order to have a powerful navy. While I acknowledge this is how the real world works, the fantasy world need not do so also. Poor kingdoms will no longer be able afford to engage in "piracy" at sea. The kingdoms who get off to a strong start will now have even larger advantages over their slower-starting oppenents.

Furthermore, powerful military kingdoms (not dragons, of course) will have far less to fear in traveling upon the seas. Fleets are interdicted less often, suffer fewer losses, and will face generally lower strength fleets.
Lord Thanatos
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#3
(11-17-2013, 11:07 PM)Lord Thanatos Wrote:
(11-16-2013, 01:39 PM)Hile Troy Wrote: My few encounters with sea fighting show that the greater sea power completely trumps a larger # of fleets. 12 fleets with power 14 will be demolished by 3 fleets with power 15 or 16.

Please allow the ability to spend as much gold as is necessary to build a power 16 fleet for each kingdom. Spending 14,000 to get from 10 to 16 seems steep but not excessive. The inability to attain level 16 fleets in prohibitive.

HT

I think the intention is to make the costs increasingly prohibitive. You now must be a rich kingom in order to have a powerful navy. While I acknowledge this is how the real world works, the fantasy world need not do so also. Poor kingdoms will no longer be able afford to engage in "piracy" at sea. The kingdoms who get off to a strong start will now have even larger advantages over their slower-starting oppenents.

Furthermore, powerful military kingdoms (not dragons, of course) will have far less to fear in traveling upon the seas. Fleets are interdicted less often, suffer fewer losses, and will face generally lower strength fleets.

As has been admitted and not disputed by the body politic, sea power was the single weakest aspect of the Alamaze design. About 50% of that has been addressed in the 2nd Cycle new changes. More will be addressed in 3rd Cycle, and even more in Kingdoms of Arcania.

There will be a 3rd Cycle kingdom (or 3) that features sea power, more able to exploit the advantage than is capable in 2nd Cycle.

For example, I wish to categorize traits more logically than we currently have. So a kingdom might have Advantage, Mastery, or Supremacy in a given terrain, and likewise, Disadvantage and Adversity. The same can be true for about any trait, such as magic ability or resistance, political oratory, agent activities.

In any case, rest assured, while the foibles in Alamaze sea power have finally been addressed in part, sea power will become a much greater strategic consideration going forward.
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#4
Different types of ships, income from sea trade via convoys, troop transports, coastal bombardments!

Lord Brogan
Lord Brogan

156 - GN

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#5
(11-18-2013, 01:21 AM)Brogan Wrote: Different types of ships, income from sea trade via convoys, troop transports, coastal bombardments!

Lord Brogan

Per-cannon,. I dont' think there was a ton of coastal bombardment, save for when a coastal city was besieged and special "siege barges" were built. Even then ammunition resupply )e.g. honkin' big rocks) was a problem. I do like the rest of the ideas though! Sea Trade for sure....and raiding ships, and escorts. Maybe a way to make the build time for warships longer than a month? That's pretty fast. Of course, you could always conscript merchant ships to carry the troops (and watch yoru sea trade income plummet).

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