bingy
Ronin Warlock
Posts: 7
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Post by bingy on Feb 8, 2013 19:52:40 GMT -5
As per our conversation I am putting on here the suggestion to either be able to demote a spire or to remove the ability to spire the first three rows of the grid in order to stop monk blocking
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Philoten
Ronin Warlock
I am un-biased in certain matters.
Posts: 34
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Post by Philoten on Feb 8, 2013 20:01:43 GMT -5
Its a strategy and think its completely fair
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Post by ioiooiioio on Feb 11, 2013 17:15:24 GMT -5
New Command Proposal for Tentative Grid 3.0:
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bomb [square number]
Cost: 75 energy + 50k gold
Plants a bomb on target square with 30% success rate. Owner of that square is notified of having the bomb planted with the message:
An evil mastermind has planted a bomb on one of your squares!
The target does not know which square the bomb is on. The bomb detonates after 3, 4, or 5 happy hours if it is not defused. Dufusing a bomb may be done only once per turn.
defuse [square number]
Cost: 5 Energy
You do not need to be the owner of the square you are trying to defuse a bomb on. Thus, someone who knows they have a bomb on one of their squares can pay others off to defuse a bomb on an unknown square.
If a bomb is not defused in time, it explodes, reducing the unit count to 1, rebel count to 0, and halving the number of farms and cities. Rubble is carved into the square and replaces any carving of Monk, Seer, Spires, etc.
Bombs may be used to clear out a square of units in order to make it easier to take it. It uses three happy hours worth of energy, meaning it cannot be spammed out to level every square. Someone with one square can simply defuse their only square to guarantee the bomb not detonating. Someone with 50 squares will probably not be able to check every square and thus will lose some units.
The bomber is anonymous (to the extent that one can hide losing 75 energy) so mind games are possible, such as bombing a square that someone else would benefit from, causing two people to go to war weakening both and allowing the bomber to take their squares with ease.
Edit: Bombs tick once per happy hour if the player who owns the bomb square's last activity was within 7 minutes. Thus to disallow "cheap shots" where you target an offline player with a bomb.
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Post by succat on Feb 13, 2013 0:01:29 GMT -5
I sort of like the idea of people blocking a "Monk Highway" (if that's what you guys are calling it), because the "blockers" create friction which could lead to more combat, which is good, I think. When the gameplay is closer to Risk than it is to Monopoly, it is a more exciting game. However, if someone blocks the top row with a Spires square, another player can attack that Spires square and conquer it, but currently cannot remove the "Spires" from the square. Which, if they could remove the "Spires" - that would lead to mega-perm build-up, which I am trying to avoid. Maybe... a solution would just be to allow Spires to be able to switch, but they cannot be switched out themselves by another square. That would solve the problem with Spires blocking the top rows, and it would also make them a little more mobile, which would allow a player to move a Spires square to a safer spot if need be. It's true that "Perms" could still block the top rows, but players can do something about that - they can take the blocker's squares, leaving him his perm - and then tribute the heck out of him until the Player is forced to de-perm or go broke from the tributing.
Bombs... while I like the idea, and I like how they leave "Rubble" carved on the square they exploded on... and I really like how the bomber is under the radar, which could cause a lot of interesting finger-pointing action... it almost sounds like too powerful of a feature. Maybe the damage and/or criteria for pulling off a 'bomb planting' could be adjusted, though, somehow.
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Post by ioiooiioio on Feb 13, 2013 17:02:47 GMT -5
I'm not too sure how anonymous bomb planting would be though, because people would certainly know who has more than 25% energy and those ones could not have been the planter.
But anyway, I have a variation suggestion on gatekeeper and rebels in general.
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gatekeeper [optional: rebel number (default is 1 if omitted)]
Cost: 1% energy per rebel
Adds one rebel to a random square under your ownership. You are given 1% of the square's total value in return, rounded down (capped at 1k gold).
Every happy hour, the number of rebels on a square increases by one.
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Rebels in general:
The monetary happyhour income per square is 100/(2^(R/100))*I where I is the unmodified square income, and R is the number of rebels. Thus, 100 rebels would half the income, 200 would 1/4 it, 300 would 1/8, etc. No negative income.
The unit income per square is C-R, where C is the number of cities and R is the number of rebels. If C-R is negative, the square loses units overall.
These rebels may seem weaker than rebels currently are, and they are. But notice above, "Every happy hour, the number of rebels on a square increases by one"
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Now on looking at the GK command, you may wonder "why would I want to amass rebels on my square???" ITS DUMB! I LOSE INCOME!
Well, ignoring you get 1% of the square's value for using the GK command, I present the Exile command!
exile [your square number] [target square number]
Cost: 42% energy
This command has a 50% success rate.
On success:
All rebels on your square move to the target square specified. The people living on that square are happy all the rebels are gone, and the square becomes a UTOPIA.
On failure:
The rebels don't like being exiled, and revolt. It is a violent clash - all the rebels and units are removed and half of the farms are burned and half of the cities are nuked and the square abandoned for someone else to annex.
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Maybe you've just gotten 1000 rebels on one of your squares because someone exiled their rebels there. You probably want to bring order to it.
Order [square number]
Cost: 30% energy
This command has a 10% success rate.
On success, remove all rebels. You have brought so much order to this square, it is now a MONK.
On failure, do nothing.
You can pay people to try to remove all the rebels for you, but better yet, this offers an alternative way of monking a square! You don't even need any rebels on the square to use this command!
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UTOPIA carving
Increases farm and city output to 150% on that square. This is a pacifist square. It cannot attack, and an attacking square suffers 1/10 the casualties it normally would.
This carving will disappear if a rebel finds their way onto this square.
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bingy
Ronin Warlock
Posts: 7
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Post by bingy on Feb 14, 2013 9:54:34 GMT -5
Io I actually like those ideas
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Philoten
Ronin Warlock
I am un-biased in certain matters.
Posts: 34
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Post by Philoten on Feb 14, 2013 11:40:29 GMT -5
Io there has been talk of removing perms as well, but maybe when the bomb is placed on a perm square it kinda unroots it making it mobile I have seen when trying to switch with a perm square. [square #] is a permanent square and may not be switched, shifted, or moved in anyway unless there is a Grid quake, but there has never been one yet that we know of. Maybe we should introduce this Grid Quake Bring life to it. When a Grid Quake goes off squares have the chance of being randomly traded with any of it neighboring squares. 42% chance to lose up to 42% of units/farm/cityies. Every square is 'moveable' for the next 2 happy hours after a gridquake, there's is a 30% chance walls will fall during the quake. After 2 hh's the squares are rooted down to the ground again. The grid quake is not a command but is a random event that has a 20% chance to happen every 42 hours (Note: the grid quake idea will only work to the full intended way if there is no Switch) so probably worth looking into for grid 3.0 P.S. Psy will fight me on this because its random, but I dont think Grid Quakes just like Earth Quakes should be defined perfectly they dont always go off at the same time, thats why a bit of randomness is needed in the GridQuake feature
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Post by popopop on Feb 14, 2013 11:55:11 GMT -5
Io, just a feedback on UTOPIA carving. Perhaps if another player has managed to take the square with the "UTOPIA" carving, the carving will disappear.
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shogouki
Ronin Warlock
NOTHING'S UNPOSSIBLE!
Posts: 8
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Post by shogouki on Mar 19, 2013 17:08:14 GMT -5
We have an issue with Spires at the moment.
It seems we've made a situation where only three squares are spawnable. Yeah... you can kind of see why they need to be changed.
And now a spammer/troll attack... Fun fun fun times to be a player right now.
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Post by popopop on Mar 24, 2013 10:07:43 GMT -5
And now a spammer/troll attack... Fun fun fun times to be a player right now. That's one concern definitely. Should there be yak admins appointed in the future? And perhaps griddlenoobs shouldn't be able to yak.
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Post by succat on Mar 29, 2013 13:52:13 GMT -5
Spawning: Figured this would happen sooner or later, but I don't want to add new squares to the board just to keep giving to people that get wiped and spawn over and over again. Also, players who focus on building up a lot I don't really see having this issue - it's mainly just seems to be people who play sporadically anyway and have no desire to go for a wipe, so not convinced this is an actual issue - but feel free to make your argument if I'm wrong... I don't always have time time to catch everything that goes on here.
The Yak spamming, whisper spams, etc - there's a pretty easy fix for that, just no time lately to do anything about it. Basically, in code I will make it (in the future for Grid 3.0 or current Grid if I get the chance) where the Yak is smart enough to determine who's spamming over and over, and will just mute them if they go crazy. No need for Yak Admins, really, when code can achieve the same thing.
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Post by succat on Mar 29, 2013 13:57:07 GMT -5
As far as extra commands like bombs and grid quakes and whatever else, Psykosis and I haven't even really narrowed down the commands we must have for certain - and we definitely want to keep the list as short and simple as possible, at least at first, and not go crazy this time with so many random commands. Sure, there will be some element of random, of course, but not with every command. And as Psy put so eloquently:
"Keep in mind, for 3.0, the question to ask is 'Why include [x]', not 'Why should [X] be removed'."
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Post by popopop on Mar 29, 2013 14:48:49 GMT -5
Regarding the yak admin, spamming is just one of the many issues in yak. Flaming wars, overcoming the censors etc, can't really be detected using coding I think... I guess you'll have to play by ear, if 3.0 attracts too many people, yak could become very hostile, thus the need for yak admin(s).
Just a quick suggestion for 2.0: Perhaps each player should have a limited number of spires to make spawns more random, not just affecting those who don't have money/ability to spire up. (As opposed to turning spires off in a domain, it could be difficult to be a one-square warrior in that domain)
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Post by cybercitizen on Mar 31, 2013 15:08:38 GMT -5
Looks like the server is down again
-Cyber-
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shogouki
Ronin Warlock
NOTHING'S UNPOSSIBLE!
Posts: 8
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Post by shogouki on Mar 31, 2013 15:36:12 GMT -5
I noticed. At first I was questioning if the iPage server think was like pieman and just an easter egg.
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