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I wouldn't mind seeing the 341 orders cime back with some fixed messages. I've been wanting to tell one player "Get out of my region, you bastard!" for a while now.
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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This is open for comments. A significant change as you can read where Counter Espionage is more powerful, but the range is limited. Also, Fanatics capture threat reduced 10 points, other changes. See what you think.
#920 Counter-Espionage in 3rd Cycle
An agent on Counter Espionage attempts to protect the characters (leaders and wizards) and artifacts in a single kingdom controlled group, or all kingdom characters in a controlled population center as well as protecting the PC from theft and sabotage. Further, if the PC with counter-espionage is a coastal or sea area based PC, the counter-espionage also lends its protection to the fleets and any Elite Ship of the kingdom in that sea from sabotage. Collectively, these are significant increases in capability for Counter-Espionage from 2nd Cycle.
If a foreign agent attempts to perform a mission in this protected area, his success chance is reduced 5% plus 5% per level of the agent on counter-espionage. (The sum of the agent on counter-espionage is subtracted from the foreign agent's chance of success.) Additionally, the foreign agent has his chance of being caught increased by the same amount: 5% plus 5% per level of the agent on Counter-Espionage. Further, if the agent on counter espionage is based in the PC he is protecting, an additional 10% is added to his counter-espionage efforts. There is risk in this mission: if an agent is able to successfully complete an espionage mission (not recon) in a PC or group despite the efforts in counter-espionage, there is a 20% chance that an agent, and a 30% chance for a Fanatic on Counter-Espionage to be killed during the mission.
The chance of a recon by a foreign agent being intercepted is the same – so while an agent reconning a PC with no counter espionage will always succeed in the mission, a PC with counter espionage will reduce the chance by the counter espionage percentage. So with an L2 on counter espionage (20% counter esp), an L1 would have his 100% chance reduced to 80% chance of success, and a 20% chance of being captured. An L5 doing the recon would have a base chance of 120% (100% for L1 plus 4 levels at 5%) – the 20% CE for a net of still 100%.
Foreign agents captured by an agent on counter espionage have a 75% chance of revealing their kingdom (normally 50%). Fanatics will never reveal their kingdom if captured.
If a PC with active counter-espionage is successfully reconned, the agent report will reveal that there was active counter-espionage there and the name of the agent team conducting it.
Fanatics now have only a 10 point increase in the chance of being captured (instead of 20 points as in 2nd Cycle), while retaining their 10 point chance increase in completing the mission.
Because of the requirements of patrolling the whole PC and stopping all sorts of trouble, the range for Counter-Espionage is 3 areas. CE at the PC location itself give +10 points. Most agent missions have a range of 8 in 3rd Cycle.
The chance of detecting an emissary relocating to the PC is increased by the counter espionage percentage. Counter espionage from the previous turn effects the following turn up through order #399 of the following turn.
The Guard Mission (#925) is still required to protect emissaries in non-controlled PC’s. Otherwise, Counter Espionage should be the choice in controlled assets.
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Seems good. Would magical scouts 972 or 888 types be effected or just agent vs agent.
Maybe increase the range to standard if you are protecting a group instead of a PC.
I like the bonus for being in the PC it is often more dangerous to use agents in the same PCto do the work. Would this kind of bonus also roll over to say a 299 type order?
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(07-08-2015, 02:26 AM)Jumpingfist Wrote: Seems good. Would magical scouts 972 or 888 types be effected or just agent vs agent.
Maybe increase the range to standard if you are protecting a group instead of a PC.
I like the bonus for being in the PC it is often more dangerous to use agents in the same PCto do the work. Would this kind of bonus also roll over to say a 299 type order?
No effect on Ravens or Palantirs. I wonder if the penalty on recons success should be cut in half, keep the same as written for other missions.
How about balancing out the more difficult 970 by integrating an idea of automatic recon by certain levels/sizes of military force? After all, similar to a presence spell in battle, a level 3 wizard is going to know what kinds of things are going on in the area he is presently in. If he is able to kill hundreds or thousands of enemies without that being his spell shouldn't he be able to also get a basic recon of the pop centers in his area? Like an always on raven familiar?
Similarly, Marshal or above led groups might also have this ability happen automatically.
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(07-08-2015, 02:17 PM)Acererak Wrote: How about balancing out the more difficult 970 by integrating an idea of automatic recon by certain levels/sizes of military force? After all, similar to a presence spell in battle, a level 3 wizard is going to know what kinds of things are going on in the area he is presently in. If he is able to kill hundreds or thousands of enemies without that being his spell shouldn't he be able to also get a basic recon of the pop centers in his area? Like an always on raven familiar?
Similarly, Marshal or above led groups might also have this ability happen automatically.
maybe a warlord. could be increased scouting info if more are in the group 1 warlord level 1, 2 = level 4, 3 = level 7. of course I have only seen one three warlord group in the last 20 or so games I have played.
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(07-08-2015, 02:17 PM)Acererak Wrote: How about balancing out the more difficult 970 by integrating an idea of automatic recon by certain levels/sizes of military force? After all, similar to a presence spell in battle, a level 3 wizard is going to know what kinds of things are going on in the area he is presently in. If he is able to kill hundreds or thousands of enemies without that being his spell shouldn't he be able to also get a basic recon of the pop centers in his area? Like an always on raven familiar?
Similarly, Marshal or above led groups might also have this ability happen automatically.
I believe that there is a plan to offer "Traits" to kingdoms in 3rd Cycle. And one of those traits should allow for something similar to what you are proposing (see page 11 of this thread for the initial list that Ry Vor released).
The trait in questions says:
Trackers: Intrinsic L4 Recon of group area. Detects groups in Ambush, but not invisible groups.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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I couldn't get this to copy in a good format, but I think you will get it. Assume a kingdom has 5 customization points to spend total, and for example, Champion Stallions count 1 and Dynasty counts 3. What would you always pick or never pick?
Customization Subject
Points
Ability
Champion Stallions
1
Gives one patrol +5 MP in addition to any other bonuses
Valyrian Steel
1
Gives one party +10 points in Unusual Encounters
Cloak of Disguise
1
Gives one emissary a 75% reduced chance of detection when relocating
Amulet of Protection
1
Provides -50% to attempts to assassinate or kidnap the emissary in possession & 50% sleep resistance.
Red Elk mount
1
Gives one emissary a range of 11 on relocation (political or agent)
Gold in Starting Treasury (any # points)
1
20,000 gold to starting treasury per point spent
Oratory
2
+15% to Maintain Status Quo (#310) and Usurp Control (#330). +2 to starting Influence.
Industrous
2
+10% food and gold production and defensive value of all controlled PC’s. Increasing production or defenses -2k gold.
Acuity
2
Never surprised, Agents have -10 points from capture chance. Emissaries get +5 to their die rolls. Prisoners 15+ points to escape.
Onyx Amulet
2
Gives possessing emissary (agent or political) Gaiting with a 8 area range
Knowledge Totem
2
Provides L1 Recon when in possession of a character or group (not pc)
Guardian Talisman
2
Acts as a constant ward spell on the possessing emissary
Glyph of Protection
2
Capital begins with +7000 defense and L3 points of intrinsic counter espionage
Dynasty Trait
3
Start with Prince, +1 Influence
Secrecy Trait
3
Hidden Capital and a L4 Agent
Cunning
3
+15% bonus to Incite Rebellion (#320) and Stir Unrest. +3 levels to max agent training. Agent training -1000 gold.
Charisma
3
Raise Influence adds 1.1 to 1.3 instead of the standard 1.0 HC bids for seat & issues increased by 25%, votes are worth 1.4.
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Orator and industrious look to be the no brainier choices to me. I would likely take one or both every game.
Amulet of protection is my favorite of the 1 pointers but I think fairly priced for a single Emmy/king
Charisma for 3 points seem to expensive for what you are getting. I would likely never take it at a 3 point cost.
Some cool combos also look possible which is always fun.
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Personally, I think Oratory and Industrious should cost the full 5 points. They provide significant bonuses and are still worthwhile to take even at the 5 point level.
The above options are ok but if I were playing a military kingdom, I would like to see more Terrain Adeptness options. Terrain Adeptness allows players to choose which terrain they would be specialized in regarding better movement rates, combat bonuses, and other effects like masking. The code is already setup to handle variable terrain specialties that's independent from each other so why not offer them .... pressure
So something like this:
2 points each: (Advantage provides better movement rate in selected terrain, +10% combat bonus, lesser masking)
Advantage in Plains
Advantage in Forest
Advantage in Mountains
Advantage in Marsh
Advantage in Desert
Advantage in Water
3 points: Mastery (better movement in selected terrain, +20% combat, lesser masking)
5 points: Supremacy (better movement in selected terrain, +30% combat, greater masking, evasion)
So if a player is so inclined, they could spend all 5 points to be Supremacy on Water and dominate the seas!
Overall, by allowing players to customize their kingdoms like this will help personalize each game to be different than before and extends the replayability of each kingdom. So good job so far with the upcoming release...
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