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2016 The Choosing Philosophy and Other Stuff
#41
Just from the perspective of game design, I'd like a bit more feedback on the concept of kingdom traits, and possibly the traits that have been included.
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#42
(01-23-2016, 04:23 AM)Ry Vor Wrote: Just from the perspective of game design, I'd like a bit more feedback on the concept of kingdom traits, and possibly the traits that have been included.

I really like the kingdom traits.  2nd Cycle had kingdom trait-like aspects, but 3rd Cycle has formalized, expanded and improved on them.  They do a very good job of giving individualized flavor to each kingdom, both aesthetically and in ways that substantively impact game-play.
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#43
I also think the Kingdom trait structure is great but then I've been spoiled playing two kingdoms that rank in the top for having the most traits; its a lot of fun when you have lots of traits/toys.  I like all the trait modifications you've proposed as well.  Here's some specific feedback/ideas:

1) First a correction.  You have Foreknowledge listed twice (once before and once after Heroic). It would also be nice if the foretold artifact was always no more than 8 squares from one of your starting PCs, otherwise, you might know the location of an artifact but if its on the other side of the world, its often gone by the time you can get a group to the location and then that trait really isn't an advantage at all.
2)  With the Healing trait, I'd like to seem a tiny bit of automatic healing for non-kingdom troops too.  Even if its just 1% per turn.  
3)  For Tricks of the Trade, let the 25% bonus apply to the #711 Merchant Trade order too.
4)  Charisma seems awfully weak in comparison to the other traits.  How about they start with the +1 influence and then gain another 1 point of Influence every 6 turns (on Status Update turns).
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#44
Order Entry - I really enjoy the calculations of resources and how easy it is to use. That being said there are a couple of things I would see as an improvement.

On order 711 it should tell you there is an error when you use order 710 in the same sea and not calculate revenue for it.

Group movements - could it start with the range around the current location, rather than all options?
Emissary movements - this would be nice if the range on the selection was limited to how far they could move. Also while you have the option to type in the location, if it is the last column of the order it only allows the first letter before closing and completing the order. At this point you have to select a different order to reset it.

Please note these are all minor but would improve the order entry experience.

Ill give my impression on the cimmerians in a couple of turns.
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#45
(01-23-2016, 08:33 PM)IMPERIAL_TARK Wrote: I also think the Kingdom trait structure is great but then I've been spoiled playing two kingdoms that rank in the top for having the most traits; its a lot of fun when you have lots of traits/toys.  I like all the trait modifications you've proposed as well.  Here's some specific feedback/ideas:

1) First a correction.  You have Foreknowledge listed twice (once before and once after Heroic). It would also be nice if the foretold artifact was always no more than 8 squares from one of your starting PCs, otherwise, you might know the location of an artifact but if its on the other side of the world, its often gone by the time you can get a group to the location and then that trait really isn't an advantage at all.
2)  With the Healing trait, I'd like to seem a tiny bit of automatic healing for non-kingdom troops too.  Even if its just 1% per turn.  
3)  For Tricks of the Trade, let the 25% bonus apply to the #711 Merchant Trade order too.
4)  Charisma seems awfully weak in comparison to the other traits.  How about they start with the +1 influence and then gain another 1 point of Influence every 6 turns (on Status Update turns).

Once again I find myself generally agreeing with Imp. 
1.  I think it serendipitous, rather than erroneous, that you get Foreknowledge of your Foreknowledge trait.  I mean come on - that's brilliant. 
2.  I am working on improving the healing abilities, including the HP and spell.
3.  We are also addressing that the Elite Ship actions are separate /independent from the operations of the Navy in that sea.  Agree to allow the Trait to affect Merchant Trade.
4.  Charisma was an 11:59pm addition.  I don't think any kingdom presently has it in the betas, but is slated for the Elves, Rangers, Ancient Ones.  Again, the traits aren't balanced against one another, or even kingdoms against each other in how many, or how they are in traits: the balancing is overall including geography, magic of course, and just about everything except player skill.

Traits are intended both to provide character and color to the culture of the kingdoms, and to somewhat systematize the future releases of Alamaze scenarios and other games wherein traits can define the culture of a kingdom. Thanks for those who posted and saw that intent. I'm really looking forward to the rest of the community getting exposure to 3rd Cycle. I'm pretty pleased with the Magical, Terrain Adeptness, and Cultural Traits, along of course with the Companions and special abilities, the distinctiveness of Huns vs. Westmen based on geography, the specific traits, etc. I believe we have succeeded on making the 3rd Cycle: The Choosing kingdoms, the most distinctive they have ever been in Alamaze, and may brassily suggest they might invite challenge from afar as to what might surpass them in a different game.
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#46
I noticed another "nice to have" on the order entry. When we enter orders and hit save, is there a way to have a load orders button so when we switch games and come back to it with a change the next day, we only need to fix the one order and not all of them.
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#47
(01-25-2016, 08:00 PM)Atuan Wrote: I noticed another "nice to have" on the order entry.  When we enter orders and hit save, is there a way to have a load orders button so when we switch games and come back to it with a change the next day, we only need to fix the one order and not all of them.

Press the Load Orders button on the Home page...
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#48
doh... thanks Smile
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#49
Uncle Mike had made a post elsewhere on future maps, and the first "next" will be for our introductory game, so will look similar, but smaller, than resurgent.  There actually may be several of these.

We've announced the next 12 kingdom map will be in the next release for 3rd Cycle, so to coincide with what happens after The Choosing.

We've talked about a hexagonal map, but could also do an amorphous map.  Just wondering if there are ideas on which might make the most interesting possibilities.
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#50
wrap around map?  Right now if you are at say AA (upper left corner) you can only move to AB , BB, or BA  now if you could move to ZA or AZ from AA (world is round right) that would but a whole new way to look at things.  My 2 cents  
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