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Building construction cost
http://thefarwilds.com/forum/viewtopic.php?f=1&t=442
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Author:  RedFlag [ Fri Dec 19, 2008 6:34 pm ]
Post subject:  Building construction cost

I know that building costs were increased in one of the last patches in an effort to keep people from spamming the board with buildings and making it overly difficult to overcome a lead.

However, I think that it is having the opposite effect. INstead of being able to cast buildings to counter your opponent's bases/control areas after two turns, you have to build up your flux over 3 (assuming control of 1 flux point). It's really a disadvantage, and I believe that at least the basic buildings should revert back to their original flux costs of 6.

Author:  doiron [ Fri Dec 19, 2008 7:42 pm ]
Post subject:  Re: Building construction cost

I tend to agree that it's really hard to work back from a disadvantage, but I don't think cheaper bases is necessarily the best way to do it. Each domain has cheap buildings that can fill some of the void.

One alteration that I would suggest for balancing come-from-behind battles is changing how flux is given out so that each player gets flux for each well capped, and of course reducing the base amount to compensate.

I'm sure there are other great ideas floating around as well.

Author:  jed [ Fri Dec 19, 2008 9:02 pm ]
Post subject:  Re: Building construction cost

what do you mean here:

Quote:
One alteration that I would suggest for balancing come-from-behind battles is changing how flux is given out so that each player gets flux for each well capped, and of course reducing the base amount to compensate.

Author:  doiron [ Fri Dec 19, 2008 10:01 pm ]
Post subject:  Re: Building construction cost

each player starts with zero flux generated per turn (or one). each time a well is controlled, both players get flux instead of just the person who controlls the well.

Assuming starting with one as a base amount of flux: when each has a well, each player gets 3 flux. when a third well is controlled, both get 4, when all five are controlled, each player gets 6. current absolute max is 7.

Author:  Tryste [ Fri Dec 19, 2008 10:25 pm ]
Post subject:  Re: Building construction cost

So there would be no tactical advantage to expanding out to another flux well. You just get glory from it. In which case, I wouldn't focus on expanding. I would simply gain domain and get as many creatures on the field as possible and kill you.

If you happen to waste resources capping another well so that we both gain another flux, wonderful. Your doom will come on swift wings.

Author:  Sunyaku [ Sat Dec 20, 2008 1:26 am ]
Post subject:  Re: Building construction cost

I agree with Tryste... this would completely change how I play this game.

I'm normally one of those jerks who rushes the flux wells for BOTH the glory and the flux bonus... but if both players are given the flux, the player who invested in the building could easily find themselves overwhelmed by a player who invested heavily in instant domain and creatures.

Author:  MistStlkr [ Sat Dec 20, 2008 2:25 am ]
Post subject:  Re: Building construction cost

Thirded, this would be rather pointless...

Author:  RedFlag [ Sat Dec 20, 2008 9:29 am ]
Post subject:  Re: Building construction cost

MistStlkr wrote:
Thirded, this would be rather pointless...


Bringing us back to decreasing the costs of buildings, specifically the basic base buildings.

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