Login    Forum    Search    FAQ

Board index » Game Talk




Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: Terrain
 Post Posted: Thu Jan 15, 2009 4:12 am 
Offline

Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
So I know we've talked about terrain before, but I think it's time for another look at it.

Let's start with the -stride attribute. There's currently 5 ents with foreststride (22% of sylvan creatures), craig scout and animate boulder have mountainstride (8% of MF creatures), dust devil has desertstride (6% of elem creatures), and DL have no -stride creatures. Right away there's a clear imbalance here with one race getting the biggest chunk of usable -strideable creatures and the rest lagging badly.

Also when we look at the maps the random map generator gives us, it seems that it's typically 15-30% forest, 15-30% desert, 20-35% hills, 0-15% mountain (I've seen a few with none.. and when they are present, they tend to cluster at the edges), 0-15% swamp, and 10-25% water. This means that foreststride is going to be the most universally useful of the -strides.

Here are a few suggestions to be made for balancing things out a bit:
* give DL swampstride (it makes sense even if it sounds funny)
* add -strides to more creatures to better balance between races
* better balance the amount of forests/mountains/swamps/etc so you don't give one player a huge advantage that isn't accounted for in card costs
* please for the love of god make the "forest of doom" that covers 1/4 of the map less likely to happen
* and this may be just me: but ensure all flux points or one of their adjacent hexes is reachable by land
* ensure that all terrain types are present at a minimum of 5% of the map hexes (156 hexes in a normal map, that'd be 8 hexes each minimum)
* if all that isn't enough, incorporate one of the ideas for altering the starting areas (one free hex of naturescaping, select a preferred type before beginning, etc.. see the other thread for more ideas)

any other thoughts/requests/complaints? Hopefully I've put up a few good ideas, I'm sure you'll all tell me which ones don't pass muster ;)

edit: changed the bits about desertstride


Last edited by doiron on Thu Jan 15, 2009 4:58 pm, edited 5 times in total.

Top 
 Profile  
 
 Post subject: Re: Terrain
 Post Posted: Thu Jan 15, 2009 5:49 am 
Offline

Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I'd give Ele "oceanstride" instead of hillstride...some of the cards that swim could be upgraded with this.

Also, if you have desertstride, you can stride thru desert hills, and desert mountains. Just as if you have mountainstride or foreststride, you can stride thru a forrested mountain.


Top 
 Profile  
 
 Post subject: Re: Terrain
 Post Posted: Thu Jan 15, 2009 1:32 pm 
Offline
Lead Developer
User avatar

Joined: Mon Mar 31, 2008 9:55 pm
Posts: 716
Location: Moscow, Russia
doiron wrote:
desertstride (which doesn't really make sense because desert is cost 1 anyway
Looks like you don't understand how -stride works: "Figure suffer no penalty when moving through <terrain type>". This mean that Desert Hills and Desert Mountains desert also cost 1 to you (instead 2 and 3 for everyone), so desertstride is not useless.


Top 
 Profile  
 
 Post subject: Re: Terrain
 Post Posted: Thu Jan 15, 2009 2:40 pm 
Offline

Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
ah. that makes a whole lot more sense. you'll have to excuse me, I never played a dust devil ;)


Top 
 Profile  
 
 Post subject: Re: Terrain
 Post Posted: Thu Jan 15, 2009 3:07 pm 
Offline

Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
doiron wrote:
and this may be just me: but ensure all flux points or one of their adjacent hexes is reachable by land


This is just you: I like having a flux in the middle of an ocean. It becomes a wild card, and means that it is time to get creative.

_________________
-Minds


Top 
 Profile  
 
 Post subject: Re: Terrain
 Post Posted: Thu Jan 15, 2009 6:24 pm 
Offline

Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
I just thought of another idea: allow each of the default buildings (grove, hall, GY, MC) to change one adjacent (self and 6 surrounding) hex to their respective terrain (forest, mountain, swamp, desert) on completion of the building. Seems to solve some of the issues of lack of appropriate terrain.


Top 
 Profile  
 
 Post subject: Re: Terrain
 Post Posted: Fri Jan 16, 2009 8:55 pm 
Offline

Joined: Sun Apr 20, 2008 5:42 am
Posts: 64
mindstheatre wrote:
doiron wrote:
and this may be just me: but ensure all flux points or one of their adjacent hexes is reachable by land


This is just you: I like having a flux in the middle of an ocean. It becomes a wild card, and means that it is time to get creative.


I also agree with that statement mind. It can be fun and interesting to see what happens with that uneasy to reach flux.

_________________
We accept the kind that jingles but prefer the kind that folds.

TFW info


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 7 posts ] 

Board index » Game Talk


Who is online

Users browsing this forum: No registered users and 9 guests

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: