Author |
Message |
Agroagro
|
Post subject: Forgotten Lighthouse Posted: Sun Apr 12, 2009 1:58 pm |
|
Joined: Mon Mar 30, 2009 2:56 am Posts: 51
|
Building - spawns in or adjacent to ocean.
Sight - 3 health - 6 cost - 4flux, 1 LEmt 1 neutral domain
reads "Forgotten light house does not control normally. Instead it controls sight 3 east and west. Unless it has a north south counter on it, then it controls sight 3 north and south. At the end of the turn if this does not have a north south counter on it place one on it. If it does have a north south counter at on it at end of turn remove it. When this come into play you may choose to place a north south counter on it."
I thought this would be a fun and dynamic building. I think it fits the bill of an uncommon. providing a rare type bonus (sight 3 at a cheap price) but at the disadvantage of required placement and only functioning 50% of the time.
Thoughts?
|
|
|
|
|
Altren
|
Post subject: Re: Forgotten Lighthouse Posted: Sun Apr 12, 2009 2:40 pm |
|
|
Lead Developer |
|
Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
|
Interesting. Few suggestion: Instead "Sight - 3 " and "Forgotten light house does not control normally." just make it sight 0. When come in to play choose direction. At end of every round rotate direction clockwise. We have 6 directions, not 4, so "north south" is impossible. Better make it "east and west", "south east and north west" and "north east and south west".
|
|
|
|
|
Agroagro
|
Post subject: Re: Forgotten Lighthouse Posted: Sun Apr 12, 2009 3:57 pm |
|
Joined: Mon Mar 30, 2009 2:56 am Posts: 51
|
Thanks altren. to clarify what i ment: looking at the map a sight 3 figure can see 9 tiles; up, down, left, and right. so it actually can work like that even tho a tile has six sides. it would control 1 and 1 (north south) or 2 and 2 (east west) I liked this because I thought having it only work every 3-4 rounds might be to weak. also from the light houses ive seen they some shoot light in 2 directions. like this http://images.clipartof.com/small/19689 ... -Night.jpg so I thought that would be good here to increase the amount of rounds it works. after some research i discover the 2 way light house is rather rare in the real world. the old ones mostly shot one direction and modern ones shine 360degrees. of course the ideas open to interpretation.
|
|
|
|
|
Agroagro
|
Post subject: Re: Forgotten Lighthouse Posted: Sun Apr 12, 2009 4:15 pm |
|
Joined: Mon Mar 30, 2009 2:56 am Posts: 51
|
a using all 6 sides would have zones of control something like this im guessing. another take on it would be if it could build anywhere (ie not controlled, but still adjacent ocean) having a one way (6 side) zone of control might be a good balance measure. especially if it didnt control its base tile. its stats may need to be tweaked tho.
|
|
|
|
|
mindstheatre
|
Post subject: Re: Forgotten Lighthouse Posted: Mon Apr 13, 2009 12:50 am |
|
Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
|
Love love love the concept. Just wish there was a less wordy way to implement it, or something better than tokens.
_________________ -Minds
|
|
|
|
|
Agroagro
|
Post subject: Re: Forgotten Lighthouse Posted: Mon Apr 13, 2009 1:52 am |
|
Joined: Mon Mar 30, 2009 2:56 am Posts: 51
|
Heres another version (v.3)
Forgotten Lighthouse Sight: 0 Health: 6 Cost: E,X,4 - Can spawn on any visible, ocean tile adjacent to land or, land tile adjacent to ocean. Reads: "When this come into play select an adjacent tile. Starting from that tile an area of control extends 3 tiles. After every action this zone of control moves to the next clockwise tile."
|
|
|
|
|
Loopy
|
Post subject: Re: Forgotten Lighthouse Posted: Wed Apr 15, 2009 3:56 pm |
|
Joined: Sat Mar 21, 2009 11:40 pm Posts: 95
|
Maybe it could read: "When Forgotten Lighthouse comes into play, select a tile two away. Forgotten Lighthouse controls selected tile and the six adjacent tiles. [Add text to move however.]"
This decreases the control by two hexes, but they're still visible by rotating.
Another card in this vein would be some kind of "Searchlight" card, with visibility and control out in a single direction for two tiles. Pay 1 flux to rotate.
I love the idea.
|
|
|
|
|
Haothehare
|
Post subject: Re: Forgotten Lighthouse Posted: Fri Apr 17, 2009 8:47 pm |
|
Joined: Fri Apr 10, 2009 5:00 pm Posts: 38
|
I think it should only control 1 space around it normally like any other building, but it provides VISION and reveals parts of the map to the owner in an alternating manner... and the vision should be in 4 directions like what agroagro has drawn... the 6 directions is ridiculous... also it should be given a big range of vision of at least 3 tiles away in the four directions manner. I like this idea...
instead of allowing it to be built on water (which is weird in my opinion) it should be allowed to be built either next to an ocean tile or 1 space away from an ocean tile.
|
|
|
|
|
Agroagro
|
Post subject: Re: Forgotten Lighthouse Posted: Sat Apr 18, 2009 12:33 am |
|
Joined: Mon Mar 30, 2009 2:56 am Posts: 51
|
|
|
|
|
Haothehare
|
Post subject: Re: Forgotten Lighthouse Posted: Sat Apr 18, 2009 3:24 pm |
|
Joined: Fri Apr 10, 2009 5:00 pm Posts: 38
|
in all these pictures the lighthouse is built on land surrounded by water. There's always a foundation. Floating on water is weird is what I meant. Well certain maps that are randomly generated have sometime waaay too much water, so spawning on water might be useful especially for a counter to the element building. I'm hoping this card if created will be neutral though, since it is pretty much useful for all factions. WHat do you think? I mean I guess I can see it as sylvan as well, but they already have a ivory spire, so... on another note I wouldn't mind living in some of those lighthouses, they look awesome, provided that I get internet of course.
|
|
|
|
|
|