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 Post subject: Building construction cost
 Post Posted: Fri Dec 19, 2008 6:34 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
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.


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 Post subject: Re: Building construction cost
 Post Posted: Fri Dec 19, 2008 7:42 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
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.


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 Post subject: Re: Building construction cost
 Post Posted: Fri Dec 19, 2008 9:02 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
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.


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 Post subject: Re: Building construction cost
 Post Posted: Fri Dec 19, 2008 10:01 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
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.


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 Post subject: Re: Building construction cost
 Post Posted: Fri Dec 19, 2008 10:25 pm 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
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.


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 Post subject: Re: Building construction cost
 Post Posted: Sat Dec 20, 2008 1:26 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
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.


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 Post subject: Re: Building construction cost
 Post Posted: Sat Dec 20, 2008 2:25 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Thirded, this would be rather pointless...


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 Post subject: Re: Building construction cost
 Post Posted: Sat Dec 20, 2008 9:29 am 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
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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