bugLordsAWar! - Bugs: bug #24607, Balancing: First turn; Neutral...

 
 

bug #24607: Balancing: First turn; Neutral Cities

Submitted by:  zed <savannah_zed>
Submitted on:  Sun 19 Oct 2008 09:54:10 PM UTC  
 
Category: gameSeverity: 3 - Normal
Item Group: NoneStatus: None
Privacy: PublicAssigned to: None
Open/Closed: Closed

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Mon 20 Oct 2008 11:11:09 PM UTC, comment #5:

> The capital cities are now farther apart on random maps ...
> ... so I'd like to close this bug now.


The new distribution seems to work (except on tiny maps). OK, that's good enough.

zed <savannah_zed>
Mon 20 Oct 2008 08:36:51 PM UTC, comment #4:

This is a good idea. I have added it as a new task.

The absence of the `defensive' neutral behaviour isn't really a bug, so I'd like to close this bug now.

The current game balance wrt neutral cities is precisely what was aimed for (lordsawar is a clone, after all).

More discussion on this new feature can happen on the new task in the task tracker.

Ben Asselstine <benasselstine>
Project Administrator
Mon 20 Oct 2008 08:13:49 PM UTC, comment #3:

My opinion:
AVERAGE --> WEAK
STRONG --> STILL WEAK
ACTIVE --> WEAK AND NAIVE

My name suggestion for the new strategy would be: DEFENSIVE

Neutral is not necessarily weak. To me, it means that neutral cities do not interfere in my campaign until I attack them.

Neutral cities should start with 1 or 2 units. It should take them the double amount of time to build units. They should build a (random) mix of available units, and the maximum number of units should be between 8-12. Neutral cities should not be that hard to conquer, but their resistance should not be marginal either.

As a result, like ruins, not every city may be conquerable in the early stage of the game. Also, it may be an incentive to challenge your real enemies earlier in the game, instead of aspiring maximum expansion first.

zed <savannah_zed>
Mon 20 Oct 2008 07:42:35 PM UTC, comment #2:

The capital cities are now farther apart on random maps. This addresses the problem of being able to kill a player before his hero shows up.

I think it's important to keep the same behaviour for "active" neutral cities. Maybe we can make a fourth neutral behaviour category that builds one full mixed stack, and then maintains that even after being attacked.

Currently we have the following neutral behaviours:
AVERAGE, STRONG, ACTIVE

what would you name this new proposed behaviour?
AGGRESSIVE? HOSTILE? PRODUCING? DEFENDING?

All in all I have to say it doesn't seem very "neutral" to me. Neutral cities are weak on purpose.

What do you think?

Ben Asselstine <benasselstine>
Project Administrator
Sun 19 Oct 2008 11:36:58 PM UTC, comment #1:

I think the solution to this problem is to better place the capital cities of each player.

Ben Asselstine <benasselstine>
Project Administrator
Sun 19 Oct 2008 09:54:10 PM UTC, original submission:

First turn: If two cities of different player are within each others reach in the first round, a player has a significant advantage 3:1/disadvantage 1:3 w.r.t. the other, depending on the order of turns, because 2 units (a hero and a supporting unit) emerge in the first round.

Proposition: either distribute heros before the first turn without asking, OR, if there really is a reason to not accept the first hero, prohibit attacking a city in the first round.

Neutral cities: "Active" neutral cities will try to defend their city with 1 weak unit and will only build additional defending units, if an attempt to capture the city unsuccessful.

Proposition: let them build at least a full stack of mixed units (whatever is available in the city).

zed <savannah_zed>

 

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  • -unavailable- added by savannah_zed (Submitted the item)
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    Follows 1 latest change.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue 21 Oct 2008 01:22:24 PM UTCbenasselstineOpen/ClosedOpen=>Closed

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