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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Thu Sep 21, 2006 9:49 am Post subject: Released: Major change - new hall rules |
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The clan tech rule discussed below has raised a discussion on halls, and the best proposal so far is:
Every turn a hall is stationary it gains an augmentation level. This is capped at 50. Every titan in the clan gets its tech cost reduced by this amount. So the death of a hall will massively change the cost of your clan....
To make things even simpler the hall itself can never move. And never redesign.
This is a fine benefit, very simple in concept and implementation. Basically, new titans can be designed with 50 more tech at the same cost.
Obviously the value 50 could be changed to 100 or whatever, but 50 is good as new players can still get there relatively quickly. And the loss of a hall can be recovered within 2 months of play.
Last edited by GameAdmin on Sun Jan 07, 2007 8:12 pm; edited 1 time in total |
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First Speaker
Joined: 15 Sep 2006 Posts: 21
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Posted: Thu Sep 21, 2006 10:11 am Post subject: This propsal is like the Curates Egg |
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If the Hall cannot redesign how does it tech-up ?
If the Hall cannot move it becomes a liability once discovered so there would need to be provision to self destruct it without penalty or with reduced penalty. |
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Bludengutz
Joined: 10 Sep 2006 Posts: 15 Location: Somerset, UK
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Posted: Thu Sep 21, 2006 10:15 am Post subject: Hmmmm, interesting idea |
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Hi there all,
This idea appeals to me. As a returning player, I had had a Hall under the old rules, and having to up sticks and run was quite fun - as was hunting other Halls and catching them in mid-flight! However, this adds a dimension where Halls now have to be defended with no possibility of flight, leading to major battles over territory. Now the choice of nest for your Hall becomes crucial. I foresee lots of assaults against mountain fortresses!
I could go with this rule, but of course will go with whatever is decided in the end.
Bludengutz
Warmaster Prime of Clan Simplistix  |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Thu Sep 21, 2006 11:01 am Post subject: |
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Halls will no longer tech up. See the other thread - basically, clan in the blue can tech up by 10 with fast breeders (no shield or weap). i.e. fast breeders can self improve much like the old hall rules.
This means the role of halls dramatically changes - their role as the tech center for a clan is gone. Which is why this rule is proposed - halls are still needed, and they need to be important, but not associated with tech directly. |
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Steels
Joined: 21 May 2006 Posts: 115 Location: Purgatory
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Posted: Fri Sep 22, 2006 5:17 pm Post subject: |
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So..Halls will not move...ergo Halls will be the primary target. With their new roll as augmentation providers the loss of a Hall will not be as severe a blow as in previous epochs.
As a supporter of the dump Halls side I suppose that I could live with that.
However, perhaps the game might be spiced up a little if the augmented units could only operate outside of a perimeter around the Hall....say 25 hexes. This means that any Hall protection would have to be carried out by standard units, giving an edge to the attacking side and moving the game along. |
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Steels
Joined: 21 May 2006 Posts: 115 Location: Purgatory
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Posted: Fri Sep 22, 2006 5:32 pm Post subject: |
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Something has just occured to me....
A Hall has accrued it's full 50 Augmentation points, and has spawned breeders.
If/when the Hall is killed, how will the clan lose the benefit of Augmentation? Surely this cannot happen if the Augmentation is given as tech unless the clan is forced to redesign all of its titans minus the augmentation bonus? To not force a change could mean that the clan suffers no penalties atall and could continue to breed augmented fighters.
Would it not make sense if the Augmention was based on percentage increases in performance on specified systems, completely divorced from the normal operating criteria? Then when the clan loses it's Hall any percentage advantage gained on all units is nil. |
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Phoenix

Joined: 20 May 2006 Posts: 106
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Posted: Sat Sep 23, 2006 7:33 pm Post subject: |
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I think it will simply mean that the clan will exceed its "cost limit" and thus won't be able to spawn new titans until it either spawns a new hall (and aquires 50 more augmentation points) or the cost of its titans falls below it new limit... I think. |
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Phoenix

Joined: 20 May 2006 Posts: 106
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Posted: Sat Sep 23, 2006 7:44 pm Post subject: |
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| Steels wrote: |
| Would it not make sense if the Augmention was based on percentage increases in performance on specified systems, completely divorced from the normal operating criteria? Then when the clan loses it's Hall any percentage advantage gained on all units is nil. |
You see... I'm not the only one who thinks so! This is somewhat similar to my "hall bous" idea. Alas, no. Cost. Aumentation. 50 extra tech for free. That is the future. |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Sat Sep 23, 2006 8:40 pm Post subject: |
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My problem with 50% is that a high spec titan gains even more from a hall - I prefer simply reducing the cost, ie a hall raises the average tech of your clan (because they cost less). |
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Steels
Joined: 21 May 2006 Posts: 115 Location: Purgatory
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Posted: Sun Sep 24, 2006 9:42 am Post subject: |
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The difficulty my not so Marvin sized brain is having in wrapping itself around the current concept of augmentation is:
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| Every turn a hall is stationary it gains an augmentation level. This is capped at 50. Every titan in the clan gets its tech cost reduced by this amount. So the death of a hall will massively change the cost of your clan.... |
It talks about both unit costs and clan costs.
God...please help me here a little...am I right in thinking, then, that the augmentation earned by the Hall will be available to all normal level breeders, and that the augmentation will be bred into their offspring? If a Hall is lost then the ability for those breeders to pass augmentation to the offspring is also lost, although even if a new Hall is not created the clan will continue to operate at the Cap.
Could you give some expamples of how augmentation might affect a basic design, capped fighter, as without understanding the coding it is difficult to visualise what you mean by 'adding 50'and the potential advantages this might bring. I am savvy enough to realise that a lot of the '50' will be swallowed up in system requirments.
Thanks |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Sun Sep 24, 2006 3:11 pm Post subject: |
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Hi, from the other announcement:
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Summary:
A clan can have total tech of 20000.
Cost of a titan is:
If below 160 then it is the tech.
If above 160 then it is 150 + (tech-150)*(tech-150)/10. |
So, a hall of augmentation 50 changed this to be
If below 210 then it is the tech.
If above 210 then it is 200 + (tech-200)*(tech-200)/10. [/quote]
i.e. Augmentation reduces the tech of all titans in your clan when calculating the clans current cost.
Hopefully a little clearer.
Jonathan |
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Phoenix

Joined: 20 May 2006 Posts: 106
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Posted: Sat Sep 30, 2006 12:59 pm Post subject: |
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Is the lack of response a good thing or a bad thing? |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Mon Oct 02, 2006 10:13 am Post subject: |
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A good thing! (got to think that way) |
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First Speaker
Joined: 15 Sep 2006 Posts: 21
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Posted: Mon Oct 02, 2006 1:50 pm Post subject: |
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You can & probably will , call me an old stick-in-the-mud , but I really dislike ad-hoc changes -- partly because it always takes me aa while to get new versions of the client to run --- but mainly because they ALWAYS have unforseen consequences.
That said , this appears to have some possibility of working .
Since it appears that we're doomed to have a change come what may , I suppose that it may as well be this one.
First Speaker |
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Lord Nova

Joined: 22 May 2006 Posts: 272 Location: Northamptonshire, England
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Posted: Fri Oct 06, 2006 1:54 pm Post subject: |
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Doesn't this effectively give paying players a much larger advantage over non payers, as you can effectively get a considerably larger clan with a hall.
Also has a minor issue with halls being spawned at the point that clans hit orange. Spawn your hall deep in the green somewhere and simply leave it there. You'll get your full augment points as you move into blue tech and by that point most advanced clans will be unable to get any fighters anywhere near your hall due to the blight.
Although this would effectively mean abandoning your own hall, as you couldn't get any defenders to it either. Risky, but with a low number of starting players possibly worth it.
Otherwise this could work fairly well, although I'm not sure how much help it would be in adding some kind of focus to the game. _________________ Constantly pushing back the boundaries of Human Stupidity. |
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