Using Siege Engines to Balance the Powers
A lot of this sounds like a great idea. Im not going to say your idea isnt perfect. This is worth looking into by the developers.
Thanks – agreed it isn’t perfect; it was intended as a starting point for discussion. Because something needs to be done.
I like the increased supply cost, but not the gold cost – people could just stack them at night when they are loosing. Also it shouldn’t be map dependent, because people would then mass jump onto the map where they are loosing, to buy blueprints, and jump back to other maps to use them. So keep the gold cost the same, rather focus on supply cost.
I’d change your idea a bit and make the supply cost dependent from the global situation, not local, specifically from the potential points earned. I believe the maximum possible points per turn are something like ~650 when you own all 4 maps, so taking that into account, one can scale the supply cost of siege machines from say 25% when you own 0% of the 4 maps, to 400% when you get 650 points per turn.
The equation would be something like..
MPP – maximum possible potential points, 650 I believe
PP – potential points per turn, between 0 and MPP
BSSC – base siege supply cost, the amount of supply siege costs now
CSSP – current siege supply cost, amount of supply siege costs after adjustments
CSSP = 25% * BSSC + 375% * BSSC * (1 – ((MPP – PP) / MPP))
If PP = 650, so you own all 4 maps, then CSSP = 400% BSSC, siege costs 4x more
If PP = 0, so you own nothing, then CSSP = 25% BSSC, siege costs 4x less
And it scales smoothly between these extremes, I hope I didn’t make any terrible errors in that simple equation, but I hope the basic idea is visible.
From an in-universe standpoint, I don’t see how this would make sense. Why would it suddenly take twice as much wood/stone/etc to construct a siege weapon when you control more territory?
It’s generic fantasy, why would it have to make any sense? How do you explain how characters can change size and mass, appear tiny or twice as big? Where is the additional mass coming from? I’ll tell you where, from the same place the additional siege costs will come from! :P
Also, does it make sense your catapult can damage people through a gate, without damaging the gate itself?
It’s generic fantasy, why would it have to make any sense? How do you explain how characters can change size and mass, appear tiny or twice as big? Where is the additional mass coming from? I’ll tell you where, from the same place the additional siege costs will come from! :P
Generic fantasy does not equal making up random bollocks
Also, does it make sense your catapult can damage people through a gate, without damaging the gate itself?
A gameplay mechanic which is undoubtedly unintended; do you really think that allowing friendly fire would be a good idea? Admittedly, it would make the zerg much more interesting.
@Sarrs – for Fairness. If world control were based solely on skill, this would not have been suggested. Instead, domination is based on $ & Numbers. Not everyone has deep pockets, and once one world is dominating, people from another world may log in but they will likely soon log out again (if they cannot attain a foothold/conquer territory), THUS domination tends to be a self-fulfilling prophecy. If you can think of a better way to even things out (such as limiting the number of players each world can have to being no more than the maximum any other world had) – then I’d like to hear it.
Besides, speaking as a member of HoD, it can get old when you own the ENTIRE map – you need challenge to keep things interesting. (Maybe if we had been challenged more, so many of our players would not have left.)