Subject:
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Re: NLDA [aka Medieval] Brikwars*
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Newsgroups:
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lugnet.org.us.nelug
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Date:
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Sat, 23 Jun 2001 13:50:07 GMT
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Viewed:
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1110 times
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In lugnet.org.us.nelug, Joe Comeau writes:
<snip>
> > What does everyone think of that plan?
> >
> > Eric Kingsley
>
> Overall, I like this. I think the difference is how the teams gain their
> knowledge. I like Eric's idea about giving us a glimpse into what they have,
> yet not really know what's coming. In fact, in having kidnapped the
> princess, it seems to imply that we would have some kind of knowledge about
> Team B. So far, this doesn't imply anything about how much knowledge Team B
> would have about Team A. We can handle this in two basic ways.
>
> The first is just assume that Teams A and B are neighbors, and therefore
> know something about each other. Or second, Team B in fact knows very little
> about Team A, but gets a number of "scouts" to help figure out what to do.
> These scouts would not be very useful in fights, but perhaps they can range
> much farther than typical troops. They would also possess the ability to
> detect traps (we'd have to figure out an appropriate set of dice to roll).
> If this were true, then at least your troops could avoid some of them. In
> fact, we could go even further and give the scouts the ability to disarm
> traps as well (a separate roll after a trap is detected).
I think this is close to what I was thinking. Obviously team A knows something
about team B but not everything and while they know some of their weapons team
B obviously isn't going to leave their home undefended so what they bring to
battle will be a subset of what they know. This makes it a little more
difficult for team A to defend their home because they don't know exactly what
team B will bring. It should also be assumed that there are probably some
things team A doesn't know about team B so their could be a couple supprises
thrown in.
I think the idea of scounts is a good one. I think in a real scenario scouts
would be used to learn as much as possible about the evil team A before team B
runs at full charge to rescue their princes. This means the scouts would know
the exterior of the fortress along with what they can see from the ground of
the interior (This may just be emplacements on an outer wall or guard towers).
They would also be able to learn about troop emplacements outside the fortress.
>
> The second approach I think keeps things interesting, without intentionally
> "stacking the deck" in favor of either side. If we go with the scout
> approach, either we set a number of scouts that Team B gets as a "bonus" on
> top of their CP limit, or we just factor it into the ratio of CP between
> Teams A & B and let Team B determine how many they want.
I think either way team A will have the defensive advantage. It is much easier
to defend a location than take it. That said I am quite sure that the only
reason Team A got the princess in the first place is that she did something
foolish. My feeling is that Team A is really just a bunch of blumber blowhards
with more muscle than brains. Brainpower is what will win this match!
Eric Kingsley
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Message has 1 Reply: | | Re: NLDA [aka Medieval] Brikwars*
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| (...) I was thinking about this balancing act, particularly with respect to the weighting of available CP to account for one team having a fortified postion. Then I realized that I think Brikwars might be self-balancing in this regards. Buildings (...) (23 years ago, 24-Jun-01, to lugnet.org.us.nelug)
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Message is in Reply To:
| | Re: NLDA [aka Medieval] Brikwars*
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| "Eric Kingsley" <kingsley@nelug.org> wrote in message news:GFCqq1.KFs@lugnet.com... (...) to (...) the (...) pages (...) them? (...) have (...) rescue (...) attack (...) forest". (...) see, or (...) the (...) would (...) of (...) get (...) in (...) (...) (23 years ago, 23-Jun-01, to lugnet.org.us.nelug)
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