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Subject: 
Re: When the world was young - thoughts
Newsgroups: 
lugnet.org.us.nelug
Date: 
Wed, 30 Apr 2003 19:55:31 GMT
Viewed: 
4340 times
  
In lugnet.org.us.nelug, David Eaton writes:
> In lugnet.org.us.nelug, Jonathan Dallas writes:
> > I'm not sure if Joe actually got anything.  I picked up the spear and Dave
> > got the scimitar, but there should still be one more special item left for
> > the next game.
> 
> Oh, I meant the magic spear that Joe picked up. The one that severely
> encumbered his masculinity :)
> 
> > I agree that it won't speed things up.  I'm really a little hesitant about
> > playing this game again if it is going to take the same amount of time to
> > complete.  I mean it was pretty boring at times waiting for Joe and Dave to
> > figure out damage.  Now I would feel different if I could have attacked with
> > my ground troops instead of having them roasting marshmellows in front of
> > the greek fire.
> 
> Yeah, we had throngs of troops waiting for that flame to go out before they
> were gonna make a move. Actually I think I'd retool how "dragon oil" works, too:
> 
> It doesn't really make sense that the dragon oil does the *full* damage of
> the flame that lit it. If I light an acre-oil field with a match (miniscule
> damage) versus with a welding torch (HUGE damage) it doesn't really affect
> the strength of the overal acre of oil as it catches fire. I'd be more
> tempted to say that each "mass" of oil does 1d6 fire damage (or maybe 1d6
> per 2 considering that 2 SP's buys you 2d6 of fire damage). Also, I'd
> suggest that it burns up on the turn after it's lit, no matter what. Maybe
> the ground *underneath* catches fire that lasts, but that's a different story.

Well the first turn of burning oil damage would be more than the rest
because the oil is causing the flame to be hotter, lets say a 2d6.  Then
rest of the turns could just have normal 1d6 fire damage on the areas that
have something to burn.  We could even state how long grass burns verses a
tree.  But sand and rock should only burn for the first turn that the oil is
ignited.

> > > - MUCH less magic proportional to the army size
> > 
> > I'm not sure about reducing the magic aspect.  I thought it was pretty good.
> > I had a few mages and Dave had a few pixies that could dispell them.
> 
> Well, there were just too many magic things going on per round, I thought.
> Probably a better ratio would be a max of say 1 magic user per player.
> That'd make things go much faster...
> 
> > I don't think this addresses the true need.  What we want is less troops on
> > the battle field.  This can be done two ways.  One would be to reduce the
> > overall CP limit
> 
> Isn't that what I suggested? :)

I was trying to agree that that was a solution, but that there was another
option as well.  Which apparently you don't like the conscept of pumped up
troopers running into each other.  Picture Joe's Dragon Lord at 100cp and a
normal trooper at 100cp one breathing fire while the other laughs.

> > and the next would be to raise the 50cp limit.
> 
> I'd DEFINITELY discourage the raising the 50 CP limit. 50 CP's is a LOT for
> a unit. A 60-70 CP unit maybe for a specialty unit (IE hero/champion), but
> that seems to be just plain too much for a "standard trooper".
> 
> > If we just raise the 50cp limit then we could have two strategies to winning
> > the game, swarm or surgical attacks.  I would pay money to see a swarm of
> > gnats attacking the dragon lord.
> 
> Heh, I think we all saw how well *that* worked :)
> 
> Powerful units (especially ranged and/or area-damage units) just seem to
> dominate our Brikwars games. The only exception I can think of is Neil's
> uber-mage who probably *should* have dominiated the game, but didn't because
> Neil moved him out too quickly and left him more vulnerable than expected.

Maybe we should create a penality for ranged attacks.  I would love to see
more CC battle damage.

> Of course the paltry melee combatants rarely see combat in our games because:
> 1) they're all dead before they can get anywhere
> 2) our games end before they get within range of combat
> 
> DaveE



Message has 1 Reply:
  Re: When the world was young - thoughts
 
(...) Well, the problem is that if you've got that same acre of oil that you're igniting with a 5000-degree blow-torch, the far corner of the acre that you're igniting (when it finally catches) isn't going to be at the same 5000-degree temperature. (...) (23 years ago, 30-Apr-03, to lugnet.org.us.nelug)

Message is in Reply To:
  Re: When the world was young - thoughts
 
(...) Oh, I meant the magic spear that Joe picked up. The one that severely encumbered his masculinity :) (...) Yeah, we had throngs of troops waiting for that flame to go out before they were gonna make a move. Actually I think I'd retool how (...) (23 years ago, 30-Apr-03, to lugnet.org.us.nelug)

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