Age of Might Bonus modification

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what bonus scheme do you want?

 
Total votes: 0

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DiM
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Age of Might Bonus modification

Post by DiM »

some people have complained about the game being to fast paced or it being too luck dependent, they want the bonuses changed to make it more complex and tactical. on the other hand the 73 pages of games played so far show me the map is popular. so i want the opinion of the community. vote if you want the bonuses changed or not.

A.

Code: Select all

castle +5
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5


same fast paced action but with more incentive to expand and get resources and stuff. 1v1 will remain the same but more strategy should come in 6p games. plus by making the village + resource, castle + resource and sanctuary worth +5 it will give a chance to come back in the game to those that lost a castle and furthermore in fog games the confusion will be even higher because of the many +5 bonuses.

B.

Code: Select all

castle +5 (autodeploy)
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5


same as previous version except the autodeploy should make the 1v1 less fast paced.


C.

Code: Select all

castle +3 (autodeploy)
castle + village +1
village + resource pair + 3
castle + resource pair + 3
sanctuary +3


same idea but lower bonuses. slow paced expansion games.
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Qyu
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Post by Qyu »

i suggest another, based on version C :

D.

Code: Select all

castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)


the ratio autodpeploy and free to deploy could be adjust

(i vote C, but i prefer D :wink: )



My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important
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MeDeFe
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Post by MeDeFe »

I know, 4 identical maps with different bonus systems!
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DiM
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Post by DiM »

Qyu wrote:i suggest another, based on version C :

D.

Code: Select all

castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)


the ratio autodpeploy and free to deploy could be adjust

(i vote C, but i prefer D :wink: )



My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important


it could be interesting but i don't think it's possible
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by Selin »

I voted for c) in order to make it more attractive to attack neutral armies to increase you armies per turn.

But what's the idea behind auto-deploying castles? In this case adjacent games would be almost meaningless. Reducing castle bonus to 3 (or even to 2), but having the freedom to place them anywhere should be enough to hinder fast killings.

.
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yeti_c
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Post by yeti_c »

I'd ignore this poll - It's a load of meaningless crap.

C.
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yeti_c
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Post by yeti_c »

Qyu wrote:i suggest another, based on version C :

D.

Code: Select all

castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)


the ratio autodpeploy and free to deploy could be adjust

(i vote C, but i prefer D :wink: )



My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important


Auto deploy only works on a territory...

You cannot have autodeploy on a continent.

C.
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Post by rebelman »

I voted for option A - as I am happy with the map in its current format and im certain there are many more out there that share a similar opinion.
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Post by dominationnation »

def B. solves all the problems.
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Post by wacicha »

Well I agree with Rebel, BUT Dim, You should make another map using these examples on a different scenario. that would work for all.
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Post by DiM »

wacicha wrote:Well I agree with Rebel, BUT Dim, You should make another map using these examples on a different scenario. that would work for all.



that's exactly what i'll do. chapter 2 will be different from chapter 1 and it will include the suggestions of those that weren't happy with chapter 1.
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wicked
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Post by wicked »

I think the changes you're making in #2 will satisfy what some don't like about this map, and by looking at the poll results, they're not in the majority. When both maps are up, people will have the option of which to play, so there's no need to change this one.
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DiM
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Post by DiM »

wicked wrote:I think the changes you're making in #2 will satisfy what some don't like about this map, and by looking at the poll results, they're not in the majority. When both maps are up, people will have the option of which to play, so there's no need to change this one.


qft.

now, can a mod lock this thread?

chapter 2 is in my sig.
Last edited by DiM on Tue Dec 04, 2007 3:46 pm, edited 1 time in total.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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3seven1
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Post by 3seven1 »

I think Castle + resource pair should be more of a bonus. It's the same as just owning the castle.

:?

I'd be in favor of reducing the castle bonus to 3 thought. So I guess i'd vote for c IF the auto deploy was removed.
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wicked
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Post by wicked »

No need to lock. You've pointed them to the Map 2 discussion, that'll suffice.
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Re: Age of Might Bonus modification

Post by Blitzaholic »

DiM wrote:some people have complained about the game being to fast paced or it being too luck dependent, they want the bonuses changed to make it more complex and tactical. on the other hand the 73 pages of games played so far show me the map is popular. so i want the opinion of the community. vote if you want the bonuses changed or not.

A.

Code: Select all

castle +5
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5


same fast paced action but with more incentive to expand and get resources and stuff. 1v1 will remain the same but more strategy should come in 6p games. plus by making the village + resource, castle + resource and sanctuary worth +5 it will give a chance to come back in the game to those that lost a castle and furthermore in fog games the confusion will be even higher because of the many +5 bonuses.

B.

Code: Select all

castle +5 (autodeploy)
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5


same as previous version except the autodeploy should make the 1v1 less fast paced.


C.

Code: Select all

castle +3 (autodeploy)
castle + village +1
village + resource pair + 3
castle + resource pair + 3
sanctuary +3


same idea but lower bonuses. slow paced expansion games.



the one with the most skill, I would need to study the map
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arizona
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Post by arizona »

One might notice that at the moment there are as many votes for change as there are for the the status quo, it's just that the former are spread across the three options.

Seems there's a sizable population that see this map as fun, but not as fun as it could be. Five armies for one territory is a lot! As much as North America on the Classic Map.
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Post by mibi »

arizona wrote:One might notice that at the moment there are as many votes for change as there are for the the status quo, it's just that the former are spread across the three options.

Seems there's a sizable population that see this map as fun, but not as fun as it could be. Five armies for one territory is a lot! As much as North America on the Classic Map.


qft.


23 want to leave it.

25 want it changed.

it seems the wicked's 'majority' is out numbered.

but now that map 2 is in development, it is becoming less of any issue anyways, just unfortunate.
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Vace Cooper
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Post by Vace Cooper »

how about no bonus for the first castle then +5 when you have 2
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Yahoo oo
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Post by Yahoo oo »

i think that the map is fine and should but left how it is
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Vace Cooper
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Post by Vace Cooper »

I want to be able to try and get some of the bonus's but you dont even get a chance, i think something has to change so we can really play the map. Its so big and if you want a quick game you can play a smaller map
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Post by Arachnophobia »

I have yet to vote as I see the village + castle gain of +2 as extremely bad. I'd vote for B with
castle+village +1
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Post by arizona »

those wanting to leave it as is have slipped into the minority...
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Post by owenshooter »

Vace Cooper wrote:how about no bonus for the first castle then +5 when you have 2


i like that idea. i like coopers thoughts about being able to actually grab some bonuses up before being killed. nice thoughts cooper. who knew you were a thinker?!-0
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Vace Cooper
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Post by Vace Cooper »

age of might has 96 Terits but you only get to use about 5 or 6 of them
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