I am glad somebody is going to try this.
Enjoy your low quality harvests! Note: Without an encumbrance system, the low quality is no different from the high quality... for now. I suggest you use them up before that changes. :D
Bringslite of Fidelis wrote:
Oh, sure. Everybody ELSE can be chaotic and neutral, but programmers have to be lawful. I see how it is. Next, you'll say I have to be GOOD too! I might as well go create my paladin right now... Actually, that's a good idea... *Creates Paladin* Oh, nvm, this is pretty fun. *Runs off, fighting for justice*
CaptnB wrote: Since escalations spread to neighboring hexes, can two different cycles overlap in the same hex? At present no. Only one escalation-enemy can control a hex at once. It's an interesting idea, but raises its own complications. What we do have is when two different escalation-enemies control adjacent hexes, the server calculates the strength math differently than when the borders are "unopposed". It's nothing you can see, but there is "interaction" of a sort. AvenaOats wrote: Thanks for hinting Paul! I share H2Osw 's sentiments that it's a system that easily sounds organic but implemented can seem like just another reduce the meter on these things to zero or until the timer runs out experience. I think that once rewards get implemented, your concerns will be addressed. Also, your player-enemies will not cooperate with you to min/max things to your benefit.
H2Osw wrote: I've played other games with escalation cycles and they also sound great on paper but implementing it was kinda blah. I hope whatever goblin works has planned, it'll be dynamic. Escalation cycles still need some polishing, but mostly implemented on the code-side. "Dynamic" is appropriately descriptive. :D |