[Discuss] War Island Change
Tom Vogt
tom at lemuria.org
Fri Oct 5 21:23:45 CEST 2007
John P. Murphy schrieb:
> If you want nothing but mindless war, you've already been given the
> only solution: disallow realm-to-realm messaging.
As has already been mentioned: That will only cause people to move to
mail and IRC.
> Nothing short of
> that will prevent the "diplomacy" that people are decrying. No
> matter what, the players will always, always, always find the optimal
> strategy for victory, and then attempt to follow it. But mindless
> war is not going to make the south islands any more fun: mindless war
> ultimately means much more time spent sitting in the capital waiting
> to get enough taxes to hire another unit, which is just going to get
> destroyed anyway.
>
Then we need to reduce the amount this matters. We can do that.
> Wrong. Suddenly you have people seeking the most conservative and
> incremental strategies imaginable.
Not we way I intend it to be. Here's how it works:
Every looting, victory and some other things add to a score called
"glory". That's not new code, it's been in the game for a year or soo,
but so far it hasn't been used in any visible way (mostly as a tool for
me to judge how things are going).
Now, every week the governments on the war islands will get a notice
about how they're doing in relation to the other realms.
Every three weeks, whoever is last loses their jobs and a point of prestige.
Judging you in comparison to the others means you can't go the "let's do
one looting to get a positive score and we're done" route.
> On top of that, you've added a nice positive feedback loop to that
> once a realm starts to lose it gets engulfed in weekly chaos, which
> in turn will ensure that they continue to lose.
>
Good. On the war islands, more chaos is good.
> The likely result is twofold: first that the south island realms will
> start choosing their leaders informally: no matter who actually holds
> the post of ruler or general, they'll wind up picking a "real" ruler
> and council and just rotating the throne-warmer.
That's an interesting idea, but I doubt it will work very well. There
are two kinds of people who will volunteer for that position: The very
loyal ones and those with plans for themselves. Sooner or later, you'll
have one of the later in charge.
> Second that they'll
> become so risk-averse that only sure-fire victories will be pursued.
> The most risk-averse strategy? Two realms ganging up on a third,
> where that third is losing its government every week.
>
The code takes that into account. You get little glory for trashing a
very small enemy, and much for a heroic defense (or charge). The small
realm stands a real chance of having the weaker of the attackers suffer
instead.
And even if not, then there's only two realms left and one of them
_will_ draw the shorter straw the next round.
> I don't think you've defined the problem nearly well enough to be
> talking about solutions. Before you start implementing fixes, it
> would be a very good idea to sit down, think about, and articulate
> exactly what you mean by "war island".
>
Why? That's already very plainly stated in the game itself. Constant
warfare.
--
Unsubscribing and other list options:
http://news.battlemaster.org/cgi-bin/mailman/listinfo/discuss
More information about the Discuss-moderated
mailing list