[Discuss] new war islands
Tom
tom at lemuria.org
Tue Apr 1 09:30:49 CEST 2008
When I closed down the war islands, there was some protest. From two
factions, actually. One, from the strategy players who enjoyed a pure
war environment, and from the roleplayers who feared the strategy
players would now flood the rest of the game.
So, I've taken some time and re-worked the concept. Remember that my
reason was that the war islands never worked the way I intended them to.
Opening later today, there will be a new war island ("South Island").
The map is slightly expanded, but mostly the same. There are now five
small realms initially. Some other features have been changed:
* "War only" as you're used to, all non-war features are disabled, more
complete this time
* Looting has been much improved, to make it a viable strategy
The most important change, however, is that I've decided to finally
listen to those who want a much more "active" and speedy game. On the
new war island, turns will run EVERY TWO HOURS. That's 12 turns in a
day, 6 half and 6 full. This will provide our strategy friends with an
entirely new challenge, because you really can't expect everyone to be
active all the time with that schedule. You will have to plan with
inactivity, something that I hope will then migrate to the rest of the
game. Day- and Night-Armies are just one of the ideas that hit me.
One disadvantage to the whole thing, however. Since the rapid turns
would, in theory, allow people to leech gold off the islands very
quickly, the war island is a one-way road:
* You can't leave once you're there (no emmigration)
* To prevent overcrowing, everyone is mortal on war island (same as for
heroes elsewhere)
* No family gold sending
I have a few final touches to finish, such as uploading the new map and
resetting the database, and then later today you'll read a second
announcement when it opens.
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