Mehul har i sin sidste post gjort os opmærksomme på hvilke ting der trænger til at blive ændret. Han fremlægger ikke nogle nye revolutionerende ideer vi ikke allerede har læst om, og runde 12 kunne meget vel komme til at ligne denne runde hvad angår det spil-tekniske.

Mehul’s post



Below is an initial list of changes. Specific numbers have not been worked through, and details still are being developed. Feel free to post your comments — nothing below is definite or guaranteed to be implemented.



* The Plague will be strengthened — with a possible maximum 24 hour cap placed on infection. The Plague also will not affect intra-kingdom attacks.



* The NW system will be modified slightly. No details yet, but this may just include a change in the Avian Specialist NW.



* There will be some form of Forum Protection. The best & simplest solution we have found might simply be to not allow a new thread to be created if the oldest thread is less than 24h old. Due to the programming, there are some limits on what can and can’t be done here, so some of the more advanced solutions that were offered aren’t viable without reprogramming the forum system.



* Land gains in attacks will be based primarily on relative land; Honor gains in attacks will be based primarily on relative NW.



* Some of the aggressive constraints on attacking will be reduced some (gains will be a bit higher, gang-bang rules will be relaxed a bit)



* Exploring will be more expensive while a kingdom has declared war. Less land will also be available for an entire kingdom to explore.



* Honor will be a bit easier for attackers & mages to gain, maybe a bit more difficult for thieves to gain. We’re still working on a better balance here, but honor gains with thieves and mages will probably be highest mostly when targetting similiar-size provinces.



* Players may start with more resources, although this is not definite yet; Top players will be ranked separately by race in the overall lists (not sure about Island lists yet).



* The Trade Balance will likely include a higher value for Soldiers (75-100 gc) and possibly a doubling of the net tax rate.



* No substantial building changes are planned right now, but we will run a quick analysis before deciding on this. Raze costs will likely be lowered a bit.



* Some type of Massacre attack option will be added that targets both thieves and wizards (possibly peasants as well). There will be no gains for the attacker in these.



* Thieves will probably lose Assassinate Wizards. It would be replaced by something that decreases the effectiveness of a Mage for a period of time. In addition, other thievery ops will likely be made more effective and damaging.



* A variety of new spells will be added — primarily offensive — and spells will generally be made more powerful.



* Both Random Events and Personalities are being considered, but neither are likely to be in place for the start of the game. If that’s the case, we will program it such that both of these can be added mid-round if we choose to.



* Science may also be made more difficult to acquire as was last round. We want to ensure that not every player tends to max-out on sciences and that it requires a serious commitment to achieve.



* Race changes will come after all of these are completed, but any changes would be minor (except Undead). For the first time since the split, the two servers show very different stats regarding the races, so it appears most of the races can be competitive as-is.



Our primary goal this round is to make each of the three “specialties” — Attacking, Magic, and Thievery — are viable ways of playing, with the possibility of also adding Scientist to that mix. Each, of course, is vulnerable to the others. This adds value to a diverse and cooperating kingdom.



Feel free to post your comments. Official, finalized changes will be posted near the end of the round.



Mehul

Mehul forsinket igen?


Mehul understreger, at de ikke har de matematiske formler klar eller er helt sikre på ideerne. Ydermere gør han også opmærksom på, at intet af det han omtaler i sin post vil blive implementeret med sikkerhed i runde 12.

Alt i alt, en typisk update fra Mehul.


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2 KOMMENTARER

  1. ser da ok ud hvis det kommer med… jeg tror nu ik på der kommer til at være noget der hedder scientist =)

    ingen store raceændringer ? kedeligt, men hva, hvis de nu er ved at være ok lige, så skal man vel ik klage!

  2. Forandring fryder. Utopia kan simpelthen ikke overleve uden ændringer.

    Og jeg er ikke engang sikker på hvad Mehul taler om når han siger scientist. Vil han have en top-100 liste over hvem der har flest science point eller hva’?