Author Topic: Community Faction Design Contest - Commander Mode  (Read 10465 times)

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Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #30 on: May 19, 2013, 04:46:26 pm »
0
This concept is pretty sweet. hopefully it is executed well.  perhaps a slimpyman npc that is the most OP piker ever?  bwahahaha
Create a cool faction with beast pikemen named "slimpymen"?
chadz> i wouldnt mind seeing some penis on my character

Offline Apsod

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Re: Community Faction Design Contest - Commander Mode
« Reply #31 on: May 19, 2013, 05:10:33 pm »
+16
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Offline Torp

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Re: Community Faction Design Contest - Commander Mode
« Reply #32 on: May 19, 2013, 05:35:17 pm »
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what would be the policy towards making a faction with slightly less equipement and then giving them slightly better stats?
i just brainstormed a faction but the equipment only adds up to 150k, and if i added more it would only be to get the cost up, so i'd rather just stick with the equipment i initially thought most suitable and then give them a slight edge stat-wise instead

Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #33 on: May 19, 2013, 06:25:44 pm »
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The problem with that, although hilarious, is the following:
<Tydeus> definitely need to limit the amount of x classes get spawned
<Tydeus> or the amount of players that can spawn as certain classes for specific factions
<chadz> maybe just third each
<chadz> so if 3 people chose cav
<chadz> then 33% of the bots would be cav
<Tydeus> yeah
<chadz> and every player gets 10% cav
<chadz> => less bots

Functionality will change, this very well might not be the final mechanic chosen. But you won't be able to have everyone spawn with the same troop, without seeing at least a minor penalty. Continuously spawning with more and more of the same class will end in reduced effectiveness. And of course, I don't plan on having faction balance conducive to such a play style.

what would be the policy towards making a faction with slightly less equipement and then giving them slightly better stats?
i just brainstormed a faction but the equipment only adds up to 150k, and if i added more it would only be to get the cost up, so i'd rather just stick with the equipment i initially thought most suitable and then give them a slight edge stat-wise instead
I don't see why it couldn't be implemented. The cost was merely a guideline to assist players with initial balancing of their proposed factions.

Also, the following might be useful to keep in mind:
<cmp> [15:51:01] <Tydeus> how hard would it be to implement a work-around for the undesirable equipment prioritization that bots do?
<cmp> [15:51:35] <Tydeus> where they prioritize cost
<cmp> easy
<Tydeus> cmp how about, simply random?
<cmp> random works i guess

So prioritizing cost, is essentially fixed. It's possible this still has conflicts with certain concepts, but overall I think it's much less limiting and technically simple for people to understand.
« Last Edit: May 19, 2013, 06:43:34 pm by Tydeus »
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Offline okiN

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Re: Community Faction Design Contest - Commander Mode
« Reply #34 on: May 19, 2013, 06:39:05 pm »
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<chadz> so if 3 people chose cav
<chadz> then 33% of the bots would be cav
<Tydeus> yeah
<chadz> and every player gets 10% cav
<chadz> => less bots

That sounds like a rubbish idea. Punishing people with less bots for making "wrong" choices? Why not just limit the number with slots for each troop type?
Don't.

Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #35 on: May 19, 2013, 06:41:12 pm »
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That sounds like a rubbish idea. Punishing people with less bots for making "wrong" choices? Why not just limit the number with slots for each troop type?
I should probably have added a disclaimer, that might not be the functionality chosen. It's was simply to show that it will not be the same. there will be a limit and you won't be able to stack certain types without issue.
chadz> i wouldnt mind seeing some penis on my character

Offline Teeth

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Re: Community Faction Design Contest - Commander Mode
« Reply #36 on: May 19, 2013, 06:50:53 pm »
+13
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« Last Edit: May 21, 2013, 05:45:40 pm by Teeth »

Offline Ronin

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Re: Community Faction Design Contest - Commander Mode
« Reply #37 on: May 19, 2013, 07:00:47 pm »
+1
Cost is very high because of long espadas, side sword and flamberges. Those are just exclusive.
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Re: Community Faction Design Contest - Commander Mode
« Reply #38 on: May 19, 2013, 07:06:33 pm »
+1
Feel free to point out flaws/tell me I have terrible fashion sense/ATS sucked and why are you making this/Duster where did you learn to math, but I'd prefer constructive criticism. I didn't make up concrete stats because they'd probably be terribad and altered anyways.

In my dreams ATS always wears red churburg. However, I think more red in general would help with that look.



Offline Miwiw

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Re: Community Faction Design Contest - Commander Mode
« Reply #39 on: May 19, 2013, 07:11:40 pm »
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Should stats really be that high, Teeth?
Afaik native bots got much much lower stats, like 15/15 or similar.

For the faction I proposed, I used about level 30 and that's like 27/12 for 2h/poles, 21/15 for 1h and similar. If you got a lot of STR you should take less AGI so there's some balance and your bots aren't good in all they can do...
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Offline Teeth

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Re: Community Faction Design Contest - Commander Mode
« Reply #40 on: May 19, 2013, 07:17:11 pm »
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I am just following Tydeus his lead who has about a 24/24 as average as well. Supposedly to allow the AI to counter people being able to use their ingame character, but effective commanding kinda requires having a horse, so I am not sure if that would work so well.

In any case I can easily scale the stats down to fit a lower overall build strength.

Offline Tydeus

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Re: Community Faction Design Contest - Commander Mode
« Reply #41 on: May 19, 2013, 07:18:35 pm »
+1
Should stats really be that high, Teeth?
Afaik native bots got much much lower stats, like 15/15 or similar.

For the faction I proposed, I used about level 30 and that's like 27/12 for 2h/poles, 21/15 for 1h and similar. If you got a lot of STR you should take less AGI so there's some balance and your bots aren't good in all they can do...
We want to have higher stats so that the bots are more deadly. While it uses some of the native mechanics, I've been told it is using the cRPG soak/reduce values. And since armor levels are higher while weapon damage is lower, bots need to have better stats.
chadz> i wouldnt mind seeing some penis on my character

Offline Utrakil

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Re: Community Faction Design Contest - Commander Mode
« Reply #42 on: May 19, 2013, 07:22:56 pm »
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The problem with that (TOWNFOLK), although hilarious, is the following:
<Tydeus> definitely need to limit the amount of x classes get spawned
<Tydeus> or the amount of players that can spawn as certain classes for specific factions
<chadz> maybe just third each
<chadz> so if 3 people chose cav
<chadz> then 33% of the bots would be cav
<Tydeus> yeah
<chadz> and every player gets 10% cav
<chadz> => less bots

Functionality will change, this very well might not be the final mechanic chosen. But you won't be able to have everyone spawn with the same troop, without seeing at least a minor penalty. Continuously spawning with more and more of the same class will end in reduced effectiveness. And of course, I don't plan on having faction balance conducive to such a play style.
I don't see why it couldn't be implemented. The cost was merely a guideline to assist players with initial balancing of their proposed factions.



Give the blacksmith a great Maul as smithhammer and a barmace (steelbars always ly around) and give him some mail (he has always some in stock for his lord ;) ) and you have a second strong class.
(don't want to argue with the artist.... just an idea)
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Offline Blackzilla

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Re: Community Faction Design Contest - Commander Mode
« Reply #43 on: May 19, 2013, 07:49:12 pm »
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.
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Offline ARN_

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Re: Community Faction Design Contest - Commander Mode
« Reply #44 on: May 19, 2013, 07:50:42 pm »
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The Phalangites
 
This faction is based on the DTV clan Phalangites.

The Phalagites is an good all-around Faction, it´s strongest unit is the Nodachi-infantry which is heavily armoured and use the deadly Nodachi. They have good hoplites to support the Nodachi-infantry and guard their archers. The archers are deadly at range and can defend them self in melee. Their cavalry use bastart swords and are good to break the enemy´s lines with, but the lack of shields make them vulnerable to ranged. Their weakest unit is the skirmish throwers which are lightly armoured and bad shield and 1 handed weapon, but don't underestimate them thay are light and fast and can throw hard hitting war darts from distance.

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« Last Edit: May 20, 2013, 05:46:36 pm by ARN_97 »
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